Name the death
Hunger, getting lost, losing fights, or running out of healing are different purchases. Write the last three deaths down before you open the menu.
DecisionLast checked: Sep 23, 2026
How to choose a reported class when you are alone versus when a partner can cover food, healing, or the raft. Costs stay labeled as player reports.
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Guide
Party size changes the job, not the ocean. All Alone is a public badge for 100 days completely solo. Blunder Buddies is the same day count in a duo. Trio, four-player, and five-player badges sit beside them. A solo player is the cook, the builder, the scout, and the fighter. A duo can still wipe by acting like two solos who share a hull. The class menu is where that mistake gets expensive, because a reported Pearl price does not refund itself when the perk was the wrong job.
It matters before you spend, not after a tier list tells you a winner. The roster on the classes page is a community lead. Sailor is the reported baseline. Survivor, Medic, and Camper are the cheap sustain rows people quote, with reported costs around 50 to 70 Pearls and starter notes such as Chowder, a Medkit, or a Good Sack. Those integers are not a screenshot stored here. They are the right hypothesis to check in the menu, because each one answers a death you otherwise have to survive with your own hands.
A duo that buys two guns has nobody on the pot. A solo that buys a specialist first has a costume and the same empty storage. The beginner guide loop still has to exist before a class is allowed to matter. This chapter is the argument for waiting, and for splitting the purchase when you do not wait alone.
Guide
Pick a class by the job, not the thumbnail
Hunger, getting lost, losing fights, or running out of healing are different purchases. Write the last three deaths down before you open the menu.
DecisionAll Alone is a public badge for 100 days completely solo. Nobody is cooking while you fight.
Badge-backedBlunder Buddies is the public duo Day 100 badge. One player can hold the raft while the other takes the risk.
Badge-backedPearl prices and starter tools on the class page are community rows. The button you press is the only price that counts.
Unverified costsReported mid and high costs sit well above the cheap sustain leads. Specialists are a second purchase, after the raft is stable.
Planning ruleA class that saved Day 8 can be the wrong class for a volcano attempt. Change the question before you change the character.
LaterGuide
The badge set treats party size as part of the game, not a social extra. All Alone asks for 100 days completely solo. Blunder Buddies asks for the same day count in a duo. Trio, four-player, and five-player badges exist beside them. That is enough to plan around, even though this wiki has not filmed the class menu. A solo player is the cook, the builder, the scout, and the fighter. A duo can fail by pretending they are two solos who happen to share a raft.
Start from the classes roster when you want the full reported list, and from the beginner guide when the raft is still the real problem. A class will not repair a run that skipped the Day 1 to Day 10 decisions. Pearls spent on Day 2 are Pearls you cannot spend when you finally know why you die. If you are unsure you will keep the raft through the first raids, stay on the starter and learn the loop.
The starter lead in the community roster is Sailor, described as the baseline with no extra purchase. Use that baseline on purpose. Play long enough to see which prompt you resent — eating, swimming back, or losing a fight — and only then compare the paid rows. A guide that names a universal best class is guessing. This one will not.
Guide
Player reports stored with the class roster describe Survivor as a cheap sustain option: faster regeneration, extra oxygen, and reduced hunger, with Chowder listed as a starter item and a reported cost of 50 Pearls. Medic is listed nearby at a reported 60 Pearls with a Medkit and faster health recovery. Camper is listed a step higher, with a Good Sack and extra health. None of those sentences are a screenshot from this wiki. They are the right kind of hypothesis for a solo player, because each one answers a death you have to survive alone.
If your solo runs end because you are hungry or you run out of air on the way back, Survivor is the row to read first in the menu. If you are dying in small hits after you already eat on time, read Medic and Camper and see which starter item the game actually shows. The healing and revive page is the companion reading: a Medkit lead is not a promise that revives work, and a solo player should assume a downed state might be a restart until the UI proves otherwise.
Adventurer, at a reported 250 Pearls with a Giant Sack and a hunger-management line, is the 'I already survive, I want longer trips' purchase. Olympian, also reported at 250 Pearls, is the movement version: sprint and health, for players who die while repositioning. Both are reasonable solo second buys. They are poor first buys if you still do not have a food station. A bigger bag does not fill itself. Read the items notes before you pay for storage you have nothing to store.
Combat classes are not banned for solo players. They are easy to overrate. Crewmate is the cheap reported gun lead, with a Flintlock at about the same Pearl band as Medic. Swordsman, Cowboy, Soldier, and the later gun and melee rows all ask you to be the person who wins the fight and the person who recovers from it. Solo, that only works after sustain is already boring. If you buy a revolver and still forget to cook, the revolver was a costume.
Guide
A duo that both picks a combat class has two guns and nobody minding the pot. A duo that both picks a sustain class has a safe raft and a slow answer when a raid or a named enemy shows up. The useful split is one player who keeps the run alive and one player who spends the risk. The alive job is food, the bonfire, and the decision to stay home. The risk job is the trip, the weapon, and the first look at a region. Switch jobs between sessions if you want, but do not switch in the middle of a departure.
A practical reported pairing, if the menu matches the roster, is Survivor or Medic beside Crewmate, Swordsman, or Cowboy. The sustain player does not need the expensive sack on day one. The combat player does not need Sharpshooter, listed at a reported 400 Pearls, before anyone has seen how ammo works. Pirate, reported at 500 Pearls with boat handling and gun damage, is a tempting 'captain' fantasy. In a duo it can be correct later, when one of you is actually steering long routes. Early, it duplicates jobs the raft does not have yet.
Healing is the argument for Medic in a duo more than in a solo, but only if you test it. Stand together, take a safe amount of damage, and see whether the second player can do anything the revive page is still cautious about. If the only recovery is 'walk back to the pot,' then the Medic purchase is a personal regen tool, not a team tool, and the partner should not build the whole plan around being saved. Companions are a third body you should not count yet. The companions page is a test list, and Zookeeper's reported supercharge is unverified behavior.
Talk about Pearls out loud before either of you spends. Two cheap classes that cover two jobs beat one spectacular class and a partner who is still on Sailor with no plan. If only one of you has the currency, the purchase should solve the pair's worst death, not the buyer's favorite weapon thumbnail. The weapons page is where that thumbnail goes after the role is chosen, so the gun is a tool for the risk job instead of a reason to pick the job.
Guide
The community table climbs quickly. Cheap rows cluster around the reported 50 to 70 Pearl band. A large block sits around 250 to 400. Several specialists are reported from 500 to 750, including Hero, Zookeeper, Raider, Ancient Squid, and Fire Mage. Treat every one of those integers as a lead you must see on a button. If the menu shows a different number, the menu wins and this paragraph is out of date.
Spend the first Pearls only when three things are true. You can already pull resources and feed the raft, as the early decision tree describes. You can name the death the class is supposed to stop. And the starter item shown in the menu is something you would craft or hunt anyway. Chowder, a sack, or a basic weapon can pass that test. A Luxury Yacht, the reported Millionaire starter, does not pass it on a first raft that still needs a cooking pot.
Save the expensive band for a problem you have met twice. Fire Mage is the interesting example: reports tie it to a Magma Staff, and the volcano route is a real public objective because Cooking With Golems and Beat The Heat exist. That is a mid-run purchase for a player who is already going to the volcano, not a starter identity. The same delay applies to Raider and Sharpshooter. They are answers to fights you have chosen, which belongs with boss prep.
If a class is only available sometimes — Battle Bunny is the row our notes flag as possibly event-like — do not rebuild the guide around it. Availability is unverified. A plan that requires a limited class is a plan that fails on a normal Tuesday.
Guide
Merchant, Millionaire, and Treasure Hunter are the reported economy rows, with costs in the mid-to-high band and starter notes about Doubloons, a yacht, or extra stack space. They are attractive because the early game feels poor. They are a poor substitute for the harpoon. Extra Doubloons do not cook chowder, and a yacht does not answer a ghost raid if nobody is on deck. Read codes and the early economy before you buy a money class to escape a survival problem. Money classes are for runs that already survive and want faster shopping.
Combat rows lie by offering certainty. A Flintlock, Machete, Revolver, or Assault Rifle in the starter column feels like the guide is over. Ammo, reload, and whether the weapon is even the one you keep are all unchecked. Firepower, the badge for getting a gun from a chest, shows that guns also enter the game as loot. A class gun can still be the right call for the duo's risk player. It is not automatically better than a chest gun plus a sustain class. Compare them after you have held both, and keep damage numbers off this page until someone records a test.
Hero is the advanced all-rounder lead: reported health with a hunger tradeoff, Holy Sword, high cost. All-rounders are how solo players avoid choosing. Sometimes that is correct, late, when you understand the tradeoff because you have felt hunger. Early, the tradeoff is the whole game. Do not pay a premium to relearn it.
Night, listed in our roster with a source-name mismatch against Knight Armor text, is a reminder to read the perk paragraph in the menu instead of the heading you remember from a wiki. If the name and the armor sentence disagree on your screen, believe the screen and pick based on the sentence.
Guide
A good solo sustain class becomes optional once food and healing are habits. That is the moment to look at movement or a weapon class, not the moment you first get scared. A duo should revisit the split when you open a region: volcano, ice, rival rigs, or the corruption dungeon. One of those trips may need the sustain player to come along, which means the raft has to be safe with nobody aboard. If it is not, the class debate is fake and you are back to building.
You can also refuse to switch. Sailor plus a disciplined loop will outlast a random specialist on a messy raft. The badges that count are the day badges and, if you care, All Alone or Blunder Buddies. None of them name a required class. Use that freedom. The full walkthrough is a route for the days after the role is stable, and the badge list is where party-size goals are written in the game's own words.
If you and a partner disagree, decide with the last wipe, not with a tier graphic. Whoever died holding the problem gets the next purchase that answers it. Then play three in-game days before you argue again. Class menus are loud. The sea is the review.
Guide
Costs and tools are player-reported. Confirm the row before you spend Pearls.
| Situation | Rows to read first | Why it can wait |
|---|---|---|
| Solo, dying to hunger or the swim back | Survivor, then Camper | A gun class does not cook |
| Solo, dying after fights you should win | Medic or Camper, then a cheap weapon row | Sharpshooter prices assume you already fight |
| Duo, nobody owns food | One sustain class, partner stays on Sailor or a cheap tool | Two combat purchases |
| Duo, food is solved and raids hurt | Crewmate, Swordsman, or Cowboy for the risk player | Matching the same gun twice |
| Raft is stable and you want longer trips | Adventurer or Olympian | Millionaire and other economy specialists |
| You are planning a volcano trip | Fire Mage only after the route is real | Buying it as a costume on Day 1 |
Guide
Solo wipes from a class that assumes a partner. A reported Flintlock, Revolver, or Assault Rifle feels like the danger is solved. Ammo, reload, and whether you even keep that weapon are unchecked. Firepower, the public badge for a gun from a chest, shows that guns also arrive as loot. If you paid a community-reported mid-tier price for a gun class and still forget to cook, the wipe is the purchase. Sustain rows exist in the reported roster for the deaths that happen between fights.
Duo wipes from loyalty. Both of you leave because neither wants the home job. The raft then has no witness and no resupply when the trip fails. Medic is a reported support row, not proof that a revive prompt exists. Read the healing and revive notes and test a safe amount of damage together before you build a plan around being saved. Until that prompt is something you have seen, a downed partner is a problem you might not be able to fix.
The expensive wipe is the specialist bought on Day 1. Community rows climb into the hundreds of Pearls: Adventurer and Olympian are reported near 250, and later names such as Fire Mage, Raider, and Millionaire sit much higher. Fire Mage is a volcano conversation because Cooking With Golems and Beat The Heat are real badge objectives, and the Magma Staff is only a lead on the weapons page. Buying that identity before you have a food station does not unlock the volcano. It skips the part where you learn you are not ready to go.
Buying a best-class label
The roster is a community lead. A tier letter from another site is not a test. Match the perk text you can read to the death you just had.Both players buying guns
A duo with two combat kits and an empty pot loses to the first long trip. Assign the home job before anyone opens the menu.Paying specialist prices first
Reported costs jump into the hundreds of Pearls. That purchase is for a problem you have met twice, after the raft already survives raids.Counting on a revive you have not seen
Medic and medkit language is a lead. Until the UI shows a revive, plan as if a downed partner is a rescue you might not have.Guide
Ignore the purchase advice once you can name your deaths in a sentence and the menu text matches the row you are buying. At that point you do not need this chapter. You need the bosses page if the next death is a named fight, or the crafting page if the next death is still an empty station. A class will not place the station for you.
Ignore every Pearl figure the moment your button shows a different number. The menu is the price. Also ignore any guide, including this one, if it ever slides into a universal best class. Sailor plus a loop you trust will outlast a random specialist on a messy raft. The day badges do not name a required class.
Ignore the duo split if you are queuing alone, and ignore the solo sustain lecture if your partner is already covering food and you have watched them do it for several days. The wrong chapter is the one written for a party size you do not have. Party badges are proof the game respects both choices. They are not proof that improvising a third style in the loading screen will work.
Guide
Weapons, bosses, classes, crafting, and codes are the reference pages behind this decision. Use them when you need the roster or the status board, not a second copy of this chapter.
Guide
There is no verified best class. Solo players should read the cheap sustain rows first — Survivor, Medic, and Camper in the community list — and buy only the one that matches how they actually die.
One sustain class and one basic combat or tool class, after you confirm the text in the menu. Do not both spend on the same gun.
No. Figures such as 50 Pearls for Survivor or 250 for Adventurer are reported rows. The class menu is the price.
Yes, until you can name the death a paid class would stop and the raft can already feed itself. Sailor is the baseline, not a penalty.
Only after sustain is solved and you have a reason to enter that fight. Weapon and mage rows are preparation, not a ticket. See the boss prep guide before you respec for a thumbnail.
Guide
Evidence
All Alone and Blunder Buddies are public badge descriptions. Class names, Pearl costs, starter items, and perk lines are community-roster leads on the classes page and still need in-game menu screenshots. No class is ranked as best, and no damage number is claimed.