Springs
Springs are on the lesser islands. Each one has an element and a flow, and sooner or later it dries up.
Where they are
Every element has at least two springs per side: a near, poor one and a farther, rich one. A rich pair sits halfway between the two temples and both fight over it. The world is symmetrical: what you have, the enemy has too.
How much they give
A Collector gives 0.43 wind per second for every unit of flow. Some skies double the springs of an element: see Reading the weather.
When they dry up
A spring holds 330 wind for every unit of flow. When it is empty the Collector disappears and a new pair of springs of the same element is born elsewhere, one per side, on lesser islands. In total there are never more than 24 springs.
Elements
A spring opens its element as long as one of your connected Collectors stands on it. If you lose one but another of the same element is still connected, the element stays yours. See Elements.
See also
- World rules that change it
- Sleeping element · Stingy springs
- Omens that change it
- Meager Springs
- Feats
- Four winds
- Mentioned here or mentioning this page
- Day and night · Reading the weather · The story of Aeolia
What’s new
- v20 In the Sky Diary, after Crowstone, you are “the God of the first spring”: “Keeper” is now only the one who watches over the temple.
- v19 At night towers shoot up to 80% of their range. Near a spring, within three cells, they shoot as far as by day: at night springs glow, and a light circle shows how far.
- v18 Saetto sends one lightning bolt per second (a Lightning Rod catches it), Nembra makes the springs in the circle give more, Lucerno gives light of every element and repairs, and a golden bubble falls from Volana’s dream.
- v18 Drifting islands: an islet from a dry sky floats over the battle with the last spring of its sky, which gives three times the wind of a normal spring. It stops for a minute near each temple, at the marked spot. When it moves on, whatever you had built on it turns back into wind.
- v17.3 The story has its gods: Volana of the Wind, Saetto of the Lightning, Nembra of the Rain and Lucerno of the Sun. Each chapter is a meeting with one of them. Volana sleeps in the first spring, at Crowstone, and Sterpa, the spirit of a temple in the south, is racing to wake her before you.
- v17.1 Element study: whoever offers a Keeper studies the element the fallen side built with most, and can place its study building, even without that spring: Arch of High Winds, Thunder Well, Cistern, Twin Mirror.
- v16 Followers: every temple has its followers. The number is under the wind and their figures stand in front of the temple. They come when you link springs and hold islands; if you lose bridges or Veiled, some of them leave.
- v15 World editor, from New world: you move the islands on your half of the sky and choose their springs. The other half follows on its own. The fairness checks tell you right away if the world works.
- v13 Each element now has two springs per side: one near and poor, one farther and rich. A pair of rich springs sits halfway between the two temples, and both sides fight over it. If you lose a spring but another one of the same element is still linked, the element stays yours.
- v09 Shooting towers face one side and have their backs open. Springs run dry and new ones appear, in pairs, one per side.