Lumberjacking
There is a particular satisfaction in felling a tree with an axe you forged yourself — and a particular profit, since carpenters and fletchers buy everything you can carry.
Stats: Strength (primary), Dexterity (secondary) · Title: Lumberjack
How it works
Section titled “How it works”Use any axe on a tree. Per Scripts/Services/Harvest/Lumberjacking.cs:
- Trees hold wood in 4×4-tile banks (
BankWidth = 4). - Each successful chop yields 10 logs (
ConsumedPerHarvest = 10). - Cut logs into boards with an axe (boards weigh less and crafting wants them).
Wood types and required skill
Section titled “Wood types and required skill”| Log | Required skill (chop) | Vein chance | Board-cutting skill* |
|---|---|---|---|
| Ordinary | 0 | 49% | 0 |
| Oak | 65.0 | 30% | 65 |
| Ash | 80.0 | 10% | 80 |
| Yew | 95.0 | 5% | 95 |
| Heartwood | 100.0 | 3% | 100 |
| Bloodwood | 100.0 | 2% | 100 |
| Frostwood | 100.0 | 1% | 100 |
* Board-cutting accepts Carpentry or Lumberjacking at the listed value
(Scripts/Items/Resource/Log.cs, TryCreateBoards).
Chopping also turns up ML bonus resources at 100 skill (bark fragments 10%, luminescent fungi 3%, switches 2%, parasitic plants and brilliant amber 1% each).
The axe damage bonus
Section titled “The axe damage bonus”Lumberjacking is secretly a combat skill — but only with an axe in hand. When a hit lands,
ScaleDamageAOS (the active damage path on this AOS/EJ shard) adds:
lumberBonus = Lumberjacking × 0.2% (+10% extra at exactly 100.0) → +30% at GMif (weapon Type != Axe) lumberBonus = 0 // axes only- It scales linearly: ~+0.2% damage per point, with a flat +10% jump at GM, for
+30% at 100 Lumberjacking (
GetBonus(Lumberjacking, 0.2, 100, 10)). - Axe-only. The bonus is zeroed unless the weapon’s type is Axe — i.e. a weapon that
inherits
BaseAxe(the whole Axes family: hatchet, war axe, battle axe, double axe, large/two-handed axe, executioner’s axe, ornate/heavy ornate axe, and the gargish axes). Swing a sword, mace, or bow and Lumberjacking adds nothing. - It’s added to the other melee bonuses, then multiplies base damage:
damage = base × (1 + Tactics% + Anatomy% + Str% + Lumber%). For an axe warrior at GM Tactics + GM Anatomy + GM Lumberjacking + 100 Str that’s1 + 0.6875 + 0.55 + 0.30 + 0.35 = **×2.8875**— the highest pure-skill melee multiplier in the game, which is exactly why the axe-lumberjack is a classic damage build. - Worked example: a 15-base-damage battle axe, GM Tactics+Anatomy+Lumber+100 Str → ~43 before item Damage Increase. The same swing with a non-axe loses the +30% (×2.5875 → ~39). Axes use the Swordsmanship skill, so this pairs with Swords + Tactics + Anatomy.
The full melee damage stack is laid out in Advanced combat → Damage components.
Training
Section titled “Training”- 0–10: buy from an NPC who knows it (a trainer teaches up to one-third of its own
skill, capped at 42.0 —
Scripts/Mobiles/Normal/BaseCreature.cs, CheckTeach:baseToSet = ourSkill.BaseFixedPoint / 3) or just chop — every use gains below 10.0. - 10–100: chop trees in a loop — it’s a pure resource grind and GGS carries it. Standard gain rules apply; anti-macro is off, and GGS guarantees slow-but-steady progress at high skill. Strength trains alongside (primary stat), which also raises your carry capacity for hauling logs. See using & training skills.
Yew — the forest is the town. Also: forests north of Britain, east of
Skara Brae, and west of Vesper (per world_knowledge.yaml).
Related skills
Section titled “Related skills”- Carpentry and Bowcraft/Fletching — consume your boards
- Swordsmanship — the axe-warrior pairing
- Items: resources — full wood tables