Omens
In short: most days have a character. One omen hangs over the whole realm for the day, the same for every hero: a Blood Moon makes the wilds fiercer and richer, a Harvest Fair makes beds and potions cheap, the Long Fog loses travellers and buries treasure, when the Dragon Stirs the bosses are weaker, and on Quiet Roads the hunting comes easy. 2 days a week are quiet. The dawn tells you today's omen, and the evening foretells tomorrow's.
How it works
The calendar
Every week, Monday to Sunday, brings each of the five omens once and 2 quiet days, in an order that changes from week to week and from season to season. The same omen never falls two days running, and neither do two quiet days. Every hero in the season has the same omen on the same day; days change at the daily reset, 0:00 UTC.
The quiet days are there on purpose: an omen is only a character if most days are not like it, and the quiet days are the ordinary ones the others are measured against.
Where you see it
- At dawn, after yesterday's chronicle: the omen's emblem, its name, a line of what the realm is saying, and what it does in plain words. Listen reads it after the chronicle, once the narrator's omen lines are recorded.
- On the place card, a tag with the omen's name. Tap it to see what it does.
- In the evening, under Tomorrow: which omen tomorrow brings, if any, so you can plan for it. Keep turns in hand for a boss the day the Dragon Stirs, say, or save your shopping for the Harvest Fair.
The omens
| Omen | What it does |
|---|---|
| Blood Moon | From ring 1 out, 50% of the monsters you hunt are 1 level stronger (and give the experience of their level), and your quest's foe always is. Every monster and quest foe pays 1.4× the gold. Oakhaven's own lands (ring 0) keep their usual monsters. |
| Harvest Fair | A night at the Oakhaven inn or a waystation, and a potion from the apothecary, a hermit or a settlement trader, costs 70% of its usual price. The dice table's stakes stay at a normal night's price. |
| The Long Fog | The chance of getting lost is 2× as high (still capped, still halved by a compass; waking up badly lost is as rare as ever), and the day's rumoured cache holds 2× the gold. |
| The Dragon Stirs | Every boss fights with 90% of its health. |
| Quiet Roads | A step brings an encounter 50% as often as usual, and the day's first 2 hunts cost no turn. Other heroes are met on the road as usual. |
| A quiet day | Nothing changes. |
Omens are mild on purpose, and an omen that makes the day riskier also pays for it: nobody who can only play on a bad day should lose much by it. The honest reading at a lair or at your quest's foe already counts the day's omen (see Bosses and Quests).
Tips
- A Blood Moon is a day to hunt a ring out if you are well geared, or at home in ring 0 for the extra gold with no extra risk. Read your quest foe's reading before you fight it under a red moon; it will still be there tomorrow.
- The Dragon Stirs is the best day to try a boss that has beaten you. If the evening foretells it, stop a little early and let the turn bank carry the turns over.
- Stock up on potions and sleep at the inn on a Harvest Fair.
- In the Long Fog a compass matters more than ever, and the rumoured cache is worth the walk.
- On Quiet Roads, go straight to your hunting ground: the first hunts are free and the road will not stop you.