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