Medicine guide
This guide explains what the Medicine skill and every Medicine perk really do: how fast your heroes and wounded troops heal, how many of your casualties survive, the extra hit points, the governor bonuses, the siege and horse perks, and which perks behave differently from their tooltips. It is for game version v1.5.7; where a tooltip says one thing and the game does another, you get the game's version. NavalDLC extends the agent stats, battle morale, healing, prosperity and village production models, and extends and replaces parts of the party speed models. At sea the tooltips of several Medicine perks show "Reduced effect at sea" or "Land only", and Resilience (Boatswain) adds its own healing. SandBox holds the battle side: the combat speed of Self Medication, the mount and troop health of Sledges and Minister of Health, and the battle morale rule of Health Advice. StoryMode adds no Medicine effects. The exact formulas, edge cases and links to the game code are in the deep dives: Party and map (healing, casualty survival, wounded speed penalty), Characters and politics (hit points, relations, old age), Settlements (prosperity, loyalty, food, villages), Sieges (siege engine casualties), Battles (battle morale, recovery after battle) and Combat agent stats (battle speed and health).
Who counts as "the surgeon". Most Medicine perks and all the healing skill effects are read from your party's surgeon: the clan member you assigned to the Surgeon role in that party, or the party leader when nobody holds the role. Some halves are personal (only the hero who picked the perk), some are read from the party leader, and the town perks from the settlement's governor. Each perk below says which. Where a governor half says "governor present", the governor has to actually be in the settlement.
What the verdicts mean.
works: does what the tooltip says, or more; broader effects are noted.differs: narrower, different or extra conditions or values compared with the tooltip.unused: never read by the game.ui_only: only shown in the interface.dead: the code exists but the game never calls it.
No Medicine perk or skill effect is unused or ui_only. The one dead entry is a skill level effect, listed under "What the skill level itself does".
What unlocks what
Every 25 points of Medicine opens a new pair. You pick one perk of each pair; the other is locked for that hero. Tier 11 has a single perk.
| Medicine | Perk A | Perk B |
|---|---|---|
| 25 | Preventive Medicine: +5 hit points; heal after battles | Self Medication: you heal faster; faster in battle (not with a shield) |
| 50 | Triage Tent: party heals faster when standing still; besieged town eats less | Walk It Off: party heals faster when moving; you heal after attacking |
| 75 | Doctor's Oath: more enemy casualties survive; +5 hit points | Sledges: smaller slowdown from wounded; tougher mounts |
| 100 | Best Medicine: party heals faster at high morale; relation with notables | Good Lodging: party heals faster in settlements; relation with lords |
| 125 | Siege Medic: fewer deaths from bombardment and from lost siege engines | Veterinarian: lame horses recover; recover mounts of fallen cavalry |
| 150 | Bush Doctor: village hearth growth; heal faster next to a village | Pristine Streets: daily prosperity; heal faster in towns |
| 175 | Health Advice: clan members skip one old-age death; no morale loss from wounded | Perfect Health: troops heal faster with varied food; village animal production |
| 200 | Clean Infrastructure: prosperity per civilian building; village raid recovery | Physician of People: daily loyalty; low-tier troops survive more |
| 225 | Cheat Death: you skip one old-age death; heroes die less in battle | Fortitude Tonic: +10 hit points to your party's heroes; +5 hit points |
| 250 | Battle Hardened: XP for wounded troops; fewer deaths from lost siege engines | Helping Hands: troops heal faster in big parties; less prosperity loss from starvation |
| 275 | Minister of Health: troop hit points for every Medicine point above 250 (no alternative) | — |
How healing adds up
Heroes and wounded troops heal on two separate numbers, but both follow the same pattern: the game starts from a flat amount, then adds up all percentage bonuses and applies the total once. Percentages do not multiply each other.
Troops healed per day = (5 + 10 when resting in a town or castle) × (1 + sum of all percentage bonuses)
- 5: every party that is not starving heals this many wounded troops a day. A starving party gets a penalty instead and no bonus at all.
- 10 when resting in a town or castle: added while the party is inside a fortified settlement.
- Percentage bonuses: the surgeon's Medicine skill (+1% per point) and the healing perks below. This number is a count of troops, not a rate.
Hero hit points healed per day = (11 + 8 when resting in a town or castle) × (1 + sum of all percentage bonuses)
- 11: the daily base for every hero of the party.
- 8 when resting in a town or castle: added while the party is inside a fortified settlement.
- Percentage bonuses: the surgeon's Medicine skill (+0.5% per point) and the healing perks that also reach heroes. Each hero then adds Self Medication if they have it, and a hero with the Valor trait heals 5% (Valor 1) or 10% (Valor 2) slower; the result is rounded up or down at random according to its fraction. Heroes held as prisoners get neither.
Tier 1 (Medicine 25): Preventive Medicine or Self Medication
Preventive Medicine
- Primary, +5 hit points (personal;
works). +5 maximum hit points, always. When you unlock it your current hit points also rise by 5, so you are not left "missing" the new points. - Secondary, +30% recovery of lost hit points after each battle (personal;
differs). After the battle each hero with the perk heals 30% of all hit points they are missing, not only those lost in that fight. It only triggers after battles that end with a winner, which the tooltip does not say. It stacks with the Boatswain perk Resilience.
Self Medication
- Primary, +30% healing rate (personal;
differs). Your own daily hit point healing goes up 30%, after the party's healing has been worked out, halved while your party is at sea ("Reduced effect at sea" in the tooltip). It only works while you heal as a member of a party: as a prisoner you get nothing, which the tooltip does not say. - Secondary, +2% combat movement speed (personal;
differs). +2% to your maximum speed in battle, on foot or mounted, but only when you have no shield in your off hand. Halved at sea ("Reduced effect at sea" in the tooltip).
Which one? Preventive Medicine's hit points are permanent and its after-battle healing grows with the hit points you are missing. Self Medication raises your own healing on the map every day.
Tier 2 (Medicine 50): Triage Tent or Walk It Off
Triage Tent
- Primary, +30% healing rate when stationary (surgeon;
works). Heroes and wounded troops heal 30% faster whenever the party is not moving. Garrisons and militia do not get it. Halved at sea ("Reduced effect at sea" in the tooltip). - Secondary, −5% food consumption in a besieged town (governor;
works). While the governed town or castle is under siege, its daily food consumption drops 5% (governor present). The game also uses this when it decides how big a garrison the town can feed during a siege.
Walk It Off
- Primary, +15% healing rate when moving (surgeon;
works). Heroes and wounded troops heal 15% faster while the party is moving. Halved at sea ("Reduced effect at sea" in the tooltip); garrisons and militia do not get it. - Secondary, +10 hit points after each offensive battle (personal;
differs). After a battle in which your party was on the attacking side, you heal 10 hit points, whether you won or lost. It only triggers after battles that end with a winner.
Which one? Walk It Off suits a party that is always on the move; Triage Tent suits a party that camps or waits a lot, and its bonus is twice as big.
Tier 3 (Medicine 75): Doctor's Oath or Sledges
Doctor's Oath
- Primary, your Medicine partially applies to enemy casualties (surgeon;
differs). When your party fights, each enemy troop that goes down gets your surgeon's Medicine survival bonus (see Skill effects), so more of them end up wounded instead of dead, which means more prisoners for you. In battles you fight yourself the bonus is in full; in battles between AI parties it is cut to 10%. The perk's own value is never used; it is your surgeon's skill that counts. Your surgeon also gains Medicine experience from these enemy casualties. - Secondary, +5 hit points (personal;
works). +5 maximum hit points, always.
Sledges
- Primary, −50% speed penalty from the wounded (surgeon;
works). A party where more than a quarter of the men are wounded moves slower. Sledges halves that penalty. Land only, as the tooltip shows. - Secondary, +15 hit points to mounts (party leader;
works). Every horse ridden by a member of your party starts each battle with 15 more hit points.
Wounded penalty = 0.05 × wounded men ÷ men in the party, only when more than a quarter are wounded
- Wounded men: wounded troops in your party and any parties attached to it.
- Men in the party: everyone, wounded included.
- The penalty is a percentage taken off party speed, added to the other speed percentages.
Worked example. A party of 100 men with 60 wounded, its surgeon with Sledges:
A land party of 100 men, 60 of them wounded, its surgeon with Sledges. Inputs: wounded 60, total men 100.
| Step | Source | Stage | Change | Running value |
|---|---|---|---|---|
| Base | Wounded troops speed factor | base | -0.0300 | |
| 1 | Sledges | factor -50% | +0.0150 | -0.0150 |
| Result | Wounded troops speed factor | -0.0150 |
With these inputs, wounded troops speed factor is -0.0150.
The wounded cost the party 0.0300 of its speed percentages (3%); Sledges cuts that to 0.0150.
Which one? Doctor's Oath turns more enemy casualties into wounded, and so into potential prisoners. Sledges halves the wounded slowdown and gives +15 hit points to every horse your party rides.
Tier 4 (Medicine 100): Best Medicine or Good Lodging
Best Medicine
- Primary, +15% healing rate while morale is above 60 (surgeon;
works). Heroes and wounded troops heal 15% faster while party morale is 60 or more; exactly 60 is enough. Halved at sea ("Reduced effect at sea" in the tooltip). - Secondary, +1 relation per day with a notable over 40 (party leader;
differs). Each day the party leader spends in a town, he gains +1 relation with a random living notable aged 40 or more. Skipped while the town is under siege. This works for any party leader with the perk, AI lords included.
Good Lodging
- Primary, +20% healing rate while resting in settlements (surgeon;
differs). Heroes and wounded troops heal 20% faster while the party is inside a settlement. Not in hideouts. For troops it also stops while the settlement is under siege, raided or being raided; heroes keep it then. Land only, as the tooltip shows. - Secondary, +1 relation per day with a noble over 40 (party leader;
differs). Each day in a town the party leader gains +1 relation with a random lord aged 40 or more who is also in that town. Skipped while the town is under siege. Works for any party leader.
Which one? Good Lodging gives +20% inside settlements. Best Medicine is not tied to a place, but needs morale 60 or more and is halved at sea.
Tier 5 (Medicine 125): Siege Medic or Veterinarian
Siege Medic
- Primary, +50% chance to be wounded instead of killed by bombardment (surgeon;
works). When siege engines hit your party's troops, half of the casualties (rounded) are wounded instead of killed. Without the perk all of them die. Land only, as the tooltip shows. - Secondary, +30% chance to recover from lethal wounds during bombardment (surgeon;
differs). It does something else: when one of your side's siege engines is destroyed, the game normally always rolls casualties among its crew. With Siege Medic on your side's lead siege party, that chance drops by 0.3, so 30% of the time the destroyed engine costs no men at all. An Engineering perk and Battle Hardened change the same chance; see Sieges. Land only, as the tooltip shows.
Veterinarian
- Primary, +30% daily chance to recover a lame horse (surgeon;
works). Each day there is a 30% chance that one lame horse in your inventory becomes a healthy one. One horse per day at most. Land only, as the tooltip shows. - Secondary, +50% chance to recover mounts of dead cavalry (surgeon;
differs). After a field battle, a siege or a battle outside a besieged settlement, each of your mounted troops that died has a 50% chance to leave its horse in your inventory. Raids, hideouts, sally-outs and blockades do not count, which the tooltip does not say. Land only, as the tooltip shows.
Which one? Siege Medic if you besiege or defend a lot; Veterinarian if you run a lot of cavalry and do not want to keep buying horses.
Tier 6 (Medicine 150): Bush Doctor or Pristine Streets
Bush Doctor
- Primary, +20% hearth growth in bound villages (governor;
differs). Villages bound to the governed town or castle grow hearths 20% faster (governor present). Only while the village is in its normal state, not while it is looted or being raided. - Secondary, +20% healing rate while waiting in villages (surgeon;
differs). Heroes and wounded troops heal 20% faster, but not inside the village. The party has to be outside any settlement, standing still right next to the last village it visited, and that village must not be raided or being raided. So: leave the village and wait just outside it. Land only, as the tooltip shows.
Pristine Streets
- Primary, +1 prosperity every day (governor;
works). +1 prosperity a day in the governed town or castle (governor present). - Secondary, +20% healing rate while waiting in towns (surgeon;
differs). Heroes and wounded troops heal 20% faster inside a town. For troops it stops while the party or the town is under siege or raided; heroes keep it. Land only, as the tooltip shows.
Worked example. Your party waits inside a town that is not under siege. Its surgeon has Medicine 150, Good Lodging and Pristine Streets:
A land party waiting inside a town that is not under siege, its surgeon at Medicine 150 with Good Lodging and Pristine Streets.
| Step | Source | Stage | Change | Running value |
|---|---|---|---|---|
| Base | Daily healing of wounded regular troops | base | 0.0000 | |
| 1 | Base daily regular healing | add | +5.0000 | 5.0000 |
| 2 | Resting in a fortification (regulars) | add | +10.0000 | 15.0000 |
| 3 | Good Lodging | factor +20% | +3.0000 | 18.0000 |
| 4 | Pristine Streets | factor +20% | +3.0000 | 21.0000 |
| 5 | Healing rate increase for troops | factor +150% | +22.5000 | 43.5000 |
| Result | Daily healing of wounded regular troops | 43.5000 |
With these inputs, daily healing of wounded regular troops is 43.5000.
The base 5 plus 10 for resting in a town gives 15.0000. Good Lodging and Pristine Streets each add 20% of that and the surgeon's skill adds 150%, all summed once: the party heals 43.5000 wounded troops a day.
Which one? Pristine Streets heals inside towns and its governor half is a flat +1 prosperity a day. Bush Doctor heals only while camped next to a village, and its governor half raises hearth growth.
Tier 7 (Medicine 175): Health Advice or Perfect Health
Health Advice
- Primary, chance of recovery from death by old age for every clan member (clan leader;
differs). Not a chance: it is a guaranteed, one-time skip of an old-age death. When the clan leader unlocks the perk, every clan member alive at that moment gets one. Members who join or are born later get nothing, and if the hero is not the clan leader when unlocking it, nobody gets anything. - Secondary, wounded troops do not decrease morale in battles (surgeon;
works). When a troop of the surgeon's party is knocked unconscious, its side loses no morale at all, even if the attacker had perks to make the loss bigger. Troops that die still cost morale. Land only, as the tooltip shows.
Perfect Health
- Primary, +5% recovery rate for each type of food (surgeon;
works). Wounded troops heal 5% faster for every different food item in your inventory. Heroes do not get it, it is halved at sea ("Reduced effect at sea" in the tooltip), and a starving party gets nothing. - Secondary, +10% animal production in bound villages (governor;
differs). Villages produce 10% more animals. The game reads the governor of the town the village trades with, not of the settlement it belongs to: a castle's villages get it from their trade town's governor, and a castle governor gives nothing. Governor present.
Which one? Health Advice only does something if you are clan leader when you unlock it, and covers the clan members alive then. Perfect Health grows with the number of food types you carry.
Tier 8 (Medicine 200): Clean Infrastructure or Physician of People
Clean Infrastructure
- Primary, +1 prosperity from civilian projects (governor;
works). +1 daily prosperity for every civilian building built in the governed settlement (military buildings and daily projects do not count). Governor present. - Secondary, +30% raid recovery in bound villages (governor;
differs). Raided villages recover 30% faster. Like Perfect Health it uses the governor of the town the village trades with, so castle governors give nothing. It only matters while the village is still damaged and not in a battle or siege. Governor present.
Physician of People
- Primary, +1 loyalty per day (governor;
works). +1 daily loyalty in the governed town or castle. Governor present. - Secondary, +30% chance to recover from lethal wounds for tier 1 and 2 troops (surgeon;
differs). It does not add 30% to a chance: it raises the survival odds of the party's tier 1 and 2 troops (and tier 0) in battle by 30% (see Skill effects for how odds become a chance to die). Halved at sea ("Reduced effect at sea" in the tooltip).
Which one? Physician of People gives a flat +1 loyalty a day. Clean Infrastructure gives +1 prosperity per civilian building, so it grows with the town's buildings.
Tier 9 (Medicine 225): Cheat Death or Fortitude Tonic
Cheat Death
- Primary, cheat death due to old age once (personal;
works). On unlocking it you get one guaranteed skip of an old-age death. - Secondary, −50% chance to die when you fall in battle (surgeon;
works). Halves the chance that a hero who falls in battle dies. It covers every hero of the surgeon's party, not only you. It only matters when battle deaths are switched on in the campaign options.
Fortitude Tonic
- Primary, +10 hit points to other heroes in your party (party leader;
works). Every hero in the leader's party, except the leader, gets +10 maximum hit points. - Secondary, +5 hit points (personal;
works). +5 maximum hit points, always.
Which one? Cheat Death's battle half only matters with battle deaths switched on. Fortitude Tonic's +10 grows with the number of heroes in your party.
Tier 10 (Medicine 250): Battle Hardened or Helping Hands
Battle Hardened
- Primary, +25 experience to wounded units after a battle (surgeon;
differs). Each troop of your party that was wounded in the battle gains 25 experience. Only after field battles, sieges and battles outside a besieged settlement: raids, hideouts, sally-outs and blockades give nothing. Halved at sea ("Reduced effect at sea" in the tooltip). - Secondary, −25% siege attrition loss (governor;
differs). Not general siege attrition. When a defender siege engine of the governed settlement is destroyed, the chance that it costs any crew lives drops by 0.25. The governor does not need to be present. It stacks with Siege Medic's secondary half; see Sieges.
Helping Hands
- Primary, +2% troop recovery for every 10 troops (surgeon;
works). Wounded troops heal 2% faster for every full 10 men in the party, heroes and wounded included. Troops only, halved at sea ("Reduced effect at sea" in the tooltip). - Secondary, −50% prosperity loss from starvation (governor;
works). When the governed town runs out of food, the prosperity it loses to the shortage is halved. Governor present.
Worked example. A party of 120 men on the march. Its surgeon has Medicine 250, Walk It Off and Helping Hands. 120 men are 12 full groups of 10, so Helping Hands gives 12 × 2% = 24%:
A land party of 120 men marching on the map, its surgeon at Medicine 250 with Walk It Off and Helping Hands.
| Step | Source | Stage | Change | Running value |
|---|---|---|---|---|
| Base | Daily healing of wounded regular troops | base | 0.0000 | |
| 1 | Base daily regular healing | add | +5.0000 | 5.0000 |
| 2 | Helping Hands | factor +24% | +1.2000 | 6.2000 |
| 3 | Walk It Off | factor +15% | +0.7500 | 6.9500 |
| 4 | Healing rate increase for troops | factor +250% | +12.5000 | 19.4500 |
| Result | Daily healing of wounded regular troops | 19.4500 |
With these inputs, daily healing of wounded regular troops is 19.4500.
Out on the map there is no settlement bonus, so the base is 5.0000. All percentages add up, and the party heals 19.4500 wounded troops a day.
Which one? Helping Hands grows with party size. Battle Hardened gives experience per wounded troop, only in the battle types listed above.
Tier 11 (Medicine 275): Minister of Health
- +1 hit point to troops for every skill point above 250 (
works). Every non-hero troop of the party whose leader has the perk starts a battle with +1 hit point per Medicine point above 250. Heroes do not get it. It works at sea too.
Minister of Health = 1 × (Medicine − 250)
- Medicine: below 251 it gives nothing.
Skill effects
These come from the Medicine skill itself, no perk needed.
- Healing rate increase for troops, +1% per point (surgeon;
works). Wounded troops of every party except garrisons heal 1% faster per Medicine point. At 150 that is +150% (see the Pristine Streets example). - Healing rate increase for heroes, +0.5% per point (surgeon;
works). Heroes heal 0.5% faster per Medicine point. This one reaches every party, garrisons and militia included. - Healing rate increase (governor), +0.1% per point (governor;
differs). Wounded troops of a town garrison heal 0.1% faster per point of the governor's Medicine; the governor does not need to be present. Castle garrisons get no Medicine healing bonus at all, which the tooltip does not say. - Casualty survival chance, +0.01 per point (surgeon;
differs). The tooltip shows a percentage, but the game adds 0.01 × Medicine to the casualty's survival odds. In battles between AI parties it is cut to 25%. The same skill is what Doctor's Oath lends to enemy casualties.
Survival odds = (1 + 0.02 × troop level + 0.01 × surgeon's Medicine) × (1 + Physician of People)
Chance to die = 1 ÷ survival odds
- Troop level: higher-level troops survive more often.
- Surgeon's Medicine: in full in battles you fight yourself, 25% in AI battles.
- Physician of People: +30% for tier 1 and 2 troops, if the surgeon has it.
- Heroes have extra terms for armor and age and a large multiplier; the full rule is in Party and map.
What the skill level itself does
The game also reads your Medicine level directly, without any perk. Effects that depend on any skill level are listed once in the skills guide.
| What it affects | What the level does | Level needed | Conditions | Verdict |
|---|---|---|---|---|
| Surgery chance of a party | Would add 0.0015 per Medicine point to a party's surgery chance, but the game never calls it. | — | Role: surgeon | dead |
| Tavern keeper companion recommendation score | For party-role recommendations the score is the candidate wanderer's level in the role's skill (Scouting, Engineering, Medicine, Steward, Boatswain or Shipmaster). | — | — | works |
Who the perks work for
Who counts as you, a relative or a wanderer, and why some halves skip one of them, is explained in the Skills guide.
Every other Medicine perk half and skill effect works for every hero: you, relatives and wanderers.
| Perk | Half | Works for | Where the hero has to be |
|---|---|---|---|
| Triage Tent | secondary | relatives and wanderers, not you | governor |
| Bush Doctor | primary | relatives and wanderers, not you | governor |
| Pristine Streets | primary | relatives and wanderers, not you | governor |
| Health Advice | primary | only you | clan leader |
| Perfect Health | secondary | relatives and wanderers, not you | governor |
| Clean Infrastructure | primary | relatives and wanderers, not you | governor |
| Clean Infrastructure | secondary | relatives and wanderers, not you | governor |
| Physician of People | primary | relatives and wanderers, not you | governor |
| Battle Hardened | secondary | relatives and wanderers, not you | governor |
| Helping Hands | secondary | relatives and wanderers, not you | governor |
| Healing rate increase | — | relatives and wanderers, not you | governor |
All Medicine effects
Every effect site of the Medicine perks, skill effects and skill level. Values are what each site applies; a value that grows with skill is shown at the perk's required skill (skill effects and skill levels: per skill point). ×N marks N identical sites.
| Perk | Half | Game number | Stage | Value | Conditions | Verdict |
|---|---|---|---|---|---|---|
| Preventive Medicine | primary | Current hit points on perk unlock | add | +5 | Role: personal | works |
| Preventive Medicine | primary | Maximum hit points | add | +5 | Role: personal | works |
| Preventive Medicine | secondary | Hero hit points healed at battle end | add | +0.3 × missing hp | Role: personal | differs |
| Self Medication | primary | Hit points healed by one member hero per healing tick (after Self Medication, rounded) | factor | +30% | Role: personal | differs |
| Self Medication | secondary | Agent max movement speed multiplier | factor | +2% | Item: no offhand shield; role: personal | differs |
| Triage Tent | primary | Daily hit points healed by heroes | factor | +30% | Map state: stationary; party: not garrison or militia; role: surgeon | works |
| Triage Tent | primary | Daily healing of wounded regular troops | factor | +30% | Map state: stationary; party: not garrison or militia; role: surgeon | works |
| Triage Tent | secondary | Largest garrison a town's food can support | multiply | ×1.05263 | Role: governor; settlement: under siege | works |
| Triage Tent | secondary | Daily food consumption of a town or castle | factor | -5% | Role: governor; settlement: under siege | works |
| Walk It Off | primary | Daily hit points healed by heroes | factor | +15% | Map state: moving; party: not garrison or militia; role: surgeon | works |
| Walk It Off | primary | Daily healing of wounded regular troops | factor | +15% | Map state: moving; party: not garrison or militia; role: surgeon | works |
| Walk It Off | secondary | Hero hit points healed at battle end | add | +10 | Role: personal | differs |
| Doctor's Oath | primary | Casualty survival odds | add | +0.01 × skill × battle factor | Role: surgeon | differs |
| Doctor's Oath | secondary | Maximum hit points | add | +5 | Role: personal | works |
| Sledges | primary | Wounded troops speed factor | factor | -50% | Role: surgeon | works |
| Sledges | secondary | Mount max health at spawn | add | +15 | Role: party leader | works |
| Best Medicine | primary | Daily hit points healed by heroes | factor | +15% | Role: surgeon | works |
| Best Medicine | primary | Daily healing of wounded regular troops | factor | +15% | Role: surgeon | works |
| Best Medicine | secondary | Relation change with a notable | add | +1 | Map state: in settlement; role: party leader; settlement: not under siege, town | differs |
| Good Lodging | primary | Daily hit points healed by heroes | factor | +20% | Map state: in settlement; role: surgeon; settlement: not hideout | differs |
| Good Lodging | primary | Daily healing of wounded regular troops | factor | +20% | Map state: in settlement; role: surgeon; settlement: not hideout, not under siege or raid | differs |
| Good Lodging | secondary | Relation change with a lord | add | +1 | Map state: in settlement; role: party leader; settlement: not under siege, town | differs |
| Siege Medic | primary | Siege bombardment hit surgery chance | add | +0.5 | Role: surgeon | works |
| Siege Medic | secondary | Chance that a destroyed siege engine kills its crew | add | -0.3 | Role: surgeon | differs |
| Veterinarian | primary | Daily chance that a lame horse recovers | base | 0.3 | Party: not at sea; role: surgeon | works |
| Veterinarian | secondary | Chance to recover the mount of a fallen cavalry troop | base | 0.5 | Role: surgeon | differs |
| Bush Doctor | primary | Daily hearth change of a village | factor | +20% | Role: governor; settlement: village | differs |
| Bush Doctor | secondary | Daily hit points healed by heroes | factor | +20% | Map state: stationary; role: surgeon | differs |
| Bush Doctor | secondary | Daily healing of wounded regular troops | factor | +20% | Map state: stationary; role: surgeon | differs |
| Pristine Streets | primary | Daily prosperity change of a town or castle | add | +1 | Role: governor | works |
| Pristine Streets | secondary | Daily hit points healed by heroes | factor | +20% | Map state: in settlement; role: surgeon; settlement: town | works |
| Pristine Streets | secondary | Daily healing of wounded regular troops | factor | +20% | Map state: in settlement; role: surgeon; settlement: not under siege or raid, town | differs |
| Health Advice | primary | Extra lives against old-age death | add | +1 | Role: clan leader | differs |
| Health Advice | secondary | Morale loss of the casualty's side when an agent falls | override | set to 0 | Role: surgeon; victim: unconscious | works |
| Perfect Health | primary | Daily healing of wounded regular troops | factor | +5% × food types | Role: surgeon | works |
| Perfect Health | secondary | Daily production of one item in a village | factor | +10% | Item: animal; role: governor | differs |
| Clean Infrastructure | primary | Daily prosperity change of a town or castle | add | +1 × civilian buildings | Role: governor | works |
| Clean Infrastructure | secondary | Daily settlement hit point recovery | factor | +30% | Role: governor; settlement: village | differs |
| Physician of People | primary | Daily loyalty change of a town or castle | add | +1 | Role: governor | works |
| Physician of People | secondary | Casualty survival odds | factor | +30% | Role: surgeon; troop tier: at most 2 | differs |
| Cheat Death | primary | Extra lives against old-age death | add | +1 | Role: personal | works |
| Cheat Death | secondary | Casualty death chance | factor | -50% | Role: surgeon | works |
| Fortitude Tonic | primary | Maximum hit points | add | +10 | Role: party leader | works |
| Fortitude Tonic | secondary | Maximum hit points | add | +5 | Role: personal | works |
| Battle Hardened | primary | XP per wounded troop after a battle | add | +25 | Role: surgeon | differs |
| Battle Hardened | secondary | Chance that a destroyed siege engine kills its crew | add | -0.25 | Role: governor; siege side: defender | differs |
| Helping Hands | primary | Daily healing of wounded regular troops | factor | +2% × floor(troops / 10) | Role: surgeon | works |
| Helping Hands | secondary | Daily prosperity change of a town or castle | factor | -50% | Role: governor | works |
| Minister of Health | primary | Agent max health at spawn | add | +25 at skill 275, +1 per point | Role: party leader | works |
| Healing rate increase | — | Daily healing of wounded regular troops | factor | +0.1% per point | Party: garrison; role: governor; settlement: town | differs |
| Healing rate increase for heroes | — | Daily hit points healed by heroes | factor | +0.5% per point | Role: surgeon | works |
| Healing rate increase for troops | — | Daily healing of wounded regular troops | factor | +1% per point | Party: not garrison; role: surgeon | works |
| Casualty survival chance | — | Casualty survival odds | add | +0.01 × skill × battle factor | Role: surgeon | differs |
| Skill level (any skill) | — | Agent effective skill in battle | base | skill value | — | works |
| Skill level (any skill) | — | Skill a hero inherits on coming of age | base | +1 per point | — | works |
| Skill level (any skill) | — | Heir selection points of a clan member | add | +5 | — | works |
| Skill level (any skill) | — | Maximum troops lost on an issue's alternative solution | multiply | ×max(0.2, min(0.8, trunc(issue required skill / skill) × 0.1)) | Hero: player clan | works |
| Skill level (any skill) | — | Days an issue's alternative solution takes | add | +2 × min(10, trunc(issue required skill / skill)) | Hero: player clan | works |
| Skill level (any skill) | — | Failure risk of an issue's alternative solution | add | -0.005 per point | Hero: player clan | works |
| Skill level (any skill) | — | Troops required for an issue's alternative solution | multiply | ×max(0.2, min(1.2, issue required skill / skill)) | Hero: player clan | works |
| Skill level | — | Surgery chance of a party | add | +0.0015 per point | Role: surgeon | dead |
| Skill level (any skill) | — | Skill is high enough for a perk reset | override | on | Hero: player clan | works |
| Skill level (any skill) | — | Gold cost to reset the perks of a skill | add | +40 per point | Hero: player clan | works |
| Skill level (any skill) | — | Persuasion success multiplier | factor | min(0.2, floor(skill / 250) × 0.2) | Hero: main hero | works |
| Skill level | — | Tavern keeper companion recommendation score | base | +1 per point | — | works |
Practical tips
- The Surgeon role decides. Almost every healing perk and the survival skill effect are read from the hero in the Surgeon role. If a companion has more Medicine than you, putting them in that role raises the whole party's healing.
- Personal perks stay personal. Preventive Medicine, Self Medication, Doctor's Oath and Fortitude Tonic hit points, Walk It Off's after-battle healing and Cheat Death's old-age skip only help the hero who picked them.
- Resting in a town or castle. The +10 troops (+8 hero hit points) for resting in a fortification is multiplied by every percentage, so if your surgeon has Good Lodging and Pristine Streets, both apply inside a town that is not under siege.
- Bush Doctor means camping outside the village, not entering it.
- At sea, healing slows. Triage Tent, Walk It Off, Best Medicine, Perfect Health, Helping Hands, Physician of People, Battle Hardened's experience and both Self Medication halves show "Reduced effect at sea" and are halved on water. Sledges, Good Lodging's healing, Siege Medic, Veterinarian, Bush Doctor's healing, Pristine Streets' healing and Health Advice's morale half show "Land only" and do nothing there. Resilience (Boatswain) adds healing at sea; see Naval campaign.
- Health Advice: unlock it as clan leader. It only covers clan members alive at that moment.
- Doctor's Oath uses your surgeon's skill. If your surgeon has Doctor's Oath, the higher their Medicine, the more enemy casualties survive as wounded.