Pal Illness & Medicine in Palworld 1.0: Every Condition and Its Cure

A Pal that stops working is not always hungry or out of sanity — sometimes it is ill, and illness has its own cure list that food and hot springs do nothing for. Palworld tracks seven conditions across three tiers of medicine, and the detail that catches everyone out is stated flatly in all three item descriptions: medical supplies do not heal Health. They cure conditions and nothing else. Here is the full mapping, what each cure costs, and how to stop needing them.
Every Condition and What Cures It
| Medicine | Treats | Tech | Ingredients |
|---|---|---|---|
| Low Grade Medical Supplies | Sick, Sprain, Overfull | 12 | 5 Red Berries, 2 Horn |
| Medical Supplies | Ulcer, Fracture | 12 | 3 Ingot, 3 Horn, 1 Bone |
| High Grade Medical Supplies | Weakened, Depressed | 12 | 5 Ingot, 5 Horn, 2 Bone |
The in-game descriptions are unusually blunt about the limitation:
- Low Grade — "Low Grade Medical Supplies good for Sick, Sprain, and Overfull. They don't heal Health when eaten, however."
- Standard — "Strange Medical Supplies that are effective at treating Ulcer and Fracture. Unfortunately, they have no healing effect."
- High Grade — "High Grade Medical Supplies that are effective at treating Weakened and Depressed. Unfortunately, they have no healing effect."
All three are crafted at the Medieval Medicine Workbench, which unlocks at Technology 12 for 30 Wood, 5 Nail and 10 Paldium Fragment. There is no separate tech unlock per tier — reaching Technology 12 gives you the whole cure list.
What changes across the tiers is the work cost, and it changes a lot:
| Medicine | Work | Gold value |
|---|---|---|
| Low Grade | 50 | 780 |
| Standard | 150 | — |
| High Grade | 500 | 3,120 |
Depressed is the expensive one. It sits in the High Grade tier at 500 work — ten times a Low Grade craft — and it is also the condition your base is most likely to produce, because depression is where the sanity spiral ends. Curing it after the fact is the costliest way to handle SAN.
Horn and Bone Are the Real Bottleneck

Look down the ingredient column and the same two items appear everywhere:
- Horn — in all three tiers, at 2, 3 and 5.
- Bone — in the two upper tiers, at 1 and 2.
Neither is farmable at a base. Both are Pal drops, which means no production line you build will ever make them — an unusual shape for a Palworld crafting tree, where almost everything else can eventually be automated.
There is a second route, though, and it is the easy one: merchants sell both. Horn and Bone each carry a gold value of 200, and both appear at wandering merchants and caravan traders — Bone is stocked at Village Shop 1, Duneshelter and Fisherman's Point among others. Given that 1 Successful Bounty Token converts to 2,000 Gold Coins, a single token buys ten of either. If you are gold-rich and Bone-poor, buy rather than hunt.
If you would rather farm them, the best sources are unambiguous:
| Material | Best drops |
|---|---|
| Horn | Hartalis and Elgrove at 2 – 3 (100%); Eikthyrdeer, Fenglope, Reindrix and Celesdir at 2 (100%) |
| Bone | Anubis and Dragostrophe at 3 – 5 (100%); Cawgnito at 2 – 4; Turtacle and Ghangler at 2 – 3 |
Reindrix is the convenient overlap — it drops Horn at 2 (100%) and is already a Level 80 World Tree farm target for Ice Radiant Gems, so a gem circuit stocks your medicine cupboard at the same time.
The practical consequence either way: stockpile Horn and Bone opportunistically, long before you need medicine. A base that discovers three Depressed Pals and no Bone is a base that stays stalled.
Ingot is the third ingredient, at 3 and 5 for the upper tiers, and that one is trivially automated — an Ore Mining Site at Technology 24 plus a furnace covers it permanently.
The Clinic: Prevention Instead of Cure

Curing conditions one Pal at a time is the losing strategy. The Clinic is the structural fix:
| Clinic | Ancient Clinic | |
|---|---|---|
| Technology | 24 | 73 |
| Build cost | 10 Wooden Board, 20 Cloth, 15 Nail | 50 Soralite Ingot, 15 Computer, 45 World Tree Holy Water, 10 Ancient Civilization Core |
| Sickness Suppress Rate | 10 | 40 |
| Suitability | Medicine Production | Medicine Production |
The in-game description: "A basic medical facility for managing the health of Pals working at the base. Assigning a Pal with Medicine Production suitability helps reduce SAN depletion and prevent illness and injury."
Two things are worth pulling out of that.
The Clinic does two jobs at once. It suppresses sickness and reduces SAN depletion, which means it sits in the same category as the Alpha Wave Generator — prevention rather than recovery. At Technology 24 it is cheap and early.
It needs a Medicine Production Pal to do anything. An unstaffed Clinic is a decoration. Silvance is the standout on the 1.0 roster at Medicine Production Lv8; if you have one, this is where it belongs. The Ancient Clinic's jump from 10 to 40 on sickness suppression is fourfold, but at Technology 73 and 45 World Tree Holy Water it is very much an endgame build.
Note that the Clinic's worker drains SAN at -0.15/s — the same hard-work bracket as mining. The Pal keeping everyone else healthy is itself burning sanity at the highest rate in the game, so keep it near a hot spring.
Recovery Meds Are the Ones That Actually Heal

Since none of the medical supplies restore Health, the healing job belongs to a separate family:
| Item | Ingredients | Work | Effect |
|---|---|---|---|
| Low Quality Recovery Meds | 3 Cavern Mushroom, 5 Red Berries, 2 Aquatic Pal Fluids | 25 | Heals over time |
| Recovery Meds | 5 Cavern Mushroom, 5 Red Berries, 5 Aquatic Pal Fluids, 3 Cotton Candy | 75 | "Medicine that heals wounds over time. Restores a decent amount of Health." |
Recovery Meds are cheap. At 75 work they cost half of a standard Medical Supplies craft, and their ingredients — Cavern Mushroom, Red Berries and Aquatic Pal Fluids — are all gatherable rather than dropped. Red Berries come straight off a Berry Plantation at Technology 5.
That makes them the one medicine you should be producing continuously. Keep a stack for combat and a stack in base storage, and reserve the Horn-and-Bone medical supplies for the conditions that only they can clear.
Three workbench tiers exist: Medieval (Technology 12), Electric (Technology 43) and Advanced (Technology 61). All three make the entire cure list above, so the upper benches are not required for any condition — they are throughput upgrades, and the Advanced Medicine Workbench carries a +200% work speed.
What the upper tiers do add is a longer recovery ladder. Beyond the two entries above sit High Quality Recovery Meds and, at Technology 79, Advanced Recovery Meds and a Revival Potion — deep endgame items whose ingredient lists run to 30 Cavern Mushroom, 50 Red Berries and 20 High Quality Pal Oil. If all you need is to clear a Fracture or a Depressed Pal, the Technology 12 bench does it.
Practical tips
- Medical supplies do not heal Health. All three descriptions say so outright. Use Recovery Meds for that.
- Technology 12 unlocks every cure tier at once — there is no per-tier tech gate.
- Depressed needs High Grade supplies at 500 work. Preventing sanity loss is far cheaper than curing it.
- Horn and Bone are Pal drops, not base products — but merchants sell both at 200 gold. Buying is often faster than hunting.
- Best farms: Anubis or Dragostrophe for Bone (3 – 5 at 100%), Hartalis or Elgrove for Horn (2 – 3 at 100%).
- Build the Clinic at Technology 24 and staff it with Silvance (Medicine Lv8) — it suppresses illness and SAN loss.
- Recovery Meds cost 75 work from fully gatherable ingredients. Run them constantly.
Running your own Palworld 1.0 server
Illness accumulates while a base runs, which is exactly the situation a persistent world creates — and exactly what a staffed Clinic is for. On a dedicated Palworld 1.0 server your Medicine Production Pal keeps suppressing sickness around the clock instead of only while you are logged in, so you come back to a working base rather than a stalled one. Full crossplay lets a group split base upkeep across platforms, and one-click backups and automatic updates protect the operation.
Conclusion
Palworld tracks seven Pal conditions across three cure tiers, all unlocked together at the Medieval Medicine Workbench (Technology 12): Low Grade Medical Supplies for Sick, Sprain and Overfull, Medical Supplies for Ulcer and Fracture, and High Grade Medical Supplies for Weakened and Depressed. None of them restore Health — that is Recovery Meds, which are cheaper at 75 work and use only gatherable ingredients. The structural answer is the Clinic at Technology 24, which suppresses illness and SAN depletion when a Medicine Production Pal is assigned, rising from a 10 to a 40 suppress rate at the Ancient Clinic. Watch your Horn and Bone stocks, because those are Pal drops and no amount of base automation will produce them — though merchants sell both at 200 gold, which is usually quicker than farming.
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