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Weathered

Dungeon conditions hit this hero half as hard, and room-by-room stress from cold and dark builds half as fast. Strong on harsh floors and long delves.

Behaviour effect

Weathered 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.

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.

New in v2.1.8

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

Where in the game bundlebundle @20906633 Ic[id="weathered"]; @20864204 OG()