Updated June 2026
How to Unlock Classes in 100 Days At Sea
Classes define how each 100 Days At Sea run starts — faster boats, Medkits, Scoped Rifles, team XP auras, and more. Stranded Devs uses a Pearl-based roll system in the lobby: spend Pearls, roll for a class unlock, then equip it before hitting Play. Free Sailor handles Day 1, but reaching Day 100 without spending Pearls on the right unlocks wastes hours. This guide covers the lobby menu, Pearl economy, recommended unlock order by day range, and how co-op teams split class purchases. Cross-reference full stats on all classes and rankings on tier list.
How to Get Classes — Lobby Step by Step
Step 1 — From the 100 Days At Sea lobby, locate the Classes button at the bottom of the screen (same area as Play and shop).
Step 2 — Open the Classes menu. Sailor appears unlocked by default at 0 Pearls. All other classes show Pearl costs from 20 to 80.
Step 3 — Select a class you want to roll. Confirm you have enough Pearls — the UI deducts cost on successful roll.
Step 4 — Roll until the class unlocks permanently. Once owned, select it and click Equip before starting a run.
Step 5 — Equipped class determines your spawn kit, passive perk, and starter tool for that session. Switch classes between runs without re-paying Pearl cost.
Pearl Economy — Where Currency Comes From
Pearls fund every class beyond free Sailor. Sources: island chests across islands, daily quests in lobby, boss rewards on bosses, and code 100DAYS (25 Pearls) from how to redeem.
Redeem 100DAYS on first login — 25 Pearls covers Crewmate (25 Pearls) exactly or stacks toward Survivor (20 Pearls) plus companion savings on how to get companions.
Pearls do not transfer between players. Co-op squads coordinate unlock order so one player buys Medic, another Crewmate, avoiding four identical combat rolls.
Merchant (+20% sell price) and Treasure Hunter (+25% chest loot) classes pay for themselves if unlocked mid-run — but early Pearls usually go to combat or sustain first.
Recommended Unlock Order by Day Range
Days 1–10 (budget 20–30 Pearls): Survivor (20 Pearls) for hunger comfort OR Medic (30 Pearls) if you die often on Starter Island nights. Co-op: Crewmate (25 Pearls) for +10% team XP accelerates shared progression.
Days 10–30 (35–45 Pearls): Cowboy (35 Pearls) ships Flintlock Pistol for Sand Worm on Desert Island. Soldier (45 Pearls) before Volcano Island Lava Guardian tank duty. Adventurer (35 Pearls) if island distances on your seeds layout are extreme.
Days 30–60 (50–65 Pearls): Sharpshooter (55 Pearls) with Scoped Rifle for Ghost Captain, Frost Giant, and Kraken DPS. Battle Buku (50 Pearls) for melee Iron Sword skip. Raider (65 Pearls) if Desert and Shipwreck farming is your bottleneck.
Days 60–100 (70–80 Pearls): Ancient Squid (80 Pearls) for Kraken Zone water phases. Fire Mage (80 Pearls) for Volcano AOE if not cleared earlier. Hero (70 Pearls) as balanced S-tier if you want one class for Bermuda Entity finale.
Roll System — What to Expect
Each class has a fixed Pearl price listed in the Classes menu — you are not gambling for random classes at variable cost. Pay once, own permanently, equip anytime.
Some classes include starter tools that skip crafting gates: Cowboy's Flintlock Pistol, Sharpshooter's Scoped Rifle, Battle Buku's Iron Sword. Factor tool value into Pearl math before raw stat comparisons on tier list.
S-tier classes (Sharpshooter, Battle Buku, Raider, Hero, Ancient Squid, Fire Mage) cost 50–80 Pearls — save until you have gear to support them. Buying Fire Mage at Day 5 without Iron Armor wastes the AOE advantage on Desert Island.
Zookeeper (50 Pearls) only shines with companion chest investment — pair with how to get companions if you roll multiple Pirate or Magma pets.
Solo vs Co-op First Purchases
Solo: Medic or Survivor first for self-sustain, then Cowboy or Sharpshooter before first boss. Solo players cannot rely on teammate heals — Medkit stock and regen passives matter more.
Co-op four-stack: one Medic (sustain), one Crewmate (team XP + Flare Gun seed markers), one Sharpshooter (boss DPS), one Camper or Soldier (build or tank). See full role splits on co op strategy.
Avoid duplicate Sharpshooter + Cowboy without Medic in co-op — both are ranged DPS with no team aura. Crewmate's +10% XP helps everyone reach S-tier unlocks faster across a shared seed.
Pearls spent on Millionaire (60 Pearls, Luxury Yacht starter) are niche — Camper and Merchant deliver more run value for raft and economy per builds.
Class Unlock Mistakes to Avoid
Spending 100DAYS Pearls on Ancient Squid or Fire Mage before learning harpoon, raft, and code loops — read beginner survival and how to play first.
Unlocking four combat classes in co-op with zero Medic — Ice Island cold drain and Kraken long fights require sustain.
Ignoring starter tools: Cowboy at 35 Pearls includes Flintlock Pistol worth more than raw +15% ranged if you lack Desert Island Iron for craft.
Rolling classes without equipping — always confirm equipped class in lobby before Play. Sailor default sneaks in if you forget to swap.
Full 23-class reference with perks and costs: all classes. Build pairings with weapons and armor: builds.
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Frequently Asked Questions
How do I roll for classes in 100 Days At Sea?
Open the Classes menu in the lobby, select a class, spend Pearls to unlock it permanently, then equip before starting your run.
What is the cheapest useful class?
Survivor at 20 Pearls reduces hunger — best first buy for solo beginners. Crewmate at 25 Pearls is best first buy for co-op teams.
Can I get a refund on class Pearls?
No. Pearl spends are permanent unlocks. Choose based on your next island gate and team role before confirming.
Is Crewmate worth 25 Pearls?
Yes in co-op — +10% team XP helps all players level faster. One Crewmate per squad is enough; duplicate Crewmates waste aura overlap.
When should I unlock Millionaire?
Rarely priority — Luxury Yacht and 500 Coins help economy runs but Merchant and Camper deliver stronger survival value for most players.