Medicine: Misc

  
  
  
  
  

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Memory-beta

Up to date as of February 02, 2010
(Redirected to Category:Medicine article)

Memory Beta, the wiki for licensed Star Trek content.

This page list articles in the field of medicine.

Subcategories

This category has the following 6 subcategories, out of 6 total.

C

D

M

P


This article uses material from the "Category:Medicine" article on the Memory-beta wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

DC Comics

Up to date as of February 01, 2010
(Redirected to Category:Medicine article)

From DC Database


This article uses material from the "Category:Medicine" article on the DC Comics wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

Fallout

Up to date as of February 01, 2010

From The Vault

Medicine
Van Buren
modifies:  ?
modified by: Intelligence
initial level:  ?
related perks:  ?
related traits:  ?
Fallout 3
modifies: Hit points restored by Stimpaks
Effectiveness of Rad-X and RadAway
modified by: Intelligence
initial level: 2 + (2 x Intelligence) + integer((Luck + 1) / 2)
related perks: Chem Resistant, Chemist, Cyborg, Daddy's Boy/Girl, Fast Metabolism
J.E. Sawyer's Fallout RPG
modifies:  ?
modified by: Intelligence
initial level:  ?
related perks:  ?
related traits:  ?

Medicine is a Fallout 3 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.

Contents

Fallout 3

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.

Items increasing Medicine skill

The Bobblehead - Medicine permanently increases your Medicine skill by 10 points. Items such as The Surgeon's Lab Coat or Winterized Medic Armor can temporarily raise it. You can read D.C. Journal of Internal Medicine to raise Medicine skill also.

Medicine-based Perks

Perk Required Level Additional Requirements
Chemist 60 14
Cyborg 60 14 Science 60
Chem Resistant 60 16

Medicine in quests

  • 30 Medicine is required to properly examine the bodies of the West family for the Blood Ties quest in Arefu.
  • 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.

Dialogue

In certain cases having an average-high Medicine skill can give you extra dialog option, such as talking to Doc Church of Megaton or speaking to Reilly of Reilly's Rangers after you resurrect her from her coma, saying she should relax for her health's best interest.

Skills

This article uses material from the "Medicine" article on the Fallout wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

Lostpedia

Up to date as of February 07, 2010
(Redirected to Drug article)

From Lostpedia

This is a disambiguation page. A number of articles are associated with the title Drug.
NOTE: If an internal link referred you to this page, you may wish to change the link to point directly to the intended article.


Drug may refer to:

  • Hurley's "horse tranquilizer" in "Dave"
  • DHARMA Ibuprofen, as seen in the Barracks infirmary
  • The hallucinogen given to Sayid by Oldham in "He's Our You"

This article uses material from the "Drug" article on the Lostpedia wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

ST Expanded

Up to date as of February 07, 2010

The Star Trek Expanded Universe Database is for fanon and related content. See Memory-Alpha.org for the canon Star Trek wiki.

  1. REDIRECTmemoryalpha:Medicine

This article uses material from the "Medicine" article on the ST Expanded wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

City of Heroes

Up to date as of January 31, 2010

From City of Heroes Wiki

Contents

Overview

Medicine is one of the powersets. It is one of the sets of Power Pools available to all heroes and villains. These powers grant very limited healing abilities

Power Tables

The following table shows which powers are available and at what level:

Power Level Effect
Aid Other 6 Close, Ally Heal
Stimulant 6 Close, Ally +Res(mez)
Aid Self 14 Self Heal, Res(Disorient)
Resuscitate 20 Close, Ally Rez

Powers

The following are powers in the Medicine powerset.

Image:Medicine_Aid.png Aid Other

Heals a single targeted ally. This power is interruptible

Recharge 10 seconds
Minimum Level 6 (All Archetypes)
Effects Close
Ally Heal
Enhancements Reduce Endurance Cost
Enhance Range
Increase Attack Rate
Enhance Heal
Reduce Interrupt Time
Set Categories Healing

Image:Medicine_SelfAdministration.png Aid Self

Allows you to heal yourself, you will also be wide awake and resistant to Disorient. This power is interruptible. You must be at least level 14 and have Aid Other or Stimulant before selecting Aid Self.

Recharge 20 seconds
Minimum Level 14 (All Archetypes)
Effects Self Heal
+Resist (Disorient)
Enhancements Reduce Endurance Cost
Enhance Range
Increase Attack Rate
Enhance Heal
Reduce Interrupt Time
Set Categories Healing

Image:Medicine_SmellingSalts.png Resuscitate

Revives a fallen ally, leaving him with full Hit Points, but no Endurance. The Resuscitated target will be protected from XP Debt for 15 seconds. This power is interruptible. You must be at least level 20 and have two other Medicine Powers before selecting Resuscitate.

Recharge 3 minutes
Minimum Level 20 (All Archetypes)
Effects Close
Ally Rez
Enhancements Reduce Endurance Cost
Enhance Range
Increase Attack Rate
Enhance Heal
Reduce Interrupt Time
Set Categories Healing

Image:Medicine_Stimulant.png Stimulant

Frees an ally from any Immobilization, Sleep, Disorient, Hold, Fear or Confuse effects and leaves them resistant to such effects for a brief time. Protection will improve with multiple applications and as you advance in level. This power is interruptible.

Recharge 20 seconds
Minimum Level 6 (All Archetypes)
Effects Close
Ally +Res(Immob, Sleep, Disorient, Hold, Fear, Confuse)
Enhancements Reduce Endurance Cost
Enhance Range
Increase Attack Rate
Reduce Interrupt Time
Set Categories None

External Links

Medicine (Hero skin/Villain skin) at NoFuture.org.uk


This article uses material from the "Medicine" article on the City of Heroes wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.







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