Spell
Tally
Whole (drill stone)
Described in the Codex; there is no Data/Spells file for it yet, so no strokes to draw.
Shape
A Z: outward, sharp corner, diagonal down and inward, sharp corner, outward
From Spell Set › Attack
Concept art
Elsewhere in the Codex
Wardens of Measure: weight and measure (Repel, Brace, Tally).
- Faction (style)
- Wardens of Measure (mirrored, hard corners)
- Attack
- Tally
- Defence
- Brace
- Healing
- Assist
- Control
- Repel
Five ways to hurt: a quick hit (Gale), a heavy hit (Coil), several small hits (Squall), damage over time (Wither) and a delayed blow (Toll). Tally rewards taking hits, and Bevel Lash breaks shields. Coil and Gale are unchanged from the prototype.
From Spell Set › Attack
Wardens (Tamsin): an offer to join the recruits' drill, which teaches Tally.
From Walkthrough: Act 2 › Chapter 1: Twinhold, with Tamsin › The courting
What happens: the drill-master teaches Tally (Wardens, mirrored Z) as a whole glyph on a drill stone, then runs the player through a spar against a drill golem. The boards carry Evane side jobs (Codex section 8): escort grain to Greenvault, find a missing Choir courier on the Long Road, a reward for "an unregistered caster seen on the Far Hand roofs" (Pell's copied glyphs, now loose in the city).
- Encounter
drill_spar(optional)- Enemies
warden_golem(220 HP, 14 damage every 6 s, a Brace guard after each punch, tier 1 spells do half)- Counters
- Gale isn't resisted; Repel and Coil work at half; the Tally lesson
- Difficulty
- Normal
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.
- Encounter
undercrack_outlaws- Enemy
forsworn_mender(an Evane outlaw), thenhollow_cut(a Facet outlaw)- Where
- The Undercrack, 4.4
- What it does
- The forsworn mender staggers with Repel and hits back with half of what it took (Tally); the hollow cut hits with Bevel Lash and throws back every third spell the player casts (Hoard). Behaviour and stats as the bestiary.
- Counter
- Small, steady hits against Tally; a cheap third cast against Hoard; Hush for both specials.
- Difficulty
- Medium
[ ] 97. How much optional magic ships in Act 2. The roadmap puts twelve optional spells there. Recommendation: main line plus Tally, Drift, Table Mend, Root and Hush first; the rest later. VEL-60 decides. Sources:
walkthrough-act-2.md Q13.From Walkthrough: Act 4 › Open questions for Ray, all tabs › Tech and production
Section 12:
undercrack_outlawsenemies →forsworn_menderthenhollow_cut, behaviour and counters re-worded to the bestiary's (Repel/Tally; Bevel Lash/Hoard) (VEL-63 enemy map; bestiary owns behaviour)
Warden_golem: Prism Snare removed; counters Gale/Squall, Headwind, Facet Seal, Bevel Lash if found, Tally, plus the Vault wards rule; drops
measure_silver→evane_silver(Vault only), coin removed; Where namesdrill_spar,vault_golem_1,_2(Act 2's Measure golem) (spell schedule, VEL-63 enemy map)
Tally: glyph kind taught → whole; Learned → whole glyph on the drill stone in the Twinhold recruits' yard after the Wardens' offer; Act 2 (optional) (VEL-63 schedule)
