100 Days At Sea Wiki Overview
This 100 Days At Sea wiki is the reference database for the open-world survival Roblox experience by Stranded Devs. The official page sends you to the middle of the ocean to uncover the Bermuda Triangle mystery, survive 100 days, and get rich through harpoon gathering, raft building, island exploration, and boss raids.
Whether you searched 100 days at sea wiki or 100 days at sea roblox wiki, use the tables below for classes, islands, bosses, badges, weapons, and economy notes. Wiki facts stay separate from walkthroughs — open the beginner guide for step-by-step survival and the tier list for efficiency rankings.
23 classes (Pearls unlock) classes, 8 island biomes, 6+ raid bosses, and 49 public Roblox badges form the core data skeleton. Numbers below come from community class rosters and public badge APIs — always confirm Pearl costs and starter tools in the lobby Classes menu after patches.
100 Days At Sea Core Gameplay Loop
100 Days At Sea alternates day and night phases on your mobile raft. Daytime is for harpooning driftwood, plastic barrels, and scrap metal, crafting at the workbench, and sailing to islands for chest loot. Night triggers Ghost Pirates, sharks, and other raids that test walls, food stock, and weapons until dawn.
The official Roblox description lists four pillars: harpoon resources, build raft structures, explore mysterious islands, and prepare weapons for fearsome foes. That loop never changes — only biomes, bosses, and class passives expand as you push from Starter beach toward Bermuda.
Pair this wiki with the makeshift building guide for cheap night walls and the medkit revive guide when co-op deaths threaten a run.
- Grab resources or hook them with your Harpoon.
- Build your raft base with structures and defenses.
- Explore the sea and visit mysterious islands.
- Find weapons and take on fearsome foes.
100 Days At Sea Survival Stats and Pressure
Every run tracks Hunger, Thirst, Health, and Stamina. Thirst drops fastest during long sails — prioritize freshwater and cooked stew before chasing iron on distant Shipwreck biomes. Hunger follows once chest food runs out. Health drains from shark bites, island gunfire, and boss phases. Stamina gates sprinting and some combat actions.
Classes modify these bars — Survivor slows hunger and extends oxygen; Medic improves regen; Sailor cuts wasted transit time between islands. Class passives do not replace cooking pots or medkit herbs from islands.
| Stat | Typical drain | Early fix |
|---|---|---|
| Thirst | Fastest bar | Cooking Pot stew, island water sources |
| Hunger | After Day 3–5 | Crab traps, Jungle food, chest chowder |
| Health | Raids / bosses | Bandages, medkits, Camper HP buffer |
| Stamina | Sprint / combat | Rest on raft between island trips |
Islands and biomes
Eight-plus island biomes scale from Starter beach to Bermuda endgame. Boss clears and raid events gate the next region.
8 island biomes plus event islands like Cursed Island and mobile Cargo Ship raids scale from safe Starter zones to Bermuda endgame. Each biome gates materials — Jungle rope, Desert gunpowder, Volcano obsidian, Ice crystals — that unlock crafting tiers on your raft.
Island proximity depends on your run seed — document layouts with the best seeds guide before assuming a wiki route matches your map. Outpost rigs and multipliers appear on favorable seeds; see the outpost guide for staging bases.
- Starter → Jungle → Desert → Shipwreck is the common early ladder.
- Volcano and Ice Region require boss materials from prior biomes.
- Kraken and Bermuda sit on late-ocean seeds — prep iron armor first.
| Biome | Notes |
|---|---|
| Starter | Lobby beach, Grinder tutorial, first raft and scrap |
| Jungle | Food, rope, herbs, early melee weapons |
| Desert | Gunpowder, Sand Worm gate, ranged prep |
| Shipwreck | Scrap metal, iron, Ghost Captain raid |
| Volcano | Obsidian, Fire Golem bodies, Lord of Lava caldera |
| Ice Region | Ice crystals, Frost Giant, cold biome update |
| Kraken | Deep ocean hull raids, late materials |
| Bermuda | Final storyline, Bermuda Entity endgame |
| Cursed Island | Ghost Pirate Stronghold swarm raid |
Classes
Twenty-three reported class rows unlock with Pearls, chests, or daily quests — costs vary by source; confirm in the lobby Classes menu.
23 classes (Pearls unlock) reported class rows unlock with Pearls, companion chests, or daily quests depending on the row. Pearls persist across runs; unlocks are permanent once purchased in the lobby Classes menu at the bottom of the screen.
Community sources list Pearl costs from 0 (Sailor) up to 2000 (Hero). Starter tools range from Sailor Armor to luxury kits with rifles and mini cages. We do not duplicate full tier rankings here — see the classes guide for solo vs co-op picks and the tier list for S/A/B letters.
| Class | Role | Reported cost | Starter tool | Notes |
|---|---|---|---|---|
| Sailor | Starter | 0 Pearls | Sailor Armor | Baseline raft starter |
| Survivor | Starter | 100 Pearls | Armor, Bandages | Early survivability |
| Medic | Support | 200 Pearls | Medkit, 4 Bandages | Co-op heals |
| Crewmate | Starter | Chest unlock | Bandage | Chest-sourced row |
| Camper | Utility | 300 Pearls | Tent | Shelter utility |
| Adventurer | Utility | Daily quests | Lantern, 3 Doubloons | Exploration light |
| Olympian | Starter | 250 Pearls | Armor, Bandage | Movement buffer |
| Battle Buku | Combat | 400 Pearls | Battle Armor, Double Barrel | Melee/gun hybrid |
| Swordsman | Combat | 400 Pearls | Armor, Sword | Melee clear |
| Cowboy | Combat | 400 Pearls | Armor, Revolver | Gun spike |
| Soldier | Combat | 400 Pearls | Rifle, Armor | Assault rifle route |
| Merchant | Economy | 350 Pearls | 50 Doubloons | 10% shop discount |
| Knight | Combat | 650 Pearls | Claymore, Knight Armor | Tank melee |
| Sharpshooter | Combat | 650 Pearls | Sniper, Armor | Long-range |
| Millionaire | Economy | 650 Pearls | 200 Doubloons | Doubloon rush |
| Treasure Hunter | Economy | 500 Pearls | 5 Doubloons | Chest cash/loot luck |
| Pirate | Combat | 750 Pearls | Blunderbuss, Pirate Hat | Extra life listed |
| Hero | Advanced | 2000 Pearls | Sword, Rifle, Mini Cage | Luxury kit |
| Zookeeper | Utility | 600 Pearls | 2 Mini Cages | Extra tame slot |
| Battle Bunny | Combat | 550 Pearls | Carrot Sword, Bunny Mask | Melee variant |
| Raider | Combat | 900 Pearls | TNT, Alien Blaster | Explosive kit |
| Ancient Squid | Utility | 600 Pearls | 2 Squid Legs | Swim/sell squid form |
| Fire Mage | Combat | 700 Pearls | Staff | Fireball AoE |
Bosses and raids
Island bosses, apex raids, and mobile events form the combat ladder from Desert worm to Bermuda Entity.
Boss content splits into island biome bosses (Sand Worm, Ghost Captain, Lava Guardian, Frost Giant) and apex raids (Lord of Lava, Kraken hull attacks, Ghost Pirate Stronghold swarms, Cargo Ship captures, Snorflord skill-check). Each clear feeds Pearls, chest loot, or region unlocks.
Lord of Lava requires sacrificing three Fire Golem bodies in the Volcano caldera vent before the apex spawns. The Kraken attacks your raft hull grid across phases — bring repair materials and ranged DPS. Cargo Ship raids are chase events: board and capture for mid-game processing skips.
| Boss / event | Region | Type | Notes |
|---|---|---|---|
| Sand Worm | Desert Island | Biome | Gunpowder gate, Pearl income |
| Ghost Captain | Shipwreck | Raid | Iron, mid-game Pearls |
| Ghost Pirate Stronghold | Cursed Island | Raid | Swarm — crowd control |
| Lava Guardian | Volcano | Biome | Fire region progress |
| Lord of Lava | Volcano caldera | Apex | Sacrifice 3 Fire Golems to summon |
| Frost Giant | Ice Region | Biome | Ice crystal gate |
| The Snorflord | Mid-late | Skill-check | Gates final push |
| The Kraken | Deep ocean | Naval | Attacks raft hull grid |
| The Cargo Ship | Mobile event | Raid | Chase, board, capture loot |
| Bermuda Entity | Bermuda | Final | Endgame storyline boss |
Badges
Forty-nine public Roblox badges track survival days, bonfire levels, harpoon grabs, and economy milestones.
49 public Roblox badges track survival milestones without replacing in-game quest text. Day badges (Just Getting Started, Survive 5/10/20/30 Days, Survive 50 Days, Rescued at Day 100) anchor progression guides. Activity badges include Hooked! (first harpoon grab), We Cookin (first chowder), and Mr Money Bags (1000 Doubloons spent in one run).
Bonfire level badges (Bonfire 1, Bonfire 2) tie to raft upgrade tracks. Use badges as checkpoints on the progress tracker — local checklist only, not synced to Roblox.
| Badge | Anchor | Description | Rarity |
|---|---|---|---|
| Just Getting Started | Day 1 | Survive Day 1 out at sea | Common |
| Survive 5 Days | Day 5 | Reach day 5 | Common |
| Survive 10 Days | Day 10 | Reach day 10 | Uncommon |
| Survive 20 Days | Day 20 | Reach day 20 | Uncommon |
| Survive 30 Days | Day 30 | Reach day 30 | Uncommon |
| Survive 50 Days | Day 50 | Long-run survival milestone | Rare |
| Rescued | Day 100 | Complete the 100-day arc | Rare |
| Bonfire 1 | Progress | Reach bonfire level 1 | Common |
| Bonfire 2 | Progress | Reach bonfire level 2 | Common |
| Hooked! | Gathering | Grab an object with your harpoon | Common |
| We Cookin | Crafting | Cook first chowder in cooking pot | Uncommon |
| Mr Money Bags | Economy | Spend 1000 Doubloons in one run | Rare |
Weapons
Weapons come from island chests and boss drops — tier context on the tier list page.
Weapons spawn from island chests, boss drops, and merchant buys — not from class unlocks alone. Gun routes need Desert gunpowder; magic routes need Volcano obsidian and Fire Mage staff synergy. Night defense favors Crossbow range over harpoon melee.
Full DPS tiers live on the tier list. Cross-check class starter weapons (Revolver, Rifle, Staff) before assuming a chest weapon beats your class kit.
| Tier | Weapon | Type | Notes |
|---|---|---|---|
| S+ | Magma Staff | Magic | Fire Mage Volcano burst |
| S | Holy Sword | Melee | Late boss burst |
| S | Assault Rifle | Gun | Soldier / ranged meta |
| A | Crossbow | Ranged | Night ghost pirate safety |
| A | Revolver | Gun | Cowboy mid-game |
| A | Machete | Melee | Swordsman island clear |
| B | Iron Sword | Melee | Shipwreck baseline |
| B | Flintlock | Gun | Early ammo dependent |
| C | Harpoon | Tool | Gathering — not DPS |
Companions
Companion chests and Zookeeper class expand tame slots and passive buffs.
Companion Chests from codes (STRANDEDDEVS) and island loot roll tame slots and passive buffs. Zookeeper adds an extra tame slot; Ancient Squid ties into squid-leg economy. Angler Fish and dog companions appear frequently in community tier discussions for food and quest synergy.
Companions are RNG — open chests with free inventory space and read companion notes on the wiki companions table before discarding duplicates.
| Companion | Role | Notes |
|---|---|---|
| Angler Fish | Economy | Fishing and food boost |
| Dog | Quest | Daily quest synergy |
| Parrot | Scout | Wide-seed navigation help |
| Crab | Defense | Marginal raft edge helper |
| Zookeeper pets | Utility | Extra tame slot with class |
| Companion Chest RNG | Unlock | Codes and island chests |
Currencies
Pearls persist across runs; Coins and Doubloons fund a single 100-day attempt.
Pearls unlock permanent classes and meta upgrades — earn them from boss chests, events, daily quests, and active codes. Coins and Doubloons fund single-run purchases: merchant goo, medkits, luxury rig parts, and the Mr Money Bags badge track.
Merchant and Millionaire classes accelerate Doubloon income; Treasure Hunter boosts chest cash modifiers. Sea traders arrive on event timers — route around them using the sea merchant guide.
| Currency | Scope | Use |
|---|---|---|
| Pearls | Meta | Permanent class unlocks in lobby |
| Coins | Run | General purchases and trades |
| Doubloons | Economy | Merchants, badges, luxury rigs |
Crafting stations
Crafting stations follow Grinder → Cooking Pot → radar/traps → shelter walls.
Crafting flows through the lobby Grinder, raft Workbench, and structure menu. Priority order matches survival pressure: Cooking Pot before cosmetic stations, Map Radar and crab traps before luxury rigs, container shelter and makeshift walls before Volcano trips.
Detailed recipes for container shelter and makeshift building live in dedicated guides — this wiki lists station roles only. Iron and rope demands spike at Shipwreck; stock Old Sack overflow before long island hauls.
- Grinder — lobby tutorial and scrap recycling
- Cooking Pot — hunger and We Cookin badge
- Crab traps — passive food while crafting defenses
- Container shelter — mid-game enclosed storage room
| Tier | Station | Role |
|---|---|---|
| S | Grinder | Lobby tutorial scrap processing |
| S | Cooking Pot | Hunger — We Cookin badge |
| A | Map Radar | Biome navigation |
| A | Crab traps | Passive food |
| A | Workbench | Recipe hub on raft |
| B | Container shelter | Enclosed mid-game storage |
| B | Makeshift walls | Cheap night defense |
| C | Sun dial | Cosmetic time display |
100 Days At Sea Wiki FAQ
How many classes are in 100 Days At Sea? 23 reported class rows — confirm the live lobby list after updates.
How many islands are in 100 Days At Sea? Eight core biomes plus raid islands and mobile events like Cargo Ship.
What bosses are in 100 Days At Sea? Island bosses, Lord of Lava, Kraken, Ghost Pirate Stronghold, Cargo Ship, Snorflord, and Bermuda Entity — see the bosses table.
Where is the official game? Roblox experience page — not affiliated with this fan wiki.
Best pairings for this wiki
Matched by build plan, shared topics, and guide progression — not random related links.
Class, weapon, boss, and companion priority rankings for June 2026 meta.
Rankings turn class notes into a spend priority list
Schematic island order, boss markers, and survivor locations while sailing.
Shares island · boss with what you just read
Check off days, bosses, and badges — saved in your browser only.
Track optional milestones without tabbing away mid-run