Weapons help you handle wolves, cultists, rescue routes, raids and larger fights in 99 Nights in the Forest. Melee, ranged and limited-use weapons have different combat roles, ammo needs and class restrictions. Removed and admin-only weapons are separate from the gear you can pursue in a normal run.
category
Melee weapons
Melee weapons save ammo and usually work best when you can kite or circle enemies without taking too many hits. Compare swing rate, damage and effect 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 and event reward routes
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
Happy's Scythe
Has levels. It turns purple at Level 2 and gains a dark-energy effect at Level 3.
- Category
- Melee weapons
- Location
- On the ground next to Happy The Halloween Guy
- Status
- Event-only (Helping Happy, Oct 3-10, 2026)
- damage
- -
- ammo / uses
- No ammo
- rate / reload
- -
- source
- Helping Happy event quest
category
Ranged weapons
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, or a random Workshop 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
- -
- 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, Helping Happy rescue reward choice
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
- -
- ammo / uses
- Unlimited reserve ammo; 3-shot magazine
- rate / reload
- Slow reload
- 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
- source
- Red-spiked chest, Cultist King drop, Volcano sacrifice reward, Fire Bandit Class
Ice Bow
Fires three icicles at once and slows the enemies it hits.
- Category
- Ranged weapons
- Location
- Owl's Nest, Snow Biome
- Status
- Available
- damage
- -
- ammo / uses
- Infinite reserve ammo
- rate / reload
- -
- source
- Owl's Nest third turn-in reward
category
Throwables and limited-use weapons
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
- ammo / uses
- 40 to infinite; some Christmas shovel snowballs had 5 uses
- rate / reload
- Throwable
- 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
- ammo / uses
- 70 to infinite
- rate / reload
- Throwable
- 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
- 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
- -
- 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
- -
- ammo / uses
- Limited uses
- rate / reload
- Throwable
- source
- Vampire Chest, Helping Happy rescue reward choice
category
Special combat 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
- -
- ammo / uses
- 3 souls to summon a normal dead cultist
- 10 souls for Cultist King
- rate / reload
- -
- source
- Necromancer Class
category
Defensive combat gear
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
Admin Gun
Very fast admin-only gun
- Category
- Unavailable and admin-only weapons
- Location
- -
- Status
- Admin-only / unavailable
- damage
- 75
- ammo / uses
- Infinite ammo
- rate / reload
- 0.01 fire rate
- 0.01 reload time
- source
- Admin / Update Party only
Friendly Gun
Unavailable gun with a Raygun model. It can kill teammates.
- Category
- Unavailable and admin-only weapons
- Location
- -
- Status
- Not available
- damage
- -
- ammo / uses
- -
- rate / reload
- Very fast fire rate, with no recharge time
- source
- Update Party only
Cultist King Mace
Admin-only melee mace
- Category
- Unavailable and admin-only weapons
- Location
- -
- Status
- Admin-only / unobtainable
- damage
- -
- ammo / uses
- No ammo
- rate / reload
- -
- 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.
| Where it comes from | What it usually means |
|---|---|
| Chest or structure | The weapon can appear through looting, so replacement depends on finding the right chest or area again. |
| Class-only | The weapon is part of a class plan, not a normal loot target. Check the class before planning around it. |
| Biome or boss route | The weapon usually belongs to a deeper route such as Snow, Jungle, Volcanic, Alien, Vampire, or Cultist King content. |
| Event or minigame route | Treat 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 unavailable | These rows are for reference and shouldn't 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 are listed so you can spot them. They aren't 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
How many weapons are listed for 99 Nights in the Forest?
The weapon list has 35 rows: 13 melee weapons, 11 ranged weapons, 6 throwables or limited-use weapons, 1 special combat item, 1 defensive combat gear row, and 3 unavailable or admin-only weapons.
Why are some weapon stats blank?
Some weapons don't have a reliable exact value for that stat. Their effect, role and availability still tell you what each weapon does.
Are axes or Chainsaw included as weapons?
No. Axes and the Chainsaw are chopping tools, so they're on the tools list. The weapons list covers combat gear only.
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.
Why are admin weapons listed at all?
Admin Gun, Friendly Gun and Cultist King Mace are listed so you can spot them. They stay separate from normal obtainable weapons.
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.









