Monster Hunter as a series has had a pretty firm idea of what it's meant to be from the very first game. As such, every game since has introduced some small incremental changes, and some major changes to make each game distinct. In the case of Monster Hunter Wilds, it was the introduction of its dynamic weather system.
This system has a dramatic effect on the world not just visually, but in terms of the gameplay opportunities that open up to you. It's a deep system, but it takes a while to unlock its full depth. Here's everything you need to know about it, and what effects it has in each region of the game.
The most obvious impact of the weather are the visuals. This can be the rolling sandstorm and lightning strikes of the Windward Plains, the blood-red rivers of the Scarlet Forest, or the thickening oilsilt of the Oilwell Basin. These add enough of a difference to the experience of travel, but the monsters and items available change, too.
For one, the Apex monster of each region is much more likely to appear during the Inclemency, while materials and certain forms of endemic life are much more prevalent during the Plenty. The Fallow then stands as a kind of default weather state, with few of the benefits of the Plenty, but none of the downsides of the Inclemency.
If you are searching for specific materials, you're best to go searching during the Plenty. If you want to hunt Apex monsters, then you'll need the Inclemency.
Throughout the majority of the Low Rank story, you actually don't have any control over the weather. Even dynamic time-of-day is locked for the first few hours of the story. Once you reach High Rank, outside of a few story-related exceptions, the weather can be changed at will in your tent, and will also change dynamically itself as time passes.
In some regions, such as the Windward Plains, you can see the sandstorm approaching from the desert before it rolls across the whole region.
Resting at a tent, be it back at Base Camp or at any Pop-Up Camp, will let you spend 300 Guild Points to change the time-of-day and weather to whatever you want. However, it will change completely dynamically as well without ever halting you. The Fallow can shift to an Inclemency before welcoming the Plenty all without you ever having to hit a loading screen.
There's no distinct benefit to waiting for the weather to change dynamically versus just changing it at camp, though it is a very nice and impressive visual effect.
Each of Monster Hunter Wilds' five regions each has a unique set of weather systems. All of them share the Fallow and Plenty, while each has their own unique Inclemency. That said, even the Fallow and Plenty are quite distinct in each region, even if they follow a similar naming conventional. Now let's check out each region in detail.
Every image below is taken at the same location at the same time-of-day.
The Windward Plains is the first region you will encounter in the game, and has some of the most distinct visual changes of any region through its various weather conditions.
Lightning will highlight the area it's going to strike for a brief period before actually hitting, letting you lure enemies towards it.
The Scarlet Forest has a strong visual identity that is dramatically altered by the weather systems, and even has effects on various monster battles.
Certain forms of endemic life will swim in the raised rivers during the Downpour.
Uth Duna is most likely to appear during the Downpour, but can also appear in other weather conditions. In the Fallow and Plenty, Uth Duna cannot create Tidal Waves, making the fight flow entirely differently.
The Oilwell Basin is one of the most visually unique areas in the game, and its Fallow season is already quite a bit more hostile than other regions. Its weather conditions will even require you to consume Cold Drinks just to top your health constantly draining.
The Oilwell Basin presents some of the most prominent gameplay changes when it comes to its changing weathers, so make sure you're a bit more prepared than usual when setting out here.
The Iceshard Cliffs are a very narrow area filled with tight corners and areas where it is very easy to fall. It also has some of the least distinctive changes between each type of weather.
During the Frostwinds, there is a chance for Jin Dahaad to appear in certain areas of the Iceshard Cliffs. You can't hunt them here, but you can still attack them.
The Ruins of Wyveria is a slightly different area. It is compact, but almost every monster can appear here, and it is the only place with Guardian monsters. Its weather changes are the least visually distinctive, and feature only a small number of gameplay changes as well.
Wyveria is the only region with unique names for all three weather conditions.
There are cocoons in the lower sections of Wyveria that Guardian Monsters can be born from. This happens more frequently during the Wyvern's Wakening weather condition.
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