The Velan Codex

Spell

Hush

Idea, not yet confirmed

Described in the Codex; there is no Data/Spells file for it yet, so no strokes to draw.

Connected

Characters

Concept art

Elsewhere in the Codex

Still Choir: sound and silence (Hush, Echo, Veil).

From Story Bible › Spell Lore › Naming future spells

Faction (style)
Still Choir (mirrored, tiny slow strokes)
Attack
Defence
Healing
Calm
Assist
Echo
Control
Hush

From Spell Set › At a glance

Control spells work on the enemy's clock: knock it back (Repel), slow it (Linger), silence its special attacks (Hush), or stop it outright (Prism Snare). Repel is unchanged from the prototype.

From Spell Set › Control

Hush into Toll: the enemy is silenced while the delayed blow lands.

From Spell Set › Composites

[ ] Several shapes may be confused by the recognizer and need a check on device: the Keepers' loops (Toll, Hasten, Linger), the Still Choir's short strokes (Hush, Calm, Listen), and Gale against Squall.

From Spell Set › Open questions

What happens: the bell tower has no bells, and something in it has been repeating the monks' signs back wrong. The echo glint copies the player's last spell and casts it back at them one turn later. Calm (Wen taught it at the listening stone) clears what it lands; the trick is to cast cheap spells for it to copy. After the fight Wen teaches Hush and Echo, hand over hand, and then asks a favour in signs: carry a letter to Lanternfall. The Still Choir is the one faction that quietly trades letters with the Facets. If the player has already met Iver, Wen's letter is addressed to Sorrel the unbinder.

From Walkthrough: Act 2 › Chapter 6: Faction Visits (optional) › Hushfold: the echo glint and Wen's letters

Encounter
echo_glint
Enemies
echo_glint (120 HP, casts your previous spell back one turn later)
Counters
Calm clears its copies (Wen teaches Hush only after this fight; on a rematch, Hush silences it)
Difficulty
Normal, a puzzle

From Walkthrough: Act 2 › Encounters

Kind
Taught (Wen)
Where
Hushfold (6.3, 6.4)
Main line or optional
Optional

From Walkthrough: Act 2 › Spells Gained

How much optional magic ships in Act 2? The Spell Set tab puts twelve optional spells here. Recommend: main line plus Tally, Drift, Table Mend, Root and Hush first; the rest later. VEL-60 decides.

From Walkthrough: Act 2 › Open Questions for Ray

The Crack (60% to 25%). Its chest plates crack and show the warp inside. Hits to the chest during a stagger do double damage: stagger it with Repel or Bulwark (Repel into Facet Seal), then Bevel Lash or Toll. Every 12 s a Warp Pulse does 20 damage that ignores shields; Hush stops it (if learned in Act 2).

From Walkthrough: Act 3 › Chapter 4: The glint colossus › The glint colossus

Encounter
hour_trial
Enemy (id)
hour sentinel (hour_sentinel)
HP
500
Attack
Toll: 30 damage landing 3 s after its bell swings, every 10 s; at half health the Hundred-Year Hour stops the clock for 4 s and it strikes twice; mirrored spells do half
Counters
Linger (halves the pace of its blows), Brace timed to the landing, Hasten for long threads in the gaps; Drift dodges a Toll and Hush silences the bell (each if learned in Act 2)
Difficulty
Hard but slow; the fight lasts one "hour" (about 3 minutes)

From Walkthrough: Act 3 › Encounters

Encounter
corran_colossus
Enemy (id)
glint colossus (glint_colossus) + glint adds
HP
1,400 (The Mass, The Crack, The Pull)
Attack
24 every 7 s, every 5 s in The Pull; sheds glints in The Mass; Warp Pulse 20 every 12 s, ignoring shields, in The Crack; a 40 s timer in The Pull
Counters
Repel or Bulwark (stagger cancels the sweep and opens the chest), Bevel Lash or Toll (the open chest), Gale (clears adds), Hush (stops the Warp Pulse, if learned in Act 2), Linger (halves The Pull's timer), Hasten
Difficulty
Act boss

From Walkthrough: Act 3 › Encounters

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