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
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
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
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
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
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
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
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
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.
| Image | Name | Description | Availability | Type | Damage | Class starter | How to get | Notes |
|---|---|---|---|---|---|---|---|---|
Hatchet | Hatchet | The free starting melee every survivor gets until a class or better blade replaces it. | Default starter | Melee | - | - | 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 | Machete | The first real blade upgrade for most runs, available from loot, trades, or two mid-cost classes. | Mixed | Melee | - | Zookeeper, Swordsman | Common 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 Poku | Mid melee with a fixed 20 damage readout, tied to Boku Poku fights or the Battle Buku starter kit. | Mixed | Melee | 20 | Battle Buku | Sometimes drops from Boku Poku enemies, or start as Battle Buku. | - | |
Swordfish Sword | Swordfish Sword | Fisherman trade reward that upgrades your melee once you can cook and trade Swordfish steak. | Lootable | Melee | - | - | 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 Cutlass | Guaranteed stronghold blade with 35 damage from the Pirate Stronghold green chest. | Fixed chest | Melee | 35 | - | 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 Sword | Alien-route melee that can drop from Alien Warriors or arrive as the Alien Warrior class starter. | Mixed | Melee | - | Alien Warrior | Occasional 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 | Claymore | Knight-only heavy melee starter built for armored close-range tanking. | Class exclusive | Melee | - | Knight | Exclusive starting weapon of the Knight class. | 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. | Class exclusive | Melee | - | Hero | Exclusive starting weapon of the Hero class. | 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. | Class exclusive | Melee | - | Chaos Master | Exclusive 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
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
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
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
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
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
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.
| Image | Name | Description | Availability | Type | Damage | Class starter | How to get | Notes |
|---|---|---|---|---|---|---|---|---|
Flintlock | Flintlock | Budget pistol for early island and raft defense, widely lootable and used by two gun classes. | Mixed | Gun | 20 | Crewmate, Sharpshooter | Fisherman 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. |
| Blunderbuss | Heavy close-range gun with 60 damage per shot from loot routes or the Pirate class. | Mixed | Gun | 60 | Pirate | Fisherman trades, chests, Traveling Merchant purchases, or start as Pirate. | 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. | Lootable | Gun | 30 | - | 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. | |
| Revolver | 25-damage pistol route through treasure loot, Corrupted Officer, or the Cowboy class. | Mixed | Gun | 25 | Cowboy | Treasure chests, Corrupted Officer drops, or start as Cowboy. | 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. | Fixed chest | Gun | - | - | 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. | |
| Riptide | Harpoon-class ranged tool with a guaranteed mushroom-island purple chest route and a 5 damage readout. | Mixed | Gun | 5 | Harpooner | Start 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 Rifle | Soldier-only automatic starter for mid-cost gun pressure on night raids and islands. | Class exclusive | Gun | - | Soldier | Exclusive starting weapon of the Soldier class. | 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. | Class exclusive | Gun | - | Raider | Exclusive starting weapons of the Raider class. | 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. | Mixed | Gun | 50 | Alien Overlord | Obtained 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 Gun | Endgame laser weapon tied to the Ancient Squid fight and matching premium class starter. | Mixed | Gun | - | Ancient Squid | Defeat the Ancient Squid, or start as the Ancient Squid class. | 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. | Class exclusive | Gun | - | Minigunner | Exclusive 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
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 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.
| Image | Name | Description | Availability | Type | Damage | Class starter | How to get | Notes |
|---|---|---|---|---|---|---|---|---|
| Magma Staff | Fire magic staff with 25 damage per shot from the volcano boss chest or Fire Mage starter. | Mixed | Magic | 25 | Fire Mage | Defeat 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 Staff | Ice magic staff from the Yeti boss chest or Ice Mage class for premium ranged magic damage. | Mixed | Magic | - | Ice Mage | Defeat 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
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
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.
| Image | Name | Description | Availability | Type | Damage | Class starter | How to get | Notes |
|---|---|---|---|---|---|---|---|---|
Egg Bomb | Egg Bomb | Battle Bunny exclusive explosive combat tools for mobility-focused explosive pressure. | Class exclusive | Special | - | Battle Bunny | Exclusive 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:
| Role | Strong starters | Trade-off |
|---|---|---|
| Armored melee | Claymore (Knight), Holy Sword (Hero) | Pearls spent for day-one blade power |
| Hybrid melee | Saber (Chaos Master) | Built for melee-magic kits, not pure free loot |
| Steady guns | Assault Rifle (Soldier), Dual Pistols (Raider) | Ammo and magazine growth matter |
| Wave clear | Corrupt Minigun (Minigunner) | High Pearl class for automatic shred |
| Explosives | Egg 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
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.
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.
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).
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.
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.
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.
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.
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.
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.






