Fellwood logs and acorns
Why the pile changed color, when to plant another tree, and how luck pays the shop.
Demo players said the timber looked samey. Allerton Apps answered with sixty-four log variations (small, normal, and large versions of a much wider set), value that scales with damage and luck, and golden lines that a prestige node now buffs across every gold variant. This page is the drop table in prose. Cashflow still lives on Collectors and Sawmill. Prestige still lives on How to Prestige. Trees still start on Getting Started.
Variations, size, and gold
Logs are not a single brown cylinder. Damage and luck roll a type; size multiplies the joke. A small common is pocket change. A large rare or a purple-adjacent chunk in playthroughs can print more than a handful of normals. Golden logs are the headline. The prestige upgrade that doubles gold log value was patched to apply to all golden variations, not one sprite. If your gold logs feel weak, you may own the old mental model. Patch Notes is the sentence to quote.
Lightning events temporarily juice logs in a blast radius. That is not a new type so much as a multiplier on whatever is already in the pile. Shove those pieces toward the mill before they recycle at the 800 active log cap. Recycled logs are deleted work.
Acorns and tree evolution
Acorns drop from trees and from some cards. They plant new trees and they buy building-row nodes that gold cannot. Evolution in recorded runs costs five acorns and raises log value plus double-log chance on that tree. You can only evolve so far — playthroughs treated the first evolution as a one-shot per tree. Extra trees are optional and often bad early: every pine is another body to hit, another upgrade row to feed, and another way for a ricochet to waste itself in dirt.
Plant a second tree when:
- you have pierce or ricochet that actually chains, or
- you started the run with enough acorns that planting does not delay mill upgrades, or
- you want a clover backstop so a missed shot still hits something.
Do not plant a forest because the plateau has slots. Attack Buildings and Wizards both get worse when the fire is split without pierce.
Luck is a log stat
Luck improves log rarity and card rarity. Clovers from Events add luck until prestige. That is why a windy minute can pay a shop row. It is also why AFK clover winds are a silent tax. Active Abilities is the aiming page. Do not prestige the second the wind stops; open a pack.
Axe log luck nodes exist on the physical row. They are legitimate. Global luck from cards is usually better. If a pack offers luck versus a tiny axe-only damage common, take luck unless the mill is dead.
Double log value chance
Several trees and cards offer a chance to double log value. Stacking that toward double digits is a real mid-run project. It synergizes with golden types and with lightning. It does not synergize with a capped pile you cannot cash. Mill first, then greed. The Buildings Hub ranking already treated high-value logs as A-tier infrastructure.
How this page sits in the wiki
Sibling pages: Collectors and Sawmill for walking the value home; How to Unlock Buildings because acorns also buy gated combat nodes; Achievements for Log Pile and Gilded Stockpile; Review for the DEM comparison that asked for more interesting drops — this 64-variant table is the answer. Links if you want the original Steam news post.
The pile is the screenshot. The mill is the score. Luck is how the screenshot starts paying like a score.
Frequently Asked Questions
Quick answers to the questions Fellwood players ask after their first prestige.
How many log types are in Fellwood?
The demo update expanded the set to 64 variations, including size differences. Golden variants all benefit from the double gold-log prestige.
Should I plant every tree slot?
No. Extra trees split your fire until you have pierce or ricochet. Evolve the tree you can actually hit.
What does luck do for logs?
Luck improves log rarity and level-up card rarity. Clover events add luck until you prestige.