Bloxodes

All 33 Weapons in 99 Nights in the Forest: Which Ones Are Worth Using?

Updated on (about 1 month ago)

Weapons decide how safely a 99 Nights in the Forest run handles wolves, cultists, rescue routes, raids, and boss-style fights. The weapon list tracks 33 source-backed combat rows with 33 local item images: 12 melee weapons, 10 ranged weapons, 6 throwables or limited-use weapons, 1 special combat item, 1 defensive combat gear row, and 3 unavailable or admin-only weapons kept separate for old-guide clarity.

Compare each row by source, combat role, ammo or use limit, effect, availability, and class restriction before chasing it. Some rows have exact source-listed stats, while others use Not listed when the checked source pages do not give a reliable value. That keeps weak or missing damage, reload, ammo, and reduction claims out of normal weapon planning.

How to use this collection

The Category field names the weapon's job: melee, ranged, throwable, special combat, defensive combat gear, or unavailable/admin-only. Source, Availability, and Class restriction show whether the weapon is something you can realistically chase in a normal run.

Damage and Rate/reload only show exact values when a source page lists them clearly. Not listed means the value was not reliable enough to turn into a number. Ammo/uses covers bullets, shells, Alien Tech Energy, fuel, cooldowns, finite stacks, or held defensive use. Best for is a short role note based on the listed stats, effects, source, and limitations.

View

category

Melee weapons

12 items

Melee weapons save ammo and usually work best when you can kite or circle enemies without taking too many hits. Compare swing rate, damage, effect, and source before replacing a reliable early weapon.

Spear

Longer melee reach than basic tools

Category
Melee weapons
Location
-
Status
Available
damage
  • 25
  • 32.5 with Brawler
  • 40 with fully boosted Berserker
ammo / uses
No ammo
rate / reload
0.5 second swing rate
source
Common Chest, Good Chest, Iron Chest, Pelt Trader second trade

Morningstar

High melee hit damage

Category
Melee weapons
Location
-
Status
Available
damage
  • 70
  • 91 with Brawler
  • 112 with fully boosted Berserker
ammo / uses
No ammo
rate / reload
1 second swing rate
source
Gold Chest

Katana

Faster Spear-style class melee

Category
Melee weapons
Location
-
Availability
Class-only
damage
  • 25
  • 32.5 with Brawler
  • 40 with fully boosted Berserker
ammo / uses
No ammo
rate / reload
0.45 second swing rate
source
Assassin Class

Laser Sword

Full-charge AoE hit; weak damage while overheated

Category
Melee weapons
Location
Broken UFOs, Mothership UFOs
Status
Available
damage
  • 25
  • 30 at full charge
  • 2 during Alien Tech overheat
  • 32.5 with Brawler
  • 39 with Berserker full charge
ammo / uses
Uses Alien Tech Energy
rate / reload
0.5 second swing rate; Alien Tech recharge
source
Alien Chest, Broken UFOs, Mothership UFOs

Ice Sword

Frost effect slows enemies

Category
Melee weapons
Location
Polar Bear Cave, Ice Temple
Status
Available
damage
  • 35
  • 45.5 with Brawler
  • 56 with fully boosted Berserker
ammo / uses
No ammo
rate / reload
0.5 second swing rate
source
Ice Chest

Trident

High-damage fishing weapon

Category
Melee weapons
Location
Lakes, Bone Pond
Status
Available
damage
  • 37.5
  • 48.75 with Brawler
  • 61.8 with fully boosted Berserker
ammo / uses
No ammo
rate / reload
0.6 second swing rate
source
Fishing; gold presents from the 2025 Christmas event

Poison Claws

Poison effect on hit; short range

Category
Melee weapons
Location
Mother Temple bottom floor, Jungle Biome
Status
Available
damage
30
ammo / uses
No ammo
rate / reload
0.2 second swing rate
source
Jungle Chest

Poison Spear

Poison effect on hit

Category
Melee weapons
Location
Frog Pond
Status
Available
damage
  • 25
  • 32.5 with Brawler
  • 40 with fully boosted Berserker
ammo / uses
No ammo
rate / reload
0.5 second swing rate
source
Frog Chest; Frog Pond dock; gold presents

Infernal Sword

Burning effect; cooks meat drops when it gets the kill

Category
Melee weapons
Location
Volcanic Biome, Volcano
Status
Available
damage
40 plus 10 burn damage per second
ammo / uses
No ammo
rate / reload
0.5 second swing rate
source
Red-spiked chest, Cultist King drop, Volcano sacrifice reward

Obsidiron Hammer

Hit meter triggers an explosion when full

Category
Melee weapons
Location
-
Status
Available
damage
70; 91 with Brawler; 112 with fully boosted Berserker; about 60 explosion damage when charged
ammo / uses
No ammo
rate / reload
0.9 second swing rate
source
Obsidiron Chest; event/reward routes noted by source

Scythe

Life-steal style health regeneration after enough hits

Category
Melee weapons
Location
The Hedge Maze
Status
Available
damage
  • 60
  • 78 with Brawler
ammo / uses
No ammo
rate / reload
0.7 second swing rate
source
Vampire Chest; Thanksgiving Table

Vampire Scythe

Blood meter shared with Vampire Cloak; heals when filled

Category
Melee weapons
Location
-
Availability
Class-only
damage
45
ammo / uses
No ammo
rate / reload
0.7 second swing rate
source
Vampire Class

category

Ranged weapons

10 items

Ranged weapons make dangerous enemies safer to handle, but each one has a limit. Normal guns need ammo, alien weapons use Alien Tech Energy, Flamethrower burns fuel, and some class weapons only exist with the right class.

Revolver

Single-target ranged damage

Category
Ranged weapons
Location
Gunsmith Shed
Status
Available
damage
  • 25
  • 37.5 headshot
ammo / uses
Revolver Ammo; 6-shot cylinder
rate / reload
  • 2 second fire rate
  • 5 second reload
source
Armory, Good Chest, Iron Chest, Pelt Trader second trade, Ranger Class

Rifle

High single-shot ranged damage

Category
Ranged weapons
Location
Gunsmith Shed
Status
Available
damage
  • 60
  • 90 headshot
ammo / uses
Rifle Ammo; 1 shot per reload
rate / reload
5 second reload
source
Gunsmith Shed, Iron Chest, Legendary Chest, Pelt Trader third trade

Tactical Shotgun

Pellet spread burst damage

Category
Ranged weapons
Location
Workshop
Status
Available
damage
  • 8 pellets per shot
  • 10 per pellet
  • 20 per pellet on headshot
  • 80 or 160 potential per shot
  • 256 with max Berserker
ammo / uses
Shotgun Ammo; 3-shot magazine; starts with 43 shells when first picked up
rate / reload
  • 2 second fire rate
  • 5 second reload
source
Ruby Chest; chance as a Workshop crafting recipe

Air Rifle

Very low damage; shooting-gallery utility

Category
Ranged weapons
Location
Carnival
Status
Event/minigame route
damage
1
ammo / uses
Infinite ammo; 8 bullets per shot
rate / reload
Not listed
source
Third Carnival Game / Shooting Gallery minigame

Raygun

Hitscan alien weapon; overheats at zero Alien Tech Energy

Category
Ranged weapons
Location
Broken UFOs, Mothership UFOs
Status
Available
damage
  • 10
  • 15 headshot
ammo / uses
Alien Tech Energy; about 13 shots before overheat at maximum fire rate
rate / reload
Alien Tech Energy recharge; full overheat recharge about 9.5 seconds
source
Broken UFOs, Mothership UFOs, Alien Chest, Alien Class

Laser Cannon

AoE ranged blast; does not get headshot damage

Category
Ranged weapons
Location
Broken UFOs, Mothership UFOs
Status
Available
damage
  • 70
  • 87.5 with Level 2 Cyborg Class
ammo / uses
Alien Tech Energy; infinite ammo but heavy charge use
rate / reload
7-8 second recharge/reload
source
Broken UFOs, Mothership UFOs, Alien Chest, Cyborg Class, some event reward routes

Flamethrower

Burning effect; cooks meat drops when it gets the kill

Category
Ranged weapons
Location
-
Availability
Class-only
damage
  • 8.18 per tick
  • 163.6 DPS listed
ammo / uses
Fuel Canisters and Oil Barrels; 150 capacity
rate / reload
0.05 second fire rate; no normal reload listed
source
Pyromaniac Class

Blowpipe

Poison effect on hit

Category
Ranged weapons
Location
Frog Pond, Jungle Biome
Status
Available
damage
Not listed
ammo / uses
Unlimited reserve ammo; 3-shot magazine
rate / reload
Slow reload; exact time not listed
source
Frog Chest, fishing at Frog Pond, Poison Master Class, Vine Chest

Crossbow

Ballistic arc projectile

Category
Ranged weapons
Location
Volcanic Biome
Status
Available
damage
~30-40
ammo / uses
Infinite reserve ammo; 1 shot loaded
rate / reload
Fire rate 1; about 3 second reload
source
Hot Chest

Infernal Crossbow

Burning effect; cooks meat drops when it gets the kill

Category
Ranged weapons
Location
Volcanic Biome, Volcano
Status
Available
damage
55 plus 10 burn damage per second
ammo / uses
Infinite ammo; 1 shot before reload
rate / reload
Slightly faster reload than Crossbow; exact time not listed
source
Red-spiked chest, Cultist King drop, Volcano sacrifice reward, Fire Bandit Class

category

Throwables and limited-use weapons

6 items

Throwables are judged by effect, stack size, cooldown, and whether the item disappears or needs restocking. They are often better for slowing, poisoning, burning, or opening a fight than for everyday damage.

Snowball

Frost effect slows enemies

Category
Throwables and limited-use weapons
Location
Snow Biome, medium snow cabins, large snow cabins, North Pole biome during Christmas event
Status
Available
damage
Low damage; exact value not listed
ammo / uses
40-infinite listed by source; some Christmas shovel snowballs had 5 uses
rate / reload
Throwable; reload not listed
source
Snow Chest; Gambler Class rare occasions

Frozen Shuriken

Frost effect slows enemies

Category
Throwables and limited-use weapons
Location
Ice Temple, Polar Bear Cave
Status
Available
damage
Lower than Kunai; exact value not listed
ammo / uses
70-infinite listed by source
rate / reload
Throwable; reload not listed
source
Ice Chest

Kunai

Non-reloading thrown ranged weapon

Category
Throwables and limited-use weapons
Location
-
Status
Available
damage
35
ammo / uses
100 capacity; 120 with Assassin Class; disappears from inventory when out of ammo
rate / reload
Fire rate around Raygun; no reload
source
Ruby Chest; Assassin Class; Assassin chest spawn chance

Wildfire

Fire puddles apply burning effect

Category
Throwables and limited-use weapons
Location
Volcanic Biome
Status
Available
damage
Tick damage from fire puddles; exact value not listed
ammo / uses
One-time-use throwable; stacks in one slot
rate / reload
Throwable; one use per Wildfire
source
Hot Chest, Cultist King, Fire Bandit Class

Witch Potion

Damage, knockback, burning, poison, and teammate healing at Witch level 2

Category
Throwables and limited-use weapons
Location
-
Availability
Class-only
damage
TBA / not listed
ammo / uses
Infinite uses; 6 second cooldown per throw
rate / reload
6 second cooldown
source
Witch Class

Bouncing Blade

Bounces from first target to nearby target; builds life-steal energy

Category
Throwables and limited-use weapons
Location
-
Status
Available
damage
Not listed
ammo / uses
Limited; exact stack/use count not listed
rate / reload
Throwable; exact cooldown not listed
source
Vampire Chest

category

Special combat items

1 items

Special combat items affect fights without behaving like a normal damage weapon. Cultist Staff belongs here because it is class-only and uses souls to summon cultists instead of listing direct damage.

Cultist Staff

Summons cultists from defeated cultists using souls

Category
Special combat items
Location
-
Availability
Class-only
damage
Not listed
ammo / uses
  • 3 souls to summon a normal dead cultist
  • 10 souls for Cultist King
rate / reload
Not listed
source
Necromancer Class

category

Defensive combat gear

1 items

Defensive combat gear is included only when the item directly changes combat decisions. Riot Shield reduces damage while held and blocks arrows, but it also stops normal attacking while equipped.

Riot Shield

Reduces damage when held; blocks arrows

Category
Defensive combat gear
Location
Tool Workshop
Status
Available
damage
No attack damage
ammo / uses
Held defensive item
rate / reload
No reload
source
Ruby Chest, Tool Workshop

category

Unavailable and admin-only weapons

3 items

These rows are kept for stale-guide clarity. Do not plan a normal run around Admin Gun, Friendly Gun, or Cultist King Mace.

Admin Gun

Very fast admin-only gun

Category
Unavailable and admin-only weapons
Location
-
Status
Admin-only / unavailable
damage
75
ammo / uses
Infinite ammo listed
rate / reload
  • 0.01 fire rate
  • 0.01 reload time
source
Admin / Update Party only

Friendly Gun

Unavailable gun with Raygun model; source says it can kill teammates

Category
Unavailable and admin-only weapons
Location
-
Status
Not available
damage
Not listed
ammo / uses
Not listed
rate / reload
Very fast fire rate and no recharge time per Items table; exact values not listed
source
Update Party only

Cultist King Mace

Admin-only melee mace

Category
Unavailable and admin-only weapons
Location
Cultist King Palace reference
Status
Admin-only / unobtainable
damage
Not listed
ammo / uses
No ammo
rate / reload
Not listed
source
Admin-only

Where weapons come from

Most normal-run weapons come from chests, structures, biome routes, class starters, or NPC-style trades. Common and Good Chests cover early upgrades such as Spear and Revolver. Ruby, Gold, Ice, Alien, Hot, Infernal, Vampire, and Obsidiron Chests push into stronger or more specialized gear. A few weapons come from specific systems instead: Trident is tied to fishing, Raygun and Laser Cannon use alien routes, and Flamethrower, Katana, Witch Potion, Cultist Staff, and Vampire Scythe belong to specific classes.

Source routeWhat it usually means
Chest or structureThe weapon can appear through looting, so replacement depends on finding the right chest or area again.
Class-onlyThe weapon is part of a class plan, not a normal loot target. Check the class before planning around it.
Biome or boss routeThe weapon usually belongs to a deeper route such as Snow, Jungle, Volcanic, Alien, Vampire, or Cultist King content.
Event or minigame routeTreat the row as context unless that route is available in your run. Air Rifle is here for Carnival context, not normal progression.
Admin-only or unavailableThese rows explain stale references and should not shape a normal run.

Which weapon role fits the fight

Start with the fight you are preparing for. Melee weapons save ammo and work well when you can kite enemies, but they put you close to the hitbox. Ranged weapons are safer for cultists, animals, and bosses, but normal guns depend on ammo, alien weapons depend on Alien Tech Energy, and Flamethrower depends on fuel. Throwables and limited-use weapons are best judged by their effect and stack or cooldown rules rather than by raw damage alone.

Effects can matter as much as a listed number. Ice Sword, Snowball, and Frozen Shuriken slow enemies. Poison Spear, Poison Claws, Blowpipe, and Witch Potion add poison pressure. Infernal Sword, Infernal Crossbow, Flamethrower, and Wildfire apply burning, and some fire weapons can cook meat drops when they get the kill. Riot Shield does not kill enemies, but it belongs here as defensive combat gear because it reduces held damage and blocks arrows.

What ammo and admin rows mean

Save scarce ammo and slow-recharge weapons for fights where distance changes the outcome: cultist rooms, rescue routes, bears, boss fights, and crowded biome structures. Use melee weapons, Alien Tech Energy weapons, or renewable class tools when a threat is safe enough to handle without spending bullets or shells.

Do not treat unavailable rows as goals. Admin Gun, Friendly Gun, and Cultist King Mace stay in their own section because players may see them in old guides, category lists, or rumors. They are not normal progression weapons. Axes, Chainsaw, rods, flutes, sacks, flashlights, ammunition, crafting stations, and normal armor are also left out because their main job is utility, crafting, storage, gathering, or protection rather than weapon comparison.

FAQ

Q.

How many weapons are listed for 99 Nights in the Forest?

The approved weapon list has 33 rows: 12 melee weapons, 10 ranged weapons, 6 throwables or limited-use weapons, 1 special combat item, 1 defensive combat gear row, and 3 unavailable or admin-only weapons.

Q.

Why do some weapon stats say Not listed?

Not listed means the checked source pages did not give a reliable exact value for that stat. The row can still be useful for source, effect, role, and availability, but the missing number should not be guessed.

Q.

Are axes or Chainsaw included as weapons?

No. Even though some source categories tag axes as weapons, Old Axe, Good Axe, Ice Axe, Strong Axe, Chainsaw, and Admin Axe are treated as utility tools because their main job is woodcutting and tool progression.

Q.

Is Air Rifle a normal weapon progression target?

No. Air Rifle is kept as event and minigame context for the Carnival shooting route. It deals very low damage and should not be treated like a normal combat upgrade.

Q.

Why are admin weapons listed at all?

Admin Gun, Friendly Gun, and Cultist King Mace are listed only so old references and false drop rumors make sense. They stay separate from normal obtainable weapons.

Q.

When should I save ranged ammo?

Save bullets, shells, and slow-recharge ranged weapons for fights where distance matters: cultist groups, rescue routes, bears, boss-style enemies, and crowded biome structures. Safer enemies can usually be handled with melee, reusable class tools, or Alien Tech Energy weapons.

Comments
0 total

Checking your account...

0/1000
No comments yet. Be the first to share a tip.

Check out other catalogs from 99 Nights in the Forest

View all