Fisherman Class in 99 Nights in the Forest — 50 Diamonds, a Starting Rod, and Three Perks Only One Source Numbers
What the Fisherman actually buys you in 99 Nights in the Forest: the cost and star rating, the daily class shop rotation you have to catch it in, all three perks, the level requirements two versions of one wiki disagree on, and an honest comparison against Hunter and Cook at 40 Diamonds.
concept: "Fisherman Class"
Fisherman Class in 99 Nights in the Forest
Quick Answer
| Question | Answer |
|---|---|
| Cost | 50 Diamonds (one guide notes that some sources report 100) |
| Stars | Two, on the scale most sources use |
| Starting tool | A Fishing Rod — the only class in the game that begins holding one |
| The three perks | Rods level faster, then casts become instant and longer, then fish hook faster |
| Can you always buy it | No. It sits in a 24-hour rotating stock and is regularly listed out of stock |
| What it is for | Food, ammo and materials out of water, for the price of nothing per run |
| What it is not for | Combat. It brings no weapon, no armour and no defensive perk |
| The honest verdict | The cheapest permanent food economy on the board, and it stops mattering once your camp no longer needs food |
The Fisherman is the answer to a specific question almost every new player asks: how do I stop starving without burning ammo on hunting? At 50 Diamonds it is one of the cheaper permanent unlocks, and it is the cheapest food class in the game by a wide margin. Whether it is worth your diamonds depends entirely on how much you intend to fish, and that is a bigger question than it sounds — see Fishing in 99 Nights in the Forest for what the pond loop actually produces.
Our site has mentioned the Fisherman on thirteen pages, always as a footnote to something else: the rod it hands you, the class the Chef pairs with, the update that also brought the Pyromaniac. This is the first page that takes it on its own terms, including the parts that do not survive cross-checking.
What You Actually Buy
A class is a permanent unlock, not a per-run consumable. You pay once, it lives in your account, and you can equip it at the start of every subsequent run for free. That single fact changes how the 50 Diamonds should be judged, and most guides fail to make it.
It also means the comparison that matters is not "50 Diamonds for one run of fishing." It is 50 Diamonds against every other permanent thing those diamonds could buy, forever.
What you get for the money:
- The role itself. Every run starts with you holding a rod. You never walk to the Tool Trader, never spend 20 Mossy Coins, never get unlucky looking for a rod in a chest.
- Three perk tiers, unlocked by playing rather than bought. Every class starts at Level 1 and can reach Level 3 by completing in-run requirements.
- The starting tool. One Fishing Rod, and standard gear identical to everyone else's. There is no hidden weapon, no armour, no sack upgrade.
There is one thing you emphatically do not buy: a better rod. The Fisherman gives you an Old Rod, the same bottom tier everyone else eventually upgrades out of. The class makes the rod improve faster; it does not promote you past the bottom rung. This trips people up, because the perk description reads like a rod upgrade.
Cost, Stars and Where You Actually Buy It
50 Diamonds, and every source that publishes a number agrees except one, which hedges that "some sources report 100." Treat 50 as the price and 100 as noise.
Two stars, per the same list sources that give the price. This makes it a low-tier class by design — not weak, but deliberately narrow. One site calls it a B-tier; that is the same source that publishes six abilities no one else has ever heard of, so we are not counting it.
Where the purchase happens is where people get stuck. You do not buy it from a trader in the forest:
| Step | Detail |
|---|---|
| Where | The General Store in the lobby, or the Classes button on the left of the screen |
| How often stock changes | Every 24 hours, with a random selection available |
| Availability | Classes are regularly listed as out of stock; the one you want is often simply not there today |
| Reroll | One free reroll per day. Additional rerolls are disputed — see below |
| Skipping class levels | 250 Robux to jump to Level 2, 400 more to Level 3 — 650 total |
Two sources describe a dedicated Discord class stock notifier set up specifically to ping players when their wanted class rotates in. The existence of that tool tells you something useful: waiting is a real part of the purchase, and if the Fisherman is not in stock today you are waiting until tomorrow or spending for a reroll.
The reroll cost is genuinely unsettled. Two sources say additional rerolls cost 99 Robux; a third says rerolling costs 10 or more Diamonds with the first roll free. Those are completely different currencies and both are stated plainly. Plan around one free reroll per day and treat anything beyond it as a cost you cannot budget for.
The Three Perks, and What Each One Fixes
This is the one part of the class that every source agrees on, and the agreement is unusually clean — the wiki's own quick-facts block, the wiki's long-form page, GamesRadar, MrGuider, rblxguide and Of Zen and Computing all list the same three, in the same order:
| Level | Perk | What it actually removes from your day |
|---|---|---|
| Level 1 | Your fishing rods level up faster | The XP grind between Old, Good and Strong Rod |
| Level 2 | Rod casts are instant and reach further | The wind-up animation, and the need to stand at the water's edge |
| Level 3 | Fish hook onto the rod faster | The wait between casting and getting a bite |
Read together, every perk attacks one thing: time. Nothing here raises your damage, your carrying capacity or your survivability. This is a speed class for one specific loop, and it is the cleanest design in the cheap bracket for exactly that reason.
There is a second-order benefit buried in Level 2 that no source spells out: the further cast interacts with how the water works. Ponds with ripples are fast hotspots, but they run out after roughly six catches, and the best water — Algal and Bone Ponds — frequently has no ripples at all. Reaching further means covering more of a pond from one spot, which is worth more than faster biting once you are fishing water that never had hotspots to begin with.
Level 1 is the one to think hardest about, because rod tier is the hidden gate on most of what fishing gives you. The Bone Pond, the only water that produces the Trident, the Medkit, the Old Car Engine and the Gem of the Forest Fragment, is Campfire Level 6 water holding the hardest mini-games in the game. Rod tier does not unlock it — every rod can fish every pond — but it is what makes losing the mini-game rarer. A Fisherman reaches Good and Strong Rod long before anyone else does.
The Level Requirements Nobody Agrees On
Here every source stops agreeing, and the disagreement is not between sites — it is inside one of them.
The same Fisherman wiki publishes two incompatible requirement structures:
| Version A — the wiki's quick-facts structure | Version B — the wiki's level-block structure |
|---|---|
| Level 2 perk needs 350 fish | Level 1 needs 350 fish and 5 sharks |
| Level 3 perk needs 5 sharks | Level 2 needs 500 fish and 15 sharks |
| Level 3 needs 800 fish and 25 sharks |
These cannot be reconciled. Version A attaches the shark count to the top perk and the fish count to the middle one. Version B is a ladder where each tier needs both counters to climb. If Version B is right, reaching max level means 800 fish and 25 sharks, which is a serious investment. If Version A is right, the shark requirement is 5 and the fish requirement is 350, which is a Tuesday.
No third source publishes requirements at all, so there is no tie-breaker. Plan around Version B if you intend to max the class, because it is the more demanding reading and being pleasantly surprised costs you nothing.
The practical consequence is worth stating plainly: you cannot plan a route to max level when nobody agrees what the route measures. Level 3 is also where the class pays off least per hour for solo players, since the hooking perk only matters when you are chain-casting.
The XP Numbers Exactly One Source Publishes
No fishing page anywhere publishes the value of a single catch. The wikis say only that "the harder the item, the more XP it gives," which is useless for planning. One guide — Olles.ru, in a Fisherman and Pyromaniac writeup — publishes a full set.
Per that single source:
- The Level 1 perk doubles rod XP. Its worked example: a Mackerel worth 5 XP becomes 10.
- Per-fish XP: Mackerel 5, Salmon 10, Swordfish 15, Jellyfish 20, Shark 25.
- Rod thresholds: Old Rod to Good Rod at roughly 50 fish; Good to Strong at roughly 100 fish.
- With the class perk, "cut these numbers in half."
We could not corroborate any of it, and it is worth understanding what it would mean if true: it would make the Fisherman the difference between needing about 100 fish for a Strong Rod and needing about 50, and it would make the Shark — already the best food in the water — worth five Mackerel in rod progression too. That reframes the Deep Sea Fishing badge from a pure grind into a progression strategy.
Treat it as unverified but useful for planning direction. The one independently corroborated statement, from several sources, is that higher-tier rods make harder catches easier and that rod XP comes from successful catches rather than from fish specifically — meaning every non-fish item you reel in counts too.
The Fourth Perk That Exists on One Wiki
The wiki's long-form page describes a perk that appears nowhere else in any language:
Level 3 (Max Level) — Bonus Fish & Loot Chance. Every successful catch has a small chance to yield additional fish or rare drops.
Every other source has three perks, and the third is always the faster hooking. The contradiction is also internal: the quick-facts block on that very same page lists faster hooking as the Level 3 perk and never mentions bonus loot.
We are listing it because a version of this perk would change how the class is valued — a doubling chance on rare drops would make it a genuine late-game loot engine rather than a food class. Nobody else supports it, and no source publishes a rate. If you are buying the Fisherman for the loot perk, you are buying an unconfirmed feature. Buy it for the food.
What the Class Does Not Give You
This section exists because one site publishes six abilities for the Fisherman that no other source carries, and new players find them.
99nightsintheforest.net describes Expert Angler at 50% faster catches, Water Sense granting 25% more water during rain, River Navigation giving 30% movement speed in water, a once-daily Bountiful Catch guaranteeing a large haul, Weather Intuition predicting weather to 80% accuracy, and Aquatic Hunter adding 25% damage to aquatic enemies. We found none of these anywhere else, including in Portuguese-language guides covering the same class, and several are mechanically implausible for a 50-Diamond utility unlock. None of them are real until someone corroborates them.
What the class genuinely does not provide:
- No combat anything. No weapon beyond the rod, no armour, no damage perk, no health.
- No direct rod tier. You still start on the Old Rod and still have to upgrade twice at the bench.
- No hunger or cold benefit. Nothing about how fast you get hungry or how you handle the Snow Biome, despite the class spending most of its time standing next to water in cold biomes. If you are planning to fish the Cold Pond for Char and Eel, the Snow Biome will still try to kill you and the Fisherman does nothing about it.
- No speed boost outside water, despite one version claiming otherwise.
The one thing every source agrees the class makes worse is nothing — it simply does not participate. Playing Fisherman through a raid means having contributed nothing to the fight, which is survivable in daylight and dangerous at night.
Comparing It to the Other Cheap Classes
The Fisherman does not compete against the 600-Diamond heavyweights. It competes against everything priced under 60, and the comparison is closer than it looks.
| Class | Cost | What it gives you | Versus the Fisherman |
|---|---|---|---|
| Camper | 10 | Reduced hunger drain, better night sight | Cheaper and helps every run, regardless of playstyle |
| Scavenger | 25 | Extra sack space, faster chests | Competes for the same early slot; more general-purpose |
| Cook | 40 | Seasoned food, faster Crockpot | Directly overlaps — food, one step downstream |
| Hunter | 40 | Meat and pelt drops, two bear traps, Pelt Trader bonus | The real rival. Also food, but hunting costs ammo |
| Support | 45 | Bonds to a teammate, shares hunger, absorbs damage | Strictly better in a fixed duo |
| Fisherman | 50 | Rods, cast speed, hooking | Food that costs nothing per catch |
| Gambler | 55 | 50-50 chest upgrade gambles | The loot alternative to fishing |
For reference, the full published ladder also includes Medic at 40, Base Defender at 40, Decorator at 40, Ranger at 70, Lumberjack at 70, Zookeeper at 70, Farmer at 80, Explorer at 80, then Berserker, Brawler, Alien and Undead at 100, Chef at 150, Blacksmith, Poison Master and Fire Bandit at 200, Assassin at 500, and Cyborg, Vampire and Big Game Hunter at 600. Our All Classes page tracks which of these are agreed on and which only appear in some lists.
Hunter is the decision. Both cost roughly the same, both are food economies, both start you with two tools. Hunter gives you two Bear Traps immediately, which is real defensive value on night one, and it feeds the pelt economy that the Pelt Trader pays out on. The Fisherman gives you nothing you can fight with and produces food from a resource that never runs out. If you expect to spend your run near camp and underwater, take the Fisherman. If you expect to roam and fight, take the Hunter. The tier list we trust most puts it honestly: reasonably priced, somewhat situational.
What It Is Actually For: Food Without Ammo
Stripped of everything contested, the class unlocks a pipeline with three products, and none of them require spending anything to acquire.
Food that never depletes. Trees run out, animals run away, and hunting spends ammo and pulls you away from the fire. Water does none of that. Cooked fish sit near the top of the food table in the game, and the Shark is the single best one.
Supplies without opening a single container. Bandages, Medkits, Rifle Ammo and Revolver Ammo come out of the water. For a player whose problem is that every fight costs more than it returns, this is the only loop in the game that runs backwards.
Materials you would otherwise fight for. The Cultist Gem has eight documented sources and fishing is one of only three the community treats as sustainable. You do not need to be good at anything to pull gems out of an Algal Pond.
Set against that, the 50 Diamonds is not buying fishing — anyone can fish with a rod from the Tool Trader for 20 Mossy Coins. It is buying the rod tier that makes the rare water reliable, plus a permanent seat at the start of every run. See the fishing guide for the full water and catch tables.
How It Speeds the Four Fishing Badges
Fishing carries four badges paying 25 Diamonds between them plus two pieces of furniture. All four are harder without the class and one of them is close to unreasonable.
| Badge | Requirement | Why the Fisherman helps | Warning |
|---|---|---|---|
| Baiting | Max the rod tier | This is literally the Level 1 perk's job | The wiki currently calls this badge unobtainable alongside Reconstruction — check before grinding |
| Fishing | Catch 100 fish | Faster casting and hooking compress every catch | Straightforward either way |
| Trophy Fishing | Fill the Fish Index | Reaching distant and rare water is easier with range and tier | Needs nearly every water type, including two biomes |
| Deep Sea Fishing | Catch 30 sharks | Sharks give the most rod XP per catch, so the two goals share a route | 30 is a lot of sharks in any class |
The efficient path those four imply, if you are going to buy the class at all: fish normally to level the rod, let Level 1 carry you to Strong Rod, and pick up Baiting passively on the way. Then target the Algal and Bone Ponds for sharks, since Shark XP and Shark count share a target. Whether the Shark XP figure is real at all is the single-source question above.
Then the arithmetic nobody publishes: the class costs 50 Diamonds and the badges it accelerates pay 25. On badges alone it never repays itself. It repays itself because it is permanent and every subsequent run gets the food pipeline for free. Anyone buying it to farm badges is doing the maths backwards.
The Rod Worth Having: Why Tier Three Changes Everything
There are three rod tiers and only one way through them. Old Rod, then Good Rod, then Strong Rod — none of the upper two can be bought, looted or crafted.
No source publishes what a rod tier does numerically. What they do publish, consistently, is that harder fish produce harder mini-games and better rods make those manageable. That is why the Fisherman's Level 1 perk is quietly the strongest thing it offers: reaching Strong Rod early is worth more than either of the two speed perks, because it converts a mini-game you lose into one you win.
The tier also changes the loot conversation. Our Cultist Gem investigation found that the most efficient gem route is specifically the Algal Pond with a Strong Rod — not with a better pond, but with the better rod. If the single-source XP figures are even approximately right, a Fisherman reaches that combination in roughly half the fishing anyone else needs.
One caution worth carrying: upgrading a rod now happens at the Tool Workbench beside the Tool Trader, not where older guides point. Our fishing guide covers the building that was removed in February 2026.
Team Role: Who Benefits From a Fisherman
This class reads as selfish — three perks, all about you — and plays as the opposite. The output is food, and food is the one resource a team always needs more of.
The Chef. Every list of classes the Chef pairs with includes the Fisherman, alongside Hunter and Farmer, because all three exist to hand over ingredients. Specifically: Seafood Chowder takes any fish for about 140 hunger, and Jar o' Jelly takes a Jellyfish for a full heal and roughly five minutes of speed. A Fisherman is the only reliable supply line for either.
The Zookeeper and every tamer. Four taming recipes need specific fish, and each is gated behind a particular water type: Mackerel for Green Frogs, a Mackerel and Salmon variant for Alpha Wolves, Salmon for Bears, and Swordfish for Polar Bears. Feeding those by hand is slow; see Pet Food and Best Pet for how much of the taming tree that covers.
Anyone carrying the Lumberjack role. Someone has to keep the campfire fed, and that someone is not eating. The division of labour writes itself: one person on logs, one on food, neither costing the other anything.
Solo, it is weaker. A Fisherman alone cannot defend a pond, cannot clear the frogs that take over every water source around Day 3, and loses time every night to staying away from the fire.
The Day-One Advantage Nobody Prices
Every source mentions that the class starts holding a rod. Almost none price it.
Without the class, a first rod comes from one of: 20 Mossy Coins at the Tool Trader, free rods inside the Fishing Cabin behind camp, or a lucky roll on a Common or Good Chest. All three cost you something — either currency you wanted for the Taming Flute, a walk, or luck. With the class, none of it applies, and it applies in every run for the rest of the account's life.
There is a small diamond feedback loop that follows from that, and it is the one concrete return on the 50 Diamonds: the yay fishing code pays 2 Diamonds, but only from inside the fishing mini-game with an Old Rod and a Campfire at Level 2. See Active Codes for how it works and why typing it into the shop box fails forever. Any class can do this. The Fisherman is the one that can do it on night one without an errand.
Set against 50 Diamonds, that is 2 back immediately, every run, for doing something you were going to do anyway. It is not a reason to buy the class. It is the clearest illustration of how the class's returns actually arrive: many small amounts, forever, rather than one payday.
When It Stops Paying
Every honest assessment of this class lands in the same place, and it is the inverse of how most classes age.
The wiki says the Fisherman "shines in early-to-mid game for food security" and that "its value decreases late-game once most consumables have been secured." The tier list source we rate most puts it more bluntly: reasonably priced, somewhat situational, and less critical once other food sources open up. Both are describing the same curve — the class solves a problem that stops being a problem.
This is worth taking seriously before buying, because the curve is steep. Food stops being scarce once you have a campfire with capacity, a few Missing Kids producing at camp, and access to cooked meat. At that point the Fisherman's entire product is a resource you would otherwise have gotten anyway, and its three perks are all speed — speed on a task you no longer need to do fast.
It also has a hard ceiling we do not usually associate with cheap classes: it contributes nothing to the things that actually end runs. It does not help against raids, does not help in the Frog Cave, does not help on Hard Mode, and does not help with the tail-end content that gates the biggest badges. Compare that to a class like Undead, whose value also grows every time you revive.
Buy it early if you want the food solved. Skip it entirely if you already have a camp that feeds itself.
Where Sources Disagree
Twelve open contradictions, listed rather than resolved.
- Cost. 50 Diamonds everywhere, against one guide noting that some sources report 100.
- Level requirements. Two incompatible structures published inside one wiki — 350 fish plus 5 sharks, versus a 350/500/800 fish and 5/15/25 shark ladder.
- How many perks there are. Three per six sources, against four on one wiki, whose own quick-facts block lists only three.
- The XP numbers. Zero sources publish per-fish XP or rod thresholds except one guide, which gives values nobody corroborates.
- Whether rod XP doubles. The implications of Level 1, quantified by exactly one source.
- What the rod cost to make. One guide says a rod can be crafted for 50 logs and 10 scrap. Every other source routes through the Tool Trader for 20 Mossy Coins, the Fishing Cabin, or a chest.
- The six invented abilities. Published on one site, absent everywhere else.
- Introduction date. 15 August 2025 for most; 13 August from one; one page states 15 August 2026, which is off by a year.
- Which update introduced it. The Fishing Update for nearly everyone; the River Expansion Update per the wiki's own trivia line. Our Flamethrower page independently records that the Pyromaniac arrived in the Fishing Update alongside the Fisherman, which corroborates the majority reading.
- How many classes exist. 24 per two sources; our own All Classes page tracks several that only appear on some lists.
- Reroll currency. 99 Robux per two sources, against 10 or more Diamonds per another.
- Star scale. Most list two stars; some tier-style sites instead rank it B-tier, and one of those is the same site publishing the invented abilities.
FAQ
Is the Fisherman worth 50 Diamonds? If you intend to fish, yes, and it is the cheapest specialist food class available. If you do not, no — buy Cook or Hunter at 40, or Camper at 10 and keep the change. The deciding factor is whether you want to stand next to water.
Do I still need to find a rod? No. You spawn with an Old Rod on every run, which is the class's most underrated feature.
Does it give me a Good Rod or Strong Rod? No. You start on the bottom tier like everyone else. The Level 1 perk only makes reaching the upper tiers faster.
Why can't I find it in the shop? It rotates. Stock changes every 24 hours and classes are regularly out of stock. Use your one free daily reroll, or wait a day.
Is it good for solo players? Weaker than in a team. It has no combat output, and fishing locks you in place during the mini-game with nobody watching your back.
Does it help with the fishing badges? Yes, indirectly and unevenly. It accelerates Baiting most of all, since Baiting is the rod level requirement and Level 1 targets exactly that.
Can I skip the level requirements with Robux? Yes — 250 Robux to Level 2 and 400 more to Level 3, 650 in total. Note that skipping is skipping the grind, not the class: you still need the class itself, which costs Diamonds.
Does it work in any biome? It works wherever there is water, including the Volcanic Biome's Lava Pools and the Snow Biome's frozen ponds. It offers no protection from what lives in either.
Is the Level 3 bonus loot perk real? Unconfirmed. One wiki describes it, the same wiki's summary does not, and no other source mentions it.
Should I buy it before the Chef? Yes, and they compound rather than compete. The class produces ingredients; Chef turns them into buffs. Buying Chef first leaves the Chef with nothing to cook.
Sources
Checked 2026-10-04. The 50 Diamond cost, two-star rating, Fishing Rod starting tool and the three perks in their order are corroborated identically by the Fisherman wiki page, GamesRadar, MrGuider, GameUpNews, the 99-nights class tier list and Of Zen and Computing. The General Store purchase point, 24-hour rotation, out-of-stock behaviour, one free daily reroll and the 250 and 400 Robux level skips come from MrGuider and the 99-nights tier list, corroborated on the rotation by GamesRadar and GameUpNews. The two conflicting level-requirement structures are both internal to the Fisherman wiki page and its own quick-facts block. The per-fish XP values, the doubled XP claim and the roughly 50 and 100 fish rod thresholds come from Olles.ru alone and could not be corroborated anywhere, including in Portuguese-language coverage of the same class. The fourth perk, Bonus Fish and Loot Chance, appears on that same wiki and nowhere else. The 24-class roster and full price ladder come from MrGuider and GamesRadar, with our own All Classes page covering which entries are disputed. The Fisherman arriving alongside the Pyromaniac in the Fishing Update is independently recorded on our Flamethrower page. The underlying fishing mechanics — rod tiers, water gates, catch tables and the Tool Trader replacing the Upgrade Station — are sourced on our fishing guide.
- Fisherman — 99 Nights In The Forest Wiki — the 50 Diamond cost, two-star rating, Fishing Rod starter and the long-form four-step perk structure including the Level 3 bonus loot perk
- Classes — 99 Nights In The Forest Wiki — the competing requirement structure that attaches 350 fish to the second perk and 5 sharks to the third
- Fisherman Class — RBLXGuide — the three perks in the majority order, and the framing of the class as the cheapest food economy on the board
- All 99 Nights in the Forest classes explained — GamesRadar — the three perks stated cleanly alongside the full price ladder, plus the daily shop and reroll behaviour
- Class List: Classes Guide — MrGuider — the two-star rating, the 24-hour rotation, the one free daily reroll and the 250 and 400 Robux level skips
- Best Class Tier List — 99-nights.wiki — the General Store purchase point, the out-of-stock behaviour, the alternative reroll cost and the full cheapest-to-most-expensive roster
- Classes Stock Notifier — GameUpNews — corroboration of the 24-hour rotation and the 99 Robux reroll, plus the class price list
- Class Tier List — Of Zen and Computing — the honest situational verdict and its placement alongside Hunter and Gambler
- Fisherman and Pyromaniac Guide — Olles.ru — the only source anywhere publishing per-fish rod XP, the doubled XP claim and the rough 50 and 100 fish rod thresholds
- Fisherman and Pyromaniac Guide — Of Zen and Computing — the note that some sources report a 100 Diamond cost, and the two-star rating
Sources we deliberately did not use: 99nightsintheforest.net publishes six Fisherman abilities that appear in no other source in any language, including 30% water movement speed and 80% accurate weather prediction; nothing here takes them as fact. ofzenandcomputing.com publishes multiple incorrect figures about fishing, including nine fish species, a "Master Angler" badge that does not exist, Swordfish spawning in oceans, and a Fishing Update dated 2026 rather than 2025; we used only its class cost and perk list, which match everyone else.
Related Pages
- Fishing in 99 Nights in the Forest — the full system this class plugs into: rods, water gates and every catch
- All Classes — every class, its cost, and the shop rotation that decides what is buyable today
- Chef and Cook — the class that turns the Fisherman's output into buffs
- Hunter Class — the 40-Diamond rival, and the safer pick if you expect to fight
- Zookeeper Class — the taming class whose pets eat what you catch
- How to Get Diamonds Fast — everything that funds a 50-Diamond unlock
- All Badges — the four fishing badges, worth 25 Diamonds between them
- Cultist Gem — the eight sources, and why Algal Pond plus Strong Rod is the one to plan around
- How to Get the Trident — the rarest catch, and what rod tier does for it
- How to Get the Flamethrower — the Pyromaniac, added in the same update as the Fisherman
- Chest Tiers — where an Old Rod drops if you never buy this class
- Active Codes — including the chat-only fishing code worth 2 Diamonds
- Campfire — the level ladder every water type is gated behind
- Beginner Guide — if the Fisherman is your first purchase, start here
- Update Log & Patch Notes — what changed in each update, including the fishing classes
Keep Reading
Chef and Cook in 99 Nights in the Forest: Recipes, the Chef's Station, and Seasoning
The Chef costs 150 Diamonds and the Cook costs 40. This page separates them: the Chef's Station blueprint and its materials, the three level unlocks, every Chef recipe and its real ingredients, what Seasoning does, and where the sources cannot agree.
Beastmaster Class in 99 Nights in the Forest — 400 Diamonds, Five Wolves, and the Steak Bill That Comes With Them
What the Beastmaster actually buys for 400 Diamonds: a Good Taming Flute, a Steak-funded summon button and a five-pet cap. Every perk by level with its requirement, how the summon loop works and what your wolves will refuse to hit, the 5,000 and 15,000 damage counters, a Beastmaster versus Zookeeper comparison, and the numbers sources disagree on.
Big Game Hunter Class in 99 Nights in the Forest — 600 Diamonds, Nine Rows on the Pelt List, and Buffs Only Two Biomes Will Give You
The Big Game Hunter is a 600-Diamond class that trades a weapon for a list: a Pelt List of nine rows you spend pelts and animal parts on inside a single run, from sprint speed and damage to permanent health, and in the Snow and Volcano biomes only, warmth, more damage and a poison chance. Every row, every count, what each level costs, the ammo problem, and the four places the sources fight.