Remedies & Elixirs in Palworld 1.0: Raising Your Stats Past the Level Cap

Level 80 is Palworld 1.0's cap, and when you reach it the Status Points stop. Except they do not have to — there is a family of ten craftable items that permanently raise your stats with no cap at all, a point or two at a time, forever. They come in two tiers — Remedies and Elixirs — and the reason almost nobody uses either becomes obvious the moment you price one out. Here is what they do, what they cost, and whether they are worth it.
The Five Remedies — and the Five Elixirs
| Remedy | Raises | Ingredients |
|---|---|---|
| Vital Remedy | Health | 4 Life Lotus (S), 1 Predator Core |
| Stamina Remedy | Stamina | 4 Stamina Lotus (S), 1 Predator Core |
| Might Remedy | Attack | 4 Power Lotus (S), 1 Predator Core |
| Speed Remedy | Work Speed | 4 Speed Lotus (S), 1 Predator Core |
| Burden Remedy | Carrying capacity | 4 Carrying Lotus (S), 1 Predator Core |
All five follow an identical pattern: four Lotus of the matching type, plus one Predator Core, at 500 work each. All five are crafted at the Medieval Medicine Workbench (Technology 12) or any higher medicine bench.
The Vital Remedy's in-game description states the mechanic precisely:
"Extremely valuable potion that permanently raises Health by a slight amount when consumed. Ineffective when used by Pals."
Three things are packed into that sentence, and all three matter.
There is a second tier above them — the Elixirs, and they cover the same five stats:
| Elixir | Ingredients | Work | Effect |
|---|---|---|---|
| Vital Elixir | 6 Life Lotus (L), 2 Predator Core | 1,000 | +2 Max HP |
| Stamina Elixir | 6 Stamina Lotus (L), 2 Predator Core | 1,000 | Stamina |
| Might Elixir | 6 Power Lotus (L), 2 Predator Core | 1,000 | Attack |
| Speed Elixir | 6 Speed Lotus (L), 2 Predator Core | 1,000 | Work Speed |
| Burden Elixir | 6 Carrying Lotus (L), 2 Predator Core | 1,000 | Carrying capacity |
The Vital Elixir's description mirrors the Remedy's exactly: "Extremely valuable elixir that permanently raises Health when consumed. Ineffective when used by Pals."
Do the arithmetic and the tiers turn out to be identical. A Vital Remedy is 1 Predator Core for +1 Max HP. A Vital Elixir is 2 Predator Cores for +2 Max HP. The rate per core is exactly the same — the Elixir is a bigger batch, not a better deal. It uses Lotus (L) instead of Lotus (S) and costs double the work, and gives you precisely what two Remedies would have.
That matters for planning: there is no reason to save cores for the higher tier. Craft whichever tier matches the Lotus you actually have.
What "Permanently" and "Slight" Actually Mean

Permanent is real. The effect does not expire, does not reset on death, and does not consume a Status Point. It stacks with every point you spent levelling to 80.
"Slight" is also real. A Vital Remedy grants +1 Max HP. One point. For 4 Life Lotus (S) and 1 Predator Core, at 500 work, and the item carries a gold value of 120,000.
Set that against what levelling gives you for free:
| Source | Health gained |
|---|---|
| One Status Point at level-up | a full point of the HP stat |
| One Vital Remedy | +1 Max HP |
And "Ineffective when used by Pals" closes the obvious loophole. These are player-only. You cannot feed remedies to a Shadowbeak to push its stats — Pal power comes from condensing, passive skills and Radiant Gem awakening, and none of those overlap with this system.
The Real Cost Is the Predator Core

The Lotus items are the visible cost. The Predator Core is the binding one.
Every remedy consumes exactly one Predator Core, and every elixir exactly two — for exactly double the effect. The rate never changes, which makes your total lifetime stat gain from this system equal to the number of Predator Cores you will ever obtain — not a resource you can plant, mine, smelt or automate.
The arithmetic is worth stating plainly. If you wanted +20 Max HP — a genuinely modest amount at Level 80, where documented Pal health pools run past 6,000 — you would need:
- 20 Predator Cores
- 80 Life Lotus (S)
- 10,000 work at a medicine bench
That is the honest verdict on remedies: they are not a levelling strategy. They are a very slow trickle for players who have already exhausted everything else, and they should be spent deliberately rather than as they become available.
Which Remedy to Actually Craft

Since your core supply caps the total, the only real decision is where the points go — and the ranking follows the same logic as ordinary Status Points.
Burden Remedy (carrying capacity) is the strongest. Carrying capacity is the stat that changes how the game feels rather than how a fight resolves. Every point of it removes hauling trips, and hauling is the tax on every mining expedition, every base build and every bootstrap run — remember that each late-game mine costs 100 units of the material it produces, all of which has to be carried home by hand.
Vital Remedy (Health) is second, and it is the one that matters at the point you are likely to have Predator Cores at all. Late Palworld is a game of large health pools and heavy hits.
Stamina Remedy is third, and situational — it matters most if you glide and climb a lot rather than fly.
Might Remedy (Attack) should be skipped, for the same reason the Attack Status Point should be skipped. Your damage comes from your weapon tier, your Pals and above all your element matchup — a type advantage is worth roughly 2× damage, which no realistic number of remedies will approach. A type converter in your party slot does more for your damage output than every Might Remedy you will ever craft.
Speed Remedy (Work Speed) drops off fast. It affects your crafting speed, and by the time you have Predator Cores your base Pals are doing the crafting. Once a Production Assembly Line II and a staffed base are running, your personal work speed is close to irrelevant.
Practical tips
- Remedies and Elixirs are permanent and uncapped — the only stat source that keeps working after Level 80.
- The Elixir tier is not a better deal. 2 cores for +2 is the same rate as 1 core for +1.
- One craft = one point. A Vital Remedy gives +1 Max HP for 4 Lotus and a Predator Core.
- Predator Cores are the hard cap. Your lifetime gain equals the cores you find.
- They do nothing for Pals — that is condensing, passives and Radiant Gems.
- Spend cores on Burden first, then Vital. Skip Might entirely; element matchup dwarfs it.
- All five craft at the Technology 12 bench — there is no tech gate, only a materials one.
Running your own Palworld 1.0 server
Predator Cores come from content you have to go out and clear, and 500 work per remedy is the kind of background crafting a base should be doing while you are elsewhere. A dedicated Palworld 1.0 server keeps your medicine benches producing and your world's encounters live around the clock, so cores you collect turn into stat points without you standing over the bench. Full crossplay lets a group farm the sources together, and one-click backups and automatic updates keep a long-running character safe.
Conclusion
Palworld's five Remedies — Vital (Health), Stamina, Might (Attack), Speed (Work Speed) and Burden (carrying capacity) — plus their five matching Elixirs are the only way to raise your stats after Level 80, and the effect is genuinely permanent and uncapped. The catch is the exchange rate: a Remedy costs 4 matching Lotus (S) and 1 Predator Core at 500 work for +1 Max HP, while an Elixir costs 6 Lotus (L) and 2 Predator Cores at 1,000 work for +2 — the same rate per core, so the higher tier is a bigger batch rather than a better deal. Your lifetime total is capped by cores rather than by anything you can build. Treat them as a slow trickle rather than a plan, spend them on Burden first and Vital second, and skip Might entirely — element matchup is worth roughly 2× damage and no stack of remedies competes with that.
Want your benches crafting while you are offline? Rent a Palworld server at gamever.io — instant setup, one-click backups and updates, full crossplay and 24/7 uptime. Start with a free trial and use promo code WELCOME.
