Animal Hospital classes shape every shift, providing sanity, utility, and starter bonuses that dictate how you survive the chaos.
Quick‑Reference Class Roadmap
Every class unlocks through the yellow shop circle in the lobby, purchasable with Animal Coins or Robux. Each of the ten types offers three progressive levels that amplify their core mechanics.
Intern – The Beginner’s Shield
Level 1 begins at 71 % sanity, climbing to 81 % by Level 3. This class adds no extra items or bonuses, focusing solely on a higher starting sanity percentage.
Nurse – Inventory Extraordinaire
Handed a 20 Animal Coin investment, the Nurse grants additional cargo capacity (+1 at Level 1, incrementally up to +3 at Level 3) and a 10‑bonus sanity boost at the second tier.
Secretary – Passive Sanity Champion
Purchased for 120 Animal Coins, the Secretary restores sanity each time patients check in. Three levels increase to recover ten sanity on entry at Level 3, with no starter items.
Paramedic – Speed‑Boosted Runners
At 250 Animal Coins, the Paramedic arrives with a 6‑use Large Speed Cola. Higher tiers expand use counts to nine, and the final level regrows one use per round.
Psychologist – Double‑Shot Sanity
With a 500 Animal Coin fee, each level doubles all sanity effects. Levels two and three add a 7.5 % and 15 % chance, respectively, to ignore sanity loss.
Doctor – Sanity‑Healing Focus
Costing 900 Animal Coins, the Doctor recovers one sanity point while healing patients. Level 2 adds fifteen bonus sanity, and Level 3 increases that bonus to twenty.
Security – Defensive Electric Shock
Paid with 1250 Animal Coins, Security enters with an X‑Taser of 5 uses, growing to six uses at Levels 2 and 3. The final level regrows a use each round.
Head Nurse – Utility and Sanity Layer
Approachable with 190 Robux, the Head Nurse provides +3 inventory capacity consistently. Level 2 adds a ten‑sanity bonus; Level 3 unlocks a “Special Technique” upgrade that starts each round.
Surgeon – Momentum Heal Master
High investment (2500 Animal Coins) rewards Surgeons with a sanity and speed boost after treating a patient. Level 3 doubles the sanity gain and grants an extra ten‑bonus sanity.
Secret Agent – Tactical Firearm Defense
Acquired through 890 Robux, this class starts with a firearm. Levels two and three increase uses from twenty to thirty and grant incremental sanity bonuses; the top tier regrows one use per round.
Upgrading – The Power Pit
Each class’s three tiers enrich its effect: sanity multipliers jump, inventory gains stack, or consumables regenerate. Maxing a class is essential; the marginal benefits compound as you progress.
Choosing a Role – Strategy Matters
Beginners favor the Intern for its free sanity advantage, while support‑heavy teams lean toward the Nurse or Secretary. Teams requiring rapid movement switch to the Paramedic, and those battling anomalies match with Security or Secret Agent. Those who thrive by keeping the medical flow steady opt for Doctor, Surgeon, or Head Nurse.
Ultimately, the best class aligns with your play style and the team’s composition; the unlock mechanics remain unchanged, but the decision itself carries tactical weight.

