Medicine

Medicine
modifiesEffectiveness of , and .
governed by
initial value2 + ( x 2) + ceil ( / 2)
related perks, , ,
modifiesEffectiveness of , , and .
governed by
initial value(2 + ( x 2) + ceil ( / 2)
related perks, ,
related traits
,
modifies?
governed by

Medicine is a and that replaces the and skills from , and . This skill was called Medic in , the canceled Fallout 3 game by , and .

Fallout 3

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

Example: A starting of 5 and of 5.

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

The higher a player's Medicine skill, the more they will replenish when using a and the more effective they are at using any other medicinal item (such as or ).

The exact effect of the Medicine skill on such items is determined by game settings.

$\text{Total effect}=\left(\text{x}\times{y}\right)+\left(\text{x}\times{z}\times\frac{\text{Medicine}}{100}\right)$

Where ${x}$ is the base effect of the associated medicinal chem, ${y}$ is fMagicMedicineSkillBase (1), and ${z}$ is fMagicMedicineSkillMult (2)

Ways to increase Medicine

"The smart man knows a bandage only hides his wounds."
Permanent
Temporary

60 14 -
60 14 60
60 16 -

Interactions that require Medicine skill

• 30 Medicine is required to properly examine the bodies of the West family for the quest in - however, the higher the Medicine skill, the more information the examination will yield.
• 40 Medicine is required to revive in , which is the only way to get his .
• 50 Medicine is required to help a slave in inside , although there is no reward for doing so.
• 60 Medicine is required to revive in the Chop Shop in , which is one of two ways to revive her and start the .
• An average skill in Medicine will garner information from in about .

Fallout: New Vegas

Permanent
Temporary

70 8 -
60 14 -
60 16 -

Interactions that require Medicine skill

• 20 Medicine to convince that you have "some medical experience."
• 30 Medicine or 30 to convince to give you three before initially leaving his house. Passing both will result in five stimpaks rather than six, and Medicine will always be the first choice (worth 3).
• 30 Medicine to effectively examine the bodies of the thugs in .
• 30 Medicine to heal the named in .
• 30 Medicine to sterilize the Medical Supply Kit with alcohol during . ()
• 35 Medicine to convince that you know the right dose for her and they can safely just "split a Med-X and have some fun" for free at the .
• 40 Medicine to convince to seek psychiatric help.
• 50 Medicine to convince to tell her story and trigger the quest
• 50 Medicine to get away with killing with the autodoc during
• 55 Medicine to find out that your heart, brain and spine were removed. ()
• 60 Medicine to heal three injured in (The three Boomers require 40, 50, and 60 Medicine)
• 60 Medicine to communicate with . ()
• 75 Medicine to heal during .
• 75 Medicine to heal all troopers in without equipment.