Dragons
The guild can raise 9 dragons. One is at camp at a time. Each region has dragons of its own.
| Dragon | Helps with | Favourite food | Egg |
|---|---|---|---|
Malachite Dragon | +2% to +10% expedition success | Comes to camp by itself | |
Umber Dragon | +4% to +12% speed at gathering jobs at the leader’s camp | ||
Ochre Dragon | +4% to +12% speed at crafts at the leader’s camp | ||
Opal Dragon | +4% to +12% XP from jobs at the leader’s camp | ||
Pyrite Dragon | +5% to +18% gold from trade runs | ||
Aquamarine Dragon | +5% to +18% voyage success | ||
Jasper Dragon | +20% to +100% chance of a rare find from jobs at the leader’s camp | ||
Peridot Dragon | +1% to +6% time away (jobs keep going longer while the game is closed) | ||
Slate Dragon | +15% to +60% how fast the hurt heal |
Feeding
Section titled “Feeding”- A dragon eats up to 4 meals a day. Any cooked food will do.
- Each meal adds to its bond: the food’s strength, doubled for its favourite.
- After its last meal of the day it curls up by the fire and dozes for 8 hours.
- Its help only counts while it’s dozing, and only for the dragon at camp.
- It can also be petted for a little bond.
Every dragon has five stages of trust. Each one makes it bigger and raises its help, and each after the first comes with a gift.
| Stage | Bond needed |
|---|---|
| Wary | 0 |
| Curious | 24 |
| Settled | 80 |
| Trusting | 200 |
| Bonded | 400 |
Sending it to fetch a party
Section titled “Sending it to fetch a party”The dragon at camp can bring a party home early. They’re back in 1 min with nothing, nobody is hurt, the food they took is lost, and the dragon stops helping until its next full meal.
The dragon’s watch
Section titled “The dragon’s watch”While it dozes, a trip can be watched from above. Clearing what’s in the party’s way makes the trip 3.5% shorter each time, up to 10 times a trip. A perfectly timed dive counts as 2 of them.
After that the dragon flies escort for as long as you keep watching: drag, and its shadow follows your finger. Things come at the party from the edges of the view, and what they are depends on the country. Fly over one to see it off. Each save takes 8 seconds off the trip, and a perfect one 16. Perfect ones in a row save more. One that reaches the party holds them up and ends the run, as does leaving the watch.
After every 8 saves in one look, something big comes: it takes three passes, and seeing it off is worth 3 finds at once.
Between times a glint on the ground or the water is something the dragon has spotted. Fly over it and the party picks it up, up to 12 finds a trip. Finds come home with the trip’s loot, win or lose.
| Country | Finds |
|---|---|
| Forest | |
| Hills | |
| Moor | |
| Marsh | |
| Coast | |
| Greyforest | |
| Sea |