STAGE · Your first town
Time and weather
Draft — Draft: checked against the game source, not yet read through end to endAvailable from the startRead the game clock for daylight and service hours, and use the weather and season as context for travel and outdoor conditions.
This page is further along your path. Read ahead if you’re curious; you can return when you reach this stage.
Day and night
The day-night cycle controls daylight, street lighting and the classic building schedule. Online, service hours are relieved for shops, banks, libraries, palaces and guild halls, and city gates remain open at night. Other rules still use time: couriers need daylight for delivery, and travel, rest and quest clocks can move forward.
The shared online clock advances in the world while you are playing (world events and their clock later). A fast carriage trip later advances your character's clock by the trip length; a party trip later to its leader arrives at the world's present. Check the travel method before assuming all trips spend the same time.
Weather and seasons
Weather changes the sky and outdoor light. Rain and thunder darken daylight, snow and overcast skies reduce it, and fog affects visibility. A sandstorm is a desert weather condition in the enhanced lane. The calendar season also affects the sky and can change the weather conditions a region can produce.
Weather is not a travel timer or a promise that a road is safe. Check the route view's forecast and pace controls, then decide whether to travel now or use a different route. See overworld travel later.
Common mistakes
Planning around a still clock. A carriage trip advances your character's clock by the journey even though you arrive instantly, so an errand timed for daylight can arrive after dark; party travel does not spend world time (world events and their clock later). Cost: a missed courier window or event.
Treating a forecast as a safety guarantee. Weather changes light and visibility, not the danger of the place or the length of the journey; a storm-darkened road still holds the same foes. Cost: a fight you did not prepare for.
Travelling at night when a questline letter is due. Couriers hand letters over in a town, outdoors, by day (courier letters); a night in the wilds or in a dungeon holds that line back. Cost: a day of questline delay.
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Sources & checked facts
src/world/worldClock.js:DAWN_HOUR,DUSK_HOUR, day-night behaviorsrc/world/weather.js:WEATHER_TYPES,fogForWeather,weatherSunlightScalesrc/systems/weather/weatherField.js,src/systems/weather/weatherSim.js: online weather field and simulationsrc/systems/online/onlineLane.js: enhanced-environments online settingsrc/systems/worldTick.js: shared online clocksrc/systems/skyCalendar.js:skyMinuteOfEventsrc/systems/weather/owForecast.js,src/scenes/travelView.js: Overworld weather forecastsrc/systems/buildingLocks.js:buildingHoursStateResearch:
handbook/research/V1.md(travel clock context; weather behavior verified directly in source)