Slow prevents monsters from blinking, retaliating fireballs, and lets the player strike first (or disables the monsters first strike).
Note that the glyph is affected by magic resistance, with the chance of failure rising with resistance. If casting fails mana is still lost, but there are no effects. However, deities that award piety for the use of WEYTWUT still do so.
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 its high mana cost.
Its 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 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. However, be aware the teleportation might uncover some blackspace which will heal the enemy! In this situations, moving the monster primarily to the fight into the explored area might be a good solution.
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 by default, and loses most of its usefulness in the later stages of a run. It can combine well with 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 Elf, or characters with reduced casting costs such as a Wizard or 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.