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 Mana Points 8 Missing info
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Weytwut is the teleportation glyph. When cast on an enemy monster, the player will swap positions with it. The monster will also beSlowed.png Slowed.

Slow prevents monsters from blinking, retaliating fireballs, and lets the player strike first (or disables the monsters first strike).

Note that the glyph is effected by magic resistance, with the chance of failure rising with resistance. If casting fails mana is still lost, but there are no effects.

Unlocking the Glyph

The Weytwut Glyph starts unlocked.

This glyph is awarded for worshipping Jehora Jeheyu. You are not awarded it for converting to Jehora Jeheyu from another god.


Weytwut is a utility glyph for positioning the player and monsters, gaining an effective first strike against a monster and negating status effects such as first strike and fireball retailiation. It is one of the most versatile spells in the game despite it's high mana cost

It's most obvious use is to remove enemies from player's path if they are blocking it. It is also extremely useful if ever the player is blocked in by moving dungeon walls or monsters, or if the player would like to position a monster in order to destroy walls or do damage from knockback.

Since a slowed enemy will always strike after the player, it can also be used to emulate GETINDARE or natural first strike and give you an edge when fighting stronger monsters. Monsters with First Strike.png First Strike lose the trait completely when slowed, meaning that the player will be able to hit them first. This works differently from when players are slowed, where first strike and slow strike cancel each other to result in normal striking speed.

Another trick during the early stages is to teleport weaker monsters (popcorn) into corners, afflicting them with slow. Since slow also grants +1 Bonus XP on kill, the player can "salt" his popcorn, making them more valuable for later use.

Due to its mana high cost, Weytwut doesn't have any particular synergy with other glyphs, and loses most of its usefulness in the later stages of a run. It can combine well with HALPMEH.png HALPMEH since a character with 13 mana can cast each glyph exactly once, allowing for a mid-battle heal followed by a WEYTWUT finisher, but often times HALPMEH must be used twice in order for the healing to be sufficient to survive an extra attack. Characters with high maximum mana such as an ElfHero.png Elf, or characters with reduced casting costs such as a Human Wizard.png Wizard or Mystera Annur Icon.png Mystera Annur worshipper can also get more leverage out of this glyph. It is one of only two glyphs in the game to gain the full benefit of Mystera's Mystic Balance boon under normal circumstances.

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