Weather

Weather belongs to a region’s climate and changes at most every 6 hours. Outdoors, rain, snow and storms reduce visibility, mask noise and make travel more draining; storms have stronger effects. Clear daylight strengthens light-sensitive mana regeneration. Light and weather also strengthen some elements and weaken others, for every attack outdoors: yours, your enemies’ and traps’. The HUD weather indicator shows the current condition outdoors and hides indoors, where you are sheltered.

Gameplay effects

WeatherSight detectionNoise detectionHunger drainFatigue drainLight-sensitive manaElemental damage
Clear————50% stronger in daylightFire +25%, Frost −25% (daylight only)
Clouds—————Poison +25%, Acid −25%
Rain−15 points−20 points+25%——Lightning +25%, Poison −25%
Rain Storm−30 points−40 points+75%+50%—Lightning +50%, Poison −50%
Snow−15 points−20 points+25%——Frost +25%, Fire −25%
Sand Storm−30 points−40 points+75%+50%—Acid +25%, Lightning −25%
Snow Storm−30 points−40 points+75%+50%—Frost +50%, Fire −50%
Effects apply outdoors. A dash means no change. Indoors, weather has no gameplay effect.

Sight and noise values are percentage-point reductions in an enemy’s chance to detect you. Clear daylight strengthens only racial mana regeneration that changes between light and darkness.

Light, darkness and elemental damage

Outdoors, the time of day also changes elemental damage, on top of the weather: in daylight Holy +25%, Necrotic −25%; at night Necrotic +25%, Holy −25%. Night follows the region’s daylight hours (see Time). These changes apply to all damage dealt outdoors, after resistances. Indoors, neither light nor weather changes damage.

City and village streets

Daytime street activity by weather. At night the reduced population remains, even after the weather clears. Nearby NPCs hide or return once they are out of view.

WeatherCivilians outdoorsChildren outdoors
Clear100%100%
Clouds100%100%
Rain50%0%
Rain Storm50%0%
Snow50%0%
Sand Storm50%0%
Snow Storm50%0%
Civilian percentages are approximate in mixed populations; services and indoor NPCs keep their usual presence.

Climates

Winter

City, Village, Winter Forest, High Mountains

WeatherShare of the time
Clear23.4%
Clouds34.7%
Rain14.2%
Rain Storm8.8%
Snow14.6%
Snow Storm4.4%

Temperate

City, City, Village, Village, Badlands, Cemetery, Forest, Dead Forest, Meadow, Mountains, Pits, Swamp, Dark Woods, Volcano

WeatherShare of the time
Clear41.8%
Clouds37%
Rain16.6%
Rain Storm4.6%

Desert

City, Village, Desert, Oasis

WeatherShare of the time
Clear40.1%
Clouds35.8%
Sand Storm24.1%

Shares were measured by running the game clock for 40,000 turns (about 140 days) in each climate.

What comes next

NowCan turn intoDims light by
ClearClear 33%, Clouds 33%, Sand Storm 33%0%
CloudsClouds 17%, Clear 33%, Rain 17%, Sand Storm 17%, Snow 17%5%
RainRain 33%, Rain Storm 33%, Clouds 33%10%
Rain StormRain Storm 33%, Rain 33%, Clouds 33%15%
SnowSnow 33%, Snow Storm 33%, Clouds 33%10%
Sand StormClear 50%, Clouds 50%10%
Snow StormSnow Storm 33%, Snow 33%, Clouds 33%15%
When the weather is due to change, it picks from this list among the weathers the climate allows.

How it works

Does it matter?

The table above shows how weather changes detection and survival outdoors. Rain and snow help conceal you; storms also make travel more tiring. Shelter blocks these effects. In cities and villages, rain, snow and all storms also keep children indoors and leave roughly half the ordinary civilians on the streets, just like nighttime. Clear or cloudy daylight restores normal crowds. Night and bad weather do not stack this reduction. Nearby people finish their change out of view; indoor NPCs and service providers are unaffected. Clear daylight strengthens only racial mana regeneration modifiers that depend on light, while darkness can make attacks and spells fail.