Time: 2025-10-17 by mmojugg Game: 99 Nights in the Forest Guide Tags: 99 Nights Class

If you're knee-deep in the eerie wilds of Roblox's survival scene, exploring every shadowy corner for that next big edge, you'll want to stick around for guides like this one. Why not bookmark MMOJUGG to keep the adventure rolling right to your fingertips? And if you're gearing up for more nights under the stars, pop over to our 99 Nights in the Forest Shop to grab some Diamonds—they're the spark that lights up those epic runs.
Picture this: the moon hangs low over a fog-shrouded forest, and you're not just surviving—you're commanding the dead. The Necromancer class just dropped in 99 Nights in the Forest, shaking up the meta with its undead flair. This isn't your run-of-the-mill fighter; it's a summoner at heart, turning fallen foes into your personal backup band. We've all chased that perfect class to tip the scales in co-op chaos or solo grinds, and this one promises armies from the grave. But does it deliver, or is it just spooky window dressing? Let's break it down step by step, from perks to pitfalls, so you can decide if it's your next big spend.
Right out of the gate, the Necromancer hits you with a steep entry fee—600 gems to spawn in. Yeah, it's a wallet-watcher in a game where every resource counts, but think of it as investing in eternal loyalty (or at least until they glitch out). Once equipped, you materialize with the Cultist Summoning Staff in hand—a sleek, ominous tool that feels right at home in the volcanic glow or midnight chill. No refunds in this world, so tread wisely if you're gem-pinched. Pro tip: Stockpile those shiny rocks from raids or trades before committing; it's the smart survivor's move.
This class thrives on three core perks, each unlocking as you level up, all orbiting around one key ingredient: cultists. Without them, you're just a fancy-dressed wanderer with a stick. Here's the rundown:
Soul Harvesting Basics: Your staff passively snags souls from slain cultists. It's automatic—no fuss, just eerie whispers confirming the pickup. But here's the grind: You need three souls to fuel one resurrection. Early game, this feels tedious, like scraping for scraps in a barren run.
Resurrection Ritual (Level 2 Upgrade): Consume those souls to yank cultists back from the brink, now beefed up to dish out amplified damage. They're not invincible, but that extra punch turns them from cannon fodder to credible threats. Imagine siccing a squad on a pack of alphas—they swarm with renewed fury.
Night Vision Boost (Level 3 Perk): The more resurrected cultists in your posse (up to a cap of six), the sharper your vision in the dark. It's subtle at first—a faint glow piercing the gloom—but stack enough undead buddies, and flashlights start gathering dust. In biomes where night drags on forever, this could be your secret weapon against ambushes.
The whole kit screams synergy: Hunt cultists, harvest, revive, repeat. Cap your army at six for max efficiency, but watch the soul math—18 total to fill the roster from scratch.
Gameplay loops around cultist hotspots, so scouting is king. Spawn in, rifle or revolver at the ready (loot drops are random, but fuel canisters pop up often for those base upgrades). Kite wolves or bears while picking off cultists—each death leaves a lingering soul orb you can claim with a staff swing. No on-screen counter? Yeah, it's a blind hunt at first, but the audio cue (that ghostly whoosh) keeps you oriented.
Resurrected allies get quirky names like "Brad" or "Frank", adding a layer of personality to your horde. They shamble with zombie-like animations, biting and clawing with solid mid-tier damage. But low health means they're fragile—expect quick turnover in heated scraps. Whistling rallies them (handy for repositioning), though they stack awkwardly like glitchy sardines and balk at steep climbs. Banish one? Poof—gone for good, souls refunded or not.
During cultist raids, the map floods with fresh targets, perfect for bulk harvesting. And graves? When one falls, it spawns a tombstone etched with "RIP [Name]"—a morbidly charming detail that nods to the game's dark humor.
To make this class shine, prioritize cultist-dense zones. The volcanic biome is a goldmine—swarms everywhere, turning soul collection into a breeze. Scout for structures like laboratories, prisons, or those blocky construction outposts; they're cultist hives begging to be raided.
The real game-changer? Cultist strongholds. Sneak in, staff blazing, and vacuum up souls en masse. It's borderline exploitative—devs, if you're reading, keep it meta. Pair with raids for endless refills; one cleared stronghold can net enough for 20+ revives if your squad wipes. Base-wise, park your undead crew there to guard the fire pit or fuel stacks—keeps them out of friendly fire mishaps.
Loot synergies abound: Grab a giant sack for hauling, a strong axe (its UI glows with power lines—subtle but satisfying), or even a tactical shotgun from a fallen minion. And don't sleep on the good bed for those regen boosts mid-grind.
This class launch rode in with welcome tweaks that smooth the survival grind. Stews now stack, revolutionizing leaderboard speedruns—no more inventory Tetris. Item UIs got a facelift: Sacks swell visually by size, axes bulk up with strength indicators, revolvers and rifles gleam with detail. The backpack system's a standout—stash shelves' worth of gear without the clutter, rendering old storage obsolete.
New structures like the bank add flavor: Coin stacks and chests for quick deposits, though it's more cosmetic than clutch. Still, snagging that good sack early? Chef's kiss for resource hauls.
No launch is flawless, and Necromancer's got its gremlins. Early tests showed resurrected cultists turning on teammates—hilarious chaos, like Brad chomping a buddy for a "free" soul. Animations stutter (zombie bites mid-air?), and night vision feels underwhelming at full squad—might need a patch. Whistling packs them into weird piles, and elevation limits strand them below cliffs. But hey, in a game built on emergent mayhem, these quirks fuel stories worth retelling around the campfire.
Time to throw down: Against alpha wolves, a full six-pack chips away steadily—decent DPS, but one wrong lunge and half evaporate. Bears? Tougher nut; expect 2-3 survivors after the dust settles, souls ripe for recycling. Crossbow cultists resurrect as melee scrappers (no aimbot retention—bummer), but raids yield gems as bonuses (two weakened ones net 10 total). Overall, they're solid distractions, not solo-carry stars. Infinite soul farms keep you rolling, but without weapon retention, they're more quantity than quality.
Clocking in at decent-but-not-elite, Necromancer's a fun pivot for summoner fans or co-op trolls. Infinite stronghold cheese elevates it for late-game cheese, but fragile minions and that 600-gem tag hold it back from five-star status. If crossbows stuck around or health scaled better, it'd dominate. For now, it's a solid B-tier pick—grab if cultist vibes call to you, skip if you're all about raw power. Two more classes loom on the horizon, fully maxed for future spotlights; stay sharp.
Three souls per cultist—that's the base cost, stacking to 18 for a full squad of six.
The volcanic biome edges out others with its dense cultist packs, making early harvests a snap.
Nope—they revert to basic melee attacks, losing goodies like crossbows, which keeps things balanced (and a tad frustrating).
Absolutely—cultist strongholds and raids provide endless loops, as souls persist even after clears.
It's functional but subtle; full squads help, though bugs might mute it—flashlights aren't fully obsolete yet.
Stay tuned to MMOJUGG for more survival secrets that keep you one step ahead in the shadows.
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