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Fallout Medical Items — Field List
Stimpak — The wasteland’s standard emergency injector. It delivers fast-acting healing chemicals straight into the bloodstream and can close wounds quickly enough to keep a dying traveler on their feet.
Super Stimpak — A stronger pre-war combat stim. It restores more damage than a regular stimpak, but the body often crashes afterward, leaving the user weak once the rush fades.
Diluted Stimpak — A watered-down stimpak used when supplies are scarce. It works, but slower and weaker, making it common among settlers, caravan guards, and desperate scavvers.
Homemade Stimpak — A rough wasteland copy of the real thing. Usually brewed from blood packs, antiseptic, chems, and whatever passed for medical knowledge in the settlement that made it.
Auto-Injector Stimpak — A stimpak rigged into armor, belts, or emergency harnesses. It triggers when the wearer is badly hurt, useful for soldiers who may be unconscious before they can reach their kit.
Doctor’s Bag — A compact medical field bag filled with splints, scalpels, bandages, forceps, thread, and trauma supplies. Used to treat crippled limbs, broken bones, and serious injuries outside a clinic.
First Aid Kit — A wall-mounted or portable pre-war kit. Usually contains bandages, disinfectant, gauze, painkillers, scissors, and maybe a stimpak if the looters somehow missed it.
Empty Blood Pack — A sterile pre-war pouch meant for transfusions. Mostly useless alone, but valuable to wasteland doctors who can refill or process them.
Blood Pack — Preserved human blood used for transfusions, recipes, or emergency treatment. Risky when old, but still a treasured medical supply in places without working labs.
Irradiated Blood Pack — Blood contaminated by radiation. Dangerous in normal treatment, but useful to wasteland chemists, ghoul doctors, and anyone experimenting with rad-resistant medicine.
Glowing Blood Pack — Highly irradiated blood from glowing creatures. It can boost resistance to radiation in some preparations, though using it wrong is a good way to die glowing.
Blood Bag — A larger transfusion supply found in hospitals, vaults, and military clinics. Often bartered by medics because clean blood is harder to find than bullets.
IV Bag — A clear fluid bag used for hydration, drug delivery, and surgery. Even empty bags are useful because sealed plastic tubing is rare.
IV Stand — Not medicine by itself, but valuable clinic gear. A working stand lets a doctor hydrate, sedate, or transfuse patients without holding the bag by hand.
Surgical Tubing — Flexible sterile tubing used in medical machines and field procedures. Also scavenged for weapons, water filters, chems, and power armor repairs.
Medical Brace — A limb support used to stabilize fractures and torn joints. Wasteland doctors often combine it with scrap metal, leather straps, and wood splints.
Bandage Roll — Basic wound dressing. It stops bleeding, protects cuts from dust and infection, and is often the difference between healing and losing a limb to rot.
Gauze Pad — Sterile absorbent cloth for packing wounds. Clean gauze is precious because most wasteland cloth is dirtier than the injury.
Antiseptic — A cleaning chemical used to disinfect wounds and tools. It burns like fire, smells like a hospital ghost, and saves lives by keeping infection out.
Abraxo Cleaner — Not proper medicine, but often scavenged for chemicals. Careless wasteland medics use it for cleaning rooms or tools; reckless ones try it on wounds.
Antibiotics — Post-war miracle pills for infections and diseases. They are among the most valuable items in any settlement because a scratch can kill without them.
Disease Cure — A packaged treatment used against wasteland illnesses. Usually a mix of antibiotics, anti-parasitics, and immune boosters, depending on who made it.
Addictol — A rare chem used to purge addictions. It is valuable to mercs, chem users, raiders trying to get clean, and doctors treating withdrawal before it turns fatal.
RadAway — A post-exposure radiation treatment. It flushes radioactive particles from the body, usually through fluids, leaving the patient weak, sick, and very grateful.
Diluted RadAway — A weaker version stretched for poor settlements. It helps with radiation poisoning but may require multiple doses after heavy exposure.
Rad-X — A pre-exposure radiation blocker. Taken before entering hot zones, reactor ruins, glowing craters, or any place where the Geiger counter starts screaming.
Diluted Rad-X — A weaker protective dose. Better than nothing, especially for scavengers who cannot afford full-strength anti-rad medicine.
RadShield — A stronger anti-radiation compound made from rare wasteland ingredients. It is prized by deep-zone scavengers and glowing sea survivalists.
RadSafe Salve — A thick ointment used on radiation burns. It soothes cracked skin and blisters but cannot fix radiation poisoning inside the body.
Burn Gel — Cooling gel for laser burns, plasma splash, fire wounds, and engine accidents. Most tubes are pre-war and half-expired, but still useful.
Trauma Dressing — Heavy battlefield bandage designed for deep bleeding wounds. Soldiers, caravan guards, and Rangers treat these like gold.
Tourniquet — A strap-and-windlass tool used to stop catastrophic limb bleeding. It saves lives fast, but leaving it on too long can cost the limb.
Splint Kit — Wood, metal, or plastic supports used to immobilize broken bones. A good splint means a patient can travel instead of becoming bait.
Sutures — Sterile thread and curved needles for closing wounds. Many wasteland doctors reuse them after boiling, which is as pleasant as it sounds.
Scalpel — A small surgical blade. Used for real medicine, autopsies, implant work, bullet removal, and very convincing threats.
Bone Saw — A surgical saw found in hospitals and military clinics. In the wasteland, it means either amputation, mercy, or a butcher with a license.
Forceps — Gripping tools used to pull bullets, shrapnel, teeth, and debris from wounds. A steady hand matters more than fancy equipment.
Tweezers — Simple precision tool for splinters, glass, and tiny fragments. Common, useful, and easy to lose in a dirty clinic.
Syringe — An empty injector used for chems, blood draws, or improvised medicine. Clean syringes are valuable; dirty ones are a disease delivery system.
Syringer Ammo — Medical darts used in syringer weapons. Some sedate, poison, weaken, or frenzy targets, proving medicine and murder share a shelf.
Med-X — A powerful painkiller descended from pre-war battlefield medicine. It dulls pain, helps patients keep moving, and carries the usual chem risk of addiction.
Morphine Ampoule — Older battlefield pain medicine. Rare in many regions, but still used by doctors who need a patient calm before cutting.
Calmex — A stealth chem with pain-dulling and nerve-settling effects. Not a normal medical item, but useful for shaky hands, panic, and quiet work.
Buffout — A muscle and endurance booster. Medically, it can keep an injured person moving; practically, it is abused by fighters who want to hit harder.
Bufftats — A blend of Buffout and Mentats effects. Sometimes used by desperate medics needing strength and focus during a long surgery or battlefield retreat.
Mentats — Cognitive enhancers that sharpen memory and perception. Doctors, hackers, and surgeons use them when one mistake means a dead patient.
Berry Mentats — A Mentats variant that heightens awareness. Useful for spotting movement, weak pulses, or hidden threats around a field hospital.
Fixer — A chem that temporarily suppresses addiction symptoms. It does not truly cure the problem, but it can steady someone long enough to function.
Hydra — A powerful limb-regeneration treatment seen in the Mojave. It helps repair crippled limbs fast, but its ingredients and effects are grim enough to worry good doctors.
Healing Powder — Tribal medicine made from bitter wasteland plants. It heals minor wounds but can cloud the senses, making it useful and dangerous in equal measure.
Bitter Drink — A tribal remedy associated with tough desert survivors. It tastes awful, helps the body recover, and reminds the patient that medicine was never meant to be fun.
Antivenom — Treatment for poisons from cazadores, radscorpions, snakes, and other venomous horrors. A must-have in desert country.
Cazador Antivenom — A stronger antivenom made for cazador stings. Anyone traveling the Mojave without it is trusting luck more than sense.
Radscorpion Antivenom — A poison treatment made from radscorpion glands or lab stock. Settlers near nests trade heavily for it.
Poison Remedy — A broad wasteland cure for toxins. Quality varies wildly, from true medicine to boiled weeds in a bottle.
Purified Water — Clean water is medicine in the wasteland. It treats dehydration, supports recovery, and is safer than most things labeled “tonic.”
Dirty Water — Unsafe water that can still keep someone alive. Doctors boil or filter it when no better option exists, but radiation and parasites remain a risk.
Saline Solution — Sterile saltwater used for IVs, wound cleaning, and dehydration. Rare outside proper clinics because sterility is hard to maintain.
Electrolyte Pack — Powder or fluid used to restore salts after heatstroke, radiation sickness, vomiting, or long travel. Boring, but lifesaving.
Rad-Burn Dressing — Heavy dressing for radiation-blistered skin. Often packed with antiseptic and soothing gel to prevent infection.