Medic Archive
Thread: Architect needs Medic advice
My goal is too add some Med skills to assist a friend who harvests hides for me. Which of the Med skills would be of the most value?
I have about 50, maybe 60 points I could put toward this.
One of the problems is she becomes diseased on Endor, so it would be good if I could cure her, as well as heal her and her pet..
Thanx in advance.
First Aid 2 gives you (appropriately enough) the first aid skill, which allows you to treat bleeding. The whole first aid line also boosts the amount of healing you get from your meds.
Diag makes your stimpack, but not woundpack, healing a little faster. But it's really not noticable. Perhaps it's only applicable when you are healing other people, I'm not sure.
Pharm allows you to use better meds. A novice medic with no pharm can use stim A and B's. Pharm 1 and 2 are useless, but with Pharm 3, you can use stim C's if they have been experimented a point for ease of use. Same with pharm 4 and stim D's.
O-Chem allows you to make your own meds. At O-Chem 4, you can make stim C's, optional advanced componants (which require wacky ingredients from a few different planets) and woundpack B's. The thing is, a doctor who has mastered the their medical crafting tree will have about twice as many experimentation points as a person with just O-Chem 4. So they will be able to make better meds then you ever will. You might want to consider skipping this tree, and just buying meds from people who are experts at it.
This question has come up before on this board, and I think the consensus has been to get FA 4, or at least FA 2 for the ability to heal yourself, and pharm 3 or 4, so you can buy and use good meds. After that, it's up to you. If you have a little O-Chem, you can make simple woundpacks and heal yourself in camps, or you can get diag and be a little quicker in applying stims. But FA and Pharm will give you the most for the points, IMO.
As for curing disease, I think that's a command you learn as a doctor, so you won't be able to do it.