Bloxodes

All 23 Weapons in 100 Days At Sea

Updated on (about 13 hours ago)

Weapons are what keep night raids, island clears, and boss fights from ending your run. You start with a simple melee blade, then pick up stronger blades from loot and trades, find guns in chests and shops, or unlock class kits that hand you a ready loadout from day one.

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Melee weapons

9 items

You always carry one melee blade for boarders and close island fights. Free runs start on Hatchet unless a class swaps you in something better. You only pick up a stronger melee, and the old blade is replaced rather than stored. Climb Machete and the Fisherman Swordfish trade before chasing Ghost Cutlass or alien Energy Sword drops.

Hatchet

Hatchet

The free starting melee every survivor gets until a class or better blade replaces it.

Availability
Default starter
Type
Melee
Damage
-
Class starter
-
How to get
Every run starts with the Hatchet unless the equipped class starts with a stronger melee weapon.
Notes
Default close-range blade and early chopping tool. Replaced when you pick up a stronger melee.
Machete

Machete

The first real blade upgrade for most runs, available from loot, trades, or two mid-cost classes.

Availability
Mixed
Type
Melee
Damage
-
Class starter
Zookeeper, Swordsman
How to get
Common chest loot, Fisherman trades, or start as Zookeeper or Swordsman.
Notes
Strong early-game melee for raft night raids before mid-run blades show up.

Poku Poku

Mid melee with a fixed 20 damage readout, tied to Boku Poku fights or the Battle Buku starter kit.

Availability
Mixed
Type
Melee
Damage
20
Class starter
Battle Buku
How to get
Sometimes drops from Boku Poku enemies, or start as Battle Buku.
Notes
-
Swordfish Sword

Swordfish Sword

Fisherman trade reward that upgrades your melee once you can cook and trade Swordfish steak.

Availability
Lootable
Type
Melee
Damage
-
Class starter
-
How to get
Trade a Swordfish steak with the Fisherman for this mid-run blade.
Notes
Guides list this as a clear mid-game melee step-up after the Machete.

Ghost Cutlass

Guaranteed stronghold blade with 35 damage from the Pirate Stronghold green chest.

Availability
Fixed chest
Type
Melee
Damage
35
Class starter
-
How to get
Always inside the green chest at the Pirate Stronghold after you clear the pirates there.
Notes
The same green chest also yields a galleon bell. Late-run melee option before full ranged switch.
Energy Sword

Energy Sword

Alien-route melee that can drop from Alien Warriors or arrive as the Alien Warrior class starter.

Availability
Mixed
Type
Melee
Damage
-
Class starter
Alien Warrior
How to get
Occasional drop from Alien Warriors, or start as Alien Warrior (also called Alien Sword).
Notes
Late-game melee alternative to Ghost Cutlass when alien content is active.
Claymore

Claymore

Knight-only heavy melee starter built for armored close-range tanking.

Availability
Class exclusive
Type
Melee
Damage
-
Class starter
Knight
How to get
Exclusive starting weapon of the Knight class.
Notes
Knight also starts with Knight Armor for damage reduction.
Holy Sword

Holy Sword

Hero-only premium sword for durable melee runs that start strong from day one.

Availability
Class exclusive
Type
Melee
Damage
-
Class starter
Hero
How to get
Exclusive starting weapon of the Hero class.
Notes
Premium melee pick that guides treat as the top pure-melee class blade.
Saber

Saber

Chaos Master exclusive laser saber for hybrid melee-magic class loadouts.

Availability
Class exclusive
Type
Melee
Damage
-
Class starter
Chaos Master
How to get
Exclusive starting weapon of the Chaos Master class (also called Laser Sword).
Notes
Chaos Master pairs the Saber with Chaos Lightning and mobility perks.
ImageNameDescriptionAvailabilityTypeDamageClass starterHow to getNotes
Hatchet
HatchetThe free starting melee every survivor gets until a class or better blade replaces it.Default starterMelee--Every run starts with the Hatchet unless the equipped class starts with a stronger melee weapon.Default close-range blade and early chopping tool. Replaced when you pick up a stronger melee.
Machete
MacheteThe first real blade upgrade for most runs, available from loot, trades, or two mid-cost classes.MixedMelee-Zookeeper, SwordsmanCommon chest loot, Fisherman trades, or start as Zookeeper or Swordsman.Strong early-game melee for raft night raids before mid-run blades show up.
Poku PokuMid melee with a fixed 20 damage readout, tied to Boku Poku fights or the Battle Buku starter kit.MixedMelee20Battle BukuSometimes drops from Boku Poku enemies, or start as Battle Buku.-
Swordfish Sword
Swordfish SwordFisherman trade reward that upgrades your melee once you can cook and trade Swordfish steak.LootableMelee--Trade a Swordfish steak with the Fisherman for this mid-run blade.Guides list this as a clear mid-game melee step-up after the Machete.
Ghost CutlassGuaranteed stronghold blade with 35 damage from the Pirate Stronghold green chest.Fixed chestMelee35-Always inside the green chest at the Pirate Stronghold after you clear the pirates there.The same green chest also yields a galleon bell. Late-run melee option before full ranged switch.
Energy Sword
Energy SwordAlien-route melee that can drop from Alien Warriors or arrive as the Alien Warrior class starter.MixedMelee-Alien WarriorOccasional drop from Alien Warriors, or start as Alien Warrior (also called Alien Sword).Late-game melee alternative to Ghost Cutlass when alien content is active.
Claymore
ClaymoreKnight-only heavy melee starter built for armored close-range tanking.Class exclusiveMelee-KnightExclusive starting weapon of the Knight class.Knight also starts with Knight Armor for damage reduction.
Holy Sword
Holy SwordHero-only premium sword for durable melee runs that start strong from day one.Class exclusiveMelee-HeroExclusive starting weapon of the Hero class.Premium melee pick that guides treat as the top pure-melee class blade.
Saber
SaberChaos Master exclusive laser saber for hybrid melee-magic class loadouts.Class exclusiveMelee-Chaos MasterExclusive starting weapon of the Chaos Master class (also called Laser Sword).Chaos Master pairs the Saber with Chaos Lightning and mobility perks.

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Guns

11 items

Guns cover raft defense and safer island clears, but ammo and fire rate decide which ones stay useful. Early pistols and shotguns come from Fisherman trades, chests, the Traveling Merchant, and a few class kits. Fixed routes lock Boomstick and Riptide behind named chests, while Ray Gun, Squid Laser Gun, and several automatic starters sit on boss or Pearl class paths.

Flintlock

Flintlock

Budget pistol for early island and raft defense, widely lootable and used by two gun classes.

Availability
Mixed
Type
Gun
Damage
20
Class starter
Crewmate, Sharpshooter
How to get
Fisherman trades, chests, Traveling Merchant purchases, or start as Crewmate or Sharpshooter.
Notes
Solid early gun with a slower fire rate that falls off once better ranged options arrive.

Blunderbuss

Heavy close-range gun with 60 damage per shot from loot routes or the Pirate class.

Availability
Mixed
Type
Gun
Damage
60
Class starter
Pirate
How to get
Fisherman trades, chests, Traveling Merchant purchases, or start as Pirate.
Notes
High per-shot damage shotgun-style gun; Pirate ammo management matters early.

Rifle

Mid ranged rifle from chests and merchants with a sourced 30 damage per shot.

Availability
Lootable
Type
Gun
Damage
30
Class starter
-
How to get
Found in chests or bought from the Traveling Merchant. Some weapon guides also list it on Pirate loadouts, but class pages emphasize Blunderbuss as the Pirate starter.
Notes
Treat Pirate starter claims as secondary until class UI confirms both guns.

Revolver

25-damage pistol route through treasure loot, Corrupted Officer, or the Cowboy class.

Availability
Mixed
Type
Gun
Damage
25
Class starter
Cowboy
How to get
Treasure chests, Corrupted Officer drops, or start as Cowboy.
Notes
Ammo runs out quickly on Cowboy if you do not manage shots.

Boomstick

Ghost Galleon green-chest gun locked behind the first galleon chest clear.

Availability
Fixed chest
Type
Gun
Damage
-
Class starter
-
How to get
First open of the green ghost pirate chest on the Ghost Galleon always rewards a Boomstick.
Notes
Later Ghost Galleon chest opens can shift toward Galleon boat rewards instead of repeating the Boomstick.

Riptide

Harpoon-class ranged tool with a guaranteed mushroom-island purple chest route and a 5 damage readout.

Availability
Mixed
Type
Gun
Damage
5
Class starter
Harpooner
How to get
Start as Harpooner, or claim the purple chest on the mushroom treasure island, which always rewards Riptide.
Notes
Harpoon-style ranged weapon with a slow fire rate; budget option rather than a top-end gun.
Assault Rifle

Assault Rifle

Soldier-only automatic starter for mid-cost gun pressure on night raids and islands.

Availability
Class exclusive
Type
Gun
Damage
-
Class starter
Soldier
How to get
Exclusive starting weapon of the Soldier class.
Notes
Comes with Assault Rifle ammo on Soldier; later levels add Military Armor and more ammo.
Dual Pistols

Dual Pistols

Raider exclusive dual pistols built for sustained gunfights with kill-based ammo sustain.

Availability
Class exclusive
Type
Gun
Damage
-
Class starter
Raider
How to get
Exclusive starting weapons of the Raider class.
Notes
Raider grows magazine size from kills and can restock pistol ammo from defeated enemies.
Ray Gun

Ray Gun

High-damage alien gun with a 50 damage readout from the mothership path or Alien Overlord.

Availability
Mixed
Type
Gun
Damage
50
Class starter
Alien Overlord
How to get
Obtained from the Alien Mothership route, or start as Alien Overlord.
Notes
Guides often call this the best overall ranged weapon, especially with gun-damage classes.
Squid Laser Gun

Squid Laser Gun

Endgame laser weapon tied to the Ancient Squid fight and matching premium class starter.

Availability
Mixed
Type
Gun
Damage
-
Class starter
Ancient Squid
How to get
Defeat the Ancient Squid, or start as the Ancient Squid class.
Notes
Ancient Squid class levels add laser damage and stop overheating at max level.

Corrupt Minigun

Minigunner-only automatic minigun for shredding enemy waves and boss health bars.

Availability
Class exclusive
Type
Gun
Damage
-
Class starter
Minigunner
How to get
Exclusive starting weapon of the Minigunner class.
Notes
Automatic wave-clear option; Minigunner is a high Pearl cost class with HP and gun damage levels.
ImageNameDescriptionAvailabilityTypeDamageClass starterHow to getNotes
Flintlock
FlintlockBudget pistol for early island and raft defense, widely lootable and used by two gun classes.MixedGun20Crewmate, SharpshooterFisherman trades, chests, Traveling Merchant purchases, or start as Crewmate or Sharpshooter.Solid early gun with a slower fire rate that falls off once better ranged options arrive.
BlunderbussHeavy close-range gun with 60 damage per shot from loot routes or the Pirate class.MixedGun60PirateFisherman trades, chests, Traveling Merchant purchases, or start as Pirate.High per-shot damage shotgun-style gun; Pirate ammo management matters early.
RifleMid ranged rifle from chests and merchants with a sourced 30 damage per shot.LootableGun30-Found in chests or bought from the Traveling Merchant. Some weapon guides also list it on Pirate loadouts, but class pages emphasize Blunderbuss as the Pirate starter.Treat Pirate starter claims as secondary until class UI confirms both guns.
Revolver25-damage pistol route through treasure loot, Corrupted Officer, or the Cowboy class.MixedGun25CowboyTreasure chests, Corrupted Officer drops, or start as Cowboy.Ammo runs out quickly on Cowboy if you do not manage shots.
BoomstickGhost Galleon green-chest gun locked behind the first galleon chest clear.Fixed chestGun--First open of the green ghost pirate chest on the Ghost Galleon always rewards a Boomstick.Later Ghost Galleon chest opens can shift toward Galleon boat rewards instead of repeating the Boomstick.
RiptideHarpoon-class ranged tool with a guaranteed mushroom-island purple chest route and a 5 damage readout.MixedGun5HarpoonerStart as Harpooner, or claim the purple chest on the mushroom treasure island, which always rewards Riptide.Harpoon-style ranged weapon with a slow fire rate; budget option rather than a top-end gun.
Assault Rifle
Assault RifleSoldier-only automatic starter for mid-cost gun pressure on night raids and islands.Class exclusiveGun-SoldierExclusive starting weapon of the Soldier class.Comes with Assault Rifle ammo on Soldier; later levels add Military Armor and more ammo.
Dual Pistols
Dual PistolsRaider exclusive dual pistols built for sustained gunfights with kill-based ammo sustain.Class exclusiveGun-RaiderExclusive starting weapons of the Raider class.Raider grows magazine size from kills and can restock pistol ammo from defeated enemies.
Ray Gun
Ray GunHigh-damage alien gun with a 50 damage readout from the mothership path or Alien Overlord.MixedGun50Alien OverlordObtained from the Alien Mothership route, or start as Alien Overlord.Guides often call this the best overall ranged weapon, especially with gun-damage classes.
Squid Laser Gun
Squid Laser GunEndgame laser weapon tied to the Ancient Squid fight and matching premium class starter.MixedGun-Ancient SquidDefeat the Ancient Squid, or start as the Ancient Squid class.Ancient Squid class levels add laser damage and stop overheating at max level.
Corrupt MinigunMinigunner-only automatic minigun for shredding enemy waves and boss health bars.Class exclusiveGun-MinigunnerExclusive starting weapon of the Minigunner class.Automatic wave-clear option; Minigunner is a high Pearl cost class with HP and gun damage levels.

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Magic staffs

2 items

Magma Staff and Ice Staff are the long-range magic pair. Each one can drop from its boss chest (Lord of Lava / Magma Golem for Magma, Yeti for Ice) or arrive as the Fire Mage or Ice Mage starter. Keep distance while casting; both staffs trade strong shots for a slower fire rate.

Magma Staff

Fire magic staff with 25 damage per shot from the volcano boss chest or Fire Mage starter.

Availability
Mixed
Type
Magic
Damage
25
Class starter
Fire Mage
How to get
Defeat the Magma Golem / Lord of Lava boss route for the guaranteed boss chest reward, or start as Fire Mage.
Notes
Strong AoE boss weapon limited by fire rate; keep distance while casting.
Ice Staff

Ice Staff

Ice magic staff from the Yeti boss chest or Ice Mage class for premium ranged magic damage.

Availability
Mixed
Type
Magic
Damage
-
Class starter
Ice Mage
How to get
Defeat the Yeti boss for the guaranteed ice chest staff, or start as Ice Mage.
Notes
Boss-weapon alternative to Magma Staff with the same keep-your-distance play pattern.
ImageNameDescriptionAvailabilityTypeDamageClass starterHow to getNotes
Magma StaffFire magic staff with 25 damage per shot from the volcano boss chest or Fire Mage starter.MixedMagic25Fire MageDefeat the Magma Golem / Lord of Lava boss route for the guaranteed boss chest reward, or start as Fire Mage.Strong AoE boss weapon limited by fire rate; keep distance while casting.
Ice Staff
Ice StaffIce magic staff from the Yeti boss chest or Ice Mage class for premium ranged magic damage.MixedMagic-Ice MageDefeat the Yeti boss for the guaranteed ice chest staff, or start as Ice Mage.Boss-weapon alternative to Magma Staff with the same keep-your-distance play pattern.

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Special combat tools

1 items

Egg Bomb (also called Egg Grenades) is a Battle Bunny exclusive combat tool, not a normal gun or blade. It leans on explosives and mobility, with more grenades and explosive damage as the class levels.

Egg Bomb

Egg Bomb

Battle Bunny exclusive explosive combat tools for mobility-focused explosive pressure.

Availability
Class exclusive
Type
Special
Damage
-
Class starter
Battle Bunny
How to get
Exclusive combat tool of the Battle Bunny class (Egg Bomb / Egg Grenades).
Notes
Battle Bunny gains more Egg Grenades from enemies and chests and boosts explosive damage as the class levels.
ImageNameDescriptionAvailabilityTypeDamageClass starterHow to getNotes
Egg Bomb
Egg BombBattle Bunny exclusive explosive combat tools for mobility-focused explosive pressure.Class exclusiveSpecial-Battle BunnyExclusive combat tool of the Battle Bunny class (Egg Bomb / Egg Grenades).Battle Bunny gains more Egg Grenades from enemies and chests and boosts explosive damage as the class levels.

Every run needs something for close range and something for distance. Melee covers raft boarders and tight island fights. Guns and staffs let you clear from safer range once ammo or fire rate allows it. Many strong options also come from Pearl-bought classes, so you are always choosing between free loot paths and a paid starter kit.

Early to mid combat path

If your class does not start with a better blade, you open on the free Hatchet. The first real upgrade most free-loot runs feel is the Machete from chests, Fisherman trades, or the Zookeeper and Swordsman kits. After that, cook a Swordfish steak and trade it with the Fisherman for the Swordfish Sword, a clean mid-run step that does not need a special island clear.

Poku Poku sits in that same mid band with a fixed damage readout and a Boku Poku or Battle Buku route. Keep swinging until you can reach the Pirate Stronghold green chest for Ghost Cutlass, or until Alien Warriors start dropping the Energy Sword. Those two are the late free-or-fight melee peaks before pure class blades take over.

For early guns, Flintlock is the budget pistol from trades, chests, the Traveling Merchant, or Crewmate and Sharpshooter. Blunderbuss hits much harder per shot and suits close raft defense, especially on Pirate. Rifle and Revolver fill the mid ranged gap from chests, merchants, treasure, or Cowboy. Riptide is a slow, low-damage harpoon-style gun with a guaranteed purple chest on the mushroom treasure island if you are not running Harpooner.

Late guns, staffs, and class kits

Fixed high-value guns lock behind named clears. The first green chest on the Ghost Galleon always hands a Boomstick; later opens can shift toward boat rewards instead. Ray Gun comes from the Alien Mothership path or Alien Overlord. Squid Laser Gun comes from beating Ancient Squid or starting as that class. Magma Staff and Ice Staff each have a dual door: defeat Lord of Lava or Yeti for the boss chest, or start as Fire Mage or Ice Mage.

Class exclusives skip the scavenger hunt and jump you into a role:

RoleStrong startersTrade-off
Armored meleeClaymore (Knight), Holy Sword (Hero)Pearls spent for day-one blade power
Hybrid meleeSaber (Chaos Master)Built for melee-magic kits, not pure free loot
Steady gunsAssault Rifle (Soldier), Dual Pistols (Raider)Ammo and magazine growth matter
Wave clearCorrupt Minigun (Minigunner)High Pearl class for automatic shred
ExplosivesEgg Bomb (Battle Bunny)Class-only combat tools, not a normal gun

What to pick when

  • Free Pearl budget: chase Machete, Swordfish Sword, Flintlock or Rifle, then Ghost Cutlass and Boomstick on their fixed chest routes.
  • Melee main: climb Hatchet → Machete → Swordfish Sword or Poku Poku → Ghost Cutlass (or Energy Sword on the alien route). Only pick up a stronger melee; the game replaces the old one instead of letting you store both.
  • Gun main: start Flintlock or Blunderbuss, add Rifle or Revolver when loot allows, then aim for Boomstick, Ray Gun, or Squid Laser Gun. Class guns (Soldier, Raider, Minigunner) buy you that pressure from spawn if you can afford the Pearls.
  • Boss magic: Magma Staff for the volcano route and Fire Mage; Ice Staff for Yeti and Ice Mage. Keep distance while casting because fire rate limits both staffs.
  • Ammo discipline: Cowboy, Pirate, Soldier, and Raider all punish spray-and-pray. Save shots for night waves and bosses, not every island crab.

Common mistakes

  • Ignoring the Fisherman trade line. Swordfish steak into Swordfish Sword is a mid upgrade that does not need a stronghold clear.
  • Treating every gun as equal damage. Known damage values show big gaps (for example Blunderbuss and Ray Gun hit much harder per shot than Riptide), so range and role matter more than the word "gun."
  • Skipping fixed chests. Pirate Stronghold, Ghost Galleon, mushroom purple chest, Yeti, and Lord of Lava all lock in named weapons when you clear them correctly.
  • Buying a class only for a weapon you can loot anyway. If you already hold Ghost Cutlass or Ray Gun from the world, spend Pearls on armor, mobility, or a kit the free path never drops.

Climb free melee and gun routes first when Pearls are tight, then spend on the class that fills the hole your loot still has not closed.

FAQ

Q.

What is the starting weapon in 100 Days At Sea?

Every run starts with the Hatchet unless your equipped class begins with a stronger melee weapon. It is the free close-range blade until loot, trades, or a class kit replaces it.

Q.

How do you get the Swordfish Sword?

Cook a Swordfish steak and trade it with the Fisherman. That trade is the clean mid-run melee upgrade after the Machete for free-loot runs.

Q.

How do you get Ghost Cutlass?

Clear the pirates at the Pirate Stronghold, then open the green chest there. That chest always includes Ghost Cutlass (and a galleon bell).

Q.

How do you get Boomstick and Riptide?

Boomstick is the first open reward from the green ghost pirate chest on the Ghost Galleon. Riptide always comes from the purple chest on the mushroom treasure island, or you can start with it as Harpooner.

Q.

Can you hold more than one melee weapon?

No. You keep one melee at a time. When you pick up a stronger blade, the previous melee is replaced and deleted instead of dropped for later.

Q.

Which weapons are class exclusive?

Claymore (Knight), Holy Sword (Hero), Saber (Chaos Master), Assault Rifle (Soldier), Dual Pistols (Raider), Corrupt Minigun (Minigunner), and Egg Bomb (Battle Bunny) are exclusive starters. Other weapons can be class starters and still lootable or boss-linked, such as Magma Staff, Ice Staff, Ray Gun, and Squid Laser Gun.

Q.

What is the best free melee upgrade path?

Move from Hatchet to Machete through chests or Fisherman trades, then trade Swordfish steak for Swordfish Sword. After that, clear Pirate Stronghold for Ghost Cutlass, or farm Alien Warriors for Energy Sword when alien content is up.

Q.

How do Magma Staff and Ice Staff work?

Both are magic staffs with dual routes. Magma Staff comes from the Lord of Lava / Magma Golem boss chest or Fire Mage. Ice Staff comes from the Yeti boss chest or Ice Mage. Cast from range and mind the fire rate; they are not spammy close-range weapons.

Q.

Do all guns show damage?

No. Only some weapons have a confirmed damage number. If damage is blank, treat role, range, and how you get the weapon as the real comparison, not a hidden zero.

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