Fallout中文維基
Fallout中文維基
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)
  • Old World Blues (add-on) Skilled (+5)
Temporary
  • Wasteland doctor fatigues (+5)
  • Today's Physician (+10 or +20 with Comprehension)
  • Followers lab coat (+10)
  • Honest Hearts 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.
  • Honest Hearts 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.
  • Dead Money 35 Medicine to discuss with God about a past trauma that likely caused his multiple personality disorder.
  • Lonesome Road 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.
  • Honest Hearts 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.
  • Old World Blues (add-on) 55 Medicine to correctly deduce that the Courier's heart, brain and spine were removed by the Sink Auto-Doc.
  • Old World Blues (add-on) 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).
  • Old World Blues (add-on) 65 Medicine to inform Doctor Mobius about the Courier's cranial injury at Goodsprings.
  • Dead Money 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.
  • Old World Blues (add-on) 75 Medicine and 75 Speech to convince the Think Tank that Doctor Mobius successfully implanted his brain and now controls the Courier's body.
  • Old World Blues (add-on) 85 Medicine to point out to Dr. Klein that the gathered technologies could be used to heal the Courier.

Notable Medicine experts[]