Wyrmtable
Shared foundation

Account settings

Wyrmtable cannot see your account, so these five things have to be typed in once. Every one of them feeds every score you get: the War Room, Army review, Habit advice and your Tier List all read them. Nothing here needs a Save button, changes are kept as you make them, and they live on your account rather than in this browser.

1

Attribute upgrades

Raises Strength, Instinct, Intelligence and Initiative on every dragon you own.

Open any dragon in the Dragon Pit and tap one of its attributes. The game splits it into Base, from upgrades and from Stars. Type the first two in below and Wyrmtable works out the percentage your Stronghold and Heirlooms are adding. Any dragon of a breed gives the same answer, so one is enough, and every other dragon of that breed inherits it.

2

Troop capacity

How many troops each dragon carries. Damage scales with troop count.

Usually worth about a third of a dragon's total strength, and nothing here is derived: both values are read straight off your own screens. Left at zero, every dragon computes with no upgrade troops at all, which is well below any real account.

Stronghold → Dragon's Army
Dragon Growth → Dragon Troop Capacity %

3

Breed damage

Decides how the four breeds rank against each other.

Your account carries a damage bonus and a damage reduction for each breed, and they are rarely equal: on a developed account Warriors can sit eight points above Sentinels. Enter both as positive numbers. Left at zero, some breeds look weaker than they really are.

4

Troop research

Damage and defence for each troop type, on top of any Seat you hold.

The quickest source is any battle report: expand Preparations and read the lines naming a troop type. That figure is everything already added up. These stack with your Seats of Power rather than replacing them, and the Applied column shows the combined total.

No battle report handy? Add up your War Tactics nodes

Stronghold, Upgrades, War Tactics. Each troop type has four nodes. Damage I and Defense I are worth 0.8% per step and cap at 5 steps, so a completed node is 4%. Damage II and Defense II are worth 1.2% per step and cap at 10, so a completed node is 12%. Enter what each shows, using 5 or 10 wherever it says Complete.

War Tactics is not always the whole story. On the account these screenshots came from it gives 12.4% Shieldbearer damage where Preparations reports 18.6%, so treat this as a floor and prefer a battle report where you have one. Siege has no War Tactics node at all.
5

Seats of Power

Six level 4 Seats, +5% each to everyone in the faction holding them.

Tick the ones your faction holds right now. They change hands, so this is the one setting on the page worth checking again after a war: unticking a lost Seat matters as much as ticking a taken one. Nothing is assumed on your behalf.

Attributes, every breed

Troop damage