Classes are your lobby loadout in 100 Days At Sea. You buy one with Pearls in the Class Shop, equip it before the run starts, and it sticks for that whole trip: passive buffs plus whatever starter tool, weapon, or boat item it brings. You can only swap classes back in the lobby, so the pick you make is the kit you live with until the raft ends.
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Starter classes
Under about 100 Pearls. These are early safety and first-weapon picks: boat speed, hunger and oxygen ease, Medkit healing, a basic Flintlock, or a better sack. Swap up once Pearl income is steady.
Sailor
Cheapest class for sailing faster between islands when you only need a boat speed boost.
- Stars
- 1★
- Role
- Boat mobility
- Cost
- 40 Pearls
- Starter tools
- -
- Buffs
- Faster top speed on all boats and better boat handling. Some guides also note a small hunger reduction.
Survivor
Budget sustain pick that softens early hunger, oxygen, and regen pressure while you learn the raft loop.
- Stars
- 1★
- Role
- Early survival
- Cost
- 50 Pearls
- Starter tools
- Chowder
- Buffs
- Faster health regeneration, extra oxygen, and reduced hunger drain.
Medic
Low-cost support class that starts with a Medkit for recovery on early runs and co-op play.
- Stars
- 1★
- Role
- Healing support
- Cost
- 50 Pearls
- Starter tools
- Medkit
- Buffs
- Faster health regeneration and a healing-focused starter kit.
Crewmate
Cheapest ranged combat unlock when you want a pistol and a light gun-damage edge from day one.
- Stars
- 1★
- Role
- Gun combat
- Cost
- 60 Pearls
- Starter tools
- Flintlock
- Buffs
- Starts with a Flintlock and a small gun damage bonus (about +10%).
Camper
Starter utility class that adds a better sack and a modest health bump for early island trips.
- Stars
- 2★
- Role
- Carry and health
- Cost
- 70 Pearls
- Starter tools
- Good Sack
- Buffs
- Starts with a Good Sack and about +10% health.
| Name | Description | Stars | Role | Cost | Starter tools | Buffs |
|---|---|---|---|---|---|---|
| Sailor | Cheapest class for sailing faster between islands when you only need a boat speed boost. | 1★ | Boat mobility | 40 Pearls | - | Faster top speed on all boats and better boat handling. Some guides also note a small hunger reduction. |
| Survivor | Budget sustain pick that softens early hunger, oxygen, and regen pressure while you learn the raft loop. | 1★ | Early survival | 50 Pearls | Chowder | Faster health regeneration, extra oxygen, and reduced hunger drain. |
| Medic | Low-cost support class that starts with a Medkit for recovery on early runs and co-op play. | 1★ | Healing support | 50 Pearls | Medkit | Faster health regeneration and a healing-focused starter kit. |
| Crewmate | Cheapest ranged combat unlock when you want a pistol and a light gun-damage edge from day one. | 1★ | Gun combat | 60 Pearls | Flintlock | Starts with a Flintlock and a small gun damage bonus (about +10%). |
| Camper | Starter utility class that adds a better sack and a modest health bump for early island trips. | 2★ | Carry and health | 70 Pearls | Good Sack | Starts with a Good Sack and about +10% health. |
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Budget classes
About 150-200 Pearls. Raft utility and soft power: crafting discounts, food production, Doubloon starts, bigger carry, or a cheap harpoon-style weapon. Strong when you support a crew or want loot without a full combat kit.
Builderman
Budget builder class for raft crafting discounts and tougher structures in team base setups.
- Stars
- -
- Role
- Crafting and structures
- Cost
- 150 Pearls
- Starter tools
- Wrench
- Buffs
- Cheaper crafting and higher structure health (about +25% each on base kit reports).
Chef
Food-focused support class that helps keep the crew fed and healed on longer raft sessions.
- Stars
- -
- Role
- Food and healing
- Cost
- 150 Pearls
- Starter tools
- Burger Stand
- Buffs
- Starts with a Burger Stand that produces healing food, plus reduced hunger and extra health.
Merchant
Economy class for players who want more Doubloons early to buy gear and services faster.
- Stars
- 4★
- Role
- Economy
- Cost
- 200 Pearls
- Starter tools
- Starting Doubloons
- Buffs
- Starts with extra Doubloons and gains a permanent Doubloon bonus for shop and merchant spends.
Adventurer
Budget explorer loadout that carries more loot and stays healthier while scavenging islands.
- Stars
- 3★
- Role
- Exploration and carry
- Cost
- 200 Pearls
- Starter tools
- Giant Sack
- Buffs
- Starts with a Giant Sack plus higher health and reduced hunger for longer island runs.
Harpooner
Low-cost ranged option built around the Riptide harpoon-style weapon and extra sprint.
- Stars
- -
- Role
- Harpoon combat
- Cost
- 200 Pearls
- Starter tools
- Riptide
- Buffs
- Starts with the Riptide weapon and a sprint speed bonus for budget ranged pressure.
| Name | Description | Stars | Role | Cost | Starter tools | Buffs |
|---|---|---|---|---|---|---|
| Builderman | Budget builder class for raft crafting discounts and tougher structures in team base setups. | - | Crafting and structures | 150 Pearls | Wrench | Cheaper crafting and higher structure health (about +25% each on base kit reports). |
| Chef | Food-focused support class that helps keep the crew fed and healed on longer raft sessions. | - | Food and healing | 150 Pearls | Burger Stand | Starts with a Burger Stand that produces healing food, plus reduced hunger and extra health. |
| Merchant | Economy class for players who want more Doubloons early to buy gear and services faster. | 4★ | Economy | 200 Pearls | Starting Doubloons | Starts with extra Doubloons and gains a permanent Doubloon bonus for shop and merchant spends. |
| Adventurer | Budget explorer loadout that carries more loot and stays healthier while scavenging islands. | 3★ | Exploration and carry | 200 Pearls | Giant Sack | Starts with a Giant Sack plus higher health and reduced hunger for longer island runs. |
| Harpooner | Low-cost ranged option built around the Riptide harpoon-style weapon and extra sprint. | - | Harpoon combat | 200 Pearls | Riptide | Starts with the Riptide weapon and a sprint speed bonus for budget ranged pressure. |
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Mid-cost classes
About 250-380 Pearls. This band is where you commit to melee, guns, pure mobility, companions, or armored tanking. Most kits ship a real starter weapon or a clear playstyle built for fighting and movement.
Swordsman
Affordable melee class that starts with a Machete and leans into high melee damage early.
- Stars
- 4★
- Role
- Melee combat
- Cost
- 250 Pearls
- Starter tools
- Machete
- Buffs
- Strong melee damage bonus with extra health for close-range fighting.
Olympian
Mid-cost mobility class for faster island movement and tankier body stats without a combat starter.
- Stars
- 4★
- Role
- Mobility and health
- Cost
- 250 Pearls
- Starter tools
- -
- Buffs
- Much faster sprint speed with a solid max-health bonus. No dedicated starter weapon.
Battle Buku
Mid-cost melee pick that mixes a special starter weapon with market discount value.
- Stars
- 4★
- Role
- Melee and shop discount
- Cost
- 250 Pearls
- Starter tools
- Poku Poku
- Buffs
- Melee damage bonus plus a MukuMuku shop discount with a unique Poku Poku starter.
Soldier
Mid-cost gun class that hands you an Assault Rifle immediately for night raids and island fights.
- Stars
- 4★
- Role
- Gun combat
- Cost
- 300 Pearls
- Starter tools
- Assault Rifle
- Buffs
- Starts with an Assault Rifle and ammo, plus faster sprint for mobile gunfights.
Cowboy
Revolver-focused mid-cost class for players who want gun damage and a health cushion.
- Stars
- 4★
- Role
- Gun combat
- Cost
- 300 Pearls
- Starter tools
- Revolver
- Buffs
- Starts with a Revolver, extra health, and a strong gun damage bonus.
Zookeeper
Companion-focused class for runs built around strong pets rather than personal combat kits.
- Stars
- 6★
- Role
- Companions
- Cost
- 300 Pearls
- Starter tools
- Machete
- Buffs
- Greatly amplifies companion power so pet bonuses hit much harder.
Knight
Durable mid-cost tank that starts armored for melee pressure and safer island fights.
- Stars
- 5★
- Role
- Tank melee
- Cost
- 380 Pearls
- Starter tools
- Claymore, Knight Armor
- Buffs
- Claymore starter with Knight Armor damage reduction (about 30%), plus sprint speed.
| Name | Description | Stars | Role | Cost | Starter tools | Buffs |
|---|---|---|---|---|---|---|
| Swordsman | Affordable melee class that starts with a Machete and leans into high melee damage early. | 4★ | Melee combat | 250 Pearls | Machete | Strong melee damage bonus with extra health for close-range fighting. |
| Olympian | Mid-cost mobility class for faster island movement and tankier body stats without a combat starter. | 4★ | Mobility and health | 250 Pearls | - | Much faster sprint speed with a solid max-health bonus. No dedicated starter weapon. |
| Battle Buku | Mid-cost melee pick that mixes a special starter weapon with market discount value. | 4★ | Melee and shop discount | 250 Pearls | Poku Poku | Melee damage bonus plus a MukuMuku shop discount with a unique Poku Poku starter. |
| Soldier | Mid-cost gun class that hands you an Assault Rifle immediately for night raids and island fights. | 4★ | Gun combat | 300 Pearls | Assault Rifle | Starts with an Assault Rifle and ammo, plus faster sprint for mobile gunfights. |
| Cowboy | Revolver-focused mid-cost class for players who want gun damage and a health cushion. | 4★ | Gun combat | 300 Pearls | Revolver | Starts with a Revolver, extra health, and a strong gun damage bonus. |
| Zookeeper | Companion-focused class for runs built around strong pets rather than personal combat kits. | 6★ | Companions | 300 Pearls | Machete | Greatly amplifies companion power so pet bonuses hit much harder. |
| Knight | Durable mid-cost tank that starts armored for melee pressure and safer island fights. | 5★ | Tank melee | 380 Pearls | Claymore, Knight Armor | Claymore starter with Knight Armor damage reduction (about 30%), plus sprint speed. |
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Advanced classes
About 400-500 Pearls. Higher gun and tank packages, yacht economy, pirate boat-gun hybrids, and loot-focused sack and Doubloon builds. Spend here when mid-cost kits feel finished.
Sharpshooter
Advanced gun class that boosts Flintlock damage and reload for steady ranged pressure.
- Stars
- 5★
- Role
- Gun combat
- Cost
- 400 Pearls
- Starter tools
- Flintlock
- Buffs
- High gun damage and faster reload for pistol-style ranged combat.
Millionaire
Advanced economy class that starts rich and on a luxury yacht for faster early shopping and travel.
- Stars
- 5★
- Role
- Economy and boat
- Cost
- 400 Pearls
- Starter tools
- Luxury Yacht, starting Doubloons
- Buffs
- Spawns with a Jumbo Luxury Yacht and a large Doubloon bank, plus a small health bonus.
Alien Warrior
Advanced melee tank that trades into armored close combat with an Energy Sword.
- Stars
- -
- Role
- Tank melee
- Cost
- 400 Pearls
- Starter tools
- Energy Sword, Alien Armor
- Buffs
- Energy Sword starter with Alien Armor damage reduction and higher max health for melee tanking.
Pirate
Advanced pirate loadout for shotgun-style gun damage while still improving boat travel.
- Stars
- 6★
- Role
- Gun combat and boat
- Cost
- 500 Pearls
- Starter tools
- Blunderbuss
- Buffs
- Starts with a Blunderbuss, strong gun damage, and improved boat handling or speed.
Treasure Hunter
Advanced looting class for maximum carry space and Doubloon gains while scavenging islands.
- Stars
- 5★
- Role
- Looting economy
- Cost
- 500 Pearls
- Starter tools
- Starting Doubloons, extra sack slots
- Buffs
- Extra sack slots, starting Doubloons, and a permanent Doubloon bonus for loot-heavy runs.
| Name | Description | Stars | Role | Cost | Starter tools | Buffs |
|---|---|---|---|---|---|---|
| Sharpshooter | Advanced gun class that boosts Flintlock damage and reload for steady ranged pressure. | 5★ | Gun combat | 400 Pearls | Flintlock | High gun damage and faster reload for pistol-style ranged combat. |
| Millionaire | Advanced economy class that starts rich and on a luxury yacht for faster early shopping and travel. | 5★ | Economy and boat | 400 Pearls | Luxury Yacht, starting Doubloons | Spawns with a Jumbo Luxury Yacht and a large Doubloon bank, plus a small health bonus. |
| Alien Warrior | Advanced melee tank that trades into armored close combat with an Energy Sword. | - | Tank melee | 400 Pearls | Energy Sword, Alien Armor | Energy Sword starter with Alien Armor damage reduction and higher max health for melee tanking. |
| Pirate | Advanced pirate loadout for shotgun-style gun damage while still improving boat travel. | 6★ | Gun combat and boat | 500 Pearls | Blunderbuss | Starts with a Blunderbuss, strong gun damage, and improved boat handling or speed. |
| Treasure Hunter | Advanced looting class for maximum carry space and Doubloon gains while scavenging islands. | 5★ | Looting economy | 500 Pearls | Starting Doubloons, extra sack slots | Extra sack slots, starting Doubloons, and a permanent Doubloon bonus for loot-heavy runs. |
Pearls are the gate. You earn them by surviving days, clearing dailies, badges, and other progress rewards, then spend them once in the Class Shop on the left side of the lobby. Cheaper classes cover early hunger, oxygen, healing, and light combat. Mid and high Pearl costs buy stronger weapons, armor, economy starts, and late-run damage kits.
How to spend early Pearls
If you are still learning the raft loop, buy something that softens mistakes. Survivor pads regen, oxygen, and hunger. Medic starts with a Medkit for recovery. Crewmate hands you a Flintlock so nights feel less empty. Sailor is the pure boat pick when island hopping is the bottleneck, not fights. Camper is the cheap carry upgrade with a Good Sack and a small health bump.
Once you have a little more Pearl bank, Builderman and Chef support the whole raft (cheaper crafting and tougher structures, or a Burger Stand food line). Merchant and Adventurer push economy and island looting. Harpooner is the budget ranged step if you want a real weapon without jumping to 300 Pearls yet.
Mid-cost and advanced picks
Around 250-380 Pearls you choose a fighting style more than a safety net. Swordsman and Battle Buku lean melee. Soldier and Cowboy open rifle or revolver gunplay. Olympian is pure sprint and health with no combat starter. Zookeeper only pays off if companions are already central to your run. Knight is the armored melee package (Claymore plus Knight Armor damage reduction).
Advanced classes (about 400-500 Pearls) double down: Sharpshooter for gun damage and reload, Alien Warrior for Energy Sword tanking, Pirate for Blunderbuss plus boat value, Millionaire for yacht and Doubloons, Treasure Hunter for sack slots and loot cash.
Premium loadouts
The top Pearl band is for players who already know what they want from a run. Hero is durable Holy Sword melee. Battle Bunny mixes double jump with Egg Grenades. Fire Mage and Ice Mage both sit on staff magic damage. Ancient Squid brings the Squid Laser. Alien Overlord pairs a Ray Gun with a UFO for map coverage. Raider runs dual pistols that refill ammo through kills.
Trade-offs that matter
- Combat starters (guns, swords, staffs) feel strong day one, but economy and carry classes (Merchant, Millionaire, Treasure Hunter, Adventurer) speed shopping and island hauls instead.
- Boat and mobility classes (Sailor, Olympian, Pirate, Battle Bunny, Alien Overlord) cut travel time; pure damage classes do not.
- Companion power on Zookeeper is wasted if you never invest in pets.
- Stars are a rough in-game rating, not a strict power order. Cost bands answer “what can I afford?” better than stars alone.
- Some guides disagree on exact percent buffs and older Pearl prices. Trust the in-game Class Shop if a number on a card feels off after a patch.
Easy mistakes
- Saving forever for a 750-Pearl class while every early night hurts: a 50-70 Pearl starter often pays for itself in safer learning runs.
- Buying Zookeeper or Builderman without a plan that uses companions or crafting.
- Expecting to swap mid-run: class changes only happen in the lobby.
- Treating every high star rating as mandatory. A cheaper gun or tank class can still clear islands if you play around its starter kit.
Pick for the run you are about to play (survive, loot, melee, guns, magic, or boat travel), not for a generic “best” label. Your Pearls only buy one loadout at a time, so match the class to the job.
FAQ
How do you unlock classes in 100 Days At Sea?
Buy them with Pearls in the Class Shop on the left side of the lobby. Pearls come from surviving days, badges and achievements, daily quests, and other progress rewards. Some purchases may also be offered for Robux depending on the shop layout.
Can you change class during a run?
No. Equip your class in the lobby before you start. It stays on for that run. Return to the lobby if you want a different loadout.
What should beginners buy first?
Spend early Pearls on a starter that fixes your biggest pain: Survivor for hunger, oxygen, and regen; Medic for a Medkit; Crewmate for a first gun; Sailor if boat travel is the bottleneck; Camper if you need carry space and a bit more health. Upgrade later when you can afford mid-cost combat or economy kits.
Do class level-ups matter?
Yes. Classes progress through level objectives during runs and unlock extra perks on higher levels (often through the mid levels). The cards focus on the base kit and main buffs; in-game tooltips show the full level ladder for your equipped class.
Is a higher star rating always better?
Not by itself. Stars are a rough shop rating. Pearl cost, starter tool, and whether the buffs match your run (combat, survival, economy, boat, companions) matter more than chasing the highest star alone.
What are Pearls used for besides classes?
Classes are the big Pearl sink for loadouts, but Pearls are the lobby currency you earn from progress. Spend them on the Class Shop when you are ready for a new kit rather than leaving a large bank unused while early runs still feel rough.
Should I save for Fire Mage, Ice Mage, or another 750-Pearl class?
Only if you already clear content comfortably and want that specific kit (magic staffs, laser, UFO, dual pistols, and so on). A mid-cost gun or tank class usually helps more while you are still learning islands, nights, and boat routes.



