| 關於a cross-game overview of this skill,參見Medicine。 |
Medicine is a skill in Fallout: New Vegas, replacing the First Aid and Doctor skills from Fallout, Fallout 2 and Fallout Tactics.
This skill determines the effectiveness of stimpaks, super stimpaks, Rad-X and RadAway.
Initial level[]
Example: A starting Intelligence of 5 and Luck of 5.
The higher one's Medicine skill, the more Hit Points they will replenish when using a stimpak and the more effective they are at using any other medicinal item, such as Rad-X or RadAway.
The exact effect of the Medicine skill on such items is determined by the formula:
In basic terms, medical items become twice as effective with a Medicine skill of 50, and three times as effective with a Medicine skill of 100. This progression is linear, meaning at a skill level of 75, medical items are 2.5x as effective.
Ways to increase Medicine[]
- Permanent
- Leveling up (up to +15 or +17 with Educated)
- D.C. Journal of Internal Medicine (+3 or +4 with Comprehension)
- Good Natured (+5)
- Skilled (+5)
- Temporary
- Wasteland doctor fatigues (+5)
- Today's Physician (+10 or +20 with Comprehension)
- Followers lab coat (+10)
- Daniel's outfit (+5)
Perks that require Medicine skill[]
| Perk | Requirement | Level | Additional Requirements |
|---|---|---|---|
| Living Anatomy | 70 | 8 | - |
| Chemist | 60 | 14 | - |
| Chem Resistant | 60 | 16 | - |
Interactions that require Medicine skill[]
- 20 Medicine to convince Dr. Richards that the Courier has "some medical experience," triggering Restoring Hope.
- 25 Medicine to heal all injured NCR troopers in the Camp Forlorn Hope medical center with the required equipment (Med-X, bonesaw, surgical tubing, etc.) during Restoring Hope.
- 30 Medicine or 30 Speech to convince Doc Mitchell to gift some stimpaks during Ain't That a Kick in the Head. Passing both checks will result in five stimpaks rather than six with Medicine always the first choice.
- 30 Medicine to correctly examine the "dead bodies" of the Freeside thugs "killed" by Orris during G.I. Blues.
- 30 Medicine to successfully heal the mole rat, Snuffles's injured leg in Sloan, earning NCR fame if Chomps Lewis is informed afterward.
- 30 Medicine to point out that Troike's story about blacking out from chem usage does not add up during How Little We Know.
- 30 Medicine to successfully sterilize the medical supply kit with alcohol during Tourist Trap.
- 35 Medicine to convince Dazzle that the Courier knows how to safely "split" a Med-X dose, getting her to have sex for free at Gomorrah.
- 35 Medicine to correctly inspect the dead hooker's body in How Little We Know.
- 35 Medicine to successfully question the plausibility of Mr. House being over 200 years old.
- 35 Medicine to discuss with God about a past trauma that likely caused his multiple personality disorder.
- 35 Medicine to discuss with Ulysses about the marked men and how they continue to live in the Divide.
- 40 Medicine to convince Argyll that the Courier has extensive medical knowledge.
- 40 Medicine or 60 Speech to successfully convince Corporal Betsy to seek psychiatric help during I Don't Hurt Anymore.
- 40 Medicine to accurately diagnose Caesar's multiple neurological symptoms during Render Unto Caesar.
- 45 Medicine to tell Carlyle St. Clair III about a "special" method for relaxation (non-lethally rendering him unconscious) during Beyond the Beef.
- 45 Medicine to correctly point out the physical symptoms of Ricky's Psycho addiction.
- 50 Medicine to ask Dr. Richards about the symptoms of Hydra use when asked about missing medical supplies (creates another skill check to recognize Pvt. Stone's symptoms) during Medical Mystery.
- 50 Medicine to convince Joana to tell her story, triggering Bye Bye Love.
- 50 Medicine to explain to Dennis Crocker how Pacer can be killed by exploiting his Jet addiction during Kings' Gambit.
- 50 Medicine to successfully convince Lucius that there was no saving Caesar's life if he died during Et Tumor, Brute?
- 50 Medicine to successfully heal Private Halford during Help for Halford without a doctor's bag.
- 55 Medicine to diagnose Philippe's emotional issues, causing him to give up his recipes (grants the option to create imitation strange meat pie with Intelligence 6) and leave the Ultra-Luxe kitchen during Beyond the Beef.
- 55 Medicine to correctly deduce that the Courier's heart, brain and spine were removed by the Sink Auto-Doc.
- 55 Medicine to argue to the Courier's brain that it is also the source of the same glands that it likes to blame for everything.
- 60 Medicine to successfully heal all injured Boomers at the Nellis medical station (40/50 Medicine results in only one/two being able to be healed).
- 65 Medicine to inform Doctor Mobius about the Courier's cranial injury at Goodsprings.
- 75 Medicine to successfully communicate with Christine during Find Collar 12: Christine.
- 75 Medicine to heal Caesar with a doctor's bag during Et Tumor, Brute? (bypasses Luck and Auto-Doc repair requirement).
- 75 Medicine to heal all injured NCR troopers in the Camp Forlorn Hope medical center without the required equipment (Med-X, bonesaw, surgical tubing, etc.) during Restoring Hope.
- 75 Medicine and 75 Speech to convince the Think Tank that Doctor Mobius successfully implanted his brain and now controls the Courier's body.
- 85 Medicine to point out to Dr. Klein that the gathered technologies could be used to heal the Courier.
Notable Medicine experts[]
- Elizabeth Kieran (98) - NCR Major providing aid to NCR squatters living in Freeside.
- Lady Jane (98) - a caravan merchant living in Freeside.
- Julie Farkas (98) - leader of the Followers of the Apocalypse operating out of the Old Mormon Fort in Freeside.
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