So, last evening I had an idea.
Daydreaming, becomes possible with hearth magic, becomes useful with dreamwalking skill.
This action takes a lot of time to both activate and deactivate, but when active, you're lying - means there's less chance to get hit by ranged attacks.
In daydream you can initially see better Q dreams and winds (former are very common and require nothing to catch, while latter are rare and require stormchasing), but without dreamwalking you don't preserve your inventory on entering and exiting dreams. For example, if you don't have dreamwalking, and there's five lady's mantles in your inventory, in daydream you will have empty inventory, and after exiting it you will regain your mantles. With dreamwalking you will have both your inventory in dreams and dreamobjects in "real" world.
Also, you cannot get too far from your body or interact with "real" objects, meaning you can pass through them, too.
What can be picked up while daydreaming?
Dreams: common, toad-like behaviour, quality is based on overlayed spots (I hope this won't need world regen).
They, however, rapidly decay to ql10 while not in character inventory or dream diary (see below).
Winds: returning from world 2, they're rare and their quality cannot be raised as it were possible back then. But they are still useful as curios and for windblades. You can use windchimes to know, is there's wind nearby or not. Since they're rare, they use toad patterns of movement, too.
Strange plant: dream forageable, curiosity.
What can be built by daydreamers:
Windchime: back them landmine and wind ql raiser, now it's wind detection tool. If there's wind nearby, it plays a sound and animation, and if wind is placed inside, it plays melody. Needs a board, three wood blocks and three strings to build. Needs carpentry and hearth magic to build.
What can be crafted by daydreamers:
Dream diary: five parchment, two leather, two string. Works as a seedbag, but for dreams. Prevents quality loss. Skills: cartography, dreamwalking.
Windsack: five leather, three string. When wind is placed inside (like fishing rod, no menus) and windsack is worn on back, you effectively can hover for (wind ql/2) seconds, allowing you to run on any terrain, including water. You still cannot pass through objects and cliffs, however, wind quality drops with usage, and you hover only while running. Skills: leather working, dreamwalking, stormchasing.
Bag of Seven Winds: four leather and five string or one empty bag of winds, seven winds. Curiosity, can be open, spawning new wind in dreamworld at your location and reducing number of winds inside (bag of six winds, bag of four winds, you get the idea). Skills: leather working, dreamwalking, stormchasing.
Statuette of Wind God: seven metal nuggets, three winds. Curiosity. Skills: metal working.
Windblade: wood block, two winds. Effectively a wind sword from second world, possibly with tweaked damage. Skills: militia training, stormchasing.
What skills daydreamers can have:
Dreamwalking: 1500 LP. Lore text: "Only by walking in dreams shamans can reach their tree.". Description: "This skill allows your hearthling to retain his inventory in dreams, and more importantly, retain items from dreams in real world". Allows you to dreamwalk and to craft dream-associated items.
Stormchasing: 5000 LP. Lore text: "Look for it only in books, for it is no more than a dream remembered...". Description: "Stormchasing gives your hearthling ability to catch winds that blow in dreams and, occasionally, on heaths of Hearthlands.". Allows you to catch winds in dreams, and occasionally (this is extremely rare occurence) in real world. Also allows you to craft most of wind-associated items.