DungeonSettlers.wiki

Log

Log icon

Log

ITEM_LumaLog  Common Resource

A sturdy yet lightweight type of wood.

A well-known material suited to many uses.

How to obtain

Drops & gathering

Merchants

Farming

Starting items

Used in

Crafting ingredient

Repairs

Buildings

Stats

Price6 gold
Sell value3 gold (50% of price - GAMESYSTEM_Trade_PlayerSellDiscount)
Weight0.5
Max stack20
Durability600

Resource node: Large Twisted Tree

A large tree twisted into a grotesque shape.

A massive tree stands, contorted in strange forms.

On deconstruct / gather

Gather workload: 1600

Drop pool: DROP_LargeTwistedTreeFixed

ItemAmountChance
Log6100%

Node

Footprint4×3 tiles
Construction workload0
Durability500
Vision range8
FactionNeutral
Rotatableno
Indoor onlyno
Housingno
Leaves remnantyes
Selectableyes

Spawns in the world

This building is placed into the room templates below. "Chance per floor" = how likely this room (and so this building) appears on that floor: the template's weight against competing templates of its type, times how many slots of that type the floor has (from the game's authored floor layouts). "Per room" = how many of this building the template places.

Also part of scenario starting kits: Test Setting (1×), Test Setting (1×), Build Easy (1×), Build Easy (1×), Build Easy (1×), Build Easy (1×), Build Easy (1×), Build Easy (1×), Build Easy (1×), Build Easy (1×), Build Easy (1×), Build Easy (1×), Build Easy (1×), Build Normal (1×), Build Normal (1×), Build Normal (1×), Build Normal (1×), Build Normal (1×), Build Normal (1×), Build Normal (1×), Build Normal (1×), Build Normal (1×), Build Normal (1×), Build Normal (1×), Build Hard (1×), Build Hard (1×), Build Hard (1×), Build Hard (1×), Build Hard (1×), Build Hard (1×), Build Hard (1×), Build Hard (1×), Build Hard (1×), Build Hard (1×), Build Hard (1×), Temp Tuto Skip (1×), Temp Tuto Skip (1×), Temp Tuto Skip (1×), Temp Tuto Skip (1×), Temp Tuto Skip (1×), Temp Tuto Skip (1×), Temp Tuto Skip (1×), Temp Tuto Skip (1×), Temp Tuto Skip (1×), Temp Tuto Skip (1×), Temp Tuto Skip (1×), Balance Test Lv1 (1×), Balance Test Lv1 (1×), Balance Test Lv1 (1×), Balance Test Lv1 (1×), Balance Test Lv1 (1×), Balance Test Lv1 (1×), Balance Test Lv1 (1×), Balance Test Lv1 (1×), Balance Test Lv1 (1×), Balance Test Lv1 (1×), Balance Test Lv1 (1×), Balance Test Lv2 (1×), Balance Test Lv2 (1×), Balance Test Lv2 (1×), Balance Test Lv2 (1×), Balance Test Lv2 (1×), Balance Test Lv2 (1×), Balance Test Lv2 (1×), Balance Test Lv2 (1×), Balance Test Lv2 (1×), Balance Test Lv2 (1×), Balance Test Lv2 (1×), Balance Test Lv3 (1×), Balance Test Lv3 (1×), Balance Test Lv3 (1×), Balance Test Lv3 (1×), Balance Test Lv3 (1×), Balance Test Lv3 (1×), Balance Test Lv3 (1×), Balance Test Lv3 (1×), Balance Test Lv3 (1×), Balance Test Lv3 (1×), Balance Test Lv3 (1×), Balance Test Lv4 (1×), Balance Test Lv4 (1×), Balance Test Lv4 (1×), Balance Test Lv4 (1×), Balance Test Lv4 (1×), Balance Test Lv4 (1×), Balance Test Lv4 (1×), Balance Test Lv4 (1×), Balance Test Lv4 (1×), Balance Test Lv4 (1×), Balance Test Lv4 (1×)

This is a gatherable resource node - not built, bought, or dropped from a kill. The game places it into the room/area layouts listed above when a floor generates; you send a unit to harvest it in place.

Resource node: Small Twisted Tree

A small tree twisted in a peculiar way.

Small but emanating an ominous presence.

On deconstruct / gather

Gather workload: 1200

Drop pool: DROP_SmallTwistedTreeFixed

ItemAmountChance
Log4100%

Node

Footprint4×3 tiles
Construction workload0
Durability500
Vision range8
FactionNeutral
Rotatableno
Indoor onlyno
Housingno
Leaves remnantno
Selectableyes

Spawns in the world

WhereRegionTypeFloorsPer roomChance per floor
Veil Silence Common Event Blood TreeVeilSilenceEvent2, 3, 4, 5F2 10% · F3 9% · F4 8% · F5 0%
BASEAREAROOM_Default_Central_1Base mapCentral--
BASEAREAROOM_Default_Central_2Base mapCentral--
BASEAREAROOM_Default_FirstMiniDungeonArea_1Base mapFirstMiniDungeonArea--
BASEAREAROOM_Default_Big_1Base mapBig--
BASEAREAROOM_Default_Big_2Base mapBig--
BASEAREAROOM_Default_Big_TwistedForest_1Base mapBig--
BASEAREAROOM_Default_Big_TwistedForest_2Base mapBig--
BASEAREAROOM_Default_Big_TwistedForest_3Base mapBig--
BASEAREAROOM_Default_Big_BrokenWagonBase mapBig--
BASEAREAROOM_Default_Big_Rock_1Base mapBig--
BASEAREAROOM_Default_Big_Rock_3Base mapBig--
BASEAREAROOM_Default_Big_AbandonedClinicBase mapBig--
BASEAREAROOM_Default_Big_LastRefugeBase mapBig--
BASEAREAROOM_Default_Small_3Base mapSmall--
BASEAREAROOM_Default_Small_4Base mapSmall--
BASEAREAROOM_Default_Small_5Base mapSmall--
BASEAREAROOM_Default_Small_10Base mapSmall--
BASEAREAROOM_Default_Small_13Base mapSmall--
BASEAREAROOM_Default_Small_14Base mapSmall--
BASEAREAROOM_Default_Small_16Base mapSmall--
BASEAREAROOM_Default_Small_18Base mapSmall--
BASEAREAROOM_Default_Small_19Base mapSmall--
BASEAREAROOM_Default_Small_22Base mapSmall--
BASEAREAROOM_Default_Small_25Base mapSmall--

This building is placed into the room templates below. "Chance per floor" = how likely this room (and so this building) appears on that floor: the template's weight against competing templates of its type, times how many slots of that type the floor has (from the game's authored floor layouts). "Per room" = how many of this building the template places.

Also part of scenario starting kits: Test Setting (1×), Build Easy (1×), Build Easy (1×), Build Easy (1×), Build Easy (1×), Build Easy (1×), Build Easy (1×), Build Easy (1×), Build Easy (1×), Build Easy (1×), Build Normal (1×), Build Normal (1×), Build Normal (1×), Build Normal (1×), Build Normal (1×), Build Normal (1×), Build Normal (1×), Build Normal (1×), Build Normal (1×), Build Hard (1×), Build Hard (1×), Build Hard (1×), Build Hard (1×), Build Hard (1×), Build Hard (1×), Build Hard (1×), Build Hard (1×), Build Hard (1×), Temp Tuto Skip (1×), Temp Tuto Skip (1×), Temp Tuto Skip (1×), Temp Tuto Skip (1×), Temp Tuto Skip (1×), Temp Tuto Skip (1×), Temp Tuto Skip (1×), Temp Tuto Skip (1×), Temp Tuto Skip (1×), Balance Test Lv1 (1×), Balance Test Lv1 (1×), Balance Test Lv1 (1×), Balance Test Lv1 (1×), Balance Test Lv1 (1×), Balance Test Lv1 (1×), Balance Test Lv1 (1×), Balance Test Lv1 (1×), Balance Test Lv1 (1×), Balance Test Lv2 (1×), Balance Test Lv2 (1×), Balance Test Lv2 (1×), Balance Test Lv2 (1×), Balance Test Lv2 (1×), Balance Test Lv2 (1×), Balance Test Lv2 (1×), Balance Test Lv2 (1×), Balance Test Lv2 (1×), Balance Test Lv3 (1×), Balance Test Lv3 (1×), Balance Test Lv3 (1×), Balance Test Lv3 (1×), Balance Test Lv3 (1×), Balance Test Lv3 (1×), Balance Test Lv3 (1×), Balance Test Lv3 (1×), Balance Test Lv3 (1×), Balance Test Lv4 (1×), Balance Test Lv4 (1×), Balance Test Lv4 (1×), Balance Test Lv4 (1×), Balance Test Lv4 (1×), Balance Test Lv4 (1×), Balance Test Lv4 (1×), Balance Test Lv4 (1×), Balance Test Lv4 (1×)

This is a gatherable resource node - not built, bought, or dropped from a kill. The game places it into the room/area layouts listed above when a floor generates; you send a unit to harvest it in place.

Resource node: Twisted Bush

A bush grown in strange forms.

A bush exuding an eerie aura.

On deconstruct / gather

Gather workload: 800

Drop pool: DROP_TwistedBushFixed

ItemAmountChance
Log3100%

Node

Footprint4×3 tiles
Construction workload0
Durability300
Vision range8
FactionNeutral
Rotatableno
Indoor onlyno
Housingno
Leaves remnantno
Selectableyes

Spawns in the world

WhereRegionTypeFloorsPer roomChance per floor
BASEAREAROOM_Default_Central_1Base mapCentral--
BASEAREAROOM_Default_Central_2Base mapCentral--
BASEAREAROOM_Default_FirstFarmArea_1Base mapFirstFarmArea--
BASEAREAROOM_Default_FirstMiniDungeonArea_1Base mapFirstMiniDungeonArea--
BASEAREAROOM_Default_Big_1Base mapBig--
BASEAREAROOM_Default_Big_2Base mapBig--
BASEAREAROOM_Default_Big_TwistedForest_1Base mapBig--
BASEAREAROOM_Default_Big_TwistedForest_2Base mapBig--
BASEAREAROOM_Default_Big_TwistedForest_3Base mapBig--
BASEAREAROOM_Default_Big_BrokenWagonBase mapBig--
BASEAREAROOM_Default_Big_Rock_1Base mapBig--
BASEAREAROOM_Default_Big_Rock_3Base mapBig--
BASEAREAROOM_Default_Big_AbandonedVillage_1Base mapBig--
BASEAREAROOM_Default_Big_AbandonedVillage_2Base mapBig--
BASEAREAROOM_Default_Big_AbandonedVillage_3Base mapBig--
BASEAREAROOM_Default_Big_AbandonedVillage_4Base mapBig--
BASEAREAROOM_Default_Big_AbandonedVillage_5Base mapBig--
BASEAREAROOM_Default_Big_AbandonedClinicBase mapBig--
BASEAREAROOM_Default_Big_LastRefugeBase mapBig--
BASEAREAROOM_Default_Small_2Base mapSmall--
BASEAREAROOM_Default_Small_3Base mapSmall--
BASEAREAROOM_Default_Small_4Base mapSmall--
BASEAREAROOM_Default_Small_5Base mapSmall--
BASEAREAROOM_Default_Small_6Base mapSmall--
BASEAREAROOM_Default_Small_8Base mapSmall--
BASEAREAROOM_Default_Small_9Base mapSmall--
BASEAREAROOM_Default_Small_13Base mapSmall--
BASEAREAROOM_Default_Small_14Base mapSmall--
BASEAREAROOM_Default_Small_15Base mapSmall--
BASEAREAROOM_Default_Small_16Base mapSmall--
BASEAREAROOM_Default_Small_17Base mapSmall--
BASEAREAROOM_Default_Small_18Base mapSmall--
BASEAREAROOM_Default_Small_19Base mapSmall--
BASEAREAROOM_Default_Small_20Base mapSmall--
BASEAREAROOM_Default_Small_21Base mapSmall--
BASEAREAROOM_Default_Small_22Base mapSmall--
BASEAREAROOM_Default_Small_25Base mapSmall--

This building is placed into the room templates below. "Chance per floor" = how likely this room (and so this building) appears on that floor: the template's weight against competing templates of its type, times how many slots of that type the floor has (from the game's authored floor layouts). "Per room" = how many of this building the template places.

Also part of scenario starting kits: Test Setting (1×), Test Setting (1×), Test Setting (1×), Test Setting (1×), Test Setting (1×), Build Easy (1×), Build Easy (1×), Build Easy (1×), Build Easy (1×), Build Easy (1×), Build Easy (1×), Build Easy (1×), Build Easy (1×), Build Easy (1×), Build Normal (1×), Build Normal (1×), Build Normal (1×), Build Normal (1×), Build Normal (1×), Build Normal (1×), Build Normal (1×), Build Normal (1×), Build Normal (1×), Build Hard (1×), Build Hard (1×), Build Hard (1×), Build Hard (1×), Build Hard (1×), Build Hard (1×), Build Hard (1×), Build Hard (1×), Build Hard (1×), Temp Tuto Skip (1×), Temp Tuto Skip (1×), Temp Tuto Skip (1×), Temp Tuto Skip (1×), Temp Tuto Skip (1×), Temp Tuto Skip (1×), Temp Tuto Skip (1×), Temp Tuto Skip (1×), Temp Tuto Skip (1×), Balance Test Lv1 (1×), Balance Test Lv1 (1×), Balance Test Lv1 (1×), Balance Test Lv1 (1×), Balance Test Lv1 (1×), Balance Test Lv1 (1×), Balance Test Lv1 (1×), Balance Test Lv1 (1×), Balance Test Lv1 (1×), Balance Test Lv2 (1×), Balance Test Lv2 (1×), Balance Test Lv2 (1×), Balance Test Lv2 (1×), Balance Test Lv2 (1×), Balance Test Lv2 (1×), Balance Test Lv2 (1×), Balance Test Lv2 (1×), Balance Test Lv2 (1×), Balance Test Lv3 (1×), Balance Test Lv3 (1×), Balance Test Lv3 (1×), Balance Test Lv3 (1×), Balance Test Lv3 (1×), Balance Test Lv3 (1×), Balance Test Lv3 (1×), Balance Test Lv3 (1×), Balance Test Lv3 (1×), Balance Test Lv4 (1×), Balance Test Lv4 (1×), Balance Test Lv4 (1×), Balance Test Lv4 (1×), Balance Test Lv4 (1×), Balance Test Lv4 (1×), Balance Test Lv4 (1×), Balance Test Lv4 (1×), Balance Test Lv4 (1×)

This is a gatherable resource node - not built, bought, or dropped from a kill. The game places it into the room/area layouts listed above when a floor generates; you send a unit to harvest it in place.

Resource node: Empty Wagon

This is an empty wagon

If you disassemble it, you might find something useful.

On deconstruct / gather

Gather workload: 800

Drop pool: DROP_WagonFixed

ItemAmountChance
Log10100%

Node

Footprint5×4 tiles
Construction workload0
Durability1000
Vision range8
FactionNeutral
Rotatableno
Indoor onlyno
Housingno
Leaves remnantno
Selectableyes

Spawns in the world

No room or base-area layout in this build places this building - likely unreleased content or spawned by a special mechanic.

Resource node: Empty Wagon

This is an empty wagon

If you disassemble it, you might find something useful.

On deconstruct / gather

Gather workload: 800

Drop pool: DROP_WagonFixed

ItemAmountChance
Log10100%

Node

Footprint5×4 tiles
Construction workload0
Durability1000
Vision range8
FactionNeutral
Rotatableno
Indoor onlyno
Housingno
Leaves remnantno
Selectableyes

Spawns in the world

No room or base-area layout in this build places this building - likely unreleased content or spawned by a special mechanic.

Resource node: Empty Wagon

This is an empty wagon

If you disassemble it, you might find something useful.

On deconstruct / gather

Gather workload: 800

Drop pool: DROP_WagonFixed

ItemAmountChance
Log10100%

Node

Footprint5×4 tiles
Construction workload0
Durability1000
Vision range8
FactionNeutral
Rotatableno
Indoor onlyno
Housingno
Leaves remnantno
Selectableyes

Spawns in the world

No room or base-area layout in this build places this building - likely unreleased content or spawned by a special mechanic.

Resource node: Empty Wagon

This is an empty wagon

If you disassemble it, you might find something useful.

On deconstruct / gather

Gather workload: 800

Drop pool: DROP_WagonFixed

ItemAmountChance
Log10100%

Node

Footprint5×4 tiles
Construction workload0
Durability1000
Vision range8
FactionNeutral
Rotatableno
Indoor onlyno
Housingno
Leaves remnantno
Selectableyes

Spawns in the world

No room or base-area layout in this build places this building - likely unreleased content or spawned by a special mechanic.

Resource node: Empty Wagon

This is an empty wagon

If you disassemble it, you might find something useful.

On deconstruct / gather

Gather workload: 800

Drop pool: DROP_WagonFixed

ItemAmountChance
Log10100%

Node

Footprint5×4 tiles
Construction workload0
Durability1000
Vision range8
FactionNeutral
Rotatableno
Indoor onlyno
Housingno
Leaves remnantno
Selectableyes

Spawns in the world

No room or base-area layout in this build places this building - likely unreleased content or spawned by a special mechanic.

Resource nodes these nodes yield several items, so they keep their own pages