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Ember

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Ember
Ember

Overview

Ember has a dungeon recruitment route followed by a complete relationship route in her private Menagerie lair. Her current content includes nine automatic home scenes, three one-time home heart-to-hearts, two dates, worker visits and training, two crafted gifts, and Sirena Isle resort activities. The walkthrough gives battle choices and progression requirements without retelling the encounter's story turns or late main-story outcomes.

Quick Stats

Attribute Value
Character-profile age / era / alignment 500 / Medieval / Evil
Recruitment encounter Dungeon floor 50; level 12 miniboss
Home Ember's Lair, Rose & Thorn Menagerie
Home portrait schedule All day, every day; bring her home from vacation for home interactions
Favorite relationship stats Strength 90, Stamina 90, Charm 80
Special relationship skill Iron Will
Ordinary relationship gift Jewelry
Worker number / initial shift 25 / 9 PM–3 AM
Worker special ability / starting skill Flying / Resilient

Recruitment and Lair Access

  1. Reach dungeon floor 50 and win Ember's ten-round narrative encounter. She starts with 3,200 enemy energy and 420 attack power; her counterattacks target your health.
  2. Winning activates Ember as worker 25 on either post-battle choice. Both branches grant +2 Stamina. The optional extra encounter branch requires Beast 60, records 30 NPC intimacy experience across its oral/masturbation categories, and grants +2 Beast when the Beast system is enabled. It is not required for recruitment.
  3. Build the Menagerie if it is not already available. Gastoff's Commission Menagerie needs Rose & Thorn reputation 9, the Courtyard built, $2,000,000, and 50 epic materials, 50 epic ingredients and 50 epic fabrics. Construction takes 200 minutes. This construction gate is separate from winning the dungeon encounter.
  4. Travel through the Courtyard → Menagerie → Ember's Lair. Enter Lair becomes available with worker 25 recruited; travel into it costs 0 minutes.
  5. Begin Talk to Ember and follow the home-scene chain below. Add Jewelry at Known and daily Sparring at Acquaintance. Complete the relevant H2H when each scene chain pauses.

Dungeon Battle Choices

Use an effective answer that matches your strongest relevant stat. These choices are rated by effectiveness; they do not guarantee victory at any stat value. Special answers also require their named skill.
Round Strong ordinary option Skill-based alternative Defensive option / caution
1 Refuse to run and let her see you refuse — Charm, excellent Reading People — Perception, excellent Perception defensive choice: good; halves counterattack damage
2 Tell her to stop talking and get on with it — Charm, excellent Protective Ward — Mystic, excellent Stamina defensive choice: normal; takes 45% counterattack damage
3 Insult her cooking and see what that buys — Charm, excellent Divination — Mystic, excellent Mystic defensive choice: normal; halves counterattack damage
4 Learn the new reach — Intelligence, good; or give ground — Ability, good Iron Will — Stamina, excellent Do not rush her to stop the change: the Strength choice is poor and doubles counterattack damage. Giving ground halves damage
5 Put a blade through the membrane while it is new — Strength, excellent Martial Arts — Ability, excellent Ability defensive choice: good; halves counterattack damage
6 Read the pattern the fire is falling into — Perception, excellent Protective Ward — Mystic, excellent Ability defensive choice: good; takes 45% counterattack damage
7 Watch the eyes and find out what is behind them — Perception, excellent Divination — Mystic, excellent Stamina defensive choice: good; takes 40% damage. Charm is poor
8 Go for the seams between the scales — Perception, excellent Power Strike — Strength, excellent Ability defensive choice: good; halves damage. Charm is poor
9 Time the breath and go inside it — Perception, excellent Protective Ward — Mystic, excellent Stamina defensive choice: good; takes 45% damage. Charm is poor
10 All four ordinary choices are excellent: use your strongest Strength, Ability, Stamina or Perception option Iron Will — Stamina; Elemental Blast — Mystic; both excellent Finish before your health is depleted
Armor reduces counterattack damage before the choice's defensive multiplier; Easy-mode damage assistance also applies. Health reaching zero is a defeat even if Ember's energy reaches zero in the same exchange. If both are still alive after round ten, the encounter ends in a retreat rather than recruitment. Prepare enough health and offensive stats to finish within the round limit.

Daily Home Actions

All actions below start in Ember's Lair.
Action Requirement Cost Base reward Availability
Talk to Ember Stranger 15 minutes 1 affection Five per day
Give Jewelry Known; own Jewelry 10 minutes; 1 Jewelry 8 affection Twice per day
Spar with Ember Acquaintance 45 minutes; 20 energy 5 affection Once per day
Furnace Discipline Known; Communication 90 45 minutes; 15 energy +1 Stamina; 12 affection Once
Show Ember Respect Found and home; present at her Lair; worker encouragement available 20 minutes +1 worker Loyalty, capped at 100; 1 affection Once per day
Respect ordinary daily limits: Talk, Jewelry and Sparring have separate allowances, and their handlers record a negative point for an attempted use after the allowance is exhausted. Furnace Discipline has a completion flag; a new day does not reset it.
Listed relationship rewards are base values. Favorite stats add bonuses when their thresholds are met, and the special relationship skill doubles the adjusted base before the shared random roll. Equipment, buffs and alignment can further change the final reward. Raising affection does not replace quest flags or earlier heart-to-hearts.

Automatic Home Scene Chain

Visit Ember's Lair at each listed stage after the prior scene completes. Every scene is automatic, one-time and available all day. A date is not an extra prerequisite for this chain.
Automatic scene Location Requirements Base reward
The New Arrangement Ember's Lair Ember: Stranger+; All day 10
Food That Doesn't Fight Ember's Lair Ember: Acknowledged+; The New Arrangement completed; All day 12
Terms of an Empress Ember's Lair Ember: Known+; Food That Doesn't Fight completed; All day 14
The Shape She Chose Ember's Lair Ember: Acquaintance+; Terms of an Empress completed; All day 18
A Crown Without a Court Ember's Lair Ember: Friend+; The Shape She Chose completed; Worth the Climb completed; All day 18
A Hundred Years of Footsteps Ember's Lair Ember: Friend+; A Crown Without a Court completed; All day 20
Kept, Not Claimed Ember's Lair Ember: Close Friend+; A Hundred Years of Footsteps completed; Nothing Left to Guard completed; All day 22
The Open Door Ember's Lair Ember: Close Friend+; Kept, Not Claimed completed; All day 22
Fire Without Hunger Ember's Lair Ember: Crush+; The Open Door completed; All day 24


The Worth the Climb H2H opens after The Shape She Chose and is needed before A Crown Without a Court. Nothing Left to Guard opens after A Hundred Years of Footsteps and is needed before Kept, Not Claimed. What the Fire Wants opens after Fire Without Hunger.
Scene Highest base bonuses, in choice order
The New Arrangement Caring/Flirty +5
Food That Doesn't Fight Caring/Flirty +5
Terms of an Empress Caring/Flirty +6
The Shape She Chose Caring/Flirty +7
A Crown Without a Court Caring/Flirty +7
A Hundred Years of Footsteps Caring/Flirty +8
Kept, Not Claimed Flirty +9
The Open Door Flirty +9
Fire Without Hunger Flirty +10


Home Heart-to-Hearts

Each H2H starts at the Lair, takes 60 minutes and 15 energy, has five rounds, and completes once. There is no additional start-hour restriction.
Conversation Requirements Best ordinary choice total
Worth the Climb Friend; The Shape She Chose completed 79 base points
Nothing Left to Guard Close Friend; A Hundred Years of Footsteps and Worth the Climb completed 94 base points
What the Fire Wants Crush; Fire Without Hunger and Nothing Left to Guard completed 113 base points

Worth the Climb

Round Highest base-point choice Base points
1 I like knowing I left something worth remembering. 12
2 Say it properly and I may blush for the empress. 14
3 I hoped you wanted to see me again. 16
4 I would rather keep earning the woman who gave it. 18
5 The giver is still the treasure I admire most. 19


Nothing Left to Guard

Round Highest base-point choice Base points
1 Let my footsteps be the ones you look forward to. 15
2 You belong wherever you are free to choose me back. 17
3 What remains is the woman I keep choosing to visit. 19
4 You do not need defenses between us tonight. 21
5 Rest, Ember. Staying is exactly what I want. 22


What the Fire Wants

Round Highest base-point choice Base points
1 Mine does the same when I am close to you. 18
2 You can ask me for closeness, Ember. 20
3 I want you, Ember, and I want you choosing me too. 23
4 Yes, Ember. I have wanted this for a long time. 25
5 Meet her kiss with all the certainty she asked for. 27


Heart-to-heart choice points accumulate and use the shared relationship calculation at completion. The listed points are base values, not guaranteed final affection gains.

Special Answers

Conversation / round Requirement Answer Base points / improved total
Worth the Climb / 2 Iron Will You tested my will. I survived because you taught it to bend. 16 / 81
Nothing Left to Guard / 2 Empathy Part of you still fears that resting means becoming disposable. 19 / 96
What the Fire Wants / 2 Reading People You are asking whether I want you, not whether you can take me. 22 / 115
These optional answers unlock their variant; ordinary answers still complete the conversation. Every final-round answer in What the Fire Wants records 5 NPC kissing experience. The Romantic skill adds 25 final affection points after the H2H's shared completion calculation, including the resort walk below.

Dates

Start both dates from the Lair. Each completes once and is independent of the automatic home-scene chain.
Date Stage and prerequisite Start window Cost Fixed base affection Best choices, in order
The First Feast Friend; Worth the Climb completed 10 AM–4 PM 120 minutes; $120; 30 energy 10 Caring/Flirty +5 → Flirty +6 → Caring/Flirty +6
The First Horizon Close Friend; Nothing Left to Guard completed 6–11 PM 150 minutes; 45 energy; no configured money payment 12 Flirty +6 → Caring/Flirty +6 → Flirty +7
The Feast's best choices total 17 base points; the Horizon's total 19. Fixed and choice rewards use the normal relationship calculation rather than guaranteeing an exact final affection increase.

Worker Visits and Training

Recruitment enables Ember's worker route. Use the worker-room visit system during her assigned shift, initially 9 PM–3 AM, while she is available at home. Her all-day Lair portrait does not bypass worker-shift eligibility.
A worker visit is once per day and normally costs 60 minutes, 60 energy and 40 calm. Active Time, Power and Focus buffs reduce their respective costs to 30 minutes, 30 energy and 20 calm. Inside the visit, each menu category has its own session allowance; training is one selection with no additional resource payment. Dialogue, praise and a gift can also be used within the same visit.
The worker gift menu has its own preferences: Gemstone Heels are Ember's favorite, and Chocolate is her least favorite. This is separate from her ordinary Give Jewelry action. Favorite worker gifts award 15 worker-relationship points, 8 base NPC affection and 4–8 Loyalty; ordinary gifts give 8 / 5 / 2–6, while Chocolate gives 3 / 3 / 1–3. Giving a gift consumes one item and uses the session's gift allowance. NPC affection uses the shared relationship calculation.
Training Worker stat gain NPC intimacy experience recorded
Kissing +1 Charisma 5 kissing
Oral +1 Intelligence 25 oral
Missionary +1 Appearance 25 missionary
Cowgirl +1 Stamina 25 across cowgirl/reverse-cowgirl categories
Doggie +1 Ability 25 doggie
Special 1 +1 Dexterity 25 doggie
Special 2 Two random stat increases 25 missionary
Special 3 Two random stat increases 25 across doggie/cowgirl categories
Each completed training grants 50 player Erotic experience, plus worker skill experience and separate worker-relationship points based on the player's Erotic level. Multiple-category NPC experience is one recorded amount across those categories, not a separate full award per category. Training adds 20 worker stress, reduced to 10 with Tantric Arts; stress above 100 damages the worker. Rest and health management still matter. Tantric Arts, Sensual Mastery, Emotional Bonding and Trust Building improve their respective training or relationship/loyalty rewards; the two crafted gifts below separately double matching worker training experience.
Worker gifts can instead apply a potion effect: Time +1 Dexterity, Power +1 Stamina, Shield +1 Loyalty, Focus +1 Intelligence, Desire +1 Ability, Cologne +1 Appearance, Luck +1 random stat, or Antidote restores worker health and clears stress. These use the same session gift allowance.

Crafted Gifts and Worker Upgrades

Both actions require In Love, Fire Without Hunger and What the Fire Wants completed, Ember home from vacation, and the actual crafted item in inventory. Start them from Ember's Lair, all day. Each consumes one item and completes once, with 0 minutes and no extra configured money payment.
Action Crafted item Upgrade
No Throne Requires This Moonfang Leather Choker Doubles Oral worker-training experience
The Gate She Opens Prismatic Spell Brooch Doubles Doggie worker-training experience
Each gift also adds 0.5 to Ember's worker income multiplier: one gives 1.5×, both give 2×. The training bonus applies to the matching worker training; it does not double all ordinary relationship interactions or all NPC intimacy experience. The gift scene's dialogue choices do not create another affection gate.
Ember also has Fernando's Creation and Fernando's Refinement clothing fitting scenes through the normal worker clothing system. Improve worker clothing through Fernando while below the maximum level 5, using the current quoted price; these fittings do not replace the crafted relationship upgrades.

Resort Activities

Unlock Sirena Isle and send active worker 25 on vacation through the worker-room system. Resort activities require Ember to be actively vacationing there.
Activity Start location / window Cost Reward / repeat limit
Resort Talk Her current resort portrait 15 minutes 1 base affection; six per day, separate from Lair Talk
Eat with Ember Buffet, 11 AM–4 PM 60 minutes 3 base affection; +100 satiation; once per day
Relax with Ember Beach, 8 AM–4 PM 60 minutes 3 base affection; +50 energy; once per day
Spa Night Spa, 7–11 PM 60 minutes 3 base affection; +25 energy, health and calm; once per day
Sunset Walk Beach, 5–8 PM 60 minutes Five-round H2H; once per day
Eat, Relax and Spa favor Caring or Flirty +5 over Funny +4. Restorative rewards stop at normal caps. Start windows have an exclusive end hour. Completed resort activities offer a 25% Sea Shell opportunity. Ember does not currently have a Private Beach Time video action.

Sunset Walk Best Answers

Sunset Walk with Ember

Round Highest base-point choice Base points
1 The view is impressive, though you are making competition difficult. 13
2 Sharp, beautiful, and difficult to hold. I see the resemblance. 15
3 I like every path that leaves room for me beside you. 17
4 I was already staying. Holding your hand improves the decision. 19
5 Look at me that way again and I will gladly test your theory. 21


Heart-to-heart choice points accumulate and use the shared relationship calculation at completion. The listed points are base values, not guaranteed final affection gains.
The best ordinary answers total 85 base choice points. This walk has no special skill/stat answer and no configured NPC intimacy-experience award. Romantic still adds 25 final affection points. Unlike her home H2Hs, the walk is repeatable once per day while vacationing.

One-Time Resort Group Scenes

Both listed workers must be active and vacationing together. Each scene triggers automatically once in its listed window, grants 3 base affection to each participant, favors Caring or Flirty +5 over Funny +4, and offers a Sea Shell opportunity.
Scene Location Start window Participants
No Bell for Peace Sirena Isle Beach 5 PM–8 PM Ember, Valkyra
The Crown You Keep Sirena Isle Spa 7 PM–11 PM Ember, Vespa
Fire Beneath the Tide Sirena Isle Water Rock 8 AM–6 PM Ember, Sashimi
After the Final Order Sirena Isle Beach 5 PM–8 PM Ember, A.R.I.A.
A Hoard of Small Things Sirena Isle Buffet 11 AM–4 PM Ember, Pixie
Gilding and Worth Sirena Isle Buffet 11 AM–4 PM Ember, Gem
Hunger with Manners Sirena Isle Spa 7 PM–11 PM Ember, Bellavia
Scars Are Not Wounds Sirena Isle Spa 7 PM–11 PM Ember, Willow
The Dragon Variable Sirena Isle Buffet 11 AM–4 PM Ember, Lindia
No Ambush Today Sirena Isle Beach 8 AM–4 PM Ember, Foxy


Main-Story Participation

These later story milestones require Ember to be available, without adding a separate romance-stage gate. The table lists progression and presence requirements while leaving the story events in the game. Each completes once.
Milestone Location Start window Requirements
Story Beat 80 Rose & Thorn All day Story Beat 79 completed; Active: Elara, Sophie, Sandra, Raven, Bellavia, Valkyra, Lindia, Ava and Eva, Gem, Pixie, Willow, Ember; Home from vacation: Elara, Sophie, Sandra, Raven, Bellavia, Valkyra, Lindia, Ava and Eva, Gem, Pixie, Willow, Ember
Story Beat 82 Rose & Thorn All day Story Beat 81 completed; Home from vacation: Elara, Sophie, Valkyra, Lindia, Gem, Willow, Ember
Story Beat 83 Rose & Thorn 7 PM–midnight / midnight–3 AM Story Beat 82 completed; Home from vacation: Elara, Valkyra, Ember, Willow, Gem, Blinky, Lindia


If Progress Stalls

  • Win the floor-50 fight, rather than merely surviving ten rounds. Either post-battle choice recruits her.
  • Build the Menagerie and travel into Ember's Lair. A recruited worker alone does not unlock the Courtyard's unbuilt Menagerie entrance.
  • Visit the Lair again after each scene, and complete Worth the Climb and Nothing Left to Guard where the chain requires them.
  • Furnace Discipline requires Communication 90. Her favorite Strength, Stamina and Charm thresholds affect affection calculations instead.
  • The dates have separate H2H prerequisites and start windows; neither date is required to unlock the next home H2H.
  • For worker visits, check the assigned shift and daily visit allowance. The ordinary Jewelry action and worker gift menu have different preferences and limits.
  • For crafted gifts, reach In Love, finish the final home scene and H2H, and bring the correct crafted item.
  • Send both characters together for resort group scenes, then bring the required workers home for main-story milestones.

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Text adapted from the community-maintained Chronoromancer Wiki under CC BY-SA 4.0.