Weather
Weather gives the valley a living sky. At any moment one weather is in effect, drawn from a pool weighted by the current season. Weather grants small, always-positive bonuses to your skills and activities — there are no penalties. A bad day is simply Clear Skies, never a setback. Because the forecast is known in advance, weather is a light planning layer rather than a gamble.
How it works
[edit | edit source]- Weather slots. Weather changes every 2 hours, with each slot drawn from a pool weighted by the active season.
- Seasons. Four seasons cycle underneath, each lasting 24 hours of real time, so a full seasonal cycle is four days. Each season favors a different set of weathers and carries one small passive bonus of its own.
- Forecast. The upcoming weather is always visible ahead of time (current weather, time remaining, and the next slots), so you can time your activities around it.
- Buffs only. Every weather effect is a bonus or neutral. Clear Skies is the common filler and does nothing either way. Bonuses are modest (roughly 8–15%).
Weather is global — the same sky covers every biome.
Weather types
[edit | edit source]| Weather | Effects |
|---|---|
| Clear Skies | None — a plain, honest day. |
| Rain | Fishing speed +10%; farm growth +12%; Alchemy speed +10%. |
| Storm | Expedition strength +10; Delving double-yield +10%. |
| Heatwave | Mining speed +10%; Smithing speed +8%. |
| Tailwinds | Foraging speed +10%; Logging speed +8%. |
| Morning Mist | Hunting double-yield +12%; Crafting speed +10%. |
| Snowfall | Cooking speed +10%; Taming speed +8%. |
Severe weather
[edit | edit source]Beyond the everyday skies, each season can roll one severe weather — rarer, stronger events (bonuses up to +25%) that are still forecast a full day ahead so you can plan around them.
| Severe weather | Season | Effect |
|---|---|---|
| Aurora | Frost | Taming speed +25% |
| Fog Bloom | Verdant | Foraging double-yield +25% |
| Migration | Amber Fall | Hunting double-yield +25% and Expeditions double-yield +25% |
| Emberflow | Blaze | Mining speed +20%, Smithing speed +25% |
Weather-window gathers
[edit | edit source]Some gathering actions only appear while a matching sky is overhead — bonus harvests you can only take in the right weather window. These are hands-on only: you must run them yourself, as hired hands and camp workers can't be assigned to weather-window actions.
- Track the Migration (Hunting 65) — during Morning Mist or Migration — yields the Trailhorn Antler.
- Windfall (Foraging) — during Tailwinds — yields Windfall Fruit.
- Stormfish run (Fishing) — during Storm or Rain — yields Stormfish.
Seasons
[edit | edit source]Seasons cycle in the order below. Each raises the chance of certain weathers and grants a small standing passive.
| Season | Passive bonus | Favored weather |
|---|---|---|
| Verdant | Farm growth +10% | Rain, Tailwinds |
| Blaze | Mining speed +5% | Heatwave, Storm |
| Amber Fall | Foraging speed +5% | Tailwinds, Mist |
| Frost | Fishing speed +5% | Snowfall, Mist |
Clear Skies stays roughly a third of every season's pool, so any weather can appear in any season — the season only shifts the odds. Even Frost carries no penalty; it simply drops the spring growth bonus rather than adding a debuff.
Planning around weather
[edit | edit source]Because the schedule is forecastable, you can line up activities with the right sky:
- Batch Fishing and farm planting under Rain.
- Run Expeditions and Delving under a Storm.
- Push Mining and Smithing during a Heatwave.
- Gather with Foraging and Logging on Tailwinds.
- Hunt in the Morning Mist.
- Cook and tame during Snowfall.
See also
[edit | edit source]- Skills — the activities weather boosts.
- Expeditions and Delving — favored by Storms.