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Template: Lumberjack Warrior (Axer)

The lumberjack warrior is a Warrior with one twist that makes it hit harder than a plain sword dexxer: it takes Lumberjacking and fights with an axe. On this shard an axe-class weapon gets a flat damage bonus scaled by your Lumberjacking skill (up to +30% at GM), so a Grandmaster lumberjack swings for noticeably more than the same character holding a katana.

Per servuo: Scripts/Items/Equipment/Weapons/BaseWeapon.cs, total weapon damage adds a lumber bonus:

lumberBonus = GetBonus(Lumberjacking, 0.200, 100.0, 10.00)

where GetBonus(value, scalar, threshold, offset) returns (value * scalar + offset) / 100 once value hits the threshold. Plugging in 100.0 Lumberjacking gives (100 × 0.200 + 10.00) / 100 = 0.30, i.e. +30% damage at GM (the 20% scalar plus a 10% bonus that only kicks in at 100.0). The damage line is zeroed unless your weapon is an axe (BaseWeapon.cs: if (Type != WeaponType.Axe) lumberBonus = 0.0), and BaseAxe.cs sets DefType = Axe, so the bonus applies only when you wield an axe. Axes also train and use Swordsmanship (BaseAxe.cs: DefSkill = Swords), so the lumberjack warrior is a swordsman who specialises in axes — a War Axe, Large Battle Axe, or Two-Handed Axe rather than a katana.

The +30% stacks on top of your STR, Anatomy, and Tactics bonuses (which use the same GetBonus helper), so it is a real, free damage tier the plain dexxer never gets. The price is one of your seven skill slots spent on Lumberjacking instead of, say, Magery.

Seven Grandmaster (100.0) skills sum to 700.0 — this shard’s total skill cap (Config/PlayerCaps.cfg). One sensible split:

  • Swordsmanship — your weapon skill; axes train and use it.
  • Tactics — core damage multiplier.
  • Anatomy — more damage, and feeds bandage healing.
  • Healing — bandages; at 80/80 Healing+Anatomy, self-resurrection.
  • Lumberjacking — the +30% axe bonus at GM (and free wood; see below).
  • Resisting Spells — blunts enemy magic.
  • Flex: Parrying (a shield share of blocks — but note a two-handed axe leaves no hand for a shield, so pair Parry with a one-handed War Axe), or Chivalry/Magery for utility (heals, cure, travel).

Suggested stats (225 cap): ~100 STR / ~90 DEX / ~35 INT. STR is hit points and damage, DEX drives swing and bandage speed; keep INT low (just enough for a utility flex). The 225 stat total is the shard cap (Config/PlayerCaps.cfg).

You play it like the Warrior — close, swing, bandage, loot — but with an axe in hand and the damage edge that comes with it. The win condition is the same attrition game: out-heal the incoming damage and grind the target down, only faster.

  • Open with a two-handed axe for the biggest hits when you can afford to give up a shield; drop to a one-handed War Axe + shield when you want Parry’s defense.
  • Keep Lumberjacking at GM — every point below 100 costs you damage, so don’t let it sit at 90 “for now.”
  • Self-sufficient woodcutter. Lumberjacking isn’t just a damage stat: it lets you harvest wood from trees, so the same character that out-damages a sword dexxer can also cut logs to sell or fuel a fletcher/carpenter. Many players run the axer as a fighter that pays for itself.

See advanced combat for weapon specials and timing.

The axer farms the same dungeon ladder as the plain warrior, but the +30% damage edge means faster kills and more gold per hour at every rung. On top of that:

  • Wood income. Cut logs on the way to and from a dungeon; boards sell to carpenters and fletchers, or feed your own crafting mule.
  • Dungeon farming. Earth elementals, ogres, liches, and up the ladder — the damage bonus shortens every fight. Felucca spawns pay more if you accept the PvP risk.