# List of All Sicknesses and Injuries: Effects and Cures

Every sickness and injury a base Pal can catch in Palworld, with the exact work speed and movement penalty each one applies, which of the three medicines cures it, the Palbox recovery odds, and the stations that drain SAN fastest.

Source: https://palworld-db.com/guides/list-of-sicknesses-and-injuries
Updated: 2026-08-18

Base Pals get sick when you overwork them, underfeed them, or let their SAN bottom out, and every condition applies a specific penalty to work speed, movement speed or hunger. This guide lists all 13 sicknesses, injuries and hunger states with the exact numbers each costs you, which of the three medicines cures it, the odds it clears on its own in the Palbox, and which base stations are quietly causing the problem.

## Every Sickness and What It Costs You

There are eight named sicknesses, and they come in three severity tiers that map one-to-one onto the three medicines. Tier 1 is annoying, tier 2 is a real production hit, and tier 3 is where a Pal stops being worth its slot — **Weakened** takes a fifth of a Pal's movement and a tenth of its work rate, and **Depressed** flips those numbers. Note that the game calls the first one **Sick** in the Pal's status panel, not "Cold". The last row is the one almost nobody sees, and it is covered further down.

| Sickness | Work Speed | Move Speed | Cured By |
| --- | --- | --- | --- |
| Sick | −5% | — | [Low Grade Medical Supplies](https://palworld-db.com/item/Herbs) |
| Sprain | — | −5% | [Low Grade Medical Supplies](https://palworld-db.com/item/Herbs) |
| Overfull | — | — | [Low Grade Medical Supplies](https://palworld-db.com/item/Herbs) |
| Ulcer | −10% | −5% | [Medical Supplies](https://palworld-db.com/item/Medicines) |
| Fracture | −5% | −10% | [Medical Supplies](https://palworld-db.com/item/Medicines) |
| Weakened | −10% | −20% | [High Grade Medical Supplies](https://palworld-db.com/item/LuxuryMedicines) |
| Depressed | −20% | −10% | [High Grade Medical Supplies](https://palworld-db.com/item/LuxuryMedicines) |
| Troublemaker | −50% | −50% | No medicine works |

**Overfull** is the odd one out — it touches neither speed stat, it makes the Pal burn through hunger **50% faster** instead, which quietly empties your Feed Box and then rolls into Hungry and Starving if you are not watching. Treat it as a food problem rather than a speed problem. The status panel spells out what happened too: a Pal with Overfull is described as stress eating, which is your cue that SAN, not food, is the actual root cause.

## Hunger and Injury States

These five are not sicknesses and medicine does nothing for them. Hunger states come off a stocked [Feed Box](https://palworld-db.com/structures), injuries come off rest, and an incapacitated Pal only comes back through the Palbox. The important distinction is that the injury states are HP damage from combat and base raids, while the sicknesses above are SAN and workload damage — the same Pal can be carrying one of each at the same time.

| Condition | What It Does | How to Fix It |
| --- | --- | --- |
| Hungry | Attack, Defense and Work Speed all drop by 10% | Keep the  stocked |
| Starving | The same penalties double to 20% and stay until it eats | Feed it immediately |
| Minor Injury | Lost HP from combat or a base raid | Let it rest in a  |
| Major Injury | Heavy HP loss, flagged as urgent | Rest in a Pal bed, or an  |
| Incapacitated | Cannot move, work or fight at all | Store it in the  for 10 minutes |

Hungry and Starving are the cheapest problems on this page to prevent and the most commonly ignored. A [Cold Food Box](https://palworld-db.com/guides/how-to-get-cold-food-box) paired with a  keeps the Feed Box topped up without you touching it, and it stops the whole Overfull → Hungry → Starving chain before it starts. For injuries, beds cost almost nothing: the Straw Pal Bed unlocks at **Level 3** for Wood x10 and Fiber x5.

## The 3 Medicines and What Each One Cures

Three medicines cover six of the eight sicknesses, and each one is locked to its own pair — giving a Fractured Pal Low Grade Medical Supplies does nothing at all, so read the status before you dose. None of the three restore any Health; they clear conditions only, which is why the [healing guide](https://palworld-db.com/guides/how-to-heal-pals-and-player-hp) covers a completely separate set of items for HP.

| Medicine | Cures | Materials | Merchant Price |
| --- | --- | --- | --- |
| [Low Grade Medical Supplies](https://palworld-db.com/item/Herbs) | Sick, Sprain, Overfull | [Red Berries](https://palworld-db.com/item/Berries) x5, [Horn](https://palworld-db.com/item/Horn) x2 | 780 Gold |
| [Medical Supplies](https://palworld-db.com/item/Medicines) | Ulcer, Fracture | [Ingot](https://palworld-db.com/item/CopperIngot) x3, [Horn](https://palworld-db.com/item/Horn) x3, [Bone](https://palworld-db.com/item/Bone) x1 | 1,820 Gold |
| [High Grade Medical Supplies](https://palworld-db.com/item/LuxuryMedicines) | Weakened, Depressed | [Ingot](https://palworld-db.com/item/CopperIngot) x5, [Horn](https://palworld-db.com/item/Horn) x5, [Bone](https://palworld-db.com/item/Bone) x2 | 3,120 Gold |

The material cost barely moves between tiers, but the crafting time does — High Grade Medical Supplies take **ten times** the work of the Low Grade version and roughly three times the Medical Supplies version, so a single Pal on a workbench will not keep up if your base is generating tier-3 sicknesses regularly. That gap is the real argument for fixing the cause instead of stockpiling the cure. Horn is the shared bottleneck across all three, and Bone gates the top two.

### Where to Buy Medicine

You do not have to craft any of it. All three medicines sit in the standing stock of the Village, Desert, Volcano and Wandering Merchant shops at the prices above, and Low Grade Medical Supplies also turn up in dungeon shops. There are **12 merchant pins** on the [interactive map's merchant layer](https://palworld-db.com/map?layers=merchant), so a single gold run can restock a whole base for less than the cost of one late-game weapon. Buying is the better play early, when you have gold from [chests and caches](https://palworld-db.com/guides/all-hack-terminal-locations) but no Bone income yet.

## All 3 Medicine Workbenches

Medicine is made at a dedicated workbench, and each tier of bench unlocks the tier of medicine above it. The Medieval bench at **Level 12** is the one that matters most, because it arrives long before your base is generating tier-3 problems and it costs nothing but Wood, Nails and Paldium. The Electric bench needs power, and the Advanced bench is a genuine late-game project — Hexolite and Plasteel at 50 each is not a casual build.

| Workbench | Level | Tech Points | Materials |
| --- | --- | --- | --- |
|  | 12 | 2 | Wood x30, Nail x5, Paldium Fragment x10 |
|  | 43 | 3 | Refined Ingot x40, Circuit Board x10, Carbon Fiber x10 |
|  | 61 | 4 | Hexolite x50, Plasteel x50, Circuit Board x30 |

Put a Pal with Medicine Production suitability on the bench rather than crafting by hand — it is one of the few work types with no manual shortcut worth taking, and the [Advanced Medicine Workbench](https://palworld-db.com/guides/how-to-get-advanced-medicine-workbench) in particular is slow enough that a high-rank worker pays for itself in a single session. All three benches cost their assigned Pal SAN while it works, so rotate whoever is on medicine duty.

## Incapacitated Pals and the Palbox

A Pal that hits 0 HP goes down entirely — it cannot be fed, medicated or healed in place, and the only fix is to deposit it in the [Palbox](https://palworld-db.com/guides/how-to-use-global-palbox) and wait **10 minutes** of real time. Its status text says as much outright: unconscious, take it to the Palbox. Plan around the timer rather than staring at it, because ten minutes is long enough that you should be swapping in a replacement worker instead of pausing your base.

### Sicknesses Also Clear on Their Own in the Palbox

This is the part most players never notice: storing a sick Pal in the Palbox gives its condition a chance to resolve without any medicine at all, and the odds scale inversely with severity. Tier-1 problems clear easily, tier-3 problems mostly do not, and Troublemaker is effectively a coin flip you will lose. If you are short on Bone and staring at a Weakened Pal, boxing it is a real option — just a slow one.

| Tier | Conditions | Recovery Chance in Palbox |
| --- | --- | --- |
| 1 | Sick, Sprain, Overfull | 20% |
| 2 | Ulcer, Fracture | 15% |
| 3 | Weakened, Depressed | 10% |
| — | Troublemaker | 3% |

### Troublemaker Is the One Medicine Cannot Fix

Troublemaker is the ninth condition and the worst in the game by a wide margin — **−50% work speed and −50% movement speed**, roughly double the penalty of anything else on this page. It is the end state of a Pal whose SAN has been ground down for too long, its status reads as extremely suspicious behaviour, and the base log warns that it may rebel at any moment. No tier of medicine treats it, and its Palbox recovery chance is only **3%**, so in practice the Pal is finished as a worker. Swap it out for a fresh one and fix whatever station produced it.

## How to Stop Pals Getting Sick

Every sickness above traces back to SAN, and SAN is a budget: work drains it, rest restores it, and a few buildings and one Pal change the rate on both sides. Cure items are the expensive way to play this. The five modules below are the cheap way, and the last one — auditing which stations your Pals are assigned to — is the single biggest lever most bases have never pulled.

### Hot Springs Restore SAN

Hot springs are the primary SAN recovery building and each tier restores more than the last. The base Hot Spring at **Level 9** is available before you can even build a medicine workbench, which makes it the earliest real answer to sickness in the game. The Ancient Hot Spring is the only one that also restores Health, and it can fully heal an injured Pal — that makes it a bed and a spring at once, in the footprint of a standard spring.

| Hot Spring | Level | Tech Points | Materials |
| --- | --- | --- | --- |
|  | 9 | 2 | Wood x20, Stone x15, Paldium Fragment x7, Aquatic Pal Fluids x3 |
|  | 31 | 3 | Wood x50, Stone x50, Cement x10, Cryogenic Coolant x3 |
|  | 64 | 3 | Paldium Fragment x20, Coralum Ingot x30, Thermal Core x10, Hardwood x20 |
|  | 76 | 5 | Cryogenic Coolant x20, Thermal Core x20, Paloxite Ingot x100, World Tree Holy Water x10 |

Build springs where Pals actually walk. A spring on the far side of a wall from your production line gets used far less than one dropped next to the workbenches, and a Pal that never reaches it may as well not have one. The [Japanese-Style Hot Spring](https://palworld-db.com/guides/how-to-get-japanese-style-hot-spring) is the sensible mid-to-late target since it only costs 3 tech points, and [SAN-restoring meals](https://palworld-db.com/guides/best-food-for-san) stack on top of whatever the spring gives you.

### The Clinic Prevents Illness Outright

The Clinic is the only building that attacks the problem rather than the symptom. Assign a Pal with Medicine Production suitability to it and it reduces SAN depletion across the base and actively prevents illness and injury from appearing. At **Level 24** for Cloth, Nails and Wooden Boards it is one of the best-value structures in the tech tree, and the Ancient version scales that protection up enough to hold a base with genuinely harsh working conditions.

| Facility | Level | Tech Points | Materials |
| --- | --- | --- | --- |
|  | 24 | 2 | Cloth x20, Nail x15, Wooden Board x10 |
|  | 73 | 4 | Ancient Civilization Core x10, Soralite Ingot x50, World Tree Holy Water x45, Computer x15 |

One catch worth knowing: working the Clinic itself is a fairly draining job, on the same SAN tier as mining and smelting. That is not a reason to skip it — the base-wide protection far outweighs one Pal's SAN — but it does mean the Pal you park there should be a good one with SAN-friendly passives rather than whatever was spare. Full build details are in the [Clinic guide](https://palworld-db.com/guides/how-to-get-clinic) and the [Ancient Clinic guide](https://palworld-db.com/guides/how-to-get-ancient-clinic).

### Stock the Medicine Rack So Pals Self-Treat

The [Medicine Rack](https://palworld-db.com/guides/how-to-get-medicine-rack) unlocks at **Level 24** for Ingot x20, Cloth x5 and Wooden Board x3, and it turns curing into a background task — sick Pals walk over and take the right medicine themselves. Keep all three tiers in it rather than just the cheap one, because a rack stocked only with Low Grade Medical Supplies leaves every Ulcer, Fracture, Weakened and Depressed Pal untreated while looking like it is doing its job. Pair it with the Clinic and most sicknesses never reach your attention.

### Shroomer Noct Slows SAN Loss Base-Wide

[Shroomer Noct](https://palworld-db.com/pal/shroomer-noct)'s Roiling Spores partner skill slows the rate at which allied base Pals lose SAN, and the effect scales with condensation. It is the only Pal-side answer on this list, it stacks with hot springs and the Clinic, and Shroomer Noct is a rideable Grass and Dark Pal you would keep anyway.

| Condense Level | SAN Loss Reduction |
| --- | --- |
| ★ | −10% |
| ★★ | −11.5% |
| ★★★ | −13% |
| ★★★★ | −14% |
| ★★★★★ | −15% |

The scaling is heavily front-loaded — the first star gives you two thirds of the total effect, and going all the way to five stars only buys another 5 percentage points. Unless you already have spare Shroomer Noct to burn, park one at ★ and spend your condensing materials elsewhere. Check the [full support Pal list](https://palworld-db.com/guides/all-support-pals) for other base-wide buffs that stack alongside it.

### Pal Beds Handle Injuries for Free

Minor and Major Injuries need rest, not medicine, and a bed per base Pal is the whole solution. Beds also restore SAN overnight, which means an under-bedded base is generating sicknesses while it sleeps. The Straw Pal Bed is available at **Level 3**, so there is no excuse for a Pal sleeping on the floor at any point in the game.

| Bed | Level | Materials |
| --- | --- | --- |
|  | 3 | Wood x10, Fiber x5 |
|  | 24 | Cloth x5, Wooden Board x3, Nail x5, Fiber x10 |
|  | 36 | High Quality Cloth x5, Hardwood x5, Nail x20, Fiber x20 |
|  | 73 | Soralite Ingot x10, World Tree Holy Water x2, Mythical Wood x3 |

Size matters here — the Large Pal Bed and the [Ancient Pal Bed](https://palworld-db.com/guides/how-to-get-ancient-pal-bed) are the only two that fit large Pals comfortably, so a base full of big workers on Fluffy beds is quietly under-resting. The Ancient Pal Bed has one of the highest SAN recovery rates of any bed and occupies the same footprint as the Large version, which makes it a straight upgrade once you are at Level 73.

### Audit Which Stations You Assign

This is the lever nobody pulls. Every workstation carries its own SAN cost, and the spread between the worst and the best is enormous — the Gold Coin Assembly Line drains SAN more than **four times** as fast as a plantation, and twelve stations cost nothing at all. The values below only mean something relative to each other, but that relationship is what decides whether your base generates sicknesses faster than you can cure them.

| SAN Drain | Stations | Examples |
| --- | --- | --- |
| −0.50 | 1 |  |
| −0.30 | 1 |  |
| −0.20 | 4 | Production Assembly Line II, Advanced Workshop, Weapon Assembly Line II, Advanced Weapon Assembly Line |
| −0.15 | 32 | All mining and logging sites, every furnace, power generators, coolers and heaters, both Clinics,  |
| −0.11 | 36 | Every plantation, kitchens and cooking pots, incubators, workbenches,  |
| −0.08 | 2 | Gigantic Furnace, Great Eagle Statue |
| −0.02 | 4 | Mounted turrets and sandbags |
| 0.00 | 12 | , Breeding Farm, fishing ponds, oil extractors, cold storage, flea markets |

The practical reading: **mining and smelting bases get sick, ranch and breeding bases do not**. If one of your bases is producing a constant stream of Ulcers and Weakened Pals, it is almost certainly a mining or furnace base running without a Clinic, and the fix is either splitting the workload across a second base or accepting that this base needs the full prevention stack. The Gold Coin Assembly Line is severe enough that it deserves its own dedicated worker you rotate deliberately — see [the best base locations](https://palworld-db.com/guides/best-base-locations) for spots that let you separate heavy industry from your main camp.

### Alpha Wave Generator and Monitoring Stands

These three get misremembered constantly, so to be clear: they **help**. The Alpha Wave Generator at **Level 41** slows the rate at which base Pals lose SAN, and placing more than one gives no extra benefit — build exactly one per base. The High Quality Monitoring Stand at **Level 28** lowers the SAN cost of working at the base on top of its work-order controls, and the [Ancient Monitoring Stand](https://palworld-db.com/guides/best-ancient-technology) at **Level 71** extends that protection across the whole base even in harsh conditions. If you already have the base Monitoring Stand from Level 7, upgrading it is a pure win.

## Best Pals for the Clinic and Medicine Bench

Medicine Production is the suitability that staffs the Clinic and the medicine workbenches, and rank matters twice over — higher rank means faster crafting and a stronger Clinic effect. **29 Pals** have rank 3 or better. The seven below are the top of that list, and the interesting entry is [Wistella](https://palworld-db.com/pal/wistella): rank 6 on a Pal with a rarity of just 2, which makes it far and away the best value pick for an early Clinic.

| Pal | Medicine Production | Rarity | Why Bring It |
| --- | --- | --- | --- |
| [Silvance](https://palworld-db.com/pal/silvance) | 8 | 8 | The highest Medicine Production rank in the game, plus rank 6 Planting and Handiwork |
| [Bellanoir Libero](https://palworld-db.com/pal/bellanoir-libero) | 7 | 20 | Rank 7 medicine and rank 6 Handiwork, but the rarest Pal on this list by far |
| [Lyleen Noct](https://palworld-db.com/pal/lyleen-noct) | 7 | 10 | Rank 7 medicine plus rank 6 Gathering — the best all-round base worker here |
| [Dandilord](https://palworld-db.com/pal/dandilord) | 6 | 8 | Rank 8 Planting on top of rank 6 medicine, so it doubles as your farm lead |
| [Mycora](https://palworld-db.com/pal/mycora) | 6 | 6 | Its partner skill raises Medicine Production by another rank while it is out |
| [Selyne](https://palworld-db.com/pal/selyne) | 6 | 9 | Rank 7 Handiwork alongside rank 6 medicine |
| [Wistella](https://palworld-db.com/pal/wistella) | 6 | 2 | Rank 6 medicine at rarity 2 — the cheapest strong Clinic worker available |

Rarity is the deciding factor for most players, not rank. Bellanoir Libero sits at rarity 20 and Lyleen Noct at 10, so neither is a realistic early answer, while Wistella at rarity 2 and Mycora at 6 are both obtainable long before you need them. Mycora is the sneaky pick — its partner skill adds a full rank of Medicine Production, so having it in your party effectively upgrades whatever else you have working the bench. The [full Medicine Production roster](https://palworld-db.com/guides/best-pals-for-medicine-production) has spawn locations for every one of the 29.

> **Tip.** The cheapest possible sickness strategy is a **Clinic plus one Hot Spring plus a stocked Medicine Rack**, all three of which unlock by Level 24 and cost only Wood, Stone, Cloth, Nails and Ingots. That combination prevents most sicknesses, self-treats the ones that slip through, and costs a total of 6 tech points. Everything past it is optimisation.

## Summary

If you scrolled to the bottom: eight sicknesses in three tiers, cured by Low Grade Medical Supplies, Medical Supplies and High Grade Medical Supplies respectively, plus a ninth called Troublemaker that no medicine touches. Injuries need beds, hunger needs a stocked Feed Box, and incapacitated Pals need 10 minutes in the Palbox. All of it comes back to SAN, so build the Clinic and a hot spring, keep your heaviest industry away from your main camp, and you will rarely need the medicine at all.

## Related Guides

Hubs:
- [All Palworld Guides](https://palworld-db.com/guides)
- [Palworld Interactive Map](https://palworld-db.com/map)
- [List of All Base Structures](https://palworld-db.com/structures)

Keeping Pals healthy:
- [How to Heal Pals and Player HP: Items, Pals, and Beds](https://palworld-db.com/guides/how-to-heal-pals-and-player-hp)
- [Best Food for SAN and Hunger: Top Meals and Hot Springs](https://palworld-db.com/guides/best-food-for-san)
- [Best Pals for Medicine Production: Ranks and Spawns](https://palworld-db.com/guides/best-pals-for-medicine-production)
- [Best Passives for Base Pals: Work Speed, SAN, and Implants](https://palworld-db.com/guides/best-passives-for-base-pals)

Base building:
- [How to Get the Clinic: Level 24 Cost and Materials](https://palworld-db.com/guides/how-to-get-clinic)
- [How to Get the Medicine Rack and What to Stock in It](https://palworld-db.com/guides/how-to-get-medicine-rack)
- [How to Get Japanese-Style Hot Spring: Cost and SAN Boost](https://palworld-db.com/guides/how-to-get-japanese-style-hot-spring)
- [Palworld Base Building Guide: All 7 Structure Sets and Costs](https://palworld-db.com/guides/base-building-guide)
- [Best Base Pals in Palworld: 7 Workers for Every Job](https://palworld-db.com/guides/best-base-pals)
- [All Status Effects and Which Elements Inflict Them](https://palworld-db.com/guides/all-status-effects)


---
Palworld Database — every number on this page comes from the game's own data files.