Environment

In Winds of Fortune, the environment consists of the weather and sea conditions. Information here is based on how Wind, Sea, Clouds, Storms, and Small Formations Near Islands in the environment specifically work in Winds of Fortune.

Wind
Wind causes waves, clouds, storms, and other objects to move according to the wind's speed and direction. There can be no wind at all or there can be very powerful wind that can blow in any direction. Vessels with sails can use the power of the wind to move by sailing in relation to the direction the wind blows.

Sea
Any significant body of water that is not land with its own weather and other conditions in which characters can travel on by swimming or riding aboard a vessel.

Waves
Waves effect floating objects like vessels, and swimming characters according to the wave's size, speed, swell level, and angle of collision on vessels. In Winds of Fortune, an area of the sea in which a group of waves travels in a common speed and direction reveals the direction of a current. Throughout the sea, there can be a variety of different currents in various locations simultaneously and in some locations, none at all. Waves and currents can exist absent of the other. For example, there can be waves absent of a current and there can be a current absent of waves.

Sizes
Waves form in a range of sizes, each of which determine the effect that they have on human characters and vessels at the fastest speed waves travel while not in a storm.


 * 1-crest wave: The smallest wave, smaller than a 2-crest wave or larger, that, upon collision,
 * causes medium movement to human characters,
 * causes light movement to all boats, all one masted ships, and two masted, light and ships, and
 * but has no effect on two masted, heavy ships, and all three masted ships.
 * 2-crest wave: Upon collision,
 * causes light damage to human characters,
 * causes medium movement to all boats, all one masted ships, and two masted, light and ships, and
 * causes light movement, in the direction of the wave, to two masted, heavy ships, and all three masted ships.
 * 3-crest wave: Upon collision,
 * causes medium damage to human characters,
 * causes light damage to all boats, all one masted ships, and two masted, light and ships, and
 * causes medium movement, in the direction of the wave, to two masted, heavy ships, and all three masted ships.
 * 4-crest wave: Upon collision,
 * causes heavy damage to human characters,
 * causes medium damage to all boats, all one masted ships, and two masted, light ships, and
 * causes light damage to two masted, mid and heavy ships, and all three masted ships.
 * 5-crest wave: Upon collision,
 * causes heavy damage to human characters, all boats, all one masted ships, and two masted, light ships, and
 * causes medium damage to two masted, mid and heavy ships, and all three masted ships.
 * 6-crest wave: The largest wave, larger than a 5-crest wave or smaller, that, upon collision,
 * causes complete destruction to human characters, all boats, all one masted ships, and two masted, light ships, and
 * causes heavy damage to two masted, mid and heavy ships, and all three masted ships.

Speed, Swell Level, and Angle of Collision on Vessels each determine how strong the effects associated with each size will apply to floating objects upon collision.

Speed and Direction
The speed and direction of waves are usually similar to the speed and direction of the wind, but in unusual conditions, the direction of waves can be as far as opposite of the wind's direction and the speed can be significantly different as well. The speed at which waves move contribute to how strength of the effects associated with each size: Waves moving at speeds that are just under storm speeds will effect floating objects as strong as what is described for each size while waves not moving at all with have a minimal effect.

Swell Cycle and Level
Waves cycle smoothly from nothing through their full swell level or size then back to nothing again. Therefore, they smoothly swell from 0% to 100% to 0%.


 * When waves are between 0%–25% of their full swell level, they are safe to be traveled over by human characters and vessels.
 * When waves are between 25%–50% of their full swell level,
 * they are dangerous to be traveled over by human characters to the extent of the effects associated with wave size;
 * they are safe to be traveled over by vessels as described in the angle of collision on vessels only to the extent they are properly approached.
 * When waves are between 50%–100% of their full swell level, they are dangerous to be traveled over by human characters and vessels to the extent of the effects associated with wave size.

Angle of Collision on Vessels
The angle of waves in relation to the angle of vessels during the point of collision directly determines the extent to which the effects of waves apply to vessels when waves are between 25%–50% swell level.


 * When waves are between 0%–25% swell level, there is no significance to their angle in relation to the angle of vessels when traveled over by vessels since they are already at their safest level of their swell cycle.
 * However, when waves are between 25%–50% swell level, the angle of waves in relation to the angle of vessels applies to vessels as follows. In all cases, the best range of angles for waves to collide with vessels is the vessel's safe approaching range, which is a range of angles waves travel toward the vessel from its bow direction. Outside of this range, the effects of waves linearly increase until the worst angle for waves to collide with vessels. The worst angle for waves to collide with vessels on the direct sides of the vessel, perpendicular to the bow and stern of the vessel. Any angle within the 50%-dangerous approaching range, which is a range of angles waves travel toward the vessel from its stern direction. Outside of this range, the effects of waves also linearly increase until the worst angle for waves to collide with vessels.
 * Single-ended boats, including the following: Long Boat, Fishing Boat, Whaling Boat, Gun Boat, One Masted Boat, Two Masted Boat, and Landing Craft:
 * Safe Approaching Range: 22.5°; 50%-dangerous Approaching Range: 11.25°.
 * Double-ended boats, including the following: Canoe and Barge.
 * Safe Approaching Range: 22.5°; 50%-dangerous Approaching Range: 22.25°.
 * Ship Hull Form: Nau Hull:
 * Safe Approaching Range: 45°; 50%-dangerous Approaching Range: 22.5°.
 * Ship Hull Form: Galley Hull:
 * Safe Approaching Range: 90°; 50%-dangerous Approaching Range: 45°.
 * Ship Hull Form: Junk Hull:
 * Safe Approaching Range: 135°; 50%-dangerous Approaching Range: 67.5°.
 * When waves are between 50%–100% swell level, there is no significance to their angle in relation to the angle of vessels when traveled over by vessels since they are already at their most dangerous level of their swell cycle.
 * When waves are between 50%–100% swell level, there is no significance to their angle in relation to the angle of vessels when traveled over by vessels since they are already at their most dangerous level of their swell cycle.

Whirlpools
A whirlpool is a section of water that rotates like a drain and draws nearby objects in the water towards its center. The closer objects are to the center of a whirlpool, the stronger they are drawn in by its forces. Whirlpools form rarely, at a range of sizes, and anywhere in the sea. The largest whirlpools, are called maelstroms, are the most rare, and the most powerful as well. If large enough, a whirlpools can sink vessels. The sizes of whirlpools are as follows:


 * size 1 whirlpool: The smallest whirlpool, smaller than a size whirlpool or larger, that, while in the center,
 * causes medium damage to human characters,
 * causes light damage to all boats, all one masted ships, and two masted, light and ships, and
 * but has no effect on two masted, heavy ships, and all three masted ships.
 * size 2 whirlpool: While in the center,
 * causes heavy damage to human characters,
 * causes medium damage to all boats, all one masted ships, and two masted, light and ships, and
 * causes light damage to two masted, heavy ships, and all three masted ships.
 * size 3 whirlpool: While in the center,
 * causes sinking to human characters,
 * causes heavy damage to all boats, all one masted ships, and two masted, light and ships, and
 * causes medium damage to two masted, heavy ships, and all three masted ships.
 * size 4 maelstrom: While in the center,
 * causes sinking to human characters,
 * causes sinking to all boats, all one masted ships, and two masted, light ships, and
 * causes heavy damage to two masted, mid and heavy ships, and all three masted ships.
 * size 5 maelstrom: While in the center,
 * causes sinking to human characters and all vessels.
 * size 6 maelstrom: The largest whirlpool, larger than a size 5 maelstrom smaller, that, while in the center,
 * causes sinking to human characters and all vessels.

Clouds
Clouds vary in size and exist throughout the environment. Common are white and provide a light wind boost that sailing vessels can receive to increase their speed. Storm clouds are dark grey and travel as part of a storm and deliver a powerful wind boost that can change unexpectedly, causing unexpected conditions for vessels.

Storms
During storms: winds and currents are stronger than usual, larger waves are more frequent, and winds, waves, and currents change direction more frequently than usual; and dark grey storm clouds release rains on objects below. Under storm clouds, there is a chance for lightning to strike, therefore causing significant damage to objects below and igniting objects on fire. If lightning strikes water, characters in the same water nearby receive significant damage.

Small Formations Near Islands
The following form near near islands:


 * Rocks: Rocks form near islands in a variety of shapes and sizes from smaller than a human character to boulders. If vessels collide or rub against rocks, they will receive damage proportionate to the force of their collision or pressure with the rocks.
 * Sandbars: Sandbars form near islands in a variety long shapes and sizes from smaller than a boat to larger than a three masted ship. Although they do not damage vessels, overlapping a vessel onto a sandbar will increasingly slow it down until it has been beached because a majority of the vessel is over the sandbar rather than in the water.
 * Reefs: Reefs form underwater near islands in a variety of round shapes and sizes from about as small as a one masted ship to larger than a three masted ship. While vessels overlap reefs, they be slowed will receive damage.