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Fair-Weather

Dungeon conditions hit this hero 50% harder, and the stress they build room by room rises 50% faster. A real cost on harsh floors, none on clean ones.

Behaviour effect

Fair-Weather carries no behaviour coefficients. The game maps none to it, so it leaves a hero's combat AI untouched. What it changes sits outside the fight.

Conditions, scaled up

Some dungeons carry an environmental condition (Flooded, Pitch Dark, Cursed Ground, Deep Cold, Infernal, Numbing Frost) that applies penalties to everyone in the party. The chance that a generated dungeon has one rises with danger, from about 8% on the shallowest contracts to 46% on the deepest. A condition can:

  • slow melee attacks and movement;
  • cost ranged accuracy;
  • drain a hero’s resource pool and its regeneration (mana, rage and the like);
  • drain the body;
  • scorch heroes over time on burning floors;
  • add stress each time the party moves on to the next room.

Fair-Weather multiplies this hero’s share of every one of those by 1.5. The game caps any single scaled slow or drain at 90%, a cap most floors never reach. Weathered does the opposite, ×0.5, and the two can never share a hero.

A floor that… Ordinary hero Fair-Weather Weathered
Slows melee by 20% −20% −30% −10%
Costs 10 points of ranged accuracy −10 −15 −5
Adds 4 stress per room +4 per room +6 per room +2 per room

Gear that counters a specific condition cancels it completely for the wearer, and that still works on a Fair-Weather hero. See conditions for what each one does and which items counter it.

When it matters

On a clean floor Fair-Weather does nothing at all. On a harsh one it turns a manageable penalty into a serious one: a ranged hero half again as inaccurate misses noticeably more, slower kills mean more hits taken while each fight drags on, and the extra per-room stress on a long delve pushes the hero toward the line around 72 where they stop counting as fit (see hero state).

Check the condition before you set the party:

  • Clean floor: play the hero normally.
  • Harsh floor with a counter-item available: equip it, and the trait stops mattering.
  • Harsh floor with no counter: bench them if you have a comparable alternative.

Other hooks

  • Expedition jobs dislike it. Expedition postings list Fair-Weather among the traits they would rather not take, which takes 6% off the hero’s suitability. Two weeks under an open sky is the wrong job for this hero.
  • Forks. As party leader, a Fair-Weather hero leans +1 toward the known path. With nothing pulling the other way, they take a side room only about a third of the time it is offered.
  • Flavour. Quest reports have Fair-Weather lines, and on pair duty the hero speaks with the “nervy” voice shared with Cowardly, Shaken, Haunted, Brittle, Claustrophobic and Frail.

The hero card links the trait to Stamina and Composure. That link is descriptive and does not lower the attributes.

Rarity and history

Heroes can earn new traits over a career, and earning Weathered would replace it.

  • Rarity: common, negative · draw weight 100 of 6,365 · about 1 recruit in 25
  • Founding draft: any card, or as the negative half of the wildcard card.
  • In the wiki’s archive: first present in the 2.1.8 build (absent from 2.0.7).

Recruiting

A modest discount, larger if your league’s contracts tend to run deep and harsh. On a hero you can always equip with the right counter-gear, it matters much less.

New in v2.1.8

Datamined from v3.0.0. Values are read from the game's own code.

Where in the game bundlebundle @20907170 Ic[id="fair-weather"]; @20864204 OG()