Weather

GUIDEWORLD

The weather changes on its own every few minutes. There are six kinds: Clear, Overcast, Rain, Storm, Fog and Snow. Rain can leave you Soaked and snow can leave you Chilled, and the weather changes how your crops grow. Nothing changes in a snap: rain builds up, fog rolls in and snow settles over several seconds.

CONTENTS
  1. How the weather changes
  2. The weathers
  3. Weather in each land
  4. Soaked
  5. Chilled
  6. Weather and your farm
  7. Weather and spirits
  8. Other things the weather does

How the weather changes

Each spell of weather lasts 70 to 160 seconds. Then the next one is picked from this list (each entry is an equal chance, so a weather listed twice is twice as likely):

NowWhat comes next
ClearClear 1 in 5, Overcast 2 in 5, Fog 1 in 5, Snow 1 in 5
OvercastClear 1 in 5, Rain 2 in 5, Fog 1 in 5, Snow 1 in 5
RainOvercast 1 in 3, Storm 1 in 3, more Rain 1 in 3
Stormalways Rain
FogClear 1 in 2, Overcast 1 in 2
SnowOvercast 1 in 3, Clear 1 in 3, more Snow 1 in 3

So a storm only ever comes out of rain, and rain only out of overcast skies. A new world starts with clear weather. When the weather turns, the wind may also change direction.

The weathers

WeatherWhat you seeWhat it does
ClearBlue sky, a light breeze.Best for sun crops by day, and for the Moon Squash at night.
OvercastGrey cloud, flatter light, a stronger wind.A little darker. Sun crops grow less well. Rootlings like it.
RainRain falling and splashing, rings on the water, the ground darkening as it gets wet.Soaks you in the open. Waters open farm beds. Washes blood away.
StormHeavy rain slanted by a strong wind, lightning and thunder.Soaks you faster. Bends tall crops. A little darker.
FogThick banks of fog drifting with the wind. Firelight glows in it.Sun crops grow less well. Rootlings like it.
SnowFlakes swaying down, snow settling on the ground and on what you build, footprints.Chills you in the open. Harms tender crops.

Lightning only lights the sky and shakes the screen a little with its thunder: it never strikes you.

Weather in each land

The whole world has one weather at a time, but each land shows it its own way.

  • Desert: rain never falls there, so you are never soaked by rain, and storms bring no lightning. Snow only flutters down thinly and never chills you there. When the wind is up, tumbleweeds come bowling across. Being soaked dries off three times as fast as elsewhere by day.
  • Tundra: rain falls as snow, and a few flakes are always in the air, whatever the weather. Snow lies on the ground all the time (you leave footprints), and on roofs and walls while you are there. No leaves blow there.
  • Haunted Wood: a thin mist hangs there all year, on top of any fog.
  • Woods and Rocky Highlands show every weather as it is.

There is no weather inside dungeons and lairs.

Soaked

You get Soaked out in the rain under open sky, wading in water, or by swimming (swimming soaks you at once). While soaked, everything costs up to 30% more stamina (the more soaked, the more it costs).

Getting wetTime to be fully soaked
Rain, in the openabout 37 seconds
Storm, in the openabout 22 seconds
Wading in water5 seconds
Swimming or divingat once
Drying offTime to dry from fully soaked
Standing by a fire6 seconds
In a cozy home8 seconds
Out of the rain, in the open, by day in the desert15 seconds
Under a roof40 seconds
Out of the rain, in the open, by day45 seconds
Out of the rain, in the open, at night2 minutes
Soaked at night is how you catch a chill: while you are more than half soaked at night, out in the open and away from a fire, you grow Chilled (fully in about 90 seconds).

Chilled

You get Chilled out in falling snow under open sky (fully in about 30 seconds of heavy snow), or by being soaked at night (above). While chilled, you move and swing up to 18% slower.

Warming upTime to warm from fully chilled
Standing by a fire6 seconds
In a cozy home8 seconds
Under a roof30 seconds
In the open, by day50 seconds
In the open, at night90 seconds

A fire or a cozy home stops the chill growing at all. Some creatures and traps of Tundra chill you too: see that page. The tundra's warm drinks (Lingonberry Tea, Char Broth, Spruce Toddy) stop you being chilled while their Warm effect lasts, and a Yeti coat lining makes the cold chill you 25% slower. See Status Effects and Comfort.

Weather and your farm

  • Rain waters open beds (beds with nothing built over them) within a few seconds, so you don't need to water them yourself. Open beds in the rain also grow a little faster: up to 20% in a storm.
  • Sun crops grow best under a clear sky and less well under cloud or fog. The Moon Squash likes a clear night. Rootlings like overcast, foggy nights.
  • Snow: tender crops in open beds take frost damage and stop growing while snow lies, unless the bed is warmed by Fire Spirit Soil. Hardy crops keep growing under snow at half speed. The Moon Squash also grows at half speed under snow, but still takes frost damage.
  • Storms: when a storm begins, tall crops (corn and grain) in open beds are bent by the wind and lose 10% of their health (never below 30%). This doesn't happen in Peaceful worlds. Strong Fire Spirit Soil protects them.
  • Rain slowly fills a Rain Barrel standing under open sky, up to 10 water, for filling your watering can.

See Farming and Crop Grades.

Weather and spirits

  • Rain favours Water; a storm favours Wind. A favoured element pays more on a Spirit Wager and costs 25% less as Spirit Soil.
  • Some Water raincoat traits heal you while you stand in the rain (Rainmend: 0.5% of your health a second).

Other things the weather does

  • Fires and torches keep a patch of ground clear of snow round them.
  • Rain and snow land on roofs and built floors, never indoors.
  • Wind sways trees, bushes and flames, and blows leaves across the land.
  • Fireflies hide in bad weather.
In online play the host's weather is everyone's: every player in the room sees the same rain, snow or storm at the same time. Soaked and Chilled are worked out for each player on their own.

See also