Chocolate
Chocolate is a stronger sanity food tied to using the item during a shift.
class
Psychologist is a 500 Animal Coins class that doubles sanity gains and sanity losses.
Psychologist is a playable class in Animal Hospital. Players equip it from the lobby class shop, then see the class name above the avatar in the lobby and next to the sanity meter once the shift starts. The important check is not the outfit alone; the class changes what the player starts with or how sanity, inventory, healing, speed, taser use, or gun access works during the run. Psychologist costs 500 Animal Coins. Its level 1 effect is double all sanity effects, positive and negative. Later levels add double sanity effects with a 7.5% chance to ignore sanity loss and double sanity effects with a 15% chance to ignore sanity loss. That makes Psychologist a concrete class entity, not just a skin, because the perk changes a shift decision before the first patient reaches check-in. Psychologist fits a player who can manage risk and wants bigger sanity swings from every gain or hit. The class shop card is the safe purchase check because two classes use Robux while the rest use Animal Coins. If the live shop changes the cost or perk text, follow the shop card shown in the current server. From a player’s seat, Psychologist is a pre-shift choice, not a costume pick. The class card changes what happens once the doors open: sanity buffer, carrying space, weapon access, movement, or healing recovery. The easiest read is the class name above the avatar in the lobby and beside the sanity meter inside the hospital. Psychologist gives this level 1 perk: double all sanity effects, positive and negative. Level 2 adds double sanity effects with a 7.5% chance to ignore sanity loss. Level 3 adds double sanity effects with a 15% chance to ignore sanity loss. The class also changes the player model. The Psychologist is a green rabbit-like class with glasses and a mustache. The model helps teammates identify the class, but the perk is the reason to choose it. Pick Psychologist for the job named in its perk, then let another class cover the pressure point it does not handle. A gun class still loses to missed anomaly reads; an inventory class still loses to wrong medicine; a sanity class still gets punished by bad enemy reads.
Open the class shop in the lobby, either from the left side of the lobby screen or the yellow class circle near the ambulance. Buy Psychologist for 500 Animal Coins, then equip it before starting a shift. The equipped name can appear above the player in the lobby and next to the sanity meter inside the hospital.
Psychologist gives this level 1 perk: double all sanity effects, positive and negative. Level 2 adds double sanity effects with a 7.5% chance to ignore sanity loss. Level 3 adds double sanity effects with a 15% chance to ignore sanity loss. The class also changes the player model. The Psychologist is a green rabbit-like class with glasses and a mustache. The model helps teammates identify the class, but the perk is the reason to choose it.
Chocolate is a stronger sanity food tied to using the item during a shift.
Coffee is a sanity drink and NPC item tied to using the item during a shift.
Cola is a movement drink tied to using the item during a shift.
Sanity is the player health meter for staying alive through enemy hits, stress, fire, and ritual damage.
Nurse is a 20 Animal Coins class that starts the player with +1 inventory slot.
Psychologist belongs in a run when its perk matches the job the player expects to do most. Front desk players care about check-in sanity, room runners care about carrying space and speed, and defender players care about taser or gun access.
In co-op, call out Psychologist by job instead of outfit. Say who handles check-in, who carries treatment, who saves taser charges, and who watches emergencies. The class label is most valuable when it makes that split clear.
The class card is the final tie-breaker. If a June update changes a cost, charge count, or level perk, the live lobby card wins over old memory.
Psychologist gives this level 1 perk: double all sanity effects, positive and negative. Level 2 adds double sanity effects with a 7.5% chance to ignore sanity loss. Level 3 adds double sanity effects with a 15% chance to ignore sanity loss. The class also changes the player model. The Psychologist is a green rabbit-like class with glasses and a mustache. The model helps teammates identify the class, but the perk is the reason to choose it.
Open the class shop in the lobby, either from the left side of the lobby screen or the yellow class circle near the ambulance. Buy Psychologist for 500 Animal Coins, then equip it before starting a shift. The equipped name can appear above the player in the lobby and next to the sanity meter inside the hospital.
No. Psychologist changes the run through its class perk, and the active class label appears during the shift.
The mistake is picking Psychologist for the outfit and then playing a job its perk does not cover. Match the class to the shift role first.
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