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Class

Doctor

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Sanity-on-cure — every successful treatment restores a small amount of sanity.

Unlock cost
900 Credits
Currency
Animal Coins
Starting items
Special ability
Restores sanity each time a patient is successfully treated with the correct item for their condition.
Best for
Best for confident diagnosticians who close out patients reliably. The class rewards accuracy — there's no proc for wrong-treatment outcomes.

The accuracy class

Doctor's perk is sanity restored per correct treatment. The structure is similar to Secretary's per-check-in sanity, but the trigger is different — Doctor's procs fire on the treatment floor, not at the front desk.

The 900-coin unlock is a notable jump from Nurse (20) and Secretary (120). The pricing reflects that Doctor is a mid-game class, not an early-game unlock.

What "correct treatment" means in practice

The proc requires applying the right item to the right condition. Wrong-treatment applications fail (item doesn't proc, condition stays unresolved) AND eat the usual wrong-treatment penalty. So Doctor punishes misdiagnosis twice — once with the failed cure, once with the missing sanity income.

This makes Doctor a class for players who already trust their diagnostic flow. If you're still confusing similar symptoms (Bleeding vs Bruises, Flu vs respiratory cues), the Doctor passive doesn't fire often enough to justify the 900-coin spend.

How Doctor compares to Surgeon

Surgeon (2500 coins) does what Doctor does plus a movement-speed buff on each correct cure. The Surgeon proc compounds — multiple cures in succession stack into a transit-speed bonus that helps you reach the next treatment faster, which then procs again.

Doctor is the prerequisite skill-test for Surgeon. If you can run Doctor cleanly, Surgeon's price tag is justified. If Doctor's sanity income feels marginal, Surgeon will too.

Diagnosis-first habit

Speeds up Doctor's effective income: open the patient symptom panel first, get the diagnosis, then fetch the matching item. Most Doctor-class income loss comes from "fetch the closest item, hope it's right" attempts that fail and cost the proc.

Sources: Pro Game Guides tier list, animalhospital.wiki classes.