What is in this 99 Nights in the Forest π¦ database?
29 entriesClassesDiamond prices and the three perk levels for classes whose kits were published. The shop can contain later classes that are not in this list.10 entriesEntitiesThe Deer and the other immortal night threats, plus the animals and cultists you actually fight.19 entriesEquipmentTools, weapons, beds, and camp items with a known recipe or a known job.9 entriesMaterialsWood, Scrap, fuel, pelts, and the gems that gate the upper crafting bench.5 entriesCraftingThe camp bench, the grinder, and the Workshop anvil. Recipe rows live in the crafting guide.6 entriesMap & RoutesCamp, the day-2 trader, the fishing shack, the Workshop, strongholds, and the child caves.6 entriesBadgesBadges whose unlock text was explicit. Diamond amounts that were only shown as icons are left off.
Classes
ClassesCamperA 10 Diamond class with slower hunger and a flashlight.ClassesEscape ArtistA 10 Diamond class about getting away from chasers.ClassesScavenger25 Diamonds for two extra sack slots at Level 1.ClassesBase Defender40 Diamonds and two defense blueprints for camp raids.ClassesHunter40 Diamonds, two Bear Traps, and better meat and pelt drops.ClassesMedic40 Diamonds, two bandages, and much faster revives.ClassesCook40 Diamonds and seasoning that makes meals fill more hunger.ClassesDecorator40 Diamonds and a hammer aimed at the furniture trader.
Entities
EntitiesThe DeerThe unkillable nighttime hunter. Campfire light keeps it out.EntitiesThe OwlAn unkillable hunter. Stop moving when the stealth meter climbs.EntitiesThe RamA volcanic charger that breaks trees and is not a kill.EntitiesThe BatA cave threat that is described as blind. Light does not stun it.EntitiesThe CatAn immortal pounce that ignores the ground path.EntitiesCultistRaiders who worship the Deer and drop Cultist Gems.EntitiesWolfThe early hostile animal. Pelts and the first rescue key come from wolves.EntitiesAlpha WolfA tougher wolf. Blue-collared alphas are tied to the Kraken Kid key.
Equipment
EquipmentMap3 Wood at bench 1. Opens the map anywhere.EquipmentOld Bed20 Wood. Adds +1 to the day counter.EquipmentRegular Bed5 Scrap. Another +1 on the day counter.EquipmentGood Bed10 Wood and 10 Scrap. Another +1 day.EquipmentGiant Bed20 Wood, 30 Scrap, and a Cultist Gem. The fourth +1.EquipmentSundial5 Scrap. Shows how long the day or night has left.EquipmentCompass3 Scrap. Shows facing, and child markers after the board.EquipmentFlashlightThe night tool that stands in for campfire light.
Materials
MaterialsWoodLogs from trees. Fuel, walls, and most early crafts.MaterialsScrapThe screw counter on the bench. Also called Metal in some guides.MaterialsCoalFire fuel that beats logs once the bar gets stubborn.MaterialsFuel CanisterStrong fire fuel. Also reloads the Pyromaniac flamethrower.MaterialsCultist GemDropped by cultists. Gates bench 4 and several tier 4 crafts.MaterialsGem of the ForestThe bench 5 material. One gem on the upgrade row.MaterialsRabbit's FootThe day 2 trader's first request. Also called a Bunny Foot on the anvil.MaterialsWolf PeltDay 2 trader request and a bandage ingredient.
Crafting
CraftingCrafting BenchThe camp station. Five levels, two counters: Wood and Scrap.CraftingGrinderThe chipper on the bench. Logs become Wood. Junk becomes Scrap.CraftingWorkshop AnvilA map building. Three missing parts, then bandages, a hammer, and the chainsaw.CraftingFarm Plot10 Wood at bench 2. Carrots every 2 days. Up to 20.CraftingWood Rain Storage5 Scrap at bench 2. Keeps a wood pile dry. Unlimited.
Map & Routes
Map & RoutesMain CampThe fire, the bench, and the place children and pelts have to come back to.Map & RoutesPelt TraderArrives on day 2. First asks are a Rabbit's Foot and a Wolf Skin.Map & RoutesFishing ShackOld Rods, fish for taming, and the yay fishing code.Map & RoutesTool WorkshopThe stone anvil building. Three parts, then the workbench lights.Map & RoutesCultist StrongholdA multi-floor cultist building with better chests and gems.Map & RoutesMissing Child CavesFour caves. Wolves, then alpha wolves, then bears. Bring the child to the fire.
Badges
BadgesFiremaking ILevel the campfire to tier 3.BadgesFiremaking IILevel the campfire to tier 4.BadgesFiremaking IIILevel the campfire to tier 5.BadgesFiremaking IVFully upgrade the campfire so the whole map is revealed.BadgesFirst AidRevive a player with a Bandage or a Medkit.BadgesSelf-PreservationReach day 99 without rescuing a missing child.
