The Velan Codex

Spell

Toll

Taught (Pim)

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

Shape

One loop clockwise from the top, then a straight tail down, like a bell on its rope

From Spell Set › Attack

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

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

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

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

What happens: (Idea) Pim's knees have gone and the third bell must be rung on the hour, every hour, or the Keepers will notice. The player rings it three times at the right in-game hours (a timing errand). Pim teaches Toll in return: "One loop, one rope. The bell does the rest, later."

From Walkthrough: Act 3 › Chapter 3: The Hour Stair › The bell-ringer (optional)

Player does: talk; wait; ring; learn Toll (taught).

From Walkthrough: Act 3 › Chapter 3: The Hour Stair › The bell-ringer (optional)

Art and audio: (Idea) Pim (a keeper-scribe variant, older); bell-rope interaction; Toll VFX.

From Walkthrough: Act 3 › Chapter 3: The Hour Stair › The bell-ringer (optional)

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

The spell roadmap also names threads found in this act: Blight (Toll into Wither), from a Keeper's old field notebook at the Hour Stair; Rebound (Girdle Gate into Repel), a gift from a Facet cut sheltering from the storm on the Shardfield road; and Deep Cut (Crown Surge into Bevel Lash, both Facet), taught by Iver's cut if the player robbed the Vault for him (vault.outcome == 1), otherwise found carved in the Undermere.

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

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