Gaming Guide

Palworld 1.0: Every Pal Illness and the Medicine That Cures It

The full list of Pal sicknesses, what each one does to work speed, and the exact medicine or fix that clears it.

The full list of Pal sicknesses, what each one does to work speed, and the exact medicine or fix that clears it.

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.

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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.

IllnessCauseEffectCure
SickPoor working or living conditions, low sanityReduced work speed and efficiencyLow Grade Medical Supplies
SprainOverworking or taking damage in combatLower movement speedLow Grade Medical Supplies, or a Hot Spring
OverfullStressed Pal keeps eating from the feed boxStops working, builds more stressLow Grade Medical Supplies
UlcerOverwork with low sanity, no beds or Hot SpringsReduced work and movement speedMedical Supplies
FractureHeavy combat damage or long starvationReduced work and movement speedMedical Supplies
WeakenedLong-term starvation or stressWork and movement speed drop sharplyHigh Grade Medical Supplies
DepressedProlonged neglect, low sanity, poor conditionsRefuses to work or eat, sleeps most of the timeHigh Grade Medical Supplies
Hungry / StarvingNo food in the feed box or Pal cannot reach itFalling health, leads to injuries if ignoredAny food in a reachable Feed Box
IncapacitatedFell in battle or hunger hit zeroCannot work at allPlace 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.


How to feed medicine to a sick Pal

Pals will not treat themselves, so you have to hand them the right supply once you spot the illness icon.

Walk up to the affected Pal at your base and open its menu.
Choose the Feed option (right-click on keyboard, or the action button on a controller) and select the matching medical supply from your inventory.
The Pal eats the item and the penalty clears the instant it does. The status icon disappears and the Pal returns to normal work speed, which is how you confirm the fix worked.
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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.

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Medieval Medicine Workbench in Palworld (Image via Pocketpair)
MedicineRecipe
Low Grade Medical Supplies5 Berries, 2 Horns
Medical Supplies3 Ingots, 3 Horns, 1 Bone
High Grade Medical Supplies5 Ingots, 5 Horns, 2 Bones
Mind Controlling Meds10 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.

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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.