EMBERROOST — HOW IT ALL CONNECTS
Charts · Playtest notes: 2hd
As built at v97 (2026-10-09). "A → B" means A feeds B.
THE BIG PICTURE
Breeding > Care > Breeding
Breeding > Exploring > Breeding
Breeding > Deeds > Care
Breeding > Magic > Great Work
Exploring > Relics > Great Work
Building > Care, Breeding, Exploring, Magic
Crafting > Exploring, Breeding, Building
Guild > Breeding, Magic
Great Work > After > Prestige > Breeding
BY RESOURCE
Dragons > Gold, Vigor, Essence, Warmth
Gold + Vigor > Breeding > Eggs > Warmth > more Dragons
Breeding > New looks > Lore
Vigor > Expeditions, Deeds > Wild eggs, Relics, Food, Soap, Toys
Food, Soap, Toys > Care > Bond > more Gold, Vigor
Gold > Lair buildings > Supplies, Bonuses
Essence + Lore > Grimoire > Bonuses > more Gold, Essence
Shed scales > Workshop > Gear, Rune stones > better Expeditions, Sigils
Sigils + Lore > Skyport > Sky Isles > Wyrm eggs > Elder Wyrm > Great Work
Great Work > Starscales, Embers > Prestige > a stronger roost > Dragons
THE SIMPLE VERSION
Breeding: Dragons > Gold + Vigor > Breeding > Eggs > Warmth hatches them > more Dragons
Care: Foraging, Deeds, Lair > Food, Soap, Toys > Care > happier Dragons > more Gold, Vigor and Bond
Exploring: Dragons > Vigor > Expeditions > Wild eggs > Dragons with new genes
Relics: Expeditions > Relics > Bonuses > Dragons earn more
Deeds: Dragons > Vigor > Deeds > Gold, Supplies, Reputation > Gifts > more Gold, Supplies, Essence, Lore
Magic: Dragons > Essence; Breeding new looks > Lore; Essence + Lore > Magic > Bonuses > Dragons earn more
Building: Gold > Lair buildings > Bonuses and automation > Dragons earn more
Crafting: Dragons > Shed scales > Workshop > Gear, Charms, Rune stones > better Expeditions, Breeding, Lair
Guild: Commissions > Favour > Guild market > Eggs, Lore, Rune stones
Great Work: Magic > Sigils > Skyport > Sky Isles > Wyrm eggs > Elder Wyrm > Great Work > Starscales
After: Elder Wyrms > the Deep, Realms, Worlds > Starsparks > Embers
Prestige: Gold > Legacy; Starscales > Star tree; Embers > the Rift > a new roost that starts stronger > Dragons
1. THE HEART OF IT
Dragons make gold and essence; both buy better and more dragons. Everything else hangs off this.
- Dragons at home → Gold (every second)
- Dragons at home → Essence (of their element)
- Dragons at home → Vigour (each fills about 1 an hour)
- Dragons at home → Warmth (with the hearth; Fire dragons more)
- Food, Soap, Toys → Care (feed, groom, play) → contentment and bond → Dragons
- Gold → Lair buildings → bonuses
- Gold + Vigour → Breeding → Eggs
- Warmth → hatches Eggs → tap → new Dragons
- Vigour → Out in the world (expeditions, deeds, foraging) → wild eggs, relics, XP, supplies
- Breeding → new looks → Lore
- Essence + Lore → Grimoire studies → bonuses
- Bonuses (rites, Vault, renown, legacy, stars) → multiply gold and essence
2. CARE AND THE PANTRY
Care is a bonus, never a penalty at home. Each tap costs its share of a bar, by size.
Supplies come from:
- Foraging: Berry Scree (food), Soap-fern Springs (soap), Pebble Beds (toys), Crag Ledges (coins and a rare egg)
- Larder (food), Fern Garden (soap), Toy Workshop (toys), and the dragons at their stations
- Herder calling: goats, ferns, a whittler
- The Peddler (bought with gold)
- Gifts at the foot from the Home Dale and Liked kingdoms
- Realm gifts and the festival
- Deeds, and devouring a knight
- Expeditions (toys)
- Undine spirit sends dragons foraging
Storehouse (and its station) → pantry room
Supplies go to:
- Food → Feed; Soap → Groom; Toys → Play
- Keepers' Hall auto-care (pays full price)
- Homecoming welcomes: feast, bath, game
- Soap chores: nest, wings, wounds
- Pantry pests spoil supplies
What contentment does:
- Up to +50% gold
- Bond rises faster (bond is the largest gold multiplier; past 50 it sheds scales)
- Experience x2
- Vigour fills up to x2
- Warmth x1.5
- Below 75 contentment, a trip or deed brings home less (down to 3/4)
- Feeding a youngster makes it grow faster
- A temperament's liked care cheers more
3. BREEDING, EGGS AND GENES
The loop the others serve. Genes decide gold, essence, size, element, and where a dragon may go.
Making a clutch:
- Gold (x1.1 per clutch bred) + Vigour (4 a parent) + the Hatchery → Clutch
- Nest charms (twins, clean blood, rare) → Clutch
- Breeding Lodge picks the best pair automatically
- Stud codes from friends → Clutch
- Clutch → cold eggs
Wild eggs come from: expeditions and the Deep; Crag Ledges, gifts and Beloved lands; the Cinder Beacon ritual and the guild market; friends' gift eggs; Rime Communion (a bloodline returns)
- Wild eggs wait on the ledge (10 at most; overflow → favour)
Hatching:
- Imbuing (essence) → moves an egg's gene toward a rarer one
- Warmth → ready egg (each egg costs a little more warmth than the last)
- Tap to hatch (or the Hearth-sprite does it)
- Hatchling → juvenile → adult in 16h, faster when fed; Quicken and Elder Wyrm lessons speed it
What the genes decide:
- Rarity → gold and price
- Spark and Runes → essence
- Stature → might on deeds, care cost
- Element → kind of essence, which places it may go
- Kinship → flaws → duds (earn less)
- Mutant, seasonal, star-touched and Wyrm looks
What a dragon becomes:
- New look → Codex (+5% gold per finished row)
- New look 10 Lore, new bloodline 4, Mythic 15
- Sell → gold
- Commissions and the weekly patron → gold and favour
- Retire an elder → ancestor (renown), elder's scales, and Lore with Deep Memory
4. EXPEDITIONS
Trips cost vigour, not time at home. They are for eggs, relics, charts and experience, not gold.
Sending:
- Vigour, saddles (gold), gear (Workshop) → a party picks a place
- The Rookery sends roamers automatically
Regions:
- Foothills: any dragon. First landing at a place opens that kingdom.
- Far Reaches: every dragon must carry the element; wanted genes are soft (missing one costs haul and vigour). Charted by 240h flown in the Foothills.
- Edge of the World: element required; wanted genes are a must. Charted by 720h flown in the Reaches.
- Sky Isles: attuned party; charted by Skyport levels.
- Starward Deep: an Elder Wyrm leads; non-space parties spend a Star Ward.
Every trip home brings:
- Experience, a little gold, toys
- A chance of a wild egg (rarer genes farther out)
- A relic, once per place → a permanent bonus (gold, essence, XP, speed or eggs)
- Needs drain 3x while away → Homecoming welcomes
- Missed wants and wear → wounds, saddle and wing chores
Relics:
- Found again → an echo, or a relic shard
- Echo + essence → awakened (double bonus) → an heirloom on a dragon, or a piece of the Wyrm Regalia
Special finds:
- Far Reaches and Edge → Lore (with Skyreading)
- Sky Isles → Wyrm eggs (8%)
- The Deep → Starscale shards, Starsparks (after the Wyrmtale), worlds sighted, Nova and Null eggs
5. DEEDS AND THE LANDS
Each land is its own ladder and its own name. Help, bargain or terrorize.
- Dragons (might from stature, element knack, Bold temperament) + Vigour → deed board per land: villages → towns → castles → crown
- Deeds pay gold, food, soap, toys, experience, and reputation in that land
- 1 deed in 20 wounds a dragon
- A crown deed → a realm won
Reputation (Liked to Feared, per land):
- Liked → gifts at the foot (food, gold, soap, Lore, bond, essence, eggs, depending on the land)
- Feared → tribute (gold and essence)
- Collectors pay ±20%
- Titles
- Beloved in the dale → weekly festival (bond, joy, thanks)
- Renown spells (cast with essence)
- Half carries to the next roost → Homelands → Works (gold, after the Great Work)
The knight (once any crown is open) → gold, knight's arms (might gear); spare or devour
Realms:
- Realm won → claim with an Elder Wyrm, Sigils, Lore and elder's scales → every 12h gifts, tribute or a levy, plus an elder's scale
6. ARCANA
Essence is in the blood (ignores mood and bond). Lore is what breeding teaches. Both pay for the grimoire.
Essence comes from:
- Dragons at home (element, Spark, Runes, level, Wyrm blood)
- Attunement (+50%)
- Gifts, tribute, worlds
- The essence exchange (3 for 1) and guild casks
- Relic repeats, the Alchemist's still
- Capped per element; the Essence Cistern raises the cap
Lore comes from:
- New looks, bloodlines, Mythics
- Retiring elders
- Trips (Skyreading, Star Mark)
- Fire and a story (Homecoming), Umbria's gifts
- Guild market, rituals, Snooping mood
Essence and Lore go to:
- Studies (both)
- Spells and rituals (essence)
- Rune stones (essence)
- Marks (both)
- Sigils and the Regalia (Lore)
- Realm and world claims (Lore)
- Spirits, cantrips, phials (essence)
- Imbuing, awakening relics, the Workshop (essence)
- Kindling embers (both)
The grimoire:
- Study (essence + Lore) → Rites (passive) and Spells (cast with essence)
- Rites + Spells → second tier → Mastery (per element)
- Rites of both halves → Hybrid schools → Rituals (a circle of dragons, essence, vigour) → a commission at 3x, a wild egg, levels, a bloodline, a relic, or +25% gold
- Spells: Kindle, Quicken, Transmutation, Harvest Moon, Winter Larder and more; the Arcanum recasts them
- Rites and Masteries → modifiers on gold, essence, speed, capacity
- Mastery → +1 attunement slot, opens its Spirit, opens its deep rite
- Deep rites (Wyrmfire, Deep Memory, Skyreading, Stoneheart) → open Sigils and Marks
- Sanctum (gold) → attunement slots and the Rune Bench → rune stones → carved building levels and Sigils
- A marked dragon can keep a Spirit called
7. THE LAIR, STATIONS AND TEMPERAMENTS
Gold builds; a dragon at a building's station makes it better, x2 if it suits.
- Gold → Lair; rune stones and Sigils → carved levels and the Skyport
- Lair levels are remembered → rebuild plans (20% off) in the next roost
Buildings:
- Hatchery: breeding, warmth
- Training Grounds: XP, temperament training
- Vault: more gold
- Storehouse, Larder, Fern Garden, Toy Workshop: the pantry
- Keepers' Hall: auto-care, chores
- Arcanum: recasts spells
- Rookery: sends roamers
- Breeding Lodge: auto-breeds
- Essence Cistern: essence cap
- Workshop: crafting
- Sanctum: attunement, runes
- Skyport: Sky Isles, Regalia
Stations (a grown dragon stays home, earns, can breed):
- x2 by element: Hatchery Fire, Cistern Frost, Rookery Storm, Larder Earth, Fern Garden Water, Toy Workshop Light, Workshop Fire, Skyport Aether
- x2 by temperament (x1.5 for a neighbouring one): Grounds Bold, Vault Proud, Keepers' Hall Gentle, Lodge Playful, Arcanum Curious, Storehouse Lazy
- x2 for a big dragon: Vault, Storehouse
Temperaments (Lazy, Gentle, Playful, Curious, Bold, Proud):
- Training Grounds → one step about every 6 days
- → which stations suit it
- → a daily mood (a small boost)
- → what it is good at: gold, bond, toys, Lore, deeds, price
Chores (sweeping, the forge's ash, candles, saddles):
- Left undone → buildings pay less
- Kept by the Keepers' Hall (levels 4-7) or spirits
8. WORKSHOP, GUILD AND THE KEEPER
The bridges: small currencies that move value between systems.
Workshop:
- Shed scales (bond and care), elder's scales (retiring, realm dues), relic shards (repeat finds), essence, blueprints → Workshop
- Workshop → gear (trips), nest charms (breeding), ritual focus (smaller circle), rune stones (Lair, Sigils), heirloom settings, Star Ward (the Deep)
- Elder's scales → Sigils
Guild:
- Commissions, the patron, what your guild values, charges, overflow eggs → Favour
- Favour → guild market: blueprints, stones, Lore, eggs, the guild's own ware
- What your guild values → standing → trial (a task, a donation or a favor) → rank: a perk and a market discount
- Gold → dues every 3 days (unpaid, perks pause)
Keeper:
- Hatches, new looks, clutches, parties home, relics, Hall feeding, welcomes → keeper experience → levels → points
- Points → ten callings: Breeder, Merchant, Herder, Alchemist, Wayfinder, Herald, Scholar, Smith, Trainer, Steward
- Callings → small boosts to every system
9. THE GREAT WORK
The first big goal: a chain from breeding through magic, the Lair and the sky, ending in an Elder Wyrm. Bot pace: keen about day 30, daily about day 37.
- Breed for variety → Lore
- Essence + Lore → a Mastery → its deep rite
- Deep rite + Sanctum's Rune Bench → Sigils (rune stone + Lore)
- Gold + Sigils → Skyport (4 levels)
- Skyport → Sky Isles, a day to chart each; parties must be attuned
- Sky Isles → Wyrm eggs (Wyrm-blooded) and isle relics
- Isle relics and other relics → awaken (echo + essence)
- Awakened relic + Sigils + Lore + 3 days at the forge → each piece of the Wyrm Regalia (Crown, Mantle, Sceptre)
- Two Wyrm-blooded parents → an Elder Wyrm egg, 1 in 4; it will not hatch until all three Regalia are forged
- About 3 days of warmth → the Great Work: 10 Starscales and a trophy
10. AFTER THE GREAT WORK
Elder Wyrms get jobs: tell the tale, lead the Deep, rule realms and worlds, kindle embers.
- First Elder Wyrm of each element → a Wyrmtale verse (+essence, +renown)
- One verse → the Starward Deep opens (an Elder Wyrm leads)
- Elder Wyrms teach lessons (youngsters grow, learn tricks)
- Elder Wyrm rules a realm → gifts, tribute, elder's scales
- The Deep → Starscale shards (10 make a Starscale), star-touched looks, Nova and Null eggs, worlds sighted (25%)
- Nova and Null Elder Wyrms → hold a world (Sigils, Lore) → essence and shards
- The whole tale told → Starsparks (1 in 3 voyages)
- Starsparks + pure Aether, Nova and Null Elder Wyrms → kindling (500K essence each, 1,000 Lore, 3 days) → an ember (+5% gold and essence)
- Elder Wyrms earn double gold and essence
11. PRESTIGE
Three resets, each wider than the last. What each keeps is what makes the next run faster.
Refound:
- Lifetime gold → legacy points (square root of gold / 25,000), each +10% while held
- Legacy → legacy shop: charters, Lore, favour, stones
- Keeps: codex, trophies, relics, charts, grimoire ranks, Lore, favour, guild, keeper, album, one dragon, homeland choice, rebuild plans, half of reputation
Ascend (at 5 legacy):
- → Starscales (also from the Great Work's 10 and Deep shards) → star tree (30 nodes, bright stars)
- Keeps: codex, trophies, album, Wyrmtale, keeper, homelands, star tree; more only through stars
- The star tree makes the next Great Work faster
Cross the rift (5 embers kindled since the last crossing):
- → keep-backs (spent embers)
- Wipes stars, keeper, Wyrmtale, homelands, realms, worlds
- Keeps: codex, trophies, album, friends
12. THE CLOCK AND FRIENDS
From the date alone, the same for everyone; friends trade by code.
- Season every 30 days → a seasonal look in wild eggs, and a seasonal rite (a circle showing the look) → more essence, more gold, imbued eggs, or full vigour
- Daily omen → one boost today (gold, essence, trips, XP, eggs and more)
- Weekly patron → Starscales, a patron relic or 48h of gold, plus 10 favour
- Guild charges every 3 days → favour and marks
- Guild dues every 3 days → cost gold
- Friend codes → gift eggs, studs for one clutch, trading cards → album sets (+2% each), roost card
13. RESOURCE LEDGER
| Resource | From | To | Kept by |
| Gold | Dragons at home (genes, level, bond, contentment, company, renown, Vault), trips, deeds, sales, commissions, patron, gifts, tribute, realms, knight, spells (Flashpoint, Starburst) | Lair, clutches, saddles, Peddler, chores, guild dues, upgrades, Works | The roost |
| Food, Soap, Toys | Foraging, Larder, Fern Garden, Toy Workshop and their stations, Herder, Peddler, gifts, festival, realms, deeds, trips (toys) | Feed, groom, play, Keepers' Hall, welcomes, soap chores; pests spoil | The roost |
| Vigour | Each dragon, about 1 an hour at home (x2 content, temperament, Tide Mark, phials, Emberleaf Rite, Quicken) | Breeding, trips, deeds, rituals, knight | The dragon |
| Warmth | Hearth, dragons (Fire), contentment, Hatchery station, Wyrmfire, Mantle, Doting mood, hearthstone | Hatching eggs | The roost |
| Essence | Dragons (element, Spark, Runes, attunement, verses), gifts, tribute, worlds, exchange, guild cask, relic repeats | Studies, spells, rituals, runes, imbuing, marks, spirits, cantrips, phials, Workshop, awakening, kindling | The roost (capped by the Cistern) |
| Lore | New looks, bloodlines, Mythics, retiring elders, trips past the Foothills, stories, Umbria, guild market, rituals, Snooping | Every study, Sigils, Regalia, marks, realm and world claims, kindling | The keeper through refounding; stars through ascending |
| Rune stones | Rune Bench (essence), Workshop (scales), guild market, Stone-kin | Carved levels, Sigils | The roost |
| Sigils | Rune stone + Lore (or an elder's scale), guild ware | Skyport, Regalia, realms, worlds | The roost |
| Shed scales | Content, bonded grown dragons | Workshop, rune stones, trials | The roost |
| Elder's scales | Retiring elders, realm and world dues | Charms, focus, Sigils, Star Ward, realm claims | The roost |
| Relic shards | Repeat finds, Hollow Pocket | Heirlooms, Star Ward | The roost |
| Favour | Commissions, patron, guild activities, charges, overflow eggs | Guild market, trials | The keeper through refounding |
| Reputation | Deeds (per land), knight, festival | Gifts or tribute, collectors, titles, renown spells, homelands | Half carries to a new roost |
| Legacy | Refounding (lifetime gold) | +10% each, or the legacy shop | Until ascending |
| Starscales | Ascending, the Great Work, patron, Deep shards, worlds | Star tree, bright stars | Until the rift |
| Starsparks and Embers | Deep voyages after the Wyrmtale; kindling | Kindling; keep-backs and crossing | Forever |