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Lumberjacking

Harvesting · Skill guide

Harvests wood, including while mounted, and adds a damage component only with a qualifying axe.

MAX SKILL120with Power Scroll
SKILL GROUPHarvesting
PVPSee rules
PVMYes
TRAININGSee route

How do I train this skill?

Recommended activities for Lumberjacking at each skill range.

View the training table

LUMBERJACKING & NATURE LOOT

Where to obtain special wood

Every successfully harvested tree can give 1–3 additional special logs. The total chance is 30%, shared equally between the wood types unlocked by your trained Lumberjacking. The ordinary harvest is unchanged.

Additional woodMinimum trained LumberjackingAvailability after unlocking
Oak55.0Remains available at higher skill
Yew65.0Remains available at higher skill
Heartwood75.0Remains available at higher skill
Frostwood85.0Remains available at higher skill
Bloodwood95.0Remains available at higher skill
Trained LumberjackingBonus roll after a successful harvest
Below 55.0No additional special logs
55.0–64.9Oak 30%
65.0–74.9Oak 15% · Yew 15%
75.0–84.9Oak, Yew and Heartwood: 10% each
85.0–94.9Oak, Yew, Heartwood and Frostwood: 7.5% each
95.0 and aboveAll five types: 6% each

These are bonus-log unlocks, not separate training checks or restrictions to particular tree graphics. The total stays 30%; it is not a 30% roll for every wood. A bonus produces one wood type at a time.

Corpser, Reaper, Whipping Vine and Insane Dryad provide another source: 1–3 ordinary logs plus independent rolls for 1–3 Oak (30%), Yew (30%), Heartwood (30%), Frostwood (20%) and Bloodwood (10%). More than one special wood may drop from the same monster.

Khaz’Rath’s corpse contains 5 ordinary logs and 5 of each of those five special woods. This corpse loot is separate from the Champion’s personal rewards.

How It Works

Chop trees for wood. It also automatically adds a damage component when you fight with an axe.

Skill summary, training and related paths
Power Scroll and cap information

Maximum skill: 120 with a matching Power Scroll. It starts with a 100 cap. Scrolls unlock 105, 110, 115 or 120; you still train the points and keep the same shared total of 720.

Understanding effective skill

Which value counts? Lumberjacking works while mounted. A valid axe must be equipped for harvesting and gains an additive combat-damage component: 0.2% per effective Lumberjacking point up to 100, then trained Power Scroll tiers add up to 10 more points.

PvP

A qualifying axe gains 0.2% per effective Lumberjacking point through 100, then trained Power Scroll tiers add 2.5/5/7.5/10 more percentage points at 105/110/115/120. The component reaches +30% at 120, before defences.

PvM

The same axe damage component applies against creatures. For harvesting, each renewable tree bank now provides several useful cuts, gives clear depletion feedback and unlocks occasional gathering opportunities from skill 80. Skill above 100 modestly improves those opportunities. Separately, every successful tree harvest has a total 30% bonus-log chance shared equally among wood types unlocked at trained skill 55/65/75/85/95.

Requirements

Equip a weapon classified as an axe. The original component counts at most 100 effective Lumberjacking; the extra damage tiers require trained skill and its unlocked Power Scroll cap. Swords, maces and bows do not gain it.

How to use it, step by step

If a step says to use a skill, open your character window, choose Skills and use the button beside that skill. If it says to use a tool, double-click the tool in your backpack. Passive benefits work automatically.

  1. Equip a suitable axe and use it on a harvestable tree. Lumberjacking works while mounted.
  2. Keep cutting while the tree reports usable timber, then move when it is exhausted.
  3. Return after the local timber has recovered. For the combat benefit, equip an axe-class weapon and attack normally.

What changes as your skill rises

Read the conditions above each table. A percentage may describe a chance, a damage component or a multiplier: those are different things. The other values stay fixed unless the table says otherwise.

What the skill affects: Lumberjacking works while mounted. A valid axe must be equipped for harvesting and gains an additive combat-damage component: 0.2% per effective Lumberjacking point up to 100, then trained Power Scroll tiers add up to 10 more points.

Exact damage comparisons and conditions

Tree-bank capacity and recovery

A tree bank is shared by every harvestable tree inside its local area. Recovery starts when the first charge is spent and restores the complete bank at once.

RuleLive value
Bank area4×3 tiles
Starting capacity6–12 charges
Normal success3 logs; spends 1 charge
RecoveryRandom 10–20 minutes
Mounted useAllowed
Tool ruleA suitable axe must be equipped

Gathering opportunities from 80 skill

Only one opportunity can resolve on a successful cut. Skill 100/110/120 multiplies these base chances by 1.15/1.30/1.50.

OpportunityBase chanceResult
Rich timber2%6 logs instead of 3
Dense tree0.5%Adds 2–4 charges, up to 4 above the original maximum
Perfect cut1%Produces 3 logs without spending a charge
Wildlife encounter0.25%May disturb a temporary Timber Wolf outside guarded areas and houses

Axe contribution before defences

Assumes trained and effective skill match and a qualifying axe is equipped. This is not a guaranteed increase to the final hit.

SkillAxe componentAdded per 100 base axe damage
50+10%+10
80+16%+16
90+18%+18
100+20%+20
105+22.5%+22.5
110+25%+25
115+27.5%+27.5
120+30%+30

Renewable tree-bank feedback

A local tree bank reports how much usable timber remains.

StageMeaning
RichPlenty of timber remains
WeakeningTimber is being stripped
DepletedOnly a little remains
ExhaustedMove while this bank recovers

Repeated failed harvest checks receive hidden streak protection from skill 50 onward; a success resets it. Gathering opportunities are separate from the 30% bonus-log roll. Trained skill unlocks additional bonus woods at 55/65/75/85/95; that total chance is shared equally among unlocked types. Swords, maces and bows receive no Lumberjacking combat bonus.

100–120 scaling: what you gain

100–120 scaling: what you gain

Only the skill in the first column changes unless the table says otherwise. Each extra trained point still uses one point from your shared total of 720.

Axe damage component

Only a qualifying axe receives this component. The first 20 percentage points use effective Lumberjacking up to 100; trained Power Scroll tiers add the rest.

Trained LumberjackingAxe component
100+20%
105+22.5%
110+25%
115+27.5%
120+30%

This is one additive weapon-damage component before defences. Gathering opportunities and rare wood selection follow separate rules.

Examples in play

Easy examples

Woodcutting and combat

At Lumberjacking 100, a valid axe gains a +20% weapon-damage component. Power Scroll tiers raise it to +22.5/+25/+27.5/+30% at trained 105/110/115/120. A sword receives none.

Skills that work with it

Advanced notes

Things to remember

  • A 4×3 tree bank begins with 6–12 charges. A normal success produces 3 logs and spends one charge; the whole bank refills 10–20 minutes after its first spent charge.
  • That percentage is one part of damage, before other bonuses and the enemy’s defences.
  • Gathering opportunities begin at 80. Separately, bonus woods unlock cumulatively at 55/65/75/85/95; every successful tree harvest shares a total 30% chance between the unlocked woods.
  • An empty tree is not a failed skill build. Let resources recover or move to a fresh area.
Training and Skill Progression

TRAINING / SKILL PROGRESSION

One recommended activity for each skill range, with a short note on what you need.

Before you start: set Lumberjacking to Up and leave room under the shared 720-point total. Set an unwanted skill to Down if the total is full.

NPC training: when the trainer listed for this skill offers a lesson, the fixed price is 300 gold and the lesson can reach 50.0 if both the individual and total caps have room.

Training area: supported Academy actions receive 5× normal gain through 80.0. An action still needs to run a real skill check; the Academy bonus cannot make an automatic or blocked action train.

Beyond 100: consume the matching 105, 110, 115 or 120 Power Scroll first. A scroll raises only the individual cap; it grants no trained points and does not increase the shared 720-point total.

Recommended training

Repeat the single activity listed for your level. These are practical training choices; the ranges are recommendations, not new unlock requirements.

Your skillWhat to repeatQuick note
0.0–50.0Carpenter or Farmer lesson, then ordinary treesBuy a lesson when offered, or equip an axe and chop valid trees.
50.0–100.0Harvest fresh tree banksEvery tree uses the ordinary 0–100 harvest check. Bonus wood types do not require switching to a different tree.
100.0–120.0No higher-difficulty tree check in the current releaseA matching Power Scroll can raise the cap, but the current ordinary-tree check stops providing gains at 100. Bonus special logs do not perform a separate skill-gain check.

Move when a tree bank is exhausted. Bonus-log unlocks and axe damage scaling are separate from the difficulty of the harvest training check.

Rules and numbers

Each 4×3 tree bank starts with 6–12 charges. A normal success produces 3 logs and spends one charge; recovery fully restores the bank 10–20 minutes after its first spent charge. The axe must be equipped, but harvesting while mounted is supported. A valid combat axe gains 0.2% per effective Lumberjacking point through 100. Trained Power Scroll tiers add 2.5/5/7.5/10 percentage points at 105/110/115/120, reaching +30% at 120. Tree banks also unlock gathering opportunities from 80; higher skill improves those opportunities. Every successfully harvested tree has a total 30% chance for 1–3 bonus special logs, split equally among the types unlocked at trained skill 55/65/75/85/95. Unlocks remain available at higher skill; see the wood table.

Exact rules and scaling
Skill or situationWhat it means
50.0+10% axe damage component
80.0+16% axe damage; gathering opportunities unlock
100.0+20% axe damage
105.0+22.5% axe damage
110.0+25% axe damage
115.0+27.5% axe damage
120.0+30% axe damage; highest gathering efficiency

Listed amounts describe the stated conditions. Equipment, target rules, damage, healing limits and other effects can change the final result. An example of a chance is never a promise of the same outcome on every attempt.