Seasons

Seasons refers to the quarterly division of an in-game Year, that is based on the Gregorian calendar. Each Season lasts 28 in-game Days. It affects (with a small offset) Cultivation Speed and Breakthroughs, as well as Agency disasters. The game starts on the 8th of Spring.
== Cultivation speed ==
The season (or more accurately the half season) applies a multiplier on cultivation speedXiaWorld.NpcPractice.Season2Practice(), which is equal to 1 for cultivators of a Law of . For others, it depends on their Element and on the day in the yearXiaWorld.GameDefine.mapSeasonPractice.
Element	11 Spring 	25 Spring	11 Summer	25 Summer	11 Autumn	25 Autumn	11 Winter	25 Winter
DayYear	122 and 10	24 	38 	52 	66 	80 	94 	108
 	0.9 	1.3 	0.7 	1.3 	1.1 	1.3 	0.9 	1.3
 	1.1 	0.9 	0.9 	0.9 	0.7 	0.9 	1.3 	0.9
 	0.9 	0.7 	0.9 	0.7 	1.3 	0.7 	1.1 	0.7
 	1.3 	0.9 	1.1 	0.9 	0.9 	0.9 	0.7 	0.9
 	0.7 	1.1 	1.3 	0.9 	1.1 	0.9 	1.1 	0.7
The exact multiplier for the day is calculated by determining your own DayYear and interpolating:
* in Spring, if you're before the 11 (included) add 111, and if you're after the 11 (included too) remove 1 from the current day in the season.
* In Summer, add 27
* in Autumn, add 55
* in Winter, add 83
Then find between which 2 values you are, and your multiplier will be LeftValue + (RightValue - LeftValue) * \frac{DayValue - LeftDayValue}{14}.
* Example 1: on the 3 Autumn, DayYear is 3+55 = 58, which is between 25 Summer and 11 Autumn. For a Water cultivator, the multiplier will be 0.7 + (1.3 - 0.7) * \frac{58-52}{14} = 0.96.
* Example 2: on the 25 Spring, the multiplier for an Earth cultivator directly corresponds to 1.1
* Example 3: on the 4 Spring, DayYear is 4+111 = 115, which is between 28 Winter and 11 Spring. For a Metal cultivator, the multiplier will be 1.3 + (0.9 - 1.3) * \frac{115-108}{14} = 1.1.
== Breakthrough ==
The current half season affects the breakthrough chancesXiaWorld.NpcPractice.GetSeasonEffectBroken(), thus the Golden Core QualityXiaWorld.NpcPractice.SeasonEffectGold(). For a cultivator of a Law of , it has no effect whatsoever. For the others, it depends on their element and the day in the yearXiaWorld.GameDefine.mapSeasonBroken.
Element	11 Spring 	25 Spring	11 Summer	25 Summer	11 Autumn	25 Autumn	10 Winter	25 Winter
DayYear	122 and 10	24 	38 	52 	66 	80 	94 	108
 	-2% 	6% 	-6% 	6% 	2% 	6% 	-2% 	6%
 	2% 	-2% 	-2% 	-2% 	-6% 	-2% 	6% 	-2%
 	-2% 	-6% 	-2% 	-6% 	6% 	-6% 	2% 	-6%
 	6% 	-2% 	2% 	-2% 	-2% 	-2% 	-6% 	-2%
 	-6% 	2% 	6% 	2% 	-2% 	2% 	-2% 	2%
The exact multiplier for the day is calculated by determining your own DayYear and interpolating:
* in Spring, if you're before the 11 (included) add 111, and if you're after the 11 (included too) remove 1 from the current day in the season.
* In Summer, add 27
* in Autumn, add 55
* in Winter, add 83
Then find between which 2 values you are, and your multiplier will be LeftValue + (RightValue - LeftValue) * \frac{DayValue - LeftDayValue}{14}.
* Example 1: on the 3 Autumn, DayYear is 3+55 = 58, which is between 25 Summer and 11 Autumn. For a Water cultivator, the breakthrough chance will be -6 + (6 - (-6)) * \frac{58-52}{14} = -0.86%.
* Example 2: on the 25 Spring, the extra breakthrough chances for an Earth cultivator directly corresponds to 2%
* Example 3: on the 4 Spring, DayYear is 4+111 = 115, which is between 28 Winter and 11 Spring. For a Metal cultivator, the multiplier will be 6 + (-2-6) * \frac{115-108}{14} = 4%.
=== Golden Core breakthrough ===
The multiplier for the golden core season breakthrough is equal to 1+ 5 * BreakthroughChance, treating the breakthrough chance as a fraction. For example, for a Fire cultivator on the 11th Spring, it will be 1.3.
== Agency disasters ==
Agencies are linked to certain disasters, and only these disasters can happen to them. The disasters themselves are linked to seasons and apart from Earthquakes, can only happen during those seasons:
* Flood only happens in Autumn,
* Drought only happens in Summer,
* Cold Wave only happens from Winter 1 to the 10th of Spring
* Earthquake can happen all year round.
== Spirit roots ==
The Bless/Curse tendency of Spirit roots also has a seasonal factor, detailed here.
== Effects on light and weather ==
=== Weather ===
Some Weathers are season restricted, and those restrictions also apply to Miracles conjuring them. It has an important effect on the Weather factor in Breakthroughs.
=== Light ===
Seasons do not directly affect Light, but the duration of sunlight during the day varies between the year, with the highest point being in the middle of summer, and the lowest point in the middle of winterXiaoWorld.WeatherMapData.ChangeDay(). This has an indirect effect on yin-yang during Breakthrough.
== References ==
Category:Seasons