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All 32 Tools in 99 Nights in the Forest: What Should You Upgrade First?

Updated on (about 1 month ago)

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

4 items

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

5 items

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

3 items

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

3 items

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

2 items

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

2 items

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.

category

Navigation and run control

8 items

Navigation and run-control gear helps with routes, timers, location detection, storms, teleporting, revives, and night skipping. These tools are craftable utility picks, so bench tier is the timing clue.

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

1 items

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

4 items

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 laneFirst useful targetWhat it changesWatch for
StorageGood SackLonger loot and wood trips before returning to campGiant Sack has more capacity, while Infernal Sack trades some capacity for auto-cooking meat
ChoppingGood AxeFaster wood gathering and better ice chest progressChainsaw is listed here for chopping utility, not combat comparison
FishingOld RodStarts the fishing XP route for food and resource runsRod upgrades use the Tool Trader workshop after the XP bar fills
TamingOld Taming FluteStarts the animal ally routeFlute upgrades use the Tool Trader workshop, and Strong Taming Flute has class exceptions for pet capacity
LightStrong FlashlightBetter night movement and stun supportFlashlights still depend on charge
NavigationMap, Compass, Sun Dial, or RadarBetter route awareness, timers, and location detectionBench tier decides when each one becomes realistic
Run controlTeleporter, Respawn Capsule, Temporal Accelerometer, or Lightning RodSafer travel, revives, storm handling, or night skippingThese 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

Q.

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.

Q.

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.

Q.

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.

Q.

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.

Q.

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.

Q.

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.

Q.

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.

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