100 Days At Sea Classes Overview — How Unlocks Work
100 Days At Sea ships 23 Classes that modify each 100-day run with starter items and passive buffs. Classes unlock with Pearls — a meta currency from boss chests, events, daily quests, and codes — then you select one in the lobby Classes menu at the bottom of the screen before launching. Pearls persist across runs; class unlocks are permanent once purchased.
Classes are not cosmetic. Survivor slows hunger and extends underwater time; Sailor improves raft handling; Medic opens with a Medkit; Fire Mage synergizes with Volcano staff weapons. Picking the wrong first unlock wastes hours on a seed that needs travel speed instead of melee damage.
This 100 Days At Sea best class guide groups all reported classes by role, lists Pearl costs where community data agrees, and recommends solo vs co-op picks. Full rankings also appear on the tier list; raw stat tables expand on the wiki classes section. Use the class compare tool to side-by-side three picks before spending Pearls.
How to Get More Classes in 100 Days At Sea Roblox
To unlock more classes in 100 Days At Sea Roblox, finish runs far enough to earn Pearls, return to the lobby, open the Classes tab at the bottom of the UI, and purchase locked rows. Each class shows Pearl cost, starter tool, and buff summary before you confirm — read the tooltip instead of buying blind.
Pearl income scales with boss progress: clear Starter and Jungle quickly, rush Shipwreck iron, then farm Ghost Captain and Sand Worm chests for larger Pearl drops. Redeem active strings on the codes page when developers distribute bonus Pearls. Do not spend on high-tier combat classes until food, shelter, and medkits are solved via the beginner guide.
One Pearl budget rule: first unlock Survivor or Medic (solo vs co-op), second unlock Sailor or Crewmate mid-game, third unlock Fire Mage or Swordsman for Volcano onward. Defer Millionaire and Ancient Squid luxury picks until Day 50 consistency.
- Do01Earn Pearls from bosses, chests, and quests
- Do02Open lobby → Classes menu (bottom of screen)
- Do03Read starter tool + passive before purchase
- Do04Select class for next run — change freely if unlocked
- Do05Cross-check pick with tier list for your mode
100 Days At Sea Best Class for Beginners and Solo Runs
Survivor is the community default best class in 100 Days At Sea for solo Day 1–30 — reported 50 Pearls, starter Chowder food, 10% faster health regen, extra oxygen underwater, and reduced hunger drain. Hunger kills more runs than bosses before Day 10; Survivor buys learning time on bad seeds.
Medic competes for solo only if you already craft medkits reliably — starter Medkit plus regen helps kiting mistakes. Most solo tier lists still rank Survivor S and Medic A because prevention beats heal throughput when nobody else needs revives. See medkit and revive for kit stock rules.
Camper (70 Pearls, +10% health) and Adventurer (250 Pearls, Giant Sack, +15% health) are step-up unlocks after Survivor when you want buffer HP for Desert worm fights without switching to glass-cannon DPS classes.
| Tier | Class | Pearls | Solo best for |
|---|---|---|---|
| S | Survivor | 50 | Day 1–30 hunger, oxygen, first clear |
| A | Medic | 60 | Solo with medkit habit — backup heals |
| A | Camper | 70 | Extra HP before Desert Island |
| B | Sailor | 40 | Second unlock once radar online |
| B | Crewmate | 60 | Gun DPS — needs ammo economy first |
Best pairings for this guide
Matched by build plan, shared topics, and guide progression — not random related links.
Compare Pearl costs and starter kits for up to three classes side by side.
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How to revive teammates and get medkits in 100 Days At Sea.
Fits your survival route — Medkit & Revive is the next craft step on that path
100 Days At Sea Best Class for Co-op and Revive Teams
Co-op lobbies treat Medic as S-tier support: starter medkit, faster regen, and synergy with the revive flow where one player heals at 40% HP while fighters hold aggro. Pair Medic with Crewmate (60 Pearls, Flintlock, +10% gun damage) or Soldier (300 Pearls, Assault Rifle, sprint speed) for ranged boss phases.
Sailor (40 Pearls, faster top speed and boat handling) fits the pilot role rotating islands while Medic crafts on deck. Treasure Hunter and Adventurer sack bonuses help herb and cloth routes for medkit stockpiles without splitting the party.
Avoid four-player lobbies where everyone picks DPS — Kraken and Bermuda tuning assumes mixed roles. Use container shelter as co-op revive station with pre-placed kits.
| Tier | Class | Co-op role |
|---|---|---|
| S | Medic | Healer / medkit crafter |
| S | Sailor | Pilot / island rotation |
| A | Crewmate | Ranged DPS — Ghost Captain |
| A | Treasure Hunter | Chest and herb routing |
| A | Fire Mage | AoE night defense — Volcano prep |
Combat Classes in 100 Days At Sea — Mid to Late Game
Combat-focused classes spike after iron weapons online. Swordsman (250 Pearls, Machete, +50% melee damage, +20% health) clears island trash fast. Cowboy (300 Pearls, Revolver, +33% gun damage) bridges to Sharpshooter and Pirate gun builds. Knight and Night tiers add armor and damage reduction for tanking Lava Guardian.
Fire Mage is the Volcano meta pick — magical staff synergy, AoE for ghost pirate waves, and endgame boss phases where melee range is lethal. Unlock after Iron Armor and medkit stock; rushing Fire Mage on Day 3 leaves you without Sailor travel speed.
Battle Buku, Battle Bunny, Raider, and Hero sit in advanced melee/gun hybrids — verify current Pearl costs in lobby before committing. Ancient Squid and Zookeeper tie into companion systems on the wiki.
| Tier | Class | Reported focus | Unlock timing |
|---|---|---|---|
| S | Fire Mage | Volcano / night AoE | Post-iron, pre-Volcano |
| A | Swordsman | Melee island clear | Mid-game Shipwreck+ |
| A | Cowboy | Revolver spike | Desert gunpowder online |
| A | Soldier | Assault rifle sprint | Co-op boss DPS |
| B | Sharpshooter | Long-range specialist | Late mid-game |
Economy and Utility Classes in 100 Days At Sea
Merchant (350 Pearls, starts with 100 Doubloons, +25% Doubloon gain) accelerates shop buys — goo, medkits, luxury rig parts — when your seed places merchants early. Millionaire luxury tiers spawn with yachts and massive Doubloon multipliers but cost high Pearls; speedrunners use them after routing knowledge, not first clear.
Fisherman improves fish yields before advanced grill upgrades — B-tier early food, outscaled by crab traps and Jungle farms. Olympian (250 Pearls, +25% sprint, +20% health) supports scout roles without Sailor boat bonuses.
Utility picks stack with makeshift building day multipliers — economy classes fund merchant goo purchases that combat classes cannot afford while grinding Pearls.
| Group | Classes | Why pick |
|---|---|---|
| Economy | Merchant, Millionaire, Fisherman | Doubloons, food, shop rush |
| Utility | Sailor, Olympian, Adventurer | Travel, sacks, exploration |
| Support | Medic, Camper, Zookeeper | Heals, HP, companions |
| Combat | Fire Mage, Swordsman, Pirate, Knight | Bosses and night waves |
Full 100 Days At Sea Class List — Reported Pearl Costs
Below is the consolidated 100 Days At Sea classes list from community class tables. Stars and exact passive numbers may shift — use the lobby panel as source of truth. Classes missing Pearl data need in-game screenshots before we mark them verified.
| Class | Pearls | Starter tool | Main buff |
|---|---|---|---|
| Sailor | 40 | — | Faster boat speed and handling |
| Survivor | 50 | Chowder | Regen, oxygen, less hunger |
| Medic | 60 | Medkit | Faster health regeneration |
| Crewmate | 60 | Flintlock | +10% gun damage |
| Camper | 70 | Good Sack | +10% health |
| Adventurer | 250 | Giant Sack | +15% health, less hunger |
| Olympian | 250 | — | +25% sprint, +20% health |
| Battle Buku | 250 | Poku Poku | Melee damage, shop discount |
| Swordsman | 250 | Machete | +50% melee, +20% health |
| Cowboy | 300 | Revolver | +33% gun damage |
| Soldier | 300 | Assault Rifle | Faster sprinting |
| Merchant | 350 | 100 Doubloons | +25% Doubloons |
| Fire Mage | Verify | Staff route | Volcano magic AoE |
| Pirate | Verify | Gun build | Combat economy hybrid |
| Knight | Verify | Armor kit | Damage reduction |
| Treasure Hunter | Verify | Compass | Chest discovery |
| Hero | Verify | — | Combat support hybrid |
| Zookeeper | Verify | — | Companion buffs |
| Millionaire | Verify | Luxury yacht | Doubloon multiplier |
| Raider | Verify | — | Raid-focused combat |
| Battle Bunny | Verify | — | Melee variant |
| Ancient Squid | Verify | — | Companion synergy |
| Sharpshooter | Verify | — | Ranged specialist |
Pearl Budget Roadmap by 100 Days At Sea Phase
Phase 1 (Day 1–15) — Spend 40–70 Pearls on Sailor or Survivor plus Medic if co-op. Phase 2 (Day 16–40) — Add Swordsman or Crewmate for Desert/Shipwreck. Phase 3 (Day 41–70) — Unlock Fire Mage before Volcano and Ice. Phase 4 (Day 71–100) — Luxury economy or Sharpshooter min-max for Bermuda.
Never unlock more than two classes per ten-day window unless Pearl income spikes from boss farms — spreading Pearls across four half-unlocked playstyles wastes runs. Track unlock goals on the progress tracker.
Codes granting Pearls (reported 100DAYS → 25 Pearls) shave one early unlock — always verify active status before planning around them.
| Phase | Days | Priority unlocks |
|---|---|---|
| Phase 1 | 1–15 | Survivor / Medic + Sailor |
| Phase 2 | 16–40 | Crewmate or Swordsman |
| Phase 3 | 41–70 | Fire Mage, Knight armor sync |
| Phase 4 | 71–100 | Merchant, Millionaire, min-max DPS |
Class Synergy with Companions and Weapons
Classes stack with companion chest buffs — Zookeeper amplifies pet-style companions; Fire Mage pairs with Magma Staff from Volcano chests. Gun classes want Flintlock → Revolver → Assault Rifle upgrade paths documented on the wiki weapons anchor.
Night defense splits: Fire Mage AoE on deck, Sailor repositioning raft angle, Medic healing wall defenders. Boss splits: Cowboy/Soldier ranged, Swordsman add clear, Camper/Knight absorb mistakes.
Weapon tier rankings without class context mislead — a B-tier iron sword on Swordsman out-DPSs S-tier staff on wrong build. Read both tier list tables together.
Common Class Mistakes in 100 Days At Sea
Buying Fire Mage first because tier list hype ignores hunger — you reset Day 4 without Survivor food passives. Unlocking Millionaire before map knowledge wastes Pearls on a yacht you cannot fuel.
Co-op duos both picking Crewmate without Medic — one sand worm wipe ends the lobby with no revive safety. Ignoring Sailor on wide seeds burns stew stacks sailing to distant Shipwreck biomes.
Assuming classes replace crafting — every class still needs medkits, walls, and iron from islands. Classes accelerate; they do not skip container shelter or best seed planning.
- Avoid01Fire Mage before Survivor on first account
- Avoid02Dual DPS co-op with zero Medic
- Avoid03Spending Pearls on Verify-cost rows without lobby check
- Avoid04Ignoring Sailor on spread-out seeds
- Avoid05Skipping medkits because Medic started with one
100 Days At Sea Classes FAQ
What is the best class in 100 Days At Sea? Survivor for solo beginners; Medic + Sailor for co-op; Fire Mage for Volcano-endgame after iron gear. Mode and seed matter more than absolute tier letters.
How many classes are in 100 Days At Sea? 23 classes reported across community wikis — confirm the lobby list after updates.
How do you unlock classes in 100 Days At Sea? Spend Pearls in the lobby Classes menu before starting a run. Pearls come from bosses, chests, quests, and codes.
Is Fire Mage the best class in 100 Days At Sea? Best for AoE and Volcano — not for Day 1 hunger or co-op healing. Unlock mid-game, not first.
Which class is best for co-op in 100 Days At Sea? Medic for heals, Sailor for piloting, Crewmate or Soldier for gun DPS — mixed roles beat four DPS locks.
Verify in-game
100 Days At Sea class Pearl costs, starter tools, and passives receive updates from Stranded Devs. Confirm every unlock in the lobby Classes panel after each patch.
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