The Velan Codex

Spell

Linger

Whole

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

Connected

Spells

Concept art

Elsewhere in the Codex

Keepers of the Hour: time (Toll, Linger, Hasten).

From Story Bible › Spell Lore › Naming future spells

Faction (style)
Keepers of the Hour (mirrored, loops)
Attack
Toll
Defence
Healing
Assist
Hasten
Control
Linger

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

Linger into Wither: a slower enemy takes more of the damage over time between its attacks.

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

Chapter
3. The Hour Stair
Where
The Hour Stair
Beat
Keeper Hale's sealed records: the truth of the Breaking, and the Sallow warp as the same pattern, small.
Set piece
The hour sentinel (Hale's trial)
Spells
Hasten, Linger; Toll (side)

From Walkthrough: Act 3 › The act at a glance

Fragment: Linger, a whole glyph cut into the seventh bell's frame (Event_linger_glyph). Learning it is optional but the trial is much easier with it.

From Walkthrough: Act 3 › Chapter 3: The Hour Stair › The climb

The Pull (25% to the end). It turns to the stilled townsfolk at the arena's edge and starts pulling them toward the warp. A 40 s timer shows on screen, and its blows come every 5 s. Linger halves the timer's pace while it lasts; Hasten helps land long threads. If the timer runs out, one glass figure cracks (it does not break, and the figure heals in chapter 5, but Aske reacts), and the fight goes on.

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

Linger into Prism Snare (Keepers into Facets): slowed, then held. Hale's scribes argue over whether it is allowed.

From Walkthrough: Act 3 › Spells gained › Other cross-side threads to point players at

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

[ ] The First Pair. A new named composite, Brace into Facet Seal, learned from a reflected glyph that shows the Still Age drew both kinds together. Recommendation: keep it. It makes the Stop-both path something the player discovers rather than something they're offered, and it puts the theme (no side is right) into the oldest glyph in the world. The fallback (any cross-side thread) means no player is locked out of the path. Settled: the First Pair replaces the spell roadmap's Stillhold (Facet Seal into Linger), and keeps #FFFFFF on purpose instead of the cross-side #FFE08A (VEL-63).

From Walkthrough: Act 4 › Open questions for Ray

27 more mentions