Bannerlord mechanics

Medicine guide

Bannerlord v1.5.7 · checked 2026-11-12 · updated 2026-11-13

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.

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)

Hero hit points healed per day = (11 + 8 when resting in a town or castle) × (1 + sum of all percentage bonuses)

Tier 1 (Medicine 25): Preventive Medicine or Self Medication

Preventive Medicine

Self Medication

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

Walk It Off

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

Sledges

Wounded penalty = 0.05 × wounded men ÷ men in the party, only when more than a quarter are wounded

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

Good Lodging

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

Veterinarian

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

Pristine Streets

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

Perfect Health

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

Physician of People

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

Fortitude Tonic

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

Helping Hands

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

Minister of Health = 1 × (Medicine − 250)

Skill effects

These come from the Medicine skill itself, no perk needed.

Survival odds = (1 + 0.02 × troop level + 0.01 × surgeon's Medicine) × (1 + Physician of People)

Chance to die = 1 ÷ survival odds

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