Comprehensive Tier List of All 99 Nights in the Forest Classes for New Players, Team Collaborators, and Solo Adventurers
Gems can be elusive, but a tier list for classes in 99 Nights in the Forest can help you avoid making poor choices while exploring the class shop. After surviving over 1,000 days battling Deer, Crossbow Cultists, and various event creatures, I’ve gathered some insights on which classes shine and for whom.
Whether you’re seeking the top single-player classes or need tips for group survival, this tier list covers all scenarios in 99 Nights in the Forest.
As of December 15, 2025, a Christmas event is live, introducing a limited-time class. I’ve added the Santa’s Helper class to the bottom of the list, complete with details on its perks.
Before you commit to a class, think about your playstyle and objectives. Some classes excel in multiplayer but can be a letdown for solo survival. Plus, with a limited number of 99 Nights in the Forest codes, you’ll want to consider the value of your choices, especially since spending Robux can add up quickly.
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Big Game Hunter, Cyborg, Necromancer, Vampire |
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Assassin, Beastmaster, Brawler, Chef, Explorer, Fire Bandit, Gambler, Lumberjack |
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Alien, Berserker, Blacksmith, Brute, Poison Master, Pyromaniac, Witch |
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Base Defender, Cook, Farmer, Fisherman, Medic, Ranger, Scavenger, Undead |
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Camper, Decorator, Support, Hunter, Zookeeper |
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Santa’s Helper, Trick or Treater |
I kicked things off as a Scavenger for just 25 diamonds, enjoying the extra sack space. However, you might find faster progression with the Lumberjack (70 diamonds), Explorer (80 diamonds), or Alien (100 diamonds). All four classes are versatile for solo or group play, but I see Scavenger as a stepping stone to one of the others.
The Lumberjack’s Good Axe and log drop buff make it a strong pick for the early game, and its second perk boosts sapling drops for your base. It’s a solid long-term investment, while more aggressive players might lean towards the Alien—though I found its kit lacking compared to my ultimate goal of reaching Cyborg.
Cyborg remains the top choice in 99 Nights in the Forest for any situation, providing a consistent experience from start to finish. I’d recommend it as a first pick, but Big Game Hunter is also great for extended runs due to its permanent buffs. I’m starting to see Necromancer as a strong late-game contender.
Early on, Necromancer can be tough, but it gains momentum after summoning a few cultists. Its undead army can take damage and die (again), but you can resurrect them using souls from invasions. The Cyborg is fantastic since you won’t have to worry about ammo, but if you can resurrect a Cultist King, it can eliminate most enemies before they even get a chance to attack.
While a team of five Cyborgs sounds appealing, resource management becomes increasingly challenging. I find that including a couple of support classes like Lumberjack, Chef, Blacksmith, or Base Defender is the most beneficial.
The best class choices depend on your team’s makeup—having two Blacksmiths can render each other’s perks ineffective—but adding a few resource buffs ensures your group can handle the late game. Just remember that difficulty scales with team size, so don’t set up a five-player lobby if you only have three.
⚒️ Starts with a Rifle, (12) Ammo. Effective in both solo and multiplayer, it becomes a late-game powerhouse after acquiring its third perk and stacking permanent buffs. Ideal for achieving higher day counts.
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Perk |
Description |
Requirements |
|---|---|---|
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Level 1 |
Consumes animal pelts to gain permanent bonuses |
Row 0 – Cell 2 |
|
Level 2 |
Higher pelt drop rate |
(70) Kill wolves |
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Level 3 |
Consume infinite amount of mammoth tusks to permanently gain health |
(150) Kill wolves |
⚒️ Starts with a Laser Canon and Alien Armor. Great for solo and co-op play, especially for aggressive playstyles. Strong in the early to mid-game, but requires careful maneuvering against tougher enemies in the late game. Watch out for overheating and increased damage taken.
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Perk |
Description |
Requirements |
|---|---|---|
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Level 1 |
Excellent visibility at night, |
Row 0 – Cell 2 |
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Level 2 |
Alien tech deals increased damage |
(50) Damage multiple targets with one shot |
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Level 3 |
Kills restore some alien tech |
(100) Damage multiple targets with one shot |
⚒️ Starts with a Cultist Staff. Suitable for solo and co-op runs aiming for longevity in the late game. It may not shine until you can resurrect Cultist Kings, but it’s worth the grind if you can survive long enough. More situational, especially in the volcano biome.
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Perk |
Description |
Requirements |
|---|---|---|
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Level 1 |
Collects souls to resurrect cultists |
Row 0 – Cell 2 |
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Level 2 |
Resurrected cultists deal more damage |
(5,000) Deal damage with pets/summons |
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Level 3 |
Every cultist improves night vision |
(5,000) Deal damage with pets/summons |
⚒️ Starts with a Vampire Scythe, Vampire Cloak. Good for solo and co-op play, but challenging for those not comfortable with melee combat. The lifesteal from the level 3 perk is beneficial, but it doesn’t mean you can rush into large mobs without kiting.
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Perk |
Description |
Requirements |
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Level 1 |
Gains lifesteal energy when attacking with any melee weapon, Runs faster at night |
Row 1 – Cell 2 |
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Level 2 |
Better vision at night |
(450) Healing from lifesteal |
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Level 3 |
Increased healing from lifesteal |
(1,000) Healing from lifesteal |
⚒️ Starts with a Katana, (120) Throwing Knives. Effective for solo and co-op, it’s a competitive alternative to Cyborg but has limited ammo. Great for speedruns and diamond farming, though bad RNG can complicate late-game survival with fewer Throwing Knives and lower HP.
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Perk |
Description |
Requirements |
|---|---|---|
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Level 1 |
+10% sprint speed, -15% HP +5% chance Throwing Knives spawn in chests |
Row 0 – Cell 2 |
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Level 2 |
First hit has a chance to strike critically |
(100) Kills with no damage taken (2,500) Studs travelled |
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Level 3 |
+10% chance Throwing Knives spawn in chests |
(250) Kills with no damage taken (10,000) Studs travelled |
⚒️ Starts with a Good Taming Flute. Good for solo and co-op play, it’s a competitive alternative to Necromancer that can ramp up quickly but may lack damage potential later. Enhances the Hunter class’s utility in multiplayer.
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Perk |
Description |
Requirements |
|---|---|---|
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Level 1 |
Summons wolves with 3 steak Can have up to 5 pets |
Row 0 – Cell 2 |
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Level 2 |
Tamed wolves run faster while attacking |
(5,000) Deal damage with pets/summons |
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Level 3 |
First wolf summoned is an alpha wolf |
(15,000) Deal damage with pets/summons |
⚒️ Starts with Leather Armor. Effective for solo or group runs, it becomes a late-game powerhouse with a solid melee weapon like the Morningstar or Cultist King Mace. Its full potential can be hard to realize with greedy teammates, but even weaker melee weapons yield good returns.
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Perk |
Description |
Requirements |
|---|---|---|
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Level 1 |
+40% HP, +30% damage with melee weapons |
Row 0 – Cell 2 |
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Level 2 |
+10% health regeneration / Regen sooner after taking damage |
(200) Receive melee attacks |
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Level 3 |
+5% chance to block incoming damage |
(5,000) Regenerate HP |
⚒️ Starts with a Chef’s Station Blueprint, Recipe Book. Essential for co-op games and one of the top support classes for larger groups. Its recipe buffs can grant the team extra health, speed, and vision. A fantastic investment at 150 diamonds.
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Perk |
Description |
Requirements |
|---|---|---|
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Level 1 |
Cook new recipes that give players huge bonuses |
Row 0 – Cell 2 |
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Level 2 |
Unlocks a new recipe |
(200) Cook meals on a campfire |
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Level 3 |
Unlocks a new recipe |
(400) Cook meals on a campfire |
⚒️ Starts with Compass, Map. Excellent for solo runs, and teams will appreciate the Explorer’s head start with the compass and map. The speed boost makes it one of the fastest classes in 99 Nights, offering incredible value for its low diamond cost.
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Perk |
Description |
Requirements |
|---|---|---|
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Level 1 |
Gain speed boost after clearing fog, larger map view radius, +2 sack space |
Row 0 – Cell 2 |
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Level 2 |
Hunger drain reduced the more time away from fire |
(80) Open chests |
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Level 3 |
See nearby chests through walls, open chests faster |
(200) Open chests |
⚒️ Starts with an Infernal Crossbow, Wildfire. Good for solo and co-op play, especially when paired with Cyborg for AoE damage against Cultist Stronghold mobs. It easily outperforms the pricier Pyromaniac class at less than half the diamond cost.
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Perk |
Description |
Requirements |
|---|---|---|
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Level 1 |
Starts with Infernal Crossbow and Wildfire potion |
Row 0 – Cell 2 |
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Level 2 |
Other tools have a chance to set enemies on fire |
(100) Kill enemies with fire |
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Level 3 |
+10% chance to get a Wildfire potion from chests |
(250) Kill enemies with fire |
⚒️ Starts with a random item. Useful for solo runs, but harder to maximize in uncoordinated large groups. A great value at just 55 gems, though poor RNG can lead to frustrating runs.
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Perk |
Description |
Requirements |
|---|---|---|
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Level 1 |
Standard chests have 50/50 chance to upgrade or downgrade |
Row 0 – Cell 2 |
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Level 2 |
Standard chests have 60/40 chance to upgrade or downgrade |
(70) Open chests |
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Level 3 |
+10% chance chests drop coins |
(150) Open chests |
⚒️ Starts with a Good Axe. Effective for solo and co-op games, it’s another must-have support class alongside Chef, making wood and sapling farming a breeze. Needs its Level 2 perk for optimal value, but it’s the best “support” for solo play.
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Perk |
Description |
Requirements |
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Level 1 |
+20% chance to get 1 bonus log from trees |
Row 1 – Cell 2 |
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Level 2 |
+25% chance for a double sapling drop |
(200) Cut trees |
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Level 3 |
+20% chance to get 1 or 2 bonus logs from trees |
(500) Cut trees |
⚒️ Starts with a Raygun. Good for solo and co-op survival, but be cautious of overheating when playing alone. It offers a consistent experience, but if you’re feeling lucky, the Gambler’s RNG and lower cost might be the better option.
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Perk |
Description |
Requirements |
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Level 1 |
Excellent visibility at night, |
Row 1 – Cell 2 |
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Level 2 |
Alien tech recharges faster |
(150) Kills with alien tech |
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Level 3 |
Sprint faster when alien tech is fully charged |
(300) Kills with alien tech |
⚒️ Starts with a Medkit. Useful for solo and group play, but it requires significant investment before it feels rewarding. The auto-revive is great for clutch moments, but managing its level 3 perk in enemy mobs can be tricky.
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Perk |
Description |
Requirements |
|---|---|---|
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Level 1 |
After first death, auto-revive with low HP and hunger |
Row 0 – Cell 2 |
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Level 2 |
Receives strength boost for a short time upon reviving |
(50) Have less than 40% HP upon enemy kill |
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Level 3 |
Deal higher damage as HP gets lower |
(150) Have less than 40% HP upon enemy kill |
⚒️ Starts with a Hammer. Good for co-op survival, though its level 3 perk can be challenging to coordinate if random teammates are gathering scraps. All perks are easy to unlock, and the crafting discount can be beneficial for the right recipe.
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Perk |
Description |
Requirements |
|---|---|---|
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Level 1 |
Craft items from the next crafting bench tier (up to tier 4) |
Row 0 – Cell 2 |
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Level 2 |
+2 random bench recipes will have discounts |
(20) Upgrade the crafting bench |
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Level 3 |
Chance to get extra scraps from items you put in the grinder |
(40) Upgrade the crafting bench |
⚒️ Starts with a Brute Shield. Effective for team play, but not ideal for solo runs. The taunt and damage reduction are helpful for clearing the Cultist Stronghold, and the Brute needs its second perk to be truly useful. Notably, the taunt works on deer, making you a hero for teammates on the brink of death.
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Perk |
Description |
Requirements |
|
Level 1 |
Spawns with damage reducing shield that can taunt enemies |
Row 1 – Cell 2 |
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Level 2 |
Enemies deal reduced damage for a few seconds after being taunted |
(100) Taunt enemies |
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Level 3 |
Shield becomes an Obsidian Shield that charges and creates shockwaves |
(250) Taunt enemies |
⚒️ Starts with a Blowpipe, Poison Armor. Good in multiplayer, but often overshadowed by major damage dealers in its cost range. Its second upgrade can be hard to utilize when other AoE-heavy classes eliminate mobs faster.
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Perk |
Description |
Requirements |
|---|---|---|
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Level 1 |
Poison effects are stronger |
Row 0 – Cell 2 |
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Level 2 |
25% chance enemies spread their poison upon death |
(100) Kill poisoned enemies |
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Level 3 |
Attacks deal increased damage to poisoned enemies |
(250) Kill poisoned enemies |
⚒️ Starts with a Flamethrower. Effective in solo runs and decent in coordinated multiplayer, but you’ll want to rush crafting the Oil Drill. Once the king of speedruns, it’s hard to justify the cost unless you already have Cyborg and Flame Bandit.
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Perk |
Description |
Requirements |
|---|---|---|
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Level 1 |
Reload flamethrower with fuel canisters and oil barrels |
Row 0 – Cell 2 |
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Level 2 |
Fuel canisters and oil barrels restore even more fuel |
(150) Kill enemies with fire |
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Level 3 |
You move faster for every burning enemy |
(400) Kill enemies with fire |
⚒️ Starts with Witch Potions. Expensive for the time investment, but it’s a permanent class from the Halloween event. Poison damage ticks are slow, but it’s a great value for a 3-star class with unlimited ammo.
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Perk |
Description |
Requirements |
|---|---|---|
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Level 1 |
Throw potion at enemies to deal damage or apply random effect |
Row 0 – Cell 2 |
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Level 2 |
Throw potion at allies to heal a small amount |
(50) Hit enemies with poison |
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Level 3 |
All poison effects also apply light poison |
(100) Hit enemies with poison |
⚒️ Starts with (2) Defense Blueprints. One of the better cheap 2-star options for a starting support class, but its level 3 perk is ineffective if teammates don’t allow you to place base defenses.
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Perk |
Description |
Requirements |
|---|---|---|
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Level 1 |
Starts with 2 Defense Blueprints |
Row 0 – Cell 2 |
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Level 2 |
Can upgrade defenses |
(60) Build defenses |
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Level 3 |
Defenses you place deal higher damage |
(150) Build defenses |
⚒️ Starts with Seasoning. A decent multiplayer midpoint between upgrades to Chef for its cost, but it needs its third perk to cook its healing recipe. The first two perks only feel useful in large, uncoordinated groups.
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Perk |
Description |
Requirements |
|---|---|---|
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Level 1 |
Seasoned food restores more hunger |
Row 0 – Cell 2 |
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Level 2 |
Crockpot cooks 20% faster |
(200) Cook meat |
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Level 3 |
25% chance to make Hearty Stew |
(400) Cook meat |
⚒️ Starts with a Watering Can. Highly situational, with no value for solo play, and only beneficial for late-game teams of 4-5 players. The increased chance for rare crops is helpful, but it requires a Chef to fully utilize the buff.
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Perk |
Description |
Requirements |
|---|---|---|
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Level 1 |
Use watering can to get rarer crops from farm plots |
Row 0 – Cell 2 |
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Level 2 |
Some saplings you plant grow into apple trees |
(200) Harvest crops |
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Level 3 |
Farm plots you water are guaranteed to grow 1 pumpkin |
(500) Harvest crops |
⚒️ Starts with a Fishing Rod. Incredibly niche, but useful in groups of 4-5 players (ideally including a Chef). Faster fishing is advantageous in higher-tier fishing holes for bandages, ammo, scrap, cultist gems, and forest gems.
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Perk |
Description |
Requirements |
|---|---|---|
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Level 1 |
Fishing rods level up faster |
Row 0 – Cell 2 |
|
Level 2 |
Fishing rod casts are instant and further |
(350) Catch fish |
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Level 3 |
Fish hook faster |
(500) Catch fish |
⚒️ Starts with a Bandage. Only valuable in co-op games and not as strong as other support classes. Worth considering if you primarily play with randoms and don’t mind being the group medic.
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Perk |
Description |
Requirements |
|---|---|---|
|
Level 1 |
5x faster revives |
Row 0 – Cell 2 |
|
Level 2 |
Improved revive on others, restores more health and hunger |
(30) Find medical supplies |
|
Level 3 |
One bandage upgrades to a medkit |
(50) Find medical supplies |
⚒️ Starts with a Flashlight, Revolver, (18) Ammo. Acceptable in single-player or co-op, but its cost feels unjustifiable given the easy-to-obtain starting kit. Its only significant perk is the second, which is easy to upgrade without spending diamonds.
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Perk |
Description |
Requirements |
|---|---|---|
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Level 1 |
Start with 18 ammo |
Row 0 – Cell 2 |
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Level 2 |
10% chance to refund ammo on shot |
(10) Rescue kids |
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Level 3 |
Start with 30 ammo |
(35) Rescue kids |
⚒️ No starting items. Good for beginners in any context, but its appeal diminishes once you master the basics. Its low diamond cost is its main draw—slightly more than Camper but half of Gambler.
|
Perk |
Description |
Requirements |
|---|---|---|
|
Level 1 |
+2 sack space |
Row 0 – Cell 2 |
|
Level 2 |
Opens chests 20% faster |
(450) Grind scrap |
|
Level 3 |
Chance to get scrap as bonus drop from chests |
(1,000) Grind scrap |
⚒️ Starts with a Bandage. More effective in multiplayer than as a standalone class, it’s a better choice than Support for soaking up damage. Requires heavy investment and a worthwhile talent to feel truly rewarding, and its perks are tough to level in random groups.
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Perk |
Description |
Requirements |
|---|---|---|
|
Level 1 |
Gain a permanent bonus every time you’re revived |
Row 0 – Cell 2 |
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Level 2 |
Get revived instantly |
(30) Get revived by others |
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Level 3 |
Move for 8 seconds after death |
(60) Get revived by others |
⚒️ Starts with a Flashlight. A budget-friendly option for new players, but for just 15 diamonds more, you can grab the Scavenger for better long-term value. Its only somewhat useful perk is the first; the third isn’t worth the effort.
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Perk |
Description |
Requirements |
|---|---|---|
|
Level 1 |
10% reduced hunger drain |
Row 0 – Cell 2 |
|
Level 2 |
Increased visibility at night |
(75) Cook food on a campfire |
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Level 3 |
Spawn with stew |
(150) Cook food on a campfire |
⚒️ Starts with a Hammer, Paint Brush. Functionally useless in both single-player and multiplayer. Despite its lower cost, it’s better to save for the Blacksmith. Coins are too easy to collect to make this class worthwhile.
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Perk |
Description |
Requirements |
|---|---|---|
|
Level 1 |
Furniture trader offers +1 item per visit |
Row 0 – Cell 2 |
|
Level 2 |
Furniture trader always visible when visiting |
(30) Buy furniture |
|
Level 3 |
25% furniture discount |
(80) Buy furniture |
⚒️ Starts with a Bandage. Its only justifiable use seems to be for assisting new players, but even then, it’s better to save for heavy damage classes that can survive to escort someone rather than tanking extra damage at risk of death.
|
Perk |
Description |
Requirements |
|---|---|---|
|
Level 1 |
Bond with another player |
Row 0 – Cell 2 |
|
Level 2 |
Support eats for both players in an 80/20 split |
(500) Absorb damage with supported player |
|
Level 3 |
See a beam to supported player at any distance |
(1,500) Absorb damage with supported player |
⚒️ Starts with (2) Bear Traps. Only valuable when paired with a Chef or Beastmaster in groups of 4-5 players. Its starting items are cheap defensive crafts with limited durability. Pelt drops help with making bandages, but Fisherman would be a better choice.
|
Perk |
Description |
Requirements |
|---|---|---|
|
Level 1 |
Increased meat droprate |
Row 0 – Cell 2 |
|
Level 2 |
Slightly higher pelt drop rate |
(120) Kill bunnies |
|
Level 3 |
Pelt trader offers an extra wolf pelt trade |
(120) Kill alpha wolves |
⚒️ Starts with an Old Taming Flute. Taming is too easy to justify the diamond cost, and its only useful perk is the extra tamed animal upgrade. Cheaper starting classes with two pets ultimately feel more satisfying.
|
Perk |
Description |
Requirements |
|---|---|---|
|
Level 1 |
Taming flute levels faster |
Row 0 – Cell 2 |
|
Level 2 |
Feeding tamed animals restores more of their health |
(30) Tame animals |
|
Level 3 |
Requires one less step to tame an animal |
(60) Tame animals |
The event classes in 99 Nights in the Forest don’t fit neatly into our tier list since they’re temporary roles that vanish once the event concludes. However, they’re often worth acquiring for seasonal rewards, so don’t overlook them just because they lack a tiered ranking!
⚒️ Starts with 40 coins. If you’re grinding candy canes for the Christmas event, picking up Santa’s Helper for the extra coins is worthwhile. This class will disappear when the festivities end, but it’s essential for farming extra event currency.
|
Perk |
Description |
Requirements |
|---|---|---|
|
Level 1 |
Start with 40 coins |
Row 0 – Cell 2 |
|
Level 2 |
Items in the Santa Sack are 25% cheaper |
(30) Open Christmas gifts |
|
Level 3 |
Gain an extra candy cane for each present |
(70) Open Christmas gifts |
⚒️ Starts with nothing. An event-limited class that will vanish when the Halloween update ends. Its perks only enhance candy drops—worth it when farming for the Witch.
|
Perk |
Description |
Requirements |
|---|---|---|
|
Level 1 |
Receive 4 candy per house visited |
Row 0 – Cell 2 |
|
Level 2 |
Slightly higher chance to receive treats |
(50) Trick or treat at houses |
|
Level 3 |
Higher candle drop rate |
(100) Trick or treat at houses |