Spell
Weigh
Taught by Ondine (mending guarded, 5.2); whole, cut inside the Measure Vault (Vault robbed, 5.3); otherwise taught by Tamsin when the midpoint closes, wherever the player is (5.4)
Described in the Codex; there is no Data/Spells file for it yet, so no strokes to draw.
Kind
Taught by Ondine (mending guarded, 5.2); whole, cut inside the Measure Vault (Vault robbed, 5.3); otherwise taught by Tamsin when the midpoint closes, wherever the player is (5.4)
Connected
Characters
Elsewhere in the Codex
What happens: at dawn the five menders take their places round the warp and begin a five-person mirrored seal, the same kind as Corran's. The player holds the line, with Tamsin guarding the menders' backs, while the warp throws glints at the circle: three waves, then a glint brute that sheds smaller glints as it breaks. Midway, the player sees the two Facet hunters still in the reeds inside the seal line (the hidden moral choice inside the job, Codex section 8). Ondine sees them too and orders the circle closed on time. The player chooses: hold the line and let the seal close (the hunters are stilled in glass where they stand), or break off, Repel the glints away from the hunters and drag them out (the seal closes late and weaker). Either way the circle closes the seal and the warp dims; the menders stay to hold it for three nights while it sets. A ring of reeds, a heron and Tobin's eel weir at the bend are left standing in clear glass. Ondine thanks the player sincerely and doesn't look at the glass. As a reward she teaches the player Weigh, a Warden glyph, hand over hand.
From Walkthrough: Act 2 › Chapter 5: The Midpoint Choice › The mending guard at the Sallow warp
Player does: fight three battles and a boss; choose; watch the seal close; learn Weigh (trace).
From Walkthrough: Act 2 › Chapter 5: The Midpoint Choice › The mending guard at the Sallow warp
What happens: the player and Iver's crew go in through the east-pier drain. The wards are mirrored glyphs; an even pair can draw their reflection and open them without breaking them (a timed draw: the player casts the ward's own glyph, mirrored, inside one breath). Three wards, three guards: a Warden golem at each of the first two doors and a Warden sentinel at the third. The wards "weigh" every spell, so no guard here will take the same spell twice in a row, and the player has to vary their casts or thread. Casting a Facet spell in here is casting inside an Evane town: if any ward breaks instead of opening, the alarm rings, and the next Facet spell the player casts in the Vault is witnessed. In the inner Vault, Tamsin is on watch. The player chooses: talk Tamsin down (needs
tamsin.trust>= 2), Repel Tamsin out of the way and run, or fight Tamsin properly. Iver's crew empties the shelves into sacks. Behind the shelves they find a whole Warden glyph cut into the wall: Weigh. The player can trace it while the sacks fill. The Corran, five-seal shelf is here; Iver doesn't care about it, but the player can look (an Act 3 hook). Iver lets the player keep one glyph of their choice from the haul (Idea): the straight-stroke half of Bevel Lash, a Warden Brace variant, or a Still Choir fragment of Listen.From Walkthrough: Act 2 › Chapter 5: The Midpoint Choice › The Measure Vault break-in
Player does: move quietly; open wards with timed draws; fight; choose how to get past Tamsin; learn Weigh (trace); choose a glyph.
From Walkthrough: Act 2 › Chapter 5: The Midpoint Choice › The Measure Vault break-in
Weigh, if the player took neither job (
mending.outcome== 2 andvault.outcome== 2): Tamsin teaches it hand over hand when the midpoint closes, wherever the player is (she has followed the news there, on either route). Nobody asked her to.From Walkthrough: Act 2 › Chapter 5: The Midpoint Choice › Declining: what happens without you
Player does: talk; learn Weigh (trace) if neither job was taken.
From Walkthrough: Act 2 › Chapter 5: The Midpoint Choice › Declining: what happens without you
[ ] 43. Weigh in conversations. Is a spell that shows whether a speaker believes their own claim a good fit, or too strong? Recommendation: keep it, one claim per conversation. It shows belief, not truth, so people who are wrong but sincere still pass. Sources:
spell-roadmap.md Q6.From Walkthrough: Act 4 › Open questions for Ray, all tabs › Spells and casting
Spells. Repel and Coil in the Prologue. Brace (Aske at the Sallowbank ferry, hand over hand; she traces and does not cast) and Mend (Sister Orla in Halfway) in Act 1, both optional. Act 2: Gale (Dace) and Facet Seal (circle from Rook at the Giving Steps, square on a storm shard) on the main line, Weigh on every midpoint path, and the faction and Waymaker spells as options. Act 3: Pavilion Wake and Hasten on the main line, then Linger, Toll, Recall, Prism Snare, Girdle Gate, Crown Surge and Bevel Lash. Act 4 adds no spell. The roadmap's full schedule is in its act table.
From Walkthrough: Act 4 › Continuity notes › What is now the same everywhere
5.2: Ondine teaches Weigh hand over hand as the reward for guarding (VEL-63 spell schedule)
5.3: Iver's crew find Weigh cut into the inner Vault wall, behind the shelves;
<<learn_spell weigh>>(VEL-63 spell schedule: not on the inner door)
5.4: Tamsin teaches Weigh as the player leaves Twinhold if neither job was taken; Yarn
Act2_Tamsin_Weigh(VEL-63 spell schedule)
Characters: Wen teaches Calm, Listen, Hush and Echo; Dace shows Tempest, Headwind in route B, Tailwind; Ondine teaches Weigh if guarded (internal slip O; VEL-63 spell schedule)