Glyphs

When the Hero acquires a new heart, it opens an area in his body that can be used to convert Lympha of a Color into Nerva. Each heart contains a Glyph, which will let the Hero perform a certain action. There are 21 Glyphs in the game.

Donor
This is a forbidden glyph, used to pass Color to dead and half-dead creatures. The Donor glyph increases the effect of the color you use, but its use will always be noticed by the Void’s keepers — the Brothers. However, Donor has other advantages. If you use the Donor to drop Color to the ground as bait, Lympha is not decreased in its usual fashion, but preserved fully.

Haste
This glyph charges the air and ground around its creator with Color. For a short time, it increases the creator’s speed of movement and the distance that can be jumped. The greater the amount of Color used on the glyph, the longer the effect lasts.

Owl
This glyph creates a flying golem by reviving dead roots. After coming to life, the golem immediately ascends in search of a living being. When it finds one, it rushes toward its prey and collides — scalding its victim with an explosion of Color. The more Color the golem is charged with, the farther it sees and the greater the damage it does on collision. However, if too much Color is used, the golem will be unable to absorb the surplus and simply explode.

Repulse
This glyph creates a small beacon by reviving dead roots. The beacon forces dense, solid objects to move away from itself, and the more Color you charge the beacon with the heavier the objects it can repulse and the longer the effect.

Magnet
This glyph creates a flying golem out of animated soil and rocks. The Magnet golem is able to attract heavy objects and hold onto them for a period of time. The more Color the golem is charged with, the heavier the object it can attract and the longer it can hold the object.

Tumbleweed
This glyph creates a land golem by reviving dead roots. Having come to life, the golem will roll forward in the direction it’s pushed, searching for a living being. If the golem sees a living creature it accelerates toward it and targets it as an enemy of its master. On collision the golem explodes and dies, scalding the victim with Color. The more Color you charge the golem with the further it sees and the greater the damage it does when it collides. If too much Color is used the golem explodes, unable to absorb the surplus.

Ritual
The Ritual creates a small beacon from revived dead roots. After a beacon is charged with Color it searches for others like itself. If three beacons find each other they form a triangle and emit Color to each other as a greeting. When these Colors merge in the center they create a shockwave, devastating anything inside the triangle.

Hawk
This glyph creates an obedient golem out of sharp twigs. After coming to life the golem rises into the air and waits until its creator marks a target with Color, at which point it rushes to the target and pierces it. The more Color the Hawk is charged with, the farther it sees and the more damage it does on collision.

Shell
This glyph charges the air with Color and creates a protective shell around its creator. While the Shell is present the surrounding air becomes dense, making it impossible to draw other glyphs. Increasing the amount of Color used in the glyph lengthens the duration of the shield.

Sentinel
This glyph extracts a stone golem from deep underground. If the golem is then touched with Color, there is a shortdelay before it explodes, scalding everything around it with released Color. The more Color you charge the golem with the longer it will hold its form, and the more damage it will do when it explodes.

Sleeper
This glyph uses rock to create a sleeping golem that can be thrown in any direction. The more Color used to create the golem, the farther the golem can be thrown. Waking the thrown golem with Color turns it into a trap that will explode when touched. The more Color used to awaken the golem, the larger the explosion will be.

Bait
This glyph creates a static golem from the dead roots that will attract small creatures from the farthest corners of a reservation. The glyph requires a lot of Color, and the golem will not live long.

Vampire
This glyph is the opposite of Donor. It compels a Sister to give you the Color she’s keeping in her last Heart. When the Color floods the Sister’s Chambers she will lose strength, and may close the road through her Realm.

Hysteric
This glyph charges the air with Color and creates a ring around its creator. Everything surrounding the ring is thenscalded with Color, while the creator remains protected. The more Color used in creating the glyph, the greater the damage will be and the larger the area affected.

Web
This glyph creates a flying parasitic golem. When the golem locates a living being, it attaches itself to the victim and begins feeding on it. If the victim is then devoured by another creature, the Web golem explodes inside the predator’s stomach, doing massive internal damage. The more Color used in drawing the glyph, the greater the amount of damage done.

Torch
This glyph charges the air with Color, lighting the creator’s path in the dark. The more Color that is used to draw the glyph, the farther the light will shine. A second use of the glyph disperses the illumination.

Extract
This glyph is used to extract Color from veins in the mines, provided the veins have already been revealed by the “Expose” glyph. When used, the Extract glyph animates pure rock and fires it in the shape of a harpoon. When the harpoon hits an exposed vein, Color begins to drain out toward the point the harpoon was fired from. These veins of Color, just like the trees in the gardens, produce Color gradually — often for several cycles.

Ordalia
With this glyph a Brother can mark a fellow Brother as a blasphemous traitor, challenging him to a duel. After drawing this glyph on a Brother suspected of heresy, the battle begin immediately and ends only when one of them dies.

Breakthrough
This glyph defines its creator’s strength of will — and most can only use it once. When used, Breakthrough takes all Color from the Void and directs it into the creator. From then on Color turns away from the Void and the end is near. The next cycle brings no new drops of Color, and Nerva will no longer transform in the Hearts. If the person creating the Breakthrough glyph is sure they want to give all the Color of the Void to a chosen Sister and send her to the surface — thereby turning the Void into a frozen Canvas — they must completely fill the Sister with Color and reach a state of Turgor themselves.

Wasp
This glyph creates an annoying golem out of dust and dead roots. After creation, the Wasp golem follows its creator until it is chased away with a drop of Color. Annoyed at its rejection, the golem leaves its master and seeks out an enemy to harm. Upon colliding with a target, the Wasp golem explodes and dies, scalding the victim with released Color. The more Color the golem is charged with, the farther it sees and the greater the damage it does on collision.

Expose
This glyph is the first of two steps necessary to produce Color in the mines. When used, Expose shoots a charge into the rock, attempting to break through the crust and expose the vein of Color at that location. When the deposit has been revealed, a second glyph — Extract — can be used to pull the Color from the vein.