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History — Weather

11 Jul 2026, 17:04 · Accuracy Pass 3.5 · weather is per-biomeView
16 Jun 2026, 16:57 · import · re-importView
16 Jun 2026, 16:12 · import · initial importView
Showing revision from 16 Jun 2026, 16:12 by import.

A global weather system rolls across the realm independent of day and moon phase. Weather affects spell damage via per-element modifiers, and the current weather is shown on the bar beneath the map (icon, name, and tooltip with active effects).

The Pool

Each window lasts between 1 and 5 in-game hours — roughly 2½ to 12½ real minutes. When a window ends, a new weather is rolled at random from a weighted pool, with the current weather excluded so identical windows never repeat back-to-back.

WeatherFrequencyEffects
Clear Common No modifiers
Cloudy Common Light −3 %
Rain Common Fire −5 %, Water +5 %
Windy Uncommon Wind +10 %
Fog Uncommon Wind +5 %, Light −5 %
Storm Uncommon Lightning +10 %, Fire −5 %
Snow Uncommon Ice +7 %, Fire −5 %
Heatwave Uncommon Fire +10 %, Ice −7 %, Water −3 %
Aurora Rare Light +10 %, Dark −8 %
Eclipse Very Rare Dark +15 %, Light −10 %

How Modifiers Stack

Weather modifiers stack additively with the day-of-week element bonus and any tile-based magick bonus. A Lightning spell cast on a Lightning day during a Storm gets +15 % (day) + +10 % (weather) on top of any tile boost — the kind of window that turns a routine fight into a one-cast wipe.

Aurora and Eclipse are short windows by design — both last just 1–2 game hours. If your build leans on Light or Dark spells, learn to recognise them at a glance and grind hard while the window is open.