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Weather

Gales, rain, fog, hail, thunder, frost, cinders, calm and ley currents.

Weather#

Every fight is fought in some weather, and it works on both ships alike: a Fair wind, a Gale, Rain, Fog, Hail, a Thunderstorm, a Hard frost, an Ember wind, a Dead calm or a Ley storm. The chip under the range names it, and says what it does.

The chart shows the forecast for waypoints your Lookout can read (an air mage reads one passage further; a Weathervane reads every waypoint you know of, and is never wrong). Other forecasts are sometimes wrong, and weather can turn in the middle of a fight.

Gusts, rain, hail, frost, cinders and lightning reach only the top deck: the top row of rooms on each ship. The rooms below are sheltered, so in bad weather move crew down unless they are needed up top.

Mages cannot move the weather. A wild caster at full Control can still the sky or call a storm, and a few devices (the Calming Bell, the Fog Kettle, the Rain Drum, the Bottled Storm) turn it once per battle.

One spell is the exception: with a mage aboard who knows Calm Eye, a gale has a 50% chance to die to a fair wind as the ship arrives in it.

Weather

Every fight is fought in some weather, and it works on both ships alike: the chip under the range says which, and what it does. The chart shows the forecast for waypoints your Lookout can read. A forecast is sometimes wrong, and weather can turn in the middle of a fight.

The top deck

This weather strikes the top deck: the top row of rooms on each ship, outlined on yours while this card is open. Gusts knock crew down there, and rain, hail, frost, cinders and lightning hit rooms there. The rooms below are sheltered: move crew down unless they are needed up top.

Every kind of weather#

Fair wind

A steady breeze and a clear sky. Both ships charge a retreat 25% faster.

The sky clears and the wind steadies.

Gale

A hard wind across both ships. Bolts and shot miss 15% more often (spells do not). Every ~16s a gust knocks down crew on the top deck. Fire spreads 50% faster.

The wind rises to a gale.

Rain

Heavy rain on both ships. Fires do not grow, and burn out within seconds; fire weapons and spells set half as many. Every ~18s a room on the top deck of each ship is soaked.

Rain sweeps in.

Fog

Thick cloud around both ships. Every shot and spell misses 10% more often, and 20% at Long range. No Lookout can look inside the other ship. Both ships charge a break-away 50% faster.

Fog rolls over both ships.

Hail

Every ~18s a hail squall hits a room on the top deck of each ship: 1 hull, frost in the room, and crew on the top deck are knocked down.

Hail rattles down.

Thunderstorm

Every ~12s lightning strikes one of the two ships. It destroys 1 ward layer if there is one. If not: 1 hull and 2 system damage to a room on the top deck, a good chance of fire, and crew there are knocked down.

Thunder rolls: a storm is on you.

Hard frost

Bitter cold on both ships. All weapons charge 15% slower. Every ~20s a room on the top deck of each ship ices over for a while. Fires burn out quickly.

The air turns bitter cold.

Ember wind

A hot wind full of cinders. Every ~16s a fire starts in a room on the top deck of each ship. Fire spreads 50% faster, and frost melts in half the time.

A hot wind brings cinders.

Dead calm

No wind at all. Both ships have half their evasion, and changing range or charging a retreat takes 2x longer.

The wind dies to nothing.

Ley storm

The ley runs wild here. All mages regain mana 2x faster and shields recharge 50% faster. Every ~20s a ley flare fills one powered weapon on each ship.

The air hums: a ley storm breaks.

Data from Magehold Fairwinds v1.9.26. Spotted something out of date? Discord