Medicine

Medicine is a Fallout 3 and Fallout: New Vegas skill that replaces the First Aid and Doctor skills from Fallout, Fallout 2 and Fallout Tactics. This skill was called Medic in Van Buren, the canceled Fallout 3 by Black Isle Studios and J.E. Sawyer's Fallout Role-Playing Game.

Fallout 3

 * $$\text{Initial level}=2+(2\times\text{Intelligence})+\left\lceil\frac{\text{Luck}}{2}\right\rceil$$

Example: A starting Intelligence of 5 and Luck of 5.


 * $$2+(2\times5)+\left\lceil\frac{5}{2}\right\rceil=15$$

The higher your Medicine skill, the more hit points you replenish when using a Stimpak and the more effective you are at using any other medicinal item such as Rad-X or Rad Away. The exact effect of the Medicine skill is determined by game settings. See the talk page for details. The skill is useful early on, as you'll find yourself using considerably fewer stimpaks than you otherwise would, saving money & stimpaks.

Medicine in quests

 * 30 Medicine is required to properly examine the bodies of the West family for the Blood Ties quest in Arefu - however, the higher your medicine skill, the more information the examination will yield.
 * 40 Medicine is required to revive Timebomb in Bigtown, which is the only way to get his Lucky 8 Ball.
 * 50 Medicine is required to help a slave in The Mill inside The Pitt, although there is no reward for doing so.
 * 60 Medicine is required to revive Reilly in the Chop Shop in Underworld, which is one of two ways to revive her and start the Reilly's Rangers (quest).
 * The alternative way to revive Reilly is by passing a speech check with Doctor Barrows. The dialog will be available only after examining Reilly first.
 * An average medicine will garner information from Doc Church in Megaton about Leo's Drug Habit.

Ways to increase Medicine

 * Bobblehead - Medicine (permanent +10)
 * D.C. Journal of Internal Medicine (permanent +1 or +2 with Comprehension)
 * Daddy's Boy/Girl (permanent +5 for each rank)
 * Tag! (permanent +15)
 * Survival Expert (permanent +2, 4 or 6)
 * Environment Suit (temporary +5)
 * The Surgeon's Lab Coat (temporary +10)
 * Wasteland doctor fatigues (temporary +5)
 * Wasteland surgeon outfit (temporary +5)
 * Winterized medic armor (temporary +10, requires Mothership Zeta)
 * Mentats (temporary +2-10 depending on intelligence, a perfect intelligence of 10 will see no benefit)

Medicine in quests and exploration

 * 30 Medicine is required to efficiently examine the bodies of the thugs in G.I. Blues.
 * 30 Medicine to heal the Mole rat named Snuffles in Sloan.
 * 60 Medicine to heal three injured Boomers in Volare! (The three Boomers require 40, 50, and 60 medicine)
 * 75 Medicine to heal Caesar during Et Tumor, Brute?.
 * 75 medicine to heal all troopers in camp Forelorn Hope (not necessary, as player can heal them using medical equipment found in the clinic and 3 Med-X's instead of medical skill).

Ways to increase Medicine

 * D.C. Journal of Internal Medicine (permanent +3 or +4 with Comprehension)
 * Wasteland Doctor Fatigues (temporary +5)
 * Today's Physician (temporary +10 or +20 with Comprehension)
 * Followers lab coat (temporary +10)

Medicine-based Perks
Medycyna