Lumberjacking

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The logging or lumberjack system is used to produce wood for engineering and other crafts.

Currently this system is only LIVE in DR TEST.

Locations

Grove Location Tree Types
NTR Wilderness Zoluren
Leth Deriel Grove of the White Laurel - estate holder toad hunting area deciduous
Seordav Telga Ker'Leor - Gypsy Marauder hunting area over the felled tree boreal
Gallows Woods Ker'Leor - estate holder Foest Geni hunting area boreal
Dragon's Spine Dragon's Spine Grove
North Road, Beech Grove road between El Bain's Stop & Langenfirth, aka Danduwen Forest boreal
Mistwood Forest Mistwood Forest - North Road to the rope bridge deciduous
Mistwood Forest Deer Trail Mistwood Forest - warcat & bandit hunting area deciduous
Mistwood Forest Mistwood Forest - north of the river by Rossman's deciduous
Mistwood Forest Road Mistwood Forest - Haven west gate to Nightreaver Unyns coniferous
Haven Castle Riverhaven - path out the north gate deciduous
Obsidian Pass Obsidian Pass
The Gash The Gash - snowbeasts north of the gondola coniferous
Undergondola Dark Woodlands - red leucro hunting & Bulen Ond Alcas coniferous
Dragon's Spine Dragon's Spine - estate holder Frostweaver hunting area boreal
Wyvern Forest Wyvern Forest
Whistling Woods Whistling Woods - rock trolls south of Shard boreal
Whistling Woods Whistling Woods - adan'f hunting area boreal
Wylder Spring Wylder Spring - past the east gate gap boreal
Southern Trade Route Edge of the Wood & Dragon's Breath Forest - along the road from the gondola to Shard coniferous
Western Road Wyvern Wood - out the Shard west gate towards Horse Clan coniferous
Darkling Wood Darkling Wood - eidolon steed hunting boreal
Also: See Category:Groves.

Forest Groupings

There will be 4 types of forest found, with the following wood types included in each. As per GM Kodius, the materials that can be found are entirely dependent on the climate of the area. So while a wood may be included in a grouping, province & location influence actual availability.

Boreal

Deciduous

Coniferous

Tropical

  • note: this table information may be merged with different pages at the moderators' discretion.

Tools

  • Axes: Any weapon with the noun "axe" should be usable to fell trees. The higher the slice of the axe, the greater chance of an RT reduction.

Basics

Survey the Grove

The first step to logging is to find an appropriate area and WATCH FOREST to determine what trees can be found there.

WATCHing will also allow seeing how much material is left to be logged in a given room.

WATCH FOREST DANGER will allow an attempt to make a dangerous situation safer in any single room.

WATCH FOREST CAREFULLY will allow an attempt to locate more material.

The materials that can be found are entirely dependent on the climate of the area. Currently there are no rare tree types.

Logging

Once you have located suitable area, hold your axe in either hand (other hand must be empty), simply proceed to CHOP TREE.

Trees take a number of chops to fell, after which they can produce several pieces of wood on subsequent chops. You can receive various sizes of wood pieces which include:

  • wood limb
  • short wood branch
  • long wood branch
  • wood log
  • thick wood log

Material Storage

Once a material is found that is worth keeping, either pick it up by hand, or PUSH it to the side to have a nearby attendant store it for a small fee. If attendants are not available in the logging location, deed packets purchasable from either crafting society allows deeding of materials by PUSHing the material with the packet. Note that deed packets will require ten minutes to pass before the material becomes available for use within any crafting society.

Attendants charge 10% of the material's appraised value, while deeds from a packet cost a flat 1 silver lirum per deed. For more valuable materials, it's cheaper to use a packet even if attendants are available.

Dangers

The more activity in a given area, the greater the chance of a mishap. The type of dangers is practically dependent upon the stone type of the area.

The dangers have a variety of results, such as either direct damage, outright death, or just destruction of all mineable materials in the area.

Explosion

  • Room Message: You notice an unusual smell drifting through the area.
  • WATCH FOREST Message: Studying the forest, you are certain that continued lumberjacking will be slightly dangerous because an unusual smell hints at an explosion danger.

Collapse

Dangerous Flora & Fauna

  • Room Message: A monotonous buzzing sound fills the air.
  • WATCH FOREST Message: Studying the forest, you are certain that continued lumberjacking will be slightly dangerous because odd noises reveal potentially dangerous insects or plants nearby.

BUGS

Please use this space to document any logging system bugs. This is not an official page on which to report bugs; it is intended to be a central list for the convenience of the DR community.
To report a bug, please ASSIST or use the BUG command in-game, or post on the appropriate DR message board.
When you make an entry below, please include a timestamp --~~~~ (the squiggly lines button in the command bar just above the edit window) just like you would on a talk page.
If/when the bug is resolved, please go back and strikethrough your entry by enclosing it with <s> and </s> to indicate the issue has been closed.



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