Going Medieval Wound Care & Herbal Medicine: Keep Every Settler Alive

Araid ends, the last bandit flees, and then the real damage report arrives: the "Settler wounds need tending" notification. Going Medieval's health system is quietly one of its deepest mechanics — wounds have severity levels, tending has quality levels, supplies multiply the results, and the jobs behind it all (Tend, Patient, Convalesce) interact in ways the game never explains. Most colonies do not lose settlers to raids; they lose them to confusion afterwards. This guide covers how wounds actually heal, which supplies are worth stocking, and the exact job setup that turns a post-raid panic into a routine.

How Wounds Actually Work

Every injury in Going Medieval is a wound with a severity value that ticks down over time. While a wound is active it penalises the settler — reduced movement speed, weaker combat performance, worse hit chance, impaired motor function — so an untreated injury is never free, even when it is not lethal. Wounds fall into three behaviour categories, and knowing which one you are looking at tells you exactly how to respond.

Wound CategoryTypical ExamplesNeeds Tending?Needs Bed Rest?How It Resolves
Minor knocksBruises and similar light injuriesNo — cannot be tendedNoFades on its own with time
Moderate woundsScratches and light cutsYesNo — settler can keep workingTending speeds recovery; bed rest optional
Severe woundsBroken bones, deep combat injuriesYesYes — days of restRequires active tending plus rest; after roughly 90% healed it hits the minimum severity threshold and finishes on its own with only minor lingering effects

Key Insight: The minimum severity threshold is your discharge date. A settler with a broken leg does not need to lie in bed until the wound vanishes — once it is about 90% healed it stops requiring tending or rest, and the settler can return to light duty with only a small penalty while it finishes closing. Pulling healers off nearly-recovered patients is correct play, not neglect.

The Four Jobs Behind Every Recovery

Healing is not one job but four, split between the healer and the patient. Getting all four right is the difference between a colony that shrugs off raids and one that slowly bleeds population.

JobWho Does ItWhat It DoesRecommended Setup
TendYour healersTreat wounded settlers. Tend quality scales with the settler's Medicine skill, and tending grants Medicine XP — the same people should do it every timeHigh priority for your best one or two Medicine settlers; enabled for everyone as a low-priority backup
PatientThe woundedSends the settler to a bed to wait for treatment without fully shutting them downHigh priority for anyone with a severe wound
ConvalesceThe woundedFull rest-and-recover behaviour — the settler drops other work to healHigh priority for severe wounds; lower it for scratches so settlers keep working
Carry woundedEveryone nearbyHauls unconscious settlers to a free bed. Fires automatically, even for settlers without Tend enabled and outside work hoursNothing to configure — just make sure a spare bed exists before the raid, not after

One modern convenience worth knowing: wounds can be tended anywhere. A healer can treat a hunter in the field without dragging them home first — bed rest still matters for the severe category, but the old requirement that a patient be sleeping before anyone could help them is gone.

Self-Tend — The Emergency Valve:In the Manage panel you can allow a settler to treat their own wounds. It is strictly a fallback: a self-tend lands at only 25% of the quality of a tend from another settler, earns less XP, and switches off entirely if you disable that settler's Tend job. Enable it for settlers who work alone far from base; never treat it as a substitute for a real healer.

Healing Supplies: Herbs, Tallow, Honey, Healing Kits

Tending works bare-handed, but supplies make it better. Going Medieval recognises four healing items, and each carries a wound tending multiplier that improves the quality of any tend it is used in. The practical hierarchy is simple: herbs are your everyday supply, healing kits are the dedicated tool, and tallow and honey are useful stand-ins already sitting in your pantry.

SupplyWhat It IsCarried in a Pouch?Notes
HerbsGathered medicinal plantsNo — fetched from storageThe workhorse supply. Wild herbs grow on every map; stockpile them near the hospital so healers never walk far
Healing KitPurpose-made medical kitYes — the only supply settlers carry on their personThe dedicated tending tool. Because settlers keep kits in a pouch, they can treat casualties on the spot instead of running to a stockpile first
TallowRendered animal fatNoA by-product of butchering that doubles as a tending supply — your hunters quietly keep the infirmary stocked
HoneyFood with medicinal useNoDual-purpose: a long-lasting food that also serves as a healing supply. Buy it from merchants when other stocks run low
Bar chart of relative wound-tend quality in Going Medieval: bruise-type wounds cannot be tended at zero percent, self-tending reaches only twenty-five percent, and a tend from another settler is the one hundred percent baseline
Relative tend quality: self-tending is a quarter as effective as a proper tend, and the lightest wound category cannot be tended at all. Medicine skill and healing supplies raise the effective quality further from the settler-tend baseline.

Post-Raid Triage: The First Ten Minutes

The minutes after a raid decide whether wounds become footnotes or funerals. Run the same sequence every time and it becomes automatic.

StepActionWhy It Matters
1Click the "Settler wounds need tending" notification to cycle through every casualtyWounded settlers do not announce themselves individually; the notification is your headcount
2Check for unconscious settlers first — they are being carried to beds automaticallyUnconscious colonists cannot eat or move; their recovery starts only once they reach a bed
3Set severe cases to Patient + Convalesce at high priority; leave scratches on normal dutiesOver-resting minor wounds costs you a workday; under-resting a fracture costs you a settler
4Confirm your highest-Medicine settler has Tend at top priority and supplies in reachTend quality scales with Medicine skill, and supplies multiply the result — skill plus herbs is the fastest legal recovery in the game
5Restock the infirmary: herbs, kits, and a spare meal supply near the bedsPatients leave bed when hungry; a nearby food stockpile gets them back under care faster

Building a Medical Program That Scales

Early on, one settler with a passing interest in Medicine is enough. As the colony grows toward a dozen people and raids escalate, formalise it. Keep two settlers developing the Medicine skill so an injured healer never leaves the colony untreated — a Researcher-Healer pairing works well, since both are indoor intellectual jobs and the same settler can work the research bench in peacetime and the infirmary after battles. Stockpile herbs within a few tiles of the beds, issue healing kits to your front-line fighters so the first tend happens where they fall, and buy honey or kits from merchant caravans whenever your own stocks dip.

Skip the fantasy remedies. There are no splints, antidotes, or medicinal teas in Going Medieval — recovery is always time plus tend quality, multiplied by supplies. Master those three levers and the health system stops being a threat and becomes what it should be: a routine.

Frequently Asked Questions

Do I need medicine items to heal settlers in Going Medieval?

No. Any settler with the Tend job enabled can treat wounds with empty hands, and wounds also lose severity naturally over time. What supplies add is a wound tending multiplier: herbs, tallow, honey, and healing kits each improve the quality of a tend when the healer uses them, so stocked colonies simply heal faster and more reliably.

Is self-tending worth enabling?

Only as an emergency fallback. Self-tending is switched on per settler in the Manage panel, and the quality of a self-tend is just 25% of what another settler would achieve, with less skill XP earned on top. It also requires the Tend job to stay enabled for that settler. Use it for isolated workers like hunters, but rely on a dedicated healer for anything serious.

Why did my settler's wound stop needing treatment at low severity?

That is the minimum severity threshold working as intended. Serious wounds need active tending and rest through the worst of their recovery, but once a wound is roughly 90% healed it drops to a minimum severity level: the settler no longer needs bed rest or tending, keeps only minor lingering effects like slightly reduced walk speed, and the wound finishes healing on its own.

How do I save an unconscious settler?

You do not need to micromanage it. Unconscious settlers cannot walk, so other settlers will automatically carry them to a free bed — this carry-wounded behaviour fires even for settlers without the Tend job enabled, and even outside work hours. Once the casualty is in a bed, your healers take over with normal tending.

Do bruises and minor scrapes need a healer?

No. The lightest wound category — bruises and similar knocks — cannot be tended at all and simply heals with time. The middle category, such as scratches, benefits from tending but does not force the settler into bed, so they can keep working while it closes. Reserve bed rest and your best healer for the severe category, like broken bones.

Related Guides

Last updated: July 19, 2026. Healing mechanics reflect the current release version of Going Medieval; exact recovery speeds vary with Medicine skill and supplies.