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Medical Items |
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"A healing chem. When injected, the chem provides immediate healing of minor
wounds." Use this to heal all your aches and pains (ie. HP) caused by adventuring. Beware, however, that there is a limited supply of them in the world. After you buy out all of them from the shops, steal/borrow them from every living soul in the towns, and grab them out of evey chest, crate and locker, the only source left is random encounters, and they're very rare. |
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"An advanced healing chem. Very powerful. Superstims will cause a small amount of damage
after a period of time due to the powerful nature of the chemicals used." When you need a boost, drink Gatorade(tm). It will give you the energy you need to continue your adventuring career. No wait, Gatorade was lost in the nuclear holocaust a few years back, along with indoor plumbing and Tylenol. No matter, you can take super stimpaks instead. These canisters of sugared water will speed up your body's healing process, causing all your minor wounds to mend almost immediately. However, as your body is not used to such amounts of sugar (candy wasn't allowed in the Vault) it will cause some pain later in the day. It's worth it, though, as you'll need your strength when fighting that malevolent lizardman. [1 lb] |
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"A small kit containing basic medical equipment. Bandages, wraps, antiseptic spray, and more." As stated earlier, there are a limited number of stimpaks in the land, therefore alternate sources of healing can be used. The first aid kit improves the percent of your First Aid skill, letting you heal your minor wounds (HP) more efficiently. The First Aid skill can be used only once a day so use it in conjuction with the first aid kit before any stimpaks. This will help conserve your limited supply. Of course in combat, skills cannot be used, so use stimpaks and super stimpaks as necessary. [2 lbs] Other sources of healing include: Resting: Heals the amount of HP stated in Healing Rate every 6 hours. Doctor in Junktown: Heals light wounds for a price. Cathedral Priest in Hub: Heals light wounds for free. Doctor at Brotherhood of Steel HQ: Heals light wounds and radiaiton poisoning for free. |
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"This black bag contains instruments and chems used by doctors in the application of their
trade." Using the doctor's bag improves your chances of using your Doctor skill in healing eye damage and crippled limbs. It works in a few hours and no bandages are needed. Surviving a .233 round in the eye, to me, is the mark of a true super hero. Healing your own damaged eye is the mark of a talented super hero. Bludgeoning the infidels, who shot you, with a dull knife is the mark of an insane super hero, however... [5 lbs] Other sources of healing include: Razlo, Shady Sands Doctor: Heals crippled limbs, poisoning and blindness. Doctor at Brotherhood of Steel HQ: Heals radiation poisoning and light wounds for free. Also, improves character stats by one (except for Luck, which cannot be modified in this way) for a price. Prices vary on individual stats, depending on score. (Check Strategy section for other ways of improving stats....but not now. It's not done.) |
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"A bottle containing a home-brewed antidote for poison. A milky liquid with floating
pieces of radscorpion flesh." Bitten by a Rad Scorpion? No problem, the poison will wear off in a day or so. However, if you have something important to do (kill a rampaging mutant squirrel, rob from the rich and steal from the poor, use diplomacy to let someone have your way, etc.) and are in a hurry to get rid of the discomfort I suggest you take a swig of this antidote. The doctor in Shady Shands will hook you up with one every time you get him a Rad Scorpion tail. I have also heard of a way to cheat the doctor out of some extra money. When talking to him about the elixer, before accepting it, enter the barter screen and sell him the tail. This will give you some cash and the antidote. The Fallout Compendium does not condone cheating (at least cheating that takes this much work for so little profit) but rather suggests raising your barter skill. A higher bartering skill will let you cheat people out of their money and belongings legitamately. For more info on bartering, look in the Strategy section (but not now, as it isn't finished). [1lb] |
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"Anti-radiation chems to be taken before exposure. No known side effects." Before going towards that glowing, strangely attractive [something-or-other] like a deer towards a pair of headlights, I suggest taking Rad-X first. Otherwise you may be turn green and consider signing up for a hair replacement service. However, after taking the Rad-X (multiple times to get your radiation resistance to 100%) do not go to sleep, read, play Risk(tm), watch the Star Wars Trilogy(tm), or go swimming (though that is always a NO-NO) because your Rad resistance does not last very long (approximately 6 hours). Do not worry about your companions, however, as they are naturally Rad-resistant pack-mules. Strangely enough, they have the ability to carry an incredible amount of, well, anything. I believe these two abilities are somehow correlated. Further experimentation is in progress. |
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"A chemical solution that bonds with radiation particles and passes them through your system.
Takes time to work." Don't you just love the feel of radiation on your skin? Well for those of us who don't, I suggest you use Rad-X. If, however, you went near some glowing hole in the ground without it, and are now ravaged by the effects of radiation, take some Radaway. After some nice retching and loss of hair, you'll feel like a brand new mutant, or something along those lines. |
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"Highly advanced steroids. While in effect, they increase strength and reflexes. Very
addictive." Before trying to arm wrestle that ogre, take a tablet of buffout. Without it, he could snap your arm like a twig, a very small, very thin, a very sickly twig. After you swallow the pill, you can laugh in the ogre's face, wrestle his arm to the ground and laugh in his face again. The creators of buffout realized, after months of experimentation, that someone who was laughed at, beaten, then laughed at again, would get pretty mad. For this reason, buffout also comes with a couple of safety protocols. Not only does it raise your strength, it raises your agility and endurance. This will allow you to stand up the fiercesome foe for up to six hours. After six hours, your stats will drop below what they usually are. This is to allow your body to rest. For this reason, we suggest dealing with your adversary in less than six hours. [Numbers are accumulative]: [+2x Strength, +2x Agility, +3x Endurance] [6 hours: -4x STR, -4x AGI, -4x END] [18 hours: +2x STR, +2x AGI, +1x END] [X is the amount of doses] |
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"A pillbox of mind-altering chems. Increases memory related fuctions, and speeds other mental
processes. Highly Addictive." Ever get one of those days when your head feels a lot lighter, but your grasp of reality is reduced to that of the average Valley girl? Well look no more, as the answer to one of your many problems has been solved. Using mentats helps you think faster and remember things that you never knew ("Mentats, the Freshmaker"). |
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"An unique delivery system filled with strange and unknown chemicals of probably military
origin. It is supposed to increase the combat potential of a soldier." Super mutant beating you silly? Can't get past that nefarious Hobgoblin who wishes you harm? Well, one dose of psycho increases damage resistance by 50% (and lowers Intelligence by 3 points) letting you laugh off the their puny attacks. This might only mean that it takes longer for them to beat you into submission, therefore making it more fun for them, but that is a risk you will have to take. Psycho is also useful in protecting your companions, which have a habit of stepping in front of laser fire. Dogmeat, in particular, is a good choice for some Psycho, especially when searching the mutant base for the robotic dog walker. This robot will allow Dogmeat to temporarily leave your party so that he does not get killed when you go through a dangerous area. Why won't the party members wear armour? It would be so much easier to protect them from the Meanies in the world. [Numbers are accumulative]: [+50% Damage Resistance, -3 Intelligence] [4 hours: -25% DR, +1 INT] [8 hours: -25% DR, +2 INT] |