Gaming Guide

Every Weapon in 100 Days at Sea and How to Get It

A full breakdown of every melee and ranged weapon, where each one drops, and which class hands it to you at spawn.

A full breakdown of every melee and ranged weapon, where each one drops, and which class hands it to you at spawn.

Your loadout decides how far you get in 100 Days at Sea. Weapons defend the raft against night raids, clear island enemies, and let you push into hostile bases. They split into two groups, melee and ranged, and most of the strongest options come bundled with a specific class you unlock using Pearls.

Quick answer: Every survivor starts with the Hatchet unless the equipped class provides a better melee weapon. Everything else comes from chests, Fisherman trades, the Traveling Merchant, boss drops, or by unlocking the class that carries it as a starting weapon.


All melee weapons and how to get them

Melee weapons handle close-range fights and double as tools for chopping trees. You always have the Hatchet on hand, but the sharper blades come from loot and class unlocks.

WeaponHow to get
HatchetDefault starting weapon for everyone, unless a class gives a stronger melee option.
MacheteChests, trade with the Fisherman, or start as the Zookeeper or Swordsman class.
Poku PokuDropped by the Boku Poku, or start as the Battle Buku class. Deals 20 damage.
Swordfish SwordTrade a Swordfish steak to the Fisherman.
Ghost CutlassAlways inside the Green Chest in the Pirate Stronghold. Deals 35 damage.
Energy Sword (Alien Sword)Occasional drop from Alien Warriors, or start as the Alien Warrior class.
Saber (Laser Sword)Exclusive starting weapon of the Chaos Master class.
Holy SwordExclusive starting weapon of the Hero class.
ClaymoreExclusive starting weapon of the Knight class.

All ranged weapons and how to get them

Ranged weapons become close to mandatory once you sail out and start clearing islands, since they let you deal damage before enemies close the gap. Guns come from the same loot pools as blades, while the magic staffs and heavier hardware are locked behind bosses and premium classes.

WeaponHow to get
FlintlockFisherman trade, chests, Traveling Merchant, or start as the Sharpshooter class.
BlunderbussFisherman trade, chests, Traveling Merchant, or start as the Pirate class.
RifleChests, Traveling Merchant, or start as the Pirate class.
RevolverTreasure Chests, dropped by the Corrupted Officer, or start as the Cowboy class.
Ray GunObtained from the Alien Mothership, or start as the Alien Overlord class.
Egg BombExclusive starting weapon of the Battle Bunny class.
Wizard StaffExclusive starting weapon of the Wizard class.
Assault RifleExclusive starting weapon of the Soldier class.
Dual PistolsExclusive starting weapon of the Raider class.
Corrupt MinigunExclusive starting weapon of the Minigunner class.
Squid Laser GunDefeat the Ancient Squid, or start as the Ancient Squid class.
Ice StaffDefeat the Yeti Boss, or start as the Ice Mage class.
Magma StaffDefeat the Magma Golem Boss, or start as the Fire Mage class.

Best weapons for each stage of a run

Not every weapon pulls its weight at every point in a run. Here is where each pick actually earns its slot, from your first night on the raft to the endgame boss fights.

Weapons in 100 Days at Sea
RolePickWhy it works
Early-game meleeMacheteHits hard for how early you can get it and holds off night raids on the raft.
Mid-game meleeSwordfish SwordA clear step up, and easy to claim by trading with the Fisherman.
Late-game meleeGhost Cutlass or Energy SwordEither blade carries you late, though switching to a ranged weapon soon after is worth it.
Early-game rangedFlintlockSolid opening gun, but its slow fire rate keeps it useful only early on.
Best overall rangedRay GunHigh damage that can one-shot enemies when paired with a heavy-damage class like the Pirate.
Boss weaponMagma Staff or Ice StaffStrong area damage, but the fire rate means you need to keep your distance.
AutomaticCorrupt MinigunShreds enemy waves and bosses, available only through the Minigunner class.

Unlocking class weapons with Pearls

Many of the best weapons never drop from a chest at all. They arrive as a class’s starting kit, so unlocking that class is the only reliable way to spawn with them. The Corrupt Minigun is a good example, since it comes exclusively from the Minigunner class, which costs 650 Pearls.

You will know a class weapon is yours the moment you spawn into a run, since it appears in your loadout instead of the default Hatchet. For loot-based weapons, confirm the pickup in your inventory after opening a chest, finishing a Fisherman trade, or downing the boss that drops it. If a weapon is not showing up, the usual reason is that the required class is not equipped, the trade item was not in your inventory, or the boss tied to that drop has not been defeated yet.

Between the Fisherman, the Traveling Merchant, island chests, and boss drops, most players will cycle through several of these weapons in a single run. The safest path to a Day 100 clear is to lean on a strong melee blade early, then transition to a ranged option like the Ray Gun or a boss staff once you can afford the class or reach the fight that hands it over.