What a condition does, and what Weathered halves
Some dungeons carry an environmental condition: Flooded, Pitch Dark, Deep Cold, Cursed Ground, Infernal and others (the full list, with sizes, is on the conditions page). The chance that a generated dungeon has one rises with danger, from about 8% on the shallowest contracts to 46% at the top. A condition can apply any of these penalties to the party:
- slower melee attacks and movement;
- lost ranged accuracy;
- drain on the hero’s resource pool and its regeneration;
- drain on the body (health pool and regeneration);
- scorching damage over time on burning floors;
- extra stress every time the party moves on to the next room.
Weathered multiplies this hero’s share of every one of those by 0.5. Fair-Weather does the opposite, ×1.5. The game caps any single scaled penalty at 90%.
| A floor that… | Ordinary hero | Weathered | Fair-Weather |
|---|---|---|---|
| Slows melee by 20% | −20% | −10% | −30% |
| Costs 10 points of ranged accuracy | −10 | −5 | −15 |
| Adds 4 stress per room | +4 per room | +2 per room | +6 per room |
Gear that counters a specific condition still cancels it outright for whoever wears it. Weathered matters most on the conditions you have no counter for.
Where it shines
- Ranged heroes on dark or flooded floors, where the accuracy penalty is normally the biggest hit.
- Casters on drain-heavy floors, who keep more of their resource for abilities.
- Long delves through cold or deep dungeons, where per-room stress can otherwise push a hero toward the line around 72 where they stop counting as fit (see hero state).
On a clean floor it does nothing, so its value follows how often your schedule sends you into harsh conditions.
Three events
A Weathered hero on the roster adds a choice to three events (see the events page):
- “Thin Broth”: go out with snares. The guild gets +2 condition and +1 morale; the snarer takes 8 fatigue and gains 1 experience.
- “A Bitter Stretch”: lead the wood party, which keeps the hall warm for free; the hero takes 10 fatigue and gains 3 morale.
- “One Too Many”: talk to the hero drinking alone, taking 12 stress off them and adding 6 to their bond.
Jobs, the route and flavour
- Expedition jobs like it. Expedition postings list Weathered as a liked trait (“They have weathered worse”), adding 5% to the hero’s suitability.
- Forks. Weathered gives no lean; as leader they use the default odds.
- Flavour. Quest reports have Weathered lines, and on pair duty the hero speaks with the “veteran” voice shared with Old Soldier, Road-Hardened, Deep-Seasoned, Old-School and Well-Preserved.
The hero card links the trait to Stamina and Composure. That link is descriptive and does not change the attributes.
Combinations
Weathered can never appear with Fair-Weather, its opposite. It pairs naturally with Hardy and Road-Hardened on a hero sent on long, rough contracts, and with Deep-Seasoned for Deep runs: one halves per-room condition stress, the other halves wave stress.
Rarity and history
- Rarity: uncommon, positive · draw weight 45 of 6,365 · about 1 recruit in 57
- Founding draft: any card.
- In the wiki’s archive: first present in the 2.1.8 build (absent from 2.0.7).
Recruiting
Worth a modest premium, especially on ranged heroes and casters, and more if your league schedule keeps sending you to the deeper, harsher contracts.