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).
- Faction (style)
- Keepers of the Hour (mirrored, loops)
- Attack
- Toll
- Defence
- Healing
- Assist
- Hasten
- Control
- Linger
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.
[ ] 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.
- 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)
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)
- 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
[ ] 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
#FFFFFFon purpose instead of the cross-side#FFE08A(VEL-63).
