Pals working at your base in Palworld pick up sicknesses and injuries when they are overworked, damaged, or left with poor living conditions. Each condition drops their work speed or movement speed, and the worst ones stop a Pal from working entirely. These do not clear on their own, so you have to feed the matching medicine or handle the special cases like hunger and incapacitation directly.
Quick answer: Feed Low Grade Medical Supplies for Sick, Sprain, and Overfull; feed Medical Supplies for Ulcer and Fracture; feed High Grade Medical Supplies for Weakened and Depressed. Refill food for Hungry or Starving, and drop an Incapacitated Pal into the Palbox to start its revival timer.

Every Pal illness and its cure
Sicknesses map to one of three medicine tiers by severity. The table below pairs each condition with what triggers it, how it hurts the Pal, and the exact item or action that removes it.
| Illness | Cause | Effect | Cure |
|---|---|---|---|
| Sick | Poor working or living conditions, low sanity | Reduced work speed and efficiency | Low Grade Medical Supplies |
| Sprain | Overworking or taking damage in combat | Lower movement speed | Low Grade Medical Supplies, or a Hot Spring |
| Overfull | Stressed Pal keeps eating from the feed box | Stops working, builds more stress | Low Grade Medical Supplies |
| Ulcer | Overwork with low sanity, no beds or Hot Springs | Reduced work and movement speed | Medical Supplies |
| Fracture | Heavy combat damage or long starvation | Reduced work and movement speed | Medical Supplies |
| Weakened | Long-term starvation or stress | Work and movement speed drop sharply | High Grade Medical Supplies |
| Depressed | Prolonged neglect, low sanity, poor conditions | Refuses to work or eat, sleeps most of the time | High Grade Medical Supplies |
| Hungry / Starving | No food in the feed box or Pal cannot reach it | Falling health, leads to injuries if ignored | Any food in a reachable Feed Box |
| Incapacitated | Fell in battle or hunger hit zero | Cannot work at all | Place in the Palbox and wait out the timer |
Note: Medical supplies clear the condition but do not restore lost HP. A cured Pal still needs food or rest to recover its health afterward.
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Pals will not treat themselves, so you have to hand them the right supply once you spot the illness icon.

Tip: Keep a small stock of all three medicine tiers in your Palbox. Pals with the Medicine Production work suitability craft supplies faster at the workbench, but they will not auto-treat sick teammates.
Crafting medicine at the Medicine Workbench
All medical supplies are made at a Medicine Workbench. Three versions exist across the tech tree: the Medieval Medicine Workbench at Level 12, the Electric Medicine Workbench at Level 43, and the Advanced Medicine Workbench at Level 61. The Medieval bench alone is enough to craft everything you need to cure the standard illnesses. It is built with 30 Wood, 10 Palladium Fragments, and 5 Nails.

| Medicine | Recipe |
|---|---|
| Low Grade Medical Supplies | 5 Berries, 2 Horns |
| Medical Supplies | 3 Ingots, 3 Horns, 1 Bone |
| High Grade Medical Supplies | 5 Ingots, 5 Horns, 2 Bones |
| Mind Controlling Meds | 10 Refined Ingots, 10 Horns, 5 Bones, 3 Pal Fluids (Electric or Advanced bench) |
Mind Controlling Meds are the catch-all option. A single dose cures every illness and restores the Pal’s sanity to 1000, which makes it worth the heavier recipe once you can build the Electric or Advanced workbench.
Buying medicine from Wandering Merchants
If crafting on repeat gets tedious, Wandering Merchants sell all three standard tiers of medical supplies for Gold, from a few hundred coins up to a few thousand for the high-grade version. They usually appear near Pal Merchants. You can find one east of the Marsh Island Church Ruins and another in the Small Settlement. Mind Controlling Meds are also stocked by a Wandering Merchant at Duneshelter, though the price runs a steep 10,000 Gold.
Hunger, injuries, and incapacitation
A few conditions do not use medicine at all. When a Pal is Hungry or Starving, simply refill a reachable Feed Box so it can top up its hunger bar. If a Pal’s hunger drops to zero, it slides into a Minor Injury, then a Major Injury, and eventually becomes Incapacitated, so keeping food accessible prevents the whole chain.
Minor and Major Injuries clear on their own once the Pal rests in a bed. For an Incapacitated Pal, which usually happens after it falls in battle, carry it back to base and place it into an open Palbox slot. That starts a revival timer, and the Pal returns to your roster once the countdown ends.

Preventing illness at your base
Most sicknesses trace back to low sanity, hunger, or a lack of rest, so a well-built base keeps the medicine bills low. Keep these fixtures in place and reachable.
- Build a bed for every Pal. Without enough sleep, Pals turn groggy, lose sanity, and slack off during the day.
- Keep the Feed Box stocked and place it on flat, open ground so no Pal gets stuck trying to reach it.
- Add a Hot Spring or High Quality Hot Spring so constantly working Pals can recover sanity.
- Ease off the Monitoring Stand’s hard-work mode once a task is done, since overworking drains sanity fast.
Once your base runs 50 or more Pals in the endgame, a stocked shelf of all three medicine tiers plus a couple of Mind Controlling Meds is the fastest way to keep production from stalling every time a worker gets stuck or overtired.




