Field & Flame · Elemental Glow Dragons of Texas
Choose from a roster of 12 dragons across Fire, Water, and Earth. Earn points on quests, invest them in your dragon, and climb the ranks from Common to Legendary. A stronger dragon rolls first, wins ties, and clears tougher nodes across the six realms. Collect · Battle · Discover.
Fire beats Earth · Earth beats Water · Water beats Fire
When your element beats the foe's, you gain an element edge of +2 added to your battle totals for that fight. There is no penalty for being on the losing side of the triangle, you simply do not get the edge. Same-element fights are even.
A battle is best of five rounds. The first dragon to win three rounds takes the battle. Each round compares one pair of stats, and the pairing cycles as the rounds go on:
| Round | Your stat | Foe stat |
|---|---|---|
| 1 & 4 | Attack | Defense |
| 2 & 5 | Defense | Speed |
| 3 | Attack | Speed |
Each round both dragons roll a die and add their stat for that round, plus the +2 element edge and any trait bonus that fires that round. The higher total wins the round.
The dice. In quests, both sides roll the same six-sided die. In Dragon Duel, each dragon rolls the die of its rank: Common d6, Rare d10, Epic d12, Legendary d20.
Tied totals. A dragon with the Lightning Rush trait takes a tied round first. Otherwise the higher Glow wins it. If Glow ties too, the round is rerolled.
The 2-2 stall. If all five rounds are done and the score stands 2-2, the battle goes to total points scored across every round. In quests, an exact points tie goes to you.
Critical strike. No dragon is ever safe. When you outrank your foe, the underdog can land a critical and steal the round outright, whatever the totals say. The wider the rank gap, the rarer the strike: one rank up is 18%, two is 10%, three is 6%. This applies in quests and in Dragon Duel alike.
Every dragon starts with 20 base points and can hold up to 110 total (90 invested), with no single stat above 45. As you invest, your dragon climbs ranks, and each rank above Common adds Glow:
| Rank | Invested | Glow bonus |
|---|---|---|
| Common | 0 | +0 |
| Rare | 20 | +20 |
| Epic | 45 | +40 |
| Legendary | 70 | +60 |
Because Glow decides first roll and tied rounds, ranking up is the surest way to start winning the close fights.
The world map holds six realms around the Ancient Arena. Inside each realm is a chain of nodes. Clear a node to unlock the next one, working deeper into the realm. A padlock marks a node you have not reached yet. Some realms open only to certain dragons, and a few stay locked until their art arrives.
Cleared nodes stay open. Any dragon that has not cleared a node yet can replay it and claim the same reward, once per dragon.
The Tundra is now open. Its gates admit only Water dragons - River, Storm, Mist, and Snow - and it fights at Veteran difficulty with Epic foes and Legendary champions in the deep nodes, so bring an invested dragon. Snow the Frost Warden holds the gate at node 10.
Murky Waters is now open. Its gates admit only Earth dragons - Forest, Bramble, and Shadowsteel - and it fights at Expert difficulty with Epic and Legendary foes all the way down. Bramble the Bog Keeper holds the gate at node 10.
Challenge a friend head to head. One player opens Dragon Duel and gets a share code (FF-XXXX); the other enters it to join the arena. Battles follow the same best-of-five rules, but each dragon rolls the die of its rank, so a Legendary d20 against a Common d6 is a very different fight. The underdog critical applies here too. After a battle you can Rematch, and the arena keeps a running series score.
The Glow Arcade is a hall of quick games - Egg Match, Glow Sequence, Hatch Count, Dragon Checkers, Dragon Pyramid, Dragon Solitaire, Word Tower, Word Tiles, and Word Wheel. Winning earns arcade points, and 25 arcade points trade for 1 skill point to spend on the Quest page. There are no daily caps; every win is earned at the table.
Word Wheel spins nine fireball letters around one ringed center. Three minutes on the clock; every word of 3 or more letters must use the center letter, each letter once per word. Words score their length times itself, and one 9-letter word hides in the wheel worth 100. Every makeable word waits below as blanks that burn in as you claim them. Payout: 200 points earns 1 arcade point, 400 pays 2, and 600 or more pays 3, and the highest scores take the Global Leaderboard.
Glow Slots is the arcade's gambling corner: a classic three-reel machine that wagers arcade points. Your bet (1 to 5 points) lights that many paylines - middle, top, bottom, then the two diagonals - and each lit line carries 1 point of your bet. Line up three matching symbols on a lit line to win its payout, topped by three Solstice for the 100x jackpot. Cherries pay small even on their own. The full paytable is posted under the machine.
Fair warning, posted on the cabinet too: the reels keep about 7 points of every 100 wagered over the long run. Slots are a thrill, not a strategy - the games are the reliable way to earn.
Solstice, the 12th dragon, is a Fire dragon that begins locked. Locked dragons appear greyscale with a padlock and cannot be chosen for battle. There are two ways to unlock Solstice:
Solstice's trait is Solar Crown: +2 in round 1 and +1 in round 2. Once unlocked, Solstice is yours everywhere, including Blazing Heights.
Codes from your dragon packaging and events add points to your pool. Open your account panel, enter the code, and the points land on your account ready to invest. Sign in with email so your progress and codes save across devices.
Does my progress save?
Sign in with email and everything (points, codes, cleared nodes, unlocks) follows you across devices. Guest progress stays on one device only, so sign in before you build anything up.
Where do points come from?
Redeem codes from your dragon's packaging and from events, plus rewards for clearing nodes in the realms.
How do I unlock Solstice?
Pay 25 credits in the app, or clear node 10 of the Ancient Arena and Solstice joins you free.
A weaker dragon just beat my round. Is that a bug?
No, that is the underdog critical. When two dragons of different ranks meet, the lower-ranked side can steal a round outright: 18% chance one rank apart, 10% two apart, 6% three apart. Quest foes carry real ranks (watch for the rank chip on their battle card), so the underdog can be you or the foe. Evenly ranked fights have no criticals at all. That is the price of power.
What do the tags like Beginner and Novice on the map mean?
Each realm carries a difficulty tier, and foes grow tougher with every tier: Beginner, Novice, Adept, Veteran, Expert, and Master. Foes also rank up with the tiers: Arena foes are mostly Common, while the deepest realms field Legendary foes. Clear a realm, invest your rewards, and the next tier is within reach.
Can I replay a node I already cleared?
Yes. Select a cleared node and battle it again with any dragon that has not cleared it yet: each dragon can claim each node's reward once. If your chosen dragon has already cleared that node, you will be asked to pick another.
Are quest dice and Dragon Duel dice the same?
No. Quests use a six-sided die for both sides. Dragon Duel uses rank dice: Common d6, Rare d10, Epic d12, Legendary d20.
Why is a realm greyed out or locked?
Some realms open only to certain dragons, and a few are still being illustrated. They will open as their art arrives.
Forged in Weatherford, Texas · Glow bright.