Class Levels in 99 Nights in the Forest: Every Class's Level 2 and Level 3 Threshold, What the Grind Actually Costs, and Why Price Does Not Predict It
Every class in 99 Nights in the Forest has three levels, and every class page prints its own Level 2 and Level 3 requirement — but no page prints more than one class at a time. This page puts all of them on one table, divides Level 3 by Level 2, finds the only counter that does not double, fills in the Lumberjack's missing requirement, totals how much work each class really asks for, and prices the flat Robux skip ladder in Robux per unit of grunt work.
There are three levels in a class in 99 Nights in the Forest, unlocking them costs no Diamonds, and every guide on the game reports them the same way: a perk description for Level 1, then a requirement printed off to one side for Levels 2 and 3. Read a dozen class pages back to back and the system never appears as a system. It appears as a dozen unrelated trivia items, and the only page that touches more than one class at a time is our own All Classes page, which tells you Level 3 exists and then declines to print the numbers.
This page does the part nobody does. It puts every published Level 2 and Level 3 requirement in the same table, divides one by the other to see what the ladder actually does between rungs, totals the work each class asks for, and divides that total into the price. Three results fall out, and none of them is visible from a single class page.
Last verified: 2026-10-05.
Quick Answer
The section we would read first if you only read one.
- Every class gates Level 2 and Level 3 on the same shape: one counter you fill by playing, and one counter you fill by deciding to. Across the twenty counter pairs we could total, the median Level 3 is exactly twice the Level 2, and six of the twenty are precisely 2.0×. The range runs from a flat 1.0× (the Hunter's bunny counter, which does not move at all) up to 4.0× (the Assassin's distance counter, 2,500 to 10,000 studs).
- Price does not predict the grind, and the two rankings are inverted at both ends. The cheapest class per item of work is the Hunter at 0.066 Diamonds per animal; the dearest is the Undead at 1.11 Diamonds per revive. The Hunter asks for around 610 animals in total and is mid-table on total work; the Undead asks for 90 revives and is joint-shortest. Both extremes point the same way in neither ranking.
- The Lumberjack has no published level requirement anywhere — including on our own page for it. Four independent sources give it: Level 2 is 200 trees cut and 75 saplings planted, Level 3 is 500 trees and 200 saplings. That closes the only gap in the table below, and it explains the "levels slowly" line the page already carries.
- The counters carry across runs. Two independent sources state it outright, which resolves four separate "unknown" notes our own class pages still carry — nothing here is per-run.
- The Robux skip is priced flat at 250 then 400, so the same 250 buys 30 Zookeeper tames or 200 Lumberjack tree cuts — a 6.7× difference in work. The skip is therefore bad value on exactly the classes whose counters fill themselves, and reasonable on the ones whose counter needs a method you have to learn.
The Three Rungs, and What Level 1 Actually Sells
Every class opens at Level 1 the moment you buy it, with no requirement attached. Our own All Classes page puts the rule in one sentence: every class starts at Level 1 and unlocks Level 2 and Level 3 by meeting in-game requirements. Level 3 is the cap, and the level-3 perk is usually the reason a class is worth its price.
That last clause is the one to hold onto, because it is where the grind lives. On most classes the thing you paid the Diamonds for is live before you have done anything. The Berserker's auto-revive works on purchase; the Blacksmith's bench skip is live from the first swing; the Vampire's lifesteal applies to any melee weapon from Level 1. What Levels 2 and 3 do is make those things better, or add a condition.
Which means the honest way to read the table below is not as progression. It is as two more bills arriving on a class you already own.
Every Class's Level 2 and Level 3, on One Table
This is the table that does not exist anywhere we could find, including on this site before today. Classes our own site has a page for are listed first.
| Class | Price | Level 2 | Level 3 | Level 3 ÷ Level 2 |
|---|---|---|---|---|
| Alien | 100 | 150 kills with alien tech | 300 | 2.0× |
| Assassin | 500 | 100 damage-less kills + 2,500 studs | 250 kills + 10,000 studs | 2.5× and 4.0× |
| Beastmaster | 400 | 5,000 damage with pets + 50 wolf summons | 15,000 + 150 | 3.0× |
| Berserker | 100 | 50 kills below 40% HP | 150 kills below 40% HP | 3.0× |
| Big Game Hunter | 600 | 70 wolves + 50 pelts eaten | 150 wolves + 100 pelts eaten | 2.1× |
| Blacksmith | 200 | Upgrade the bench 20 times + build 80 structures | 40 times + 250 structures | 2.0× and 3.1× |
| Brawler | 100 | 200 melee hits taken + 350 swings | 5,000 HP regen + 600 swings | 1.7× |
| Chef | 150 | 200 food cooked + 50 special dishes | 400 food + 100 dishes | 2.0× |
| Cook | 40 | 200 meat cooked + 50 stews | 400 meat + 200 stews | 2.0× and 4.0× |
| Cyborg | 600 | 50 multi-target shots + 200 alien-tech kills | 100 + 350 | 2.0× and 1.8× |
| Fire Bandit | 200 | 100 fire kills + 200 ignitions | 250 kills + 500 ignitions | 2.5× |
| Fisherman | 50 | 350 fish | 500 fish + 15 sharks, or 800 + 25 | Disputed — see below |
| Hunter | 40 | 120 bunnies + 120 wolves | 120 alpha wolves + 250 wolves | 1.0× on bunnies |
| Lumberjack | 70 | 200 trees cut + 75 saplings planted | 500 trees + 200 saplings | 2.5× |
| Necromancer | 600 | 5,000 damage with pets + 100 resurrections | 15,000 + 200 resurrections | 3.0× |
| Poison Master | 200 | 100 kills while poisoned | 250 kills while poisoned | 2.5× |
| Undead | 100 | 30 revives | 60 revives | 2.0× |
| Vampire | 600 | 450 HP healed + 5,000 damage | 1,000 + 10,000 | 2.2× |
| Zookeeper | 70 | 30 animals tamed | 60 animals tamed | 2.0× |
Seven more classes carry published requirements but have no page on this site yet. They are listed here rather than omitted, with the number of independent sources behind each figure noted — that column matters more than it looks, because one of these classes has two sources that agree and every other one has exactly one.
| Class | Price | Level 2 | Level 3 | Behind the numbers |
|---|---|---|---|---|
| Camper | 10 | 75 food cooked + 200 logs burned | 150 food + 350 logs | 1 source, and both pairs are printed in a tangle we could not unpick safely |
| Medic | 40 | 30 supplies found + 25 revives | 50 supplies + 40 revives | 1 source |
| Gambler | — | 70 chests opened | 150 chests + 10 Ruby chests | 2 sources, agreeing |
| Farmer | 80 | 150 plants harvested + 50 plots watered | 500 plants + 80 plots | 1 source |
| Ranger | 70 | 10 children rescued + 200 enemies killed | 35 children + 200 enemies | 1 source |
| Brute | 50 | 100 taunts + 800 damage blocked | 250 taunts + 2,000 blocked | 2 sources, but which figure sits on which rung is unsettled |
| Snowman | 100 | 100 snowball hits + 20 freezes | 250 hits + 60 freezes | 1 source |
Read the primary table as a single observation first: there is no class in the game whose Level 2 is a hard number and whose Level 3 is a harder kind of number. Every rung is the same activity, counted higher. The only exceptions are the Hunter and the Ranger, and they are worth their own section.
What the Numbers Do to Each Other: the Level 3 over Level 2 Ratio
Printing two columns invites subtraction. The division is more interesting, because the ratio between rungs is not a constant.
| Ratio | Counter pairs | Classes |
|---|---|---|
| 1.0× — flat | 1 | Hunter bunnies |
| 1.7×–1.8× | 2 | Brawler swings, Cyborg alien-tech kills |
| 2.0× — exactly double | 6 | Alien, Blacksmith bench, Chef, Undead, Zookeeper, Cook meat |
| 2.1×–2.5× | 7 | Hunter wolves, Fire Bandit both counters, Lumberjack both counters, Poison Master, Assassin kills, Vampire |
| 3.0× or more | 4 | Beastmaster, Berserker, Necromancer, Assassin studs (4.0×), Cook stews (4.0×), Blacksmith structures (3.1×) |
One independent guide states the pattern loosely — level 3 asks for roughly two to three times what level 2 asked for. The table above is that claim taken apart: the mode is a clean double, a quarter of the pairs sit between 2.1× and 2.5×, and the steep ones cluster at 3× and above.
But the ratio tells you nothing about how long the grind takes, and this is the trap. Where the ratio is 2.0×, the Level 2 number is always a small round figure that fits inside a single run — 30 revives, 30 tames, 50 injured kills, 150 alien kills. A 2.0× jump on top of a number that size is still an afternoon. Where the ratio is 3.0×, the Level 2 number is already most of a session, so tripling it means a few nights. The Berserker looks like the mildest ladder in the game on price and the steepest on ratio, and both readings are true.
The Two Classes That Do Not Double
Two classes break the pattern in the same direction, and one of them is on our own site with four separate "unknown" notes attached.
The Hunter's requirement reads: Level 2 is 120 bunnies and 120 wolves, Level 3 is 120 alpha wolves and 250 wolves. Nothing in that second line is a bigger version of anything in the first. The bunny counter is identical, the wolf counter grows by 130, and an entire new category — alpha wolves — appears from nowhere. Alpha wolves need a Level 3 to 5 campfire in the Forest and show up elsewhere at night, and our own Hunter page links that fact to a general rule: class levels appear to persist across runs, which changes whether 610 animals is one run or a lifetime.
The Ranger does the same thing with its two counters. Level 2 asks for 10 children rescued and 200 enemies killed; Level 3 asks for 35 children and the same 200 enemies. The enemy counter is flat at 200, and the whole third rung is a rescue count.
Put those together and a rule falls out that no single class page states:
For most classes, Level 3 is "the same as Level 2, but twice." For the Hunter and the Ranger, Level 3 is "something you have not yet done."
The practical consequence is worth more than the arithmetic. The Hunter's Level 2 is the whole first half of the ladder. If you have filled 120 bunnies and 120 wolves, you are halfway to Level 3 on the cheap rung and still have 120 alpha wolves to find — and the alpha wolf is the gate that our Alpha Wolf page tracks, not a number you can farm faster by playing better. Same shape on the Ranger: rescue ten children first, because the twenty extra children at Level 3 will not move until you do, and the 200 enemy kills underneath it are already done.
The Wall Counter Is Nearly Always the Second One
Almost every two-counter class splits its requirement the same way: the first counter is something you will do anyway, and the second one is the actual commitment.
| Class | Counter 1 (fills itself) | Counter 2 (the wall) |
|---|---|---|
| Fire Bandit | 350 fire kills | 700 ignitions — and any fire kill required an ignition first |
| Necromancer | 20,000 damage | 300 resurrections, at 3 souls each |
| Poison Master | 350 poisoned kills | none — it is a single counter |
| Blacksmith | 40 bench upgrades | 330 structures built |
| Lumberjack | 700 trees cut | 275 saplings planted |
| Big Game Hunter | 220 wolves killed | 150 pelts eaten |
| Beastmaster | 20,000 damage | 200 wolf summons, about 600 Steak |
| Hunter | 370 wolves | 120 alpha wolves |
The Fire Bandit is the cleanest case and the one worth reading twice. Its own page points out that every fire kill required an ignition before it — the enemy had to be burning — so the two counters are not independent, and the ignition side is where the wall sits. The fix is published as a tip rather than a mechanic: re-igniting an enemy that is already burning ticks the counter again. That turns 700 ignitions from "kill 700 things with fire" into "ignite things seven hundred times," which is a completely different amount of work.
The Necromancer has the same shape with worse arithmetic. Two hundred resurrections at Level 3 and one hundred at Level 2, three souls per resurrection, which is our own multiplication of published figures rather than a sourced claim: 600 souls. And nothing anywhere states whether a resurrected cultist that dies again can be raised a third time, which is the one number that decides whether that 600 is a long night or a long month.
The Blacksmith is the odd one, because its second counter is also the first one. Its Level 2 asks for 20 bench upgrades and 80 structures; Level 3 asks for 40 upgrades and 250 structures. Our own page already flags the contradiction and we repeat it here because the arithmetic makes it sharper: the bench ladder has four rungs, and the 3 to 4 step is already the most expensive thing in the game at 20 scrap, 30 wood and 2 Cultist Gems. Forty "upgrades" cannot be forty trips up a four-rung ladder. Either the counter counts something other than the tier click, or the figure is wrong — and either way it is the single largest unit requirement in the table above.
Three Classes Charge You for One Counter
The requirement phrase "damage with pets or summons" is published for three different classes, by three sets of guides that otherwise never agree on anything: the Beastmaster at 400 Diamonds, the Necromancer at 600, and the Vampire at 600. That is the strongest evidence available that this is one shared internal counter rather than three coincidences, and it means two of those three classes have fewer requirements than they advertise.
The Vampire's two counters are one counter plus arithmetic. Level 2 is 450 HP healed and 5,000 damage dealt; Level 3 is 1,000 HP healed and 10,000 damage dealt. The healing number is a percentage of the damage number, because that is what lifesteal means. Divide the published pairs and the fraction lands at 9% or 10% every time — 450 over 5,000 is 9%, 900 over 10,000 is 9%, 1,000 over 10,000 is 10%, and 1,000 over 15,000 is 6.7%. Our own Vampire page already makes this point; the extension is that the class has never really asked you for two things. Fill the damage counter and the healing counter follows itself at a fixed rate.
The Necromancer is the same shape with the useful half swapped. Its damage counter is the friendly one and the resurrection counter is the wall, so two columns of numbers are really one easy number and one hard one.
The Beastmaster is the only one of the three where you genuinely have two unrelated figures, because damage and wolf summons do not spring from each other. And the summons side has a price attached that the other two do not: each summon costs 3 Steak, so Level 2's 50 summons is about 150 Steak and Level 3's 150 is around 450, before you count the Steak you would have eaten. The class's own page is blunt about the consequence — a run that spends forty minutes finding Steak is a run where you are paying 400 Diamonds for a class that goes quiet.
Diamonds Do Not Predict the Grind
Here is the part nobody has done, and the reason this page exists. Take every published requirement, add the two rungs together, and divide the class price by the total.
The "total" column sums unlike units — trees and saplings are both chopping work, hits and swings are both melee — so read it as a rough comparator, not an exact figure.
| Class | Diamonds | Total work to Level 3 | Diamonds per item |
|---|---|---|---|
| Hunter | 40 | ~610 animals | 0.066 |
| Lumberjack | 70 | 700 trees + 275 saplings = 975 | 0.072 |
| Brawler | 100 | 200 hits + 950 swings = 1,150 | 0.087 |
| Fire Bandit | 200 | 350 kills + 700 ignitions = 1,050 | 0.19 |
| Chef | 150 | 600 food + 150 dishes = 750 | 0.20 |
| Alien | 100 | 450 alien-tech kills | 0.22 |
| Berserker | 100 | 200 injured kills | 0.50 |
| Poison Master | 200 | 350 poisoned kills | 0.57 |
| Zookeeper | 70 | 90 tames | 0.78 |
| Undead | 100 | 90 revives | 1.11 |
Now sort that same list by total work instead, cheapest to most:
- Undead — 90 revives.
- Zookeeper — 90 tames.
- Berserker — 200 injured kills.
- Poison Master — 350 poisoned kills.
- Alien — 450 alien-tech kills.
- Hunter — ~610 animals.
- Chef — 750 counter events.
- Lumberjack — 975.
- Fire Bandit — 1,050.
- Brawler — 1,150.
The two rankings are inverted at both ends. The cheapest class per item of work, the Hunter at 0.066 Diamonds per animal, sits sixth of ten on total work. The most expensive class per item, the Undead at 1.11 Diamonds per revive, sits first on total work and is tied with the Zookeeper for the shortest ladder in the entire game. The Brawler, which looks cheapest of all once you notice it charges you 100 Diamonds for "+40% HP and +30% melee," turns out to ask for 1,150 melee events — the most in the table.
And the Fire Bandit is the sharpest case. At 200 Diamonds it is a mid-price class, but 1,050 counter events is the joint-largest total on the page, and 700 of those events are ignitions on a supply the class describes as scarce by design. The most expensive grind in the class system does not belong to the most expensive class.
What this means in plain terms: if you are picking a class on price, you are picking a ladder length at random. The Lumberjack is 70 Diamonds and is the third-longest grind here. The Fisherman is 50 Diamonds and its Level 2 alone is 350 fish with no shark count agreed on either side of the disagreement. The two cheapest things in the shop are also two of the slowest things to max, and no tier list surfaces that, because tier lists rank classes on Level 1.
The Lumberjack Is the Only Class With No Published Requirement
Our own Lumberjack page lists three perks and no requirements at all. Level 1 is a 20% chance of a bonus log, Level 2 is a 25% chance of a double sapling, Level 3 is a 20% chance of one or two bonus logs. That is the page's own shape, and it matches every source we trust on the perks — but it leaves the class with nothing to level toward, which is why the page says the class "levels slowly" and never says why.
Four independent sources supply the missing numbers, and they agree: Level 2 requires 200 trees cut and 75 saplings planted, Level 3 requires 500 trees and 200 saplings.
| Lumberjack rung | Trees cut | Saplings planted | Total actions |
|---|---|---|---|
| Level 2 | 200 | 75 | 275 |
| Level 3 | 500 | 200 | 700 |
| Both | 700 | 275 | 975 |
Two things follow, and the second one is not obvious from the perks.
First, the trees are the smaller of the two jobs. Seven hundred axe swings spread across a long run is not a wall — wood is the campfire's input and any run past day twenty has cut hundreds of logs anyway. The 275 planted saplings are the real requirement, and they are the reason the ratio on the sapling counter (2.67×) is steeper than the ratio on the tree counter (2.5×).
Second, this is a flat price in the worst possible place. The class costs 70 Diamonds and asks for 975 actions — third-longest in the table above, and cheaper than most of what sits above it. Read alongside the scarcity of shop stock for other four-star classes, the Lumberjack is the cheapest purchase in the game that pays out slowest per Diamond. That is not a reason to avoid it — wood is the bottleneck, and the Level 1 perk is live from the first swing — but it is the honest shape, and the page's own "levels slowly" line now has a number behind it.
Per-Run or Permanent? Four Pages Now Have an Answer
Five of our own class pages list this as an open question. Two independent sources now answer it.
Roblox Database states that Levels 2 and 3 are not bought with Diamonds, and that the counters keep going across every run. The Click states that class progression is permanent, that once a level is unlocked its perk can be used in future runs, and that unlocked perk levels do not reset. The Click also answers the reset question directly: are class levels reset? No — unlocked perk levels are permanent and usable in later runs.
Every page on this site should now be read with that settled, and the practical effect is large:
- The Hunter's 610 animals is a lifetime tally, not a single run. The page's own assumption that the counters accumulate has a firmer footing than it had.
- The Fire Bandit's "single biggest unknown" is closed. Seven hundred ignitions does not have to happen in one run, and the page's own advice to farm the Cultist Stronghold is advice about method, not about pacing.
- The Zookeeper's carrot-and-reset shortcut is the one case where resetting a run is genuinely free, because the counter credits a run you are throwing away. It is a small exception to a rule that is otherwise about patience.
- The Undead's 0 or 90 revives is a lifetime count, which makes its five buffs a long-session project rather than a per-run one.
We still flag one thing the sources do not say: whether the per-run question is answered differently for event classes, and whether a class level earned on the Vampire before a talent respec stays where it was.
The Robux Ladder Is Priced Flat
Two paid skips exist and our own All Classes page confirms both: 250 Robux to jump to Level 2, and 400 more to reach Level 3, the second one only purchasable once Level 2 is unlocked. The Fisherman page totals it at 650 for the full climb.
Because the two prices are flat, the same 250 Robux buys a different amount of work on every class. Divide it out:
| Class | Level 2 counter | What 250 Robux replaces | Robux per item |
|---|---|---|---|
| Zookeeper | 30 tames | 30 tames | 8.33 |
| Undead | 30 revives | 30 revives | 8.33 |
| Berserker | 50 injured kills | 50 injured kills | 5.00 |
| Poison Master | 100 poisoned kills | 100 kills | 2.50 |
| Alien | 150 alien kills | 150 kills | 1.67 |
| Lumberjack | 200 trees + 75 saplings | 275 actions | 0.91 |
| Fire Bandit | 100 kills + 200 ignitions | 300 events | 0.83 |
| Brawler | 200 hits + 350 swings | 550 events | 0.45 |
And the full 650-Robux climb against the whole ladder:
| Class | Total counter to Level 3 | Robux per item |
|---|---|---|
| Zookeeper | 90 tames | 7.22 |
| Undead | 90 revives | 7.22 |
| Berserker | 200 injured kills | 3.25 |
| Necromancer | 300 resurrections | 2.17 |
| Poison Master | 350 poisoned kills | 1.86 |
| Alien | 450 alien kills | 1.44 |
| Lumberjack | 975 actions | 0.67 |
| Fire Bandit | 1,050 events | 0.62 |
| Brawler | 1,150 events | 0.57 |
The same 250 Robux buys 30 Zookeeper tames or 200 Lumberjack tree cuts. That is a 6.7× difference in grunt work priced identically.
That single division is the whole argument, and it inverts the usual advice. The skip looks worst on the classes with the smallest numbers, and those are exactly the classes you were going to max in a week anyway: the Zookeeper's 30 tames fill themselves during any run that touches a flute, the Undead's 30 revives happen every time a teammate walks over you, and the Berserker's 50 injured kills are a byproduct of playing the class. Paying 250 Robux for 30 tames is the worst trade in the game.
It looks best on the classes whose counter needs a method you have to learn — the Fire Bandit with its re-ignition loop, the Necromancer with its 600-soul arithmetic, the Blacksmith with 330 structures. But 650 Robux is still a lot of money for a counter you were going to fill, so the honest conclusion is narrower: the skip is a bad deal on the three short counters and only a fair deal once the counter gets long enough that learning the method stops being worth it. For most players, on most classes, it is a bad deal.
One exception worth naming: the Undead. Its 90 revives are theoretically cheap and practically the slowest thing on this page, because filling them means dying on purpose in a team that has to carry bandages to you. Nothing else on this list fails the way the Undead does.
Which Level 3s Need a Team
Two requirements cannot be filled alone, and it is worth knowing before you buy.
Undead — 60 revives. The counter runs on somebody else reaching your body with a bandage or a Respawn Capsule. Our own page documents the capsule route as the costly solo alternative and notes that nobody states whether a capsule revive counts toward the 0 or 60 counter at all. Solo, the class is a buff collector; with a team it is the shortest ladder in the table.
Poison Master — 250 poisoned kills, then a Level 3 that buffs other weapons. The counter needs a body pool you can kill while poisoned, and the Level 3 perk applies its damage bonus to whoever else is hitting the target. Our own page is explicit that solo runs deny you the best use of it.
Two more sit on the edge. The Necromancer needs bodies near you, which a team produces faster, and the Fire Bandit's 700 ignitions scale with crowd size — the stronghold spawns more cultists the more players are in the run, which is the one place both of its counters move together.
Everything else on the table is single-player work, and three of them are farms rather than fights: 275 saplings, 150 Steak's worth of summons, and 330 structures.
Where Sources Disagree
We record these rather than pick a side, because on the Fisherman and the Vampire the split is genuinely two-to-two.
- The Fisherman's whole ladder is disputed, inside one wiki. One structure gives Level 2 as 350 fish and Level 3 as 500 fish plus 15 sharks. The other gives Level 1 as 350 fish and 5 sharks, Level 2 as 500 fish and 15 sharks, and Level 3 as 800 fish and 25 sharks. Both readings are printed on pages we use; they cannot be reconciled, and one of them is published twice inside the same source. If the ladder reading is right, max level is 800 fish and 25 sharks and no source says how long that is.
- The Vampire's Level 3 damage is 10,000 or 15,000, two sources each. PC Gamer and one wiki list give 10,000; the wiki, Sportskeeda and a third give 15,000. The healing side is 1,000 by four sources to one, but the 900 figure is the one that sits at a clean 9%, matching the Level 2 pair, which makes it the more likely of the two.
- The Necromancer's Level 3 damage is 15,000 or 5,000, two sources each. The 5,000 reading would leave Level 2 and Level 3 sharing an identical damage number, which is the copy-error smell our own page names.
- The Beastmaster's Level 3 summons are 150 everywhere and 50 on one September tier list. The 50 reading makes Level 2 and Level 3 identical on that counter, and requirements do not usually repeat.
- The Big Game Hunter's requirements are attached one rung apart by two guides. One set puts the pelt drop rate at Level 2 and the infinite tusk feed at Level 3; a second independent guide agrees on everything else and shifts both requirements up one.
- The Blacksmith's 20 and 40 bench upgrades cannot be what they say. The bench has four rungs, and the 3 to 4 step already costs 2 Cultist Gems. Either the counter means something else — a Tool Workshop gear, or repeated tier re-ups — or the printed figure is wrong. Our own page raises this; we reproduce it because 40 upgrades would be the largest unit requirement in the game.
- The Cook and the Chef carry two different requirement pairs each. One reading gives 200 food plus 50 special dishes then 400 food plus 100; another gives 200 meat cooked plus 50 stews then 400 meat plus 200. Both appear on our own Chef page as separate station loops, which may be the explanation, but neither source states that the two loops feed different counters.
- Nothing publishes what the Brawler's 5,000 HP regenerated is measured over, and no source publishes whether a bandage applied before the counter started counts toward it.
FAQ
Do class levels cost Diamonds? No. Diamonds buy the class and nothing else — Levels 2 and 3 come from meeting the requirements. Two sources make this explicit, and it is why the Robux question below is the only real money question.
Is Level 3 the cap? Yes, on every class and in every source. The All Classes page answers it outright, and the paid skips end there.
Do the counters reset when a run ends? No. Two independent sources state that class progression is permanent and that counters keep going across every run. That settles five "unknown" notes on our own class pages. Perks from an unlocked level are usable in later runs.
Which class is the fastest to max? The two shortest ladders are the Undead and the Zookeeper, both at 90 counter events — though the Undead's 90 revives need a team and the Zookeeper's 90 tames have a documented reset-run shortcut. The longest is the Brawler at 1,150 melee events, closely followed by the Fire Bandit.
Is buying the Robux skip worth it? Usually not. The price is flat, so it is worst on the classes with small counters that fill during normal play — the Zookeeper's 30 tames cost 8.33 Robux each, the Undead's 30 revives the same — and only fair on the long counters that need a method. Budget for it on the Fire Bandit or the Blacksmith, not on the cheap pet classes.
Do tamed pets count toward the level counter? On the Necromancer and the Beastmaster, the requirement is written as "damage with pets or summons," so on the wording alone yes. That is our reading of a published phrase, not a published statement, and no source confirms it.
Does the Lumberjack even have level requirements? Yes, and ours were the only page in the game without them. Level 2 is 200 trees and 75 saplings; Level 3 is 500 trees and 200 saplings.
Sources
- PC Gamer, "All 99 Nights in the Forest classes" — the Lumberjack, Alien, Berserker, Blacksmith, Brute, Fire Bandit and Poison Master requirement pairs; our primary source for the table above
- Arcader, "All 99 Nights in the Forest classes in an overall tier list" — Lumberjack, Alien, Berserker, Fire Bandit and Gambler counters; used for the per-class numbers only, not for its perk-to-class pairing, which is shifted by one column
- Roblox Database, "99 Nights in the Forest Classes" — that the counters keep going across every run, and the Camper, Cook, Medic, Lumberjack, Hunter, Gambler and Vampire rung goals
- Propel RC, "99 Nights in the Forest Classes, September 2026" — the Lumberjack, Zookeeper, Farmer, Ranger and Snowman requirement pairs
- The Click, "99 Nights in the Forest Class Tracker" — that class progression is permanent and that unlocked perk levels persist
- The Click, "99 Nights in the Forest Class Tier List" — that class levels do not reset and that Levels 2 and 3 come from objectives rather than purchase
- BreezeWiki mirror of the 99 Nights in the Forest Wiki — the per-class perk and requirement tables
- Sportskeeda, Hedge Maze patch notes — Level 3 damage figures for the Vampire and the Necromancer
Related Pages
- All Classes — every class and its Diamond cost, plus how the shop stocks and rerolls
- Best Class by Role — which class to buy first, ranked by what you actually do in a run
- How to Get Diamonds Fast — the price side of every number in the table above
- Taming Guide — the Zookeeper and Beastmaster counters, from the other end
- Death and Respawn — the Undead revive counter and the capsule that may not count toward it
- Healing, Bandages and Medkits — the Vampire heal counter and the Brawler regen counter
- Campfire — what the Lumberjack's 700 logs feed, and the bench the 40 upgrades run on
- Speedrun Guide — the Hunter alpha-wolf gate and how class levels fit a short run
Keep Reading
Ammo in 99 Nights in the Forest: Every Type, Every Source, and the Cost per Round
There are three bullet types, three guns that fire them, and one building that sells them. Where Revolver Ammo, Rifle Ammo and Shotgun Ammo actually drop, what an Ammo Crate charges per round, why the Tactical Shotgun is the most expensive gun in the game to keep firing, and which ranged weapons never want a bullet at all.
Healing in 99 Nights in the Forest: Every Source of Health, What Each One Costs, and Why the Clinic Beats the Anvil
Bandages, Medkits, the clinic, the campfire, the Chef's Jar o' Jelly and the Vampire's lifesteal are six separate heal economies, and every guide lists them as unrelated tips. What each one restores, what it costs in materials, why the bandage recipe gets more expensive every single time you craft one, and why the cheapest health in the game is a building most players walk past.
Sacks and Inventory Capacity in 99 Nights in the Forest: What Every Slot Costs, Where Each Sack Comes From, and Why the Infernal Sack Often Beats the Giant Sack
Capacity is the bottleneck nobody budgets for. Every sack ranked by what it actually costs, not by how many slots it shows: the Good Sack for one Bunny Foot, the Giant Sack for an Alpha Wolf Pelt behind an Old Flashlight prerequisite nobody announces, the Infernal Sack for a Volcanic Biome run. What each upgrade really buys, why the +2 class bonus is worth more on day 1 than on day 30, and the one comparison the numbers get wrong.