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.
| Weapon | How to get |
|---|---|
| Hatchet | Default starting weapon for everyone, unless a class gives a stronger melee option. |
| Machete | Chests, trade with the Fisherman, or start as the Zookeeper or Swordsman class. |
| Poku Poku | Dropped by the Boku Poku, or start as the Battle Buku class. Deals 20 damage. |
| Swordfish Sword | Trade a Swordfish steak to the Fisherman. |
| Ghost Cutlass | Always 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 Sword | Exclusive starting weapon of the Hero class. |
| Claymore | Exclusive starting weapon of the Knight class. |
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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.
| Weapon | How to get |
|---|---|
| Flintlock | Fisherman trade, chests, Traveling Merchant, or start as the Sharpshooter class. |
| Blunderbuss | Fisherman trade, chests, Traveling Merchant, or start as the Pirate class. |
| Rifle | Chests, Traveling Merchant, or start as the Pirate class. |
| Revolver | Treasure Chests, dropped by the Corrupted Officer, or start as the Cowboy class. |
| Ray Gun | Obtained from the Alien Mothership, or start as the Alien Overlord class. |
| Egg Bomb | Exclusive starting weapon of the Battle Bunny class. |
| Wizard Staff | Exclusive starting weapon of the Wizard class. |
| Assault Rifle | Exclusive starting weapon of the Soldier class. |
| Dual Pistols | Exclusive starting weapon of the Raider class. |
| Corrupt Minigun | Exclusive starting weapon of the Minigunner class. |
| Squid Laser Gun | Defeat the Ancient Squid, or start as the Ancient Squid class. |
| Ice Staff | Defeat the Yeti Boss, or start as the Ice Mage class. |
| Magma Staff | Defeat 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.

| Role | Pick | Why it works |
|---|---|---|
| Early-game melee | Machete | Hits hard for how early you can get it and holds off night raids on the raft. |
| Mid-game melee | Swordfish Sword | A clear step up, and easy to claim by trading with the Fisherman. |
| Late-game melee | Ghost Cutlass or Energy Sword | Either blade carries you late, though switching to a ranged weapon soon after is worth it. |
| Early-game ranged | Flintlock | Solid opening gun, but its slow fire rate keeps it useful only early on. |
| Best overall ranged | Ray Gun | High damage that can one-shot enemies when paired with a heavy-damage class like the Pirate. |
| Boss weapon | Magma Staff or Ice Staff | Strong area damage, but the fire rate means you need to keep your distance. |
| Automatic | Corrupt Minigun | Shreds 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.






