Dawnwing
Dawnwing — rare fossil pet. An ancient sky glider - it flies its crew home early.
Overview
Dawnwing is a rare regular pet: An ancient sky glider - it flies its crew home early.
It is a regular pet that never appears in a pet crate. It is revived from a fossil in the Boneyard and carries 3 abilities unlocked one per star — see How to get.
Every regular and limited pet carries a nature — one of 13, rolled per copy — that raises one job by 15% and lowers another by 10% — the jobs are MINING (dig power on expeditions), FORGE (work speed at a Ball Factory machine), CHESTS (its own share of hoard chest speed), GATES (damage to the hoard gate); a few natures are neutral. Elusive pets have none, and the board never reads natures.
One pet, one job. A single copy can only be in one place at a time on the board's side: on the board, on an expedition or working a Ball Factory machine. A pet that is working somewhere else is drawn greyed out in the Pets inventory with a gold banner naming the place (EXPEDITION, FACTORY…), and tapping it to equip only tells you where it is busy — take it off that job first. A pet in a saved loadout that is busy elsewhere stays in the loadout, greyed, with an EXPEDITION or AWAY tag: it gives no buff until it is free, then returns to the board on its own. The Hoard is its own screen and can use any pet you own, even one on the board. A pet cannot be traded while it is working or in the Hoard, and a pet in a pending trade can't be equipped or put to work until the trade ends.
Abilities
This pet has 3 abilities and unlocks them one per star: the first is live from the day you get it, the second needs 2★, the third 3★ (see fusion below).
| ★ | Ability | Lv 1 | Lv 25 | Lv 50 | Lv 75 | Lv 100 | Charm |
|---|---|---|---|---|---|---|---|
| 1★ | Swift Wings | +0.00% | +2.4% | +4.9% | +7.5% | +10% | — |
| 2★ | Homing Call | +0.00% | +9.7% | +20% | +30% | +40% | — |
| 3★ | Tailwind | 2 | 4 | 6 | 8 | 10 | — |
- Swift Wings — On an expedition, its crew travels this much faster (it adds to trip speed).
- Homing Call — Recalled early, its crew keeps this much more of the haul.
- Tailwind — Every trip its crew takes comes home this many minutes sooner.
Stars and fusion
Fuse 3 copies at the same star into one at the next — guaranteed, at the Fusion forge. The XP invested in all three copies is pooled into the result.
| Fuse | Needs | Essence |
|---|---|---|
| 1★ → 2★ | 3 × 1★ Dawnwing | |
| 2★ → 3★ | 3 × 2★ Dawnwing |
Each star switches on the next ability in the table above.
A 3★ copy can become shiny by fusing an owned shiny Dawnwing into it for
10,000 — see Shiny pets.
Levelling
Gold balls needed per level for a rare pet (level-cost multiplier ×4.015):
| Level | Gold balls to next level |
|---|---|
| 1 → 2 | |
| 10 → 11 | |
| 25 → 26 | |
| 50 → 51 | |
| 75 → 76 | |
| 99 → 100 |
- Total Lv 1 → 100
100,009
Salvage
Salvaging a copy yields
400, plus a 20% chance of
40 on top. See Pet Salvage.
How to get
- Revived in the Boneyard from the FEATHER IMPRINT (a World 1 fossil, 72 hours in the revival chamber, paid in that world's bars). Never in the pet crates — see Fossils and fossil pets
- The fossil itself is a rare expedition find (0.6% per hour of a completed trip in a World 1 mine) and its forge recipe is learned by uncovering the whole fossil in a Boneyard dig.
- Revive it again for more copies — three fuse into the next star, and each star switches on the next ability.
See also
- Pets — Every pet in Ballin Tycoon — rarities, crate odds, abilities, natures and jobs, levelling costs, stars, evolution, shinies and where each one comes from.
- Fossils and Fossil Pets — Strange Slabs, the Fossil Excavator dig, bone dust perks, and forging the 6 fossil pets in the Boneyard.
- Expeditions — Send crews of pets down 15 mines to dig ore while you are away. Mines, trip lengths, crew power, rare finds, pet items and every world's upgrade shop.
- Pet Natures — Every regular and limited pet has one of 13 natures: +15% at one job, −10% at another. The full grid, what each job means, how natures are rolled, and the one-pet-one-job rule.
- Pet Fusion — Fuse three copies of a pet into the next star tier — costs by rarity, what each star unlocks, and which pets can fuse.
- Pet Salvage & Essence — Turn spare pets into Pet Essence — yields by rarity, the gem bonus, what cannot be salvaged, and everything essence pays for.