99 Nights in the Forest Weapons: Full List & What Each Is For
Weapons in 99 Nights in the Forest come from class loadouts, exploration, traders, and limited crafting. This list covers what each weapon does, where it fits in a run, and how to get it — with a practical tier view for new players.
In 99 Nights in the Forest, combat is mostly about rescue runs and pack defense, not killing the night monsters — the five unkillable entities can't be damaged by any weapon. So the right question isn't "highest DPS", it's "which weapon fits this run stage". Here's the practical list.
Weapons List
| Weapon | Type | How to get | Best for |
|---|---|---|---|
| Good Axe | Melee | Lumberjack starting loadout | Wood chopping + early self-defense |
| Katana | Melee | Assassin starting loadout | Fast, high melee damage |
| Spear | Melee/ranged hybrid | Exploration & traders | Early rescues; pairs with the Revolver |
| Revolver | Ranged | Ranger starting loadout | Solo combat, early cave clearing |
| Rifle | Ranged | Exploration & later traders | High-power rescue support |
| Tactical Shotgun | Ranged | Late-game / high-level trader stock | Tanky guards (Bear, late caves) |
| Throwing Knives | Ranged (consumable) | Assassin starting loadout (120) | Kiting and burst damage |
| Hammer | Tool/melee | Crafting / traders | Building tasks; weak combat fallback |
| Flashlight | Utility (not damage) | Exploration | Briefly stuns The Deer — your escape tool |
Weapon Tier View (New-Player Practical)
The game doesn't publish damage numbers, so this is a practical tier view, not a stats table:
- Early run: Good Axe (Lumberjack) or Revolver (Ranger) carry you. A Spear covers melee and throw range.
- Mid run: Rifle joins the loadout for rescue support — better range than the Revolver against cave guards.
- Late run: Tactical Shotgun for the tanky guards on later Missing Children rescues (e.g. Koala Kid); Katana if you run Assassin.
- Always: keep a Flashlight — it's the only thing that stops The Deer long enough to escape. No weapon can.
How to Get Weapons
- Class loadouts: Good Axe (Lumberjack), Revolver (Ranger), Katana + Throwing Knives (Assassin), Medic/Cook gear (Medic/Cook).
- Exploration: watchtowers, buildings, and chests around the map — the reliable mid-run source.
- Traders: the Pelt Trader trades animal pelts for unique items (a Bunny Foot unlocks better tools). The Tool Trader sells gear as your campfire level rises.
- Limited crafting: a small set of gear can be crafted at the upgraded workbench (scrap-based).
About Damage Numbers
We don't publish exact damage numbers — the game doesn't provide them officially, and community-reported values change with balance updates. What matters in practice: melee for close packs, ranged for rescues, and a Flashlight for The Deer. If you see a site promising "exact damage values", treat it as unverified.
Weapons FAQ
What is the best weapon in 99 Nights in the Forest?
There's no single best weapon — it depends on run stage. Early: Good Axe or Revolver. Mid: Rifle. Late: Tactical Shotgun or Katana. The Flashlight is the most important "weapon" of all because it stuns The Deer.
Can you kill The Deer with weapons?
No. The five night monsters (Deer, Ram, Owl, Bat, Cat) can't be damaged by any weapon. Flashlight stuns The Deer briefly; campfire light is your real protection. See the entity list.
How do I get the Hammer in 99 Nights?
The Hammer is a tool found through crafting and traders rather than a combat class loadout. Its main role is building tasks — treat it as utility, not your primary weapon.
Does the Flute upgrade exist in 99 Nights?
There are community mentions of a Flute item tied to a side quest, but we haven't verified an upgrade path from an official source — treat specifics as unconfirmed until we can check the current build.