Tools and utility gear decide how a 99 Nights in the Forest run moves from basic survival into longer routes. Sacks control how much loot you can carry, axes control wood and biome clearing, rods and flutes open food and pet routes, flashlights help with night movement, and crafted devices handle navigation, revives, storms, teleporting, and night skips.
The 32 tools cover normal run gear, one Hard Mode utility item, and four admin or update-party tools. Treat the admin tools as special entries, not goals for a normal run.
How to use this collection
Capacity or stat is the number that changes the tool decision: sack slots, axe hits, rod level, flute tame range, flashlight charge, craft limit, device behavior, or a special drawback. A small number can still matter if the effect changes the route, such as Infernal Sack cooking meat or Temporal Accelerometer skipping a night after it charges.
Source names the route that can produce the tool, such as starting gear, chests, Pelt Trader, Tool Trader, class starter gear, Tool Workshop, crafting bench tiers, biome chests, Hard Mode chests, or admin/update-party spawning. Requirement gives the extra condition when the source needs one, such as Mossy Coins, a bench tier, a class, a biome, or enough rod or flute XP.
Upgrade route tells you whether the tool is replaced, improved, or leveled. Sacks and flashlights are mostly replaced by better versions. Axes can use the Axe Trim Kit when the row allows it. Rods and taming flutes level through use, then upgrade at the Tool Trader workshop after the XP bar fills. Older station names can appear in old references, so the current route is the Tool Trader workshop.
Availability separates normal run gear from biome-gated tools, Hard Mode tools, cosmetic/base tools, and admin or update-party rows. That separation matters because the best-looking stat is not useful if the route is unavailable in a normal survival run.
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category
Storage and sacks
Sacks decide how long you can stay away from camp before inventory space forces a return trip. Good Sack is the early jump, Giant Sack is the biggest normal capacity row, and Infernal Sack trades lower capacity for auto-cooking meat.
Old Sack
Stores carried items.
- Category
- Storage and sacks
- Availability
- Normal run
- capacity / stat
- 5 item capacity
- 7 with Scavenger or Explorer sack bonus.
- source
- Starting item.
- upgrade route
- No direct upgrade listed; replace it with a higher-capacity sack from chests or the Pelt Trader.
- requirement
- None.
Good Sack
Stores carried items with triple the Old Sack base capacity.
- Category
- Storage and sacks
- Availability
- Normal run
- capacity / stat
- 15 item capacity
- 17 with Scavenger or Explorer sack bonus.
- source
- Common Chests, Good Chests, Iron Chests, or Pelt Trader first trade.
- upgrade route
- No direct upgrade listed; replace it with Infernal Sack or Giant Sack later.
- requirement
- Chest drop or Pelt Trader first trade.
Infernal Sack
Stores items and cooks raw meat placed inside.
- Category
- Storage and sacks
- Availability
- Normal run; biome or boss gated
- capacity / stat
- 20 item capacity
- 22 with Scavenger or Explorer sack bonus.
- source
- Infernal Chests in the Volcanic Biome or Cultist King drop chance.
- upgrade route
- No direct upgrade listed; Giant Sack has more capacity but does not list the auto-cook effect.
- requirement
- Reach Volcanic Biome Infernal Chests or defeat Cultist King.
Giant Sack
Stores the largest normal sack load.
- Category
- Storage and sacks
- Availability
- Normal run
- capacity / stat
- 25 item capacity
- 27 with Scavenger or Explorer sack bonus.
- source
- Legendary Chests, Gold Chests, or Pelt Trader third trade.
- upgrade route
- No direct upgrade listed.
- requirement
- Late chest source or Pelt Trader third trade.
category
Axes and chopping
Axes and the Chainsaw are grouped by chopping utility: normal tree speed, big-tree work, ice chest progress, and special biome use. Combat value is secondary here, so weapon comparisons stay out of this tool route.
Old Axe
Cuts trees and damages entities.
- Category
- Axes and chopping
- Availability
- Normal run
- capacity / stat
- 13 hits to chop a normal tree
- 7 hits after Axe Trim Kit.
- source
- Starting item, except when Lumberjack replaces it with Good Axe.
- upgrade route
- Can be improved with Axe Trim Kit.
- requirement
- None.
Good Axe
Cuts trees, damages entities, and can break ice around Ice Chests.
- Category
- Axes and chopping
- Availability
- Normal run
- capacity / stat
- 5 hits to chop a normal tree
- about 5-7 hits for Ice Chest ice
- 4 tree hits after Axe Trim Kit.
- source
- Pelt Trader first trade, Common Chests, Good Chests, or Lumberjack class.
- upgrade route
- Can be improved with Axe Trim Kit.
- requirement
- Chest source, Pelt Trader first trade, or Lumberjack class.
Ice Axe
Cuts trees, damages entities, slows hit entities, and breaks ice around cold chests.
- Category
- Axes and chopping
- Availability
- Normal run; biome gated
- capacity / stat
- 5 hits to chop a normal tree
- about 5 hits for Ice Chest ice
- cannot use Axe Trim Kit.
- source
- Cold Chests or Ice Chests in the Snow Biome.
- upgrade route
- Axe Trim Kit cannot be used on this axe.
- requirement
- Snow Biome cold or ice chest source.
Strong Axe
Cuts trees, big trees, and ice faster than earlier axes.
- Category
- Axes and chopping
- Availability
- Normal run
- capacity / stat
- 1 hit for a normal tree
- 35 hits for a big tree
- 3 hits for Ice Chest ice
- 33 big-tree hits after Axe Trim Kit.
- source
- Pelt Trader fourth trade, Legendary Chests, or Gold Chests.
- upgrade route
- Can be improved with Axe Trim Kit.
- requirement
- Late chest source or Pelt Trader fourth trade.
Chainsaw
Cuts continuously while held and damages entities.
- Category
- Axes and chopping
- Availability
- Normal run; workshop or late chest gated
- capacity / stat
- 2 ticks for a normal tree
- 38 ticks for a big tree
- 35 big-tree ticks after Axe Trim Kit.
- source
- Ruby Chests or Tool Workshop.
- upgrade route
- Can be improved with Axe Trim Kit.
- requirement
- Workshop craft uses Cultist Gems, Bear Pelts, Alpha Wolf Pelts, Bunny Feet, and Scrap; exact recipe belongs with Crafting.
category
Fishing rods
Fishing rods start at Old Rod and upgrade through rod XP. After the XP bar fills, the current upgrade route is the Tool Trader workshop.
Old Rod
Lets players fish from ponds for fish, resources, and other items.
- Category
- Fishing rods
- Availability
- Normal run
- capacity / stat
- Level 1 fishing rod.
- source
- Fishing Cabin or Fishing Hut, Tool Trader, chests, or Fisherman class.
- upgrade route
- Gain rod XP by successfully fishing, then upgrade at the Tool Trader workshop after the XP bar fills.
- requirement
- Find one from a fishing structure or chest, start as Fisherman, or buy from Tool Trader for 20 Mossy Coins.
Good Rod
Makes fishing easier than Old Rod.
- Category
- Fishing rods
- Availability
- Normal run
- capacity / stat
- Level 2 fishing rod.
- source
- Upgrade an Old Rod after filling rod XP.
- upgrade route
- Upgrade Old Rod at the Tool Trader workshop after the rod XP bar fills.
- requirement
- Old Rod with enough rod XP.
Strong Rod
Makes fishing easier than Good Rod.
- Category
- Fishing rods
- Availability
- Normal run
- capacity / stat
- Level 3 fishing rod
- maximum rod level listed.
- source
- Upgrade a Good Rod after filling rod XP.
- upgrade route
- Final listed rod upgrade at the Tool Trader workshop after the rod XP bar fills.
- requirement
- Good Rod at max XP.
category
Taming flutes
Taming flutes decide which animals you can tame and whether a pet-capacity bonus can apply. Flutes gain XP through taming or healing animals, then upgrade through the Tool Trader workshop.
Old Taming Flute
Starts the animal taming minigame and shows nearby tamed animal hearts when held.
- Category
- Taming flutes
- Availability
- Normal run
- capacity / stat
- Can tame animals listed with 1-3 hearts or faces.
- source
- Abandoned Animal Shelter or Domestication Cabin, Tool Trader, Zookeeper class, and source-listed Pelt Trader second trade.
- upgrade route
- Gain flute XP through taming or healing tamed animals, then upgrade at the Tool Trader workshop.
- requirement
- Find one from the animal shelter/cabin route, start as Zookeeper, buy from Tool Trader for 20 Mossy Coins, or use the source-listed Pelt Trader route.
Good Taming Flute
Tames stronger animals than Old Taming Flute and shows nearby tamed animal hearts when held.
- Category
- Taming flutes
- Availability
- Normal run
- capacity / stat
- Can tame animals listed with 3-4 hearts or faces.
- source
- Upgrade an Old Taming Flute at the Tool Trader workshop.
- upgrade route
- Upgrade Old Taming Flute at the Tool Trader workshop after enough flute XP.
- requirement
- Old Taming Flute with enough flute XP.
Strong Taming Flute
Tames the strongest listed animals and can raise pet capacity for most classes.
- Category
- Taming flutes
- Availability
- Normal run
- capacity / stat
- Can tame animals listed with 5 hearts or faces
- increases pet capacity by 1 except for Zookeeper, Beastmaster, and Necromancer.
- source
- Upgrade a Good Taming Flute.
- upgrade route
- Final listed flute upgrade at the Tool Trader workshop after enough flute XP.
- requirement
- Good Taming Flute upgrade progress.
category
Flashlights and light
Flashlights are charge-managed night tools. Old Flashlight is the weaker light source, while Strong Flashlight has the listed 100% charge and is the better long-run option.
Old Flashlight
Lights the night and can stun The Deer, The Owl, and The Ram.
- Category
- Flashlights and light
- Availability
- Normal run
- capacity / stat
- Old Flashlight max charge is listed as 50%.
- source
- Chests, Pelt Trader first trade, or Watch Tower.
- upgrade route
- No direct upgrade listed; replace with Strong Flashlight.
- requirement
- Chest, Watch Tower, or Pelt Trader source.
Strong Flashlight
Lights farther and stuns The Deer, The Owl, and The Ram longer than Old Flashlight.
- Category
- Flashlights and light
- Availability
- Normal run
- capacity / stat
- Strong Flashlight max charge is listed as 100%.
- source
- Iron Chests, Legendary Chests, Gold Chests, or Pelt Trader third trade.
- upgrade route
- No direct upgrade listed.
- requirement
- Better chest source or Pelt Trader third trade.
category
Base utility
Hammer and Paint Brush are base and decoration tools. Hammer matters for moving supported structures, while Paint Brush is mostly cosmetic and should not outrank survival gear.
Hammer
Moves structures and many decorations around camp.
- Category
- Base utility
- Availability
- Normal run; class or workshop source
- capacity / stat
- Cannot move the Teleporter or defensive blueprints such as Barbed Wire and Stakes.
- source
- Tool Workshop, Decorator class, Blacksmith class, or Engineer class.
- upgrade route
- No upgrade listed.
- requirement
- Tool Workshop craft uses 5 Logs and 5 Scrap.
Paint Brush
Repaints selected furniture at the campfire base.
- Category
- Base utility
- Availability
- Normal run; cosmetic tool
- capacity / stat
- 32 colors listed
- most furniture cannot be painted except beanbags, cushions, and cloth frame.
- source
- Decorator class, side of the Horse carriage, and Decorator Gamepass source listed by the wiki.
- upgrade route
- No upgrade listed.
- requirement
- Class, Horse carriage, or listed gamepass source.
Map
Shows the full map, important locations, and explored or unexplored areas.
- Category
- Navigation and run control
- Availability
- Normal run; craftable
- capacity / stat
- Craftable max 1.
- source
- Crafting Bench Tier 1.
- upgrade route
- No upgrade listed.
- requirement
- 3 Wood.
Sun Dial
Shows how much time is left until day or night.
- Category
- Navigation and run control
- Availability
- Normal run; craftable
- capacity / stat
- Timer appears in the top-right screen area after crafting.
- source
- Crafting Bench Tier 2.
- upgrade route
- No upgrade listed.
- requirement
- 5 Scrap.
Compass
Shows direction to the Fairy and missing children and shows where the player is facing.
- Category
- Navigation and run control
- Availability
- Normal run; craftable
- capacity / stat
- Top-right screen utility after crafting.
- source
- Crafting Bench Tier 2.
- upgrade route
- No upgrade listed.
- requirement
- 3 Scrap.
Radar
Detects key places in the forest by using Scrap.
- Category
- Navigation and run control
- Availability
- Normal run; craftable
- capacity / stat
- Uses Scrap to detect key locations.
- source
- Crafting Bench Tier 3.
- upgrade route
- No upgrade listed.
- requirement
- 15 Wood and 10 Scrap.
Lightning Rod
Attracts lightning so it does not strike the player.
- Category
- Navigation and run control
- Availability
- Normal run; craftable
- capacity / stat
- Can be placed more than once
- Crafting tips say one is usually enough.
- source
- Crafting Bench Tier 3.
- upgrade route
- No upgrade listed.
- requirement
- 8 Scrap.
Teleporter
Allows teleporting across the map when two or more Teleporters are placed.
- Category
- Navigation and run control
- Availability
- Normal run; craftable
- capacity / stat
- Requires two or more Teleporters to work
- can be placed more than once.
- source
- Crafting Bench Tier 4.
- upgrade route
- No upgrade listed; Hammer source says Teleporter cannot be picked up with Hammer.
- requirement
- 15 Wood, 25 Scrap, and 1 Cultist Gem.
Respawn Capsule
Automatically respawns the most recent dead player inside it after charging.
- Category
- Navigation and run control
- Availability
- Normal run; late craftable
- capacity / stat
- Must charge before the respawn effect triggers.
- source
- Crafting Bench Tier 5.
- upgrade route
- No upgrade listed.
- requirement
- 40 Wood, 40 Scrap, and 1 Gem of the Forest.
Temporal Accelerometer
Skips the next night once charged.
- Category
- Navigation and run control
- Availability
- Normal run; late craftable
- capacity / stat
- Night-skip device
- Days source calls it highly valuable for speedruns.
- source
- Crafting Bench Tier 5.
- upgrade route
- No upgrade listed.
- requirement
- 40 Wood, 40 Scrap, and 1 Gem of the Forest; Days source also notes a Cultist Gem cost per use.
category
Hard Mode utility
Hard Mode utility stays separate from normal progression. Corrupted Axe can chop like a Strong Axe, but its corruption meter and Hard Mode chest source make it a special route.
Corrupted Axe
Hard Mode corrupted axe with Strong Axe-like tree-chopping utility and limited corruption meter use.
- Category
- Hard Mode utility
- Availability
- Hard Mode only
- capacity / stat
- Equivalent to Strong Axe tree-chopping speed
- explodes when its corruption meter reaches 100%.
- source
- Corrupted Chests during Hard Mode.
- upgrade route
- No upgrade listed; when used up it permanently increases map corruption by 10%.
- requirement
- Hard Mode corruption event and corrupted chest source.
category
Admin and update-party tools
Admin and update-party tools are special entries. Their stats are extreme, but they are not normal survival-run goals.
Admin Sack
Admin-only sack with extreme carrying capacity.
- Category
- Admin and update-party tools
- Availability
- Admin/update-party only
- capacity / stat
- 99,999 item capacity
- Admin Items source says 100,001 with Scavenger.
- source
- Update Party/admin-spawned item.
- upgrade route
- No upgrade listed.
- requirement
- Admin or Update Party availability only.
Admin Axe
Admin-only axe that instantly kills many entities and can one-hit trees.
- Category
- Admin and update-party tools
- Availability
- Admin/update-party only
- capacity / stat
- Admin Items source excludes Mega Cultists, Evil Bunnies, and Evil Carrots from instant kill.
- source
- Update Party/admin-spawned item.
- upgrade route
- No upgrade listed.
- requirement
- Admin or Update Party availability only.
Admin Flashlight
Admin-only light that lasts infinitely, shines extremely bright, and burns entities it shines on.
- Category
- Admin and update-party tools
- Availability
- Admin/update-party only
- capacity / stat
- Infinite duration listed by Admin Items source.
- source
- Update Party/admin-spawned item.
- upgrade route
- No upgrade listed.
- requirement
- Admin or Update Party availability only.
Admin Taming Flute
Admin-only flute that instantly tames animals.
- Category
- Admin and update-party tools
- Availability
- Admin/update-party only
- capacity / stat
- Can tame a maximum of 200 animals instantly.
- source
- Update Party/admin-spawned item.
- upgrade route
- No upgrade listed.
- requirement
- Admin or Update Party availability only.
Which tools change the run first
Start by fixing storage and chopping. A Good Sack and a better axe change almost every early trip because you can carry more logs, food, drops, and quest items while spending less daylight on trees. Infernal Sack, Giant Sack, Strong Axe, Ice Axe, and Chainsaw matter later because their sources ask you to reach stronger chests, traders, biomes, or workshops.
After the early storage and axe upgrade, branch by what the run needs. Fishing rods are worth leveling when ponds are part of your food or resource plan. Taming flutes are worth carrying when animal allies matter more than another loot slot. Flashlights help when night travel or monster stuns are the problem, but their charge means they are support tools rather than permanent safety.
Crafted utility gear is about route control. Map, Compass, Sun Dial, and Radar help you read the run and find targets. Lightning Rod, Teleporter, Respawn Capsule, and Temporal Accelerometer are later tools for storm safety, travel, revives, and skipping a night once the device is charged. For each crafted tool, the useful timing clue is the source or bench tier rather than a full material checklist.
What to upgrade before pushing farther
| Tool lane | First useful target | What it changes | Watch for |
|---|---|---|---|
| Storage | Good Sack | Longer loot and wood trips before returning to camp | Giant Sack has more capacity, while Infernal Sack trades some capacity for auto-cooking meat |
| Chopping | Good Axe | Faster wood gathering and better ice chest progress | Chainsaw is listed here for chopping utility, not combat comparison |
| Fishing | Old Rod | Starts the fishing XP route for food and resource runs | Rod upgrades use the Tool Trader workshop after the XP bar fills |
| Taming | Old Taming Flute | Starts the animal ally route | Flute upgrades use the Tool Trader workshop, and Strong Taming Flute has class exceptions for pet capacity |
| Light | Strong Flashlight | Better night movement and stun support | Flashlights still depend on charge |
| Navigation | Map, Compass, Sun Dial, or Radar | Better route awareness, timers, and location detection | Bench tier decides when each one becomes realistic |
| Run control | Teleporter, Respawn Capsule, Temporal Accelerometer, or Lightning Rod | Safer travel, revives, storm handling, or night skipping | These are later craftable tools, so plan them after the basics are stable |
When special and admin tools matter
Corrupted Axe belongs to Hard Mode planning because it comes from Corrupted Chests and carries a corruption drawback when it is used up. It should not be mixed into a normal early-game axe route.
Admin Sack, Admin Axe, Admin Flashlight, and Admin Taming Flute are separated because they come from admin or update-party sources. They are useful for understanding old clips, update references, or unusual item mentions, but they are not normal progression goals.
FAQ
How many tools are listed for 99 Nights in the Forest?
There are 32 source-backed tool and utility rows: 4 sacks, 5 chopping tools, 3 fishing rods, 3 taming flutes, 2 flashlights, 2 base utility tools, 8 navigation or run-control tools, 1 Hard Mode utility tool, and 4 admin or update-party tools.
What tools should I prioritize first?
Good Sack and Good Axe are the safest early upgrades because they improve almost every resource trip. After that, choose light, fishing, taming, or crafted navigation tools based on the route you are actually playing.
How do fishing rods and taming flutes upgrade?
Rods gain XP from successful fishing, while taming flutes gain XP through taming or healing tamed animals. Once the XP bar fills, use the Tool Trader workshop for the current upgrade route. Older references may mention Upgrade Station, Skills Building, or campfire-level wording.
Are admin and update-party tools obtainable in a normal run?
No. Admin Sack, Admin Axe, Admin Flashlight, and Admin Taming Flute are kept separate as special rows. Do not plan a normal survival route around those items.
Why is Chainsaw listed with axes instead of weapons?
Chainsaw is included for its chopping role, especially tree and big-tree work. Combat comparisons belong with weapons, while the Tools row focuses on how it changes gathering and utility routing.
Does this include full crafting recipes?
No. Crafted utility tools show the source or bench tier and what the tool does. Full material progression belongs with crafting because recipes can distract from the tool decision.
Is Corrupted Axe part of normal axe progression?
No. Corrupted Axe is a Hard Mode utility row from Corrupted Chests. It can match Strong Axe chopping speed, but its corruption meter makes it a special Hard Mode choice instead of a normal early axe upgrade.









