Recovery steps
- Confirm sprain in the status display.
- Apply Low Grade Medical Supplies or Medical Supplies or High Grade Medical Supplies and confirm the illness clears.
- If supplies are unavailable, Palbox storage checks this illness for recovery each 3600 elapsed game-world seconds, using a 20% chance parameter per due check. Recovery time is not guaranteed.
Keep the treatments distinct
Medical Supplies remove illnesses. Recovery Meds restore HP through a separate effect; they do not pass the illness-medicine predicate.
Check the status again after applying the treatment. If it does not change, confirm the exact condition, the item used and the game build before using more supplies.
Recovery rules in 1.0.3.101283
Use Low Grade Medical Supplies or Medical Supplies or High Grade Medical Supplies. The game checks Medicine type and a rank of at least 1, then clears this illness.
Medicines that qualify
- Low Grade Medical Supplies · medicine rank 1
- Medical Supplies · medicine rank 2
- High Grade Medical Supplies · medicine rank 3
Required medicine rank: 1. A successful medicine application clears the illness; higher tiers cover lower ranks. Recovery Meds are a separate HP effect.
Palbox alternative
Each due sickness check uses a 20% recovery parameter for this illness. Checks occur every 3600 elapsed game-world seconds. Failed checks can repeat; this does not guarantee recovery in one hour.
Clinic staffing for this illness
Fix a Pal to the clinic with Medicine suitability level 2 or higher. The selector uses the first fixed assignment it encounters; an invalid fixed assignment can stop selection. It does not select the highest rank or require a working-state flag in this selector. The clinic must be registered in the affected Pal’s base. Eligible clinics contribute their maximum rate, rather than adding together.
| Medicine level | Clinic | Ancient Clinic |
|---|---|---|
| 1 | Not qualified | Not qualified |
| 2 | 20% | 50% |
| 3 | 25% | 55% |
| 4 | 30% | 60% |
| 5 | 40% | 70% |
| 6 | 43% | 73% |
| 7 | 45% | 75% |
| 8 | 48% | 78% |
| 9 | 50% | 80% |
| 10 | 60% | 90% |
Plan Clinic and Ancient Clinic materials alongside other base supplies. The Sick event requires SAN below 40 and passes additional worker, skip-tick, priority and random-selection checks. Prevention rates apply after an illness is selected; they are not an overall disease probability or a cure.
Original input, version and static-rule methodology · Earlier native status text · Earlier medicine text. Original reference mappings and raw extracted parameters remain in the source datasets.
Medicine ingredients
The acquired recipe produces 1 Low Grade Medical Supplies. These are ingredient quantities, not an estimate of crafting time.
| Ingredient | Quantity |
|---|---|
| Red Berries | 5 |
| Horn | 2 |
Open the resource planner to combine medicine with other crafting targets, or inspect the medicine acquisition record.
Prevent a repeat
This base-worker Sick event requires SAN below 40; keeping SAN at or above that value fails this event's SAN check. Other worker eligibility and event-selection gates still apply. A clinic needs a fixed assigned Pal with Medicine suitability level at least 2 to suppress this illness.
- Observe a full trip from the job to food, rest and storage.
- Check the current worker assignment and whether recovery opportunities match the workload.
- Confirm the Pal is healthy before returning it to the same risk.
Source and verification
The workflow is attributed to the public Sprain reference guide. Palworld Run independently wrote these instructions. The original-server rules above supply application, threshold and timing evidence separately from the earlier descriptions. They are static evidence for the stated build; see the data version and verification notes.
Medicine ingredients reference stable item IDs in the acquired recipe catalog. Owning the ingredients does not prove that the required station or technology is available in your save.