spocklives.com
Spock -- All about him ...

Skills and Studies

Spock has mastered numerous skills and fields of study that enable him to serve - and often go beyond - his duties aboard the Enterprise. Of course, simply being Vulcan helps him through some tough scrapes . . .

Physiology. Half-Vulcan, Spock has physical strength, stamina, and sensory perception beyond the human norm. His infamous pointed ears intensify sound waves, and an inner eyelid protects his eyes from extreme light. Spock's copper-based blood even saves him from the gaseous cloud creature in Obsession. He's able to withstand extreme pain when attacked by neural parasites in Operation - Annihilate! and survives shuttle turbulence in The Immunity Syndrome. Occasionally his heightened senses work against him, as he is first to succumb to Dr. Sevren's sound waves in The Way to Eden. More often than not, Spock's physiology allows him to accomplish the extraordinary: like his sacrifice and rebirth in the film series.

Nerve Pinch. While Spock can put up a good fight - better even than Kirk - he prefers the ways of non-violence. His famous nerve pinch, during which pressure is applied to the point where the neck meets the shoulder, renders a potential foe unconscious without harm. Spock can perform it thanks to his study of anatomy and the "special energy" - to quote Nimoy - released from Vulcan fingertips. A subtle and continously useful skill.

Mind Meld. Spock also possesses the great mental discipline needed to achieve the Vulcan mind meld, a total joining of two minds. From this he can gain deep insight into other beings' psyches, or merely gain tactical information from those unable or unwilling to communicate otherwise. Since Vulcans are touch telepaths, he must touch another's face for total unity of thought. However, Spock also uses the lighter "mind touch" - similar to hypnosis - when necessary. This does not require physical contact, and mesmerizes the guard in A Taste of Armageddon and a young woman in The Omega Glory who retrieves Spock's communicator. Notable mind melds are that with the insane Dr. Gelder in Dagger of the Mind, the silicon creature in The Devil in the Dark, Kirk in Requiem for Methuselah, McCoy in The Wrath of Khan, Gracie the Whale in The Voyage Home, and Picard in Unification.

Computers. Spock holds an A7 computer expert classification, spends many of his working hours gazing at a screen, and admits to Kirk he prefers their company to humans! Be it his trusty tricorder or the Enterprise main computer, the Vulcan often consults his devices for readings, computations, data, or analysis. He's not only able to rapidly assimilate this information but synthesize it in a way helpful to the ship's missions. Since the crew frequently encounters new phenomenon the computers can't interpret, Spock must adjust his equipment (or his thinking) to cope. His familiarity with their workings saves Kirk's career in Court Martial, and he's willing to mind meld with a computer probe in The Changeling. In nearly every episode, Spock can be seen using Starfleet technology, with impressive results. The drawback is that sometimes he doubts his own judgment. McCoy encourages him to make a "guess" in The Voyage Home, which proves a success . . . though not something Spock wants to repeat.

Science. As science officer, Spock of course has a vast knowledge of physics, biology, chemistry, and the other hard sciences, and the scientific method forms the basis of his analyses. However, he does not see science as something sterile, but the outgrowth of one's spirit of curiosity and wonder. He is actually a fairly "hands on" scientist who would rather explore whole planets than samples in a lab. Starfleet accommodates this approach.

Mathematics. Spock is often seen feeding numbers into the computer, but he also has an incredible capacity for performing complex computations in his head. This is particularly useful when in a landing party deprived of tools. Spock can calculate distances and times with great accuracy. In Catspaw, he tells Kirk exactly how long they have been stuck in the dungeon, to the captain's mild surprise. He also appreciates precision, repeatedly correcting his generalizing officers in That Which Survives. In Tomorrow is Yesterday, when McCoy tells the motionless Vulcan he should be working on his warp calculations, Spock replies "I am."

Mechanics. Though not quite as passionate as Scotty when it comes to engineering, Spock does find fascination in mechanical workings. In fact, he and Scott often discuss the ship's systems. Given only the crudest supplies to work with, Spock repairs his tricorder in City on the Edge of Forever and the communicators in Patterns of Force, showing his resourcefulness.

The Arts. Spock's academic pursuits also include art, music, and literature. But these too have practical application: he can match wits with the galaxy's men of culture, and recognize significant artifacts like those in Trelane's 18th century parlour in The Squire of Gothos and Flint's Da Vinci paintings in Requiem for Methuselah. Spock's shipmates are impressed that this alien scientist can also appreciate artistic creation. Yet Spock enjoys defying the people's expectations, and with the range of abilities and knowledge at his disposal, it's seldom difficult.