Forged for the king's levies for twenty years. His forge stands west of the square.
Twenty years I forged for the king's levies. Mended mail on the eastern border while men died inside it. I know what armor cannot stop. Let us not find out today.
Services
Buy common arms: 10 to 19 plain weapons and pieces of armour, new on every visit. A Necromancer, Druid or Assassin also finds one or two items of their own class among them.
Buy fine arms: 6 magic weapons, armour pieces, rings and amulets made for your level.
Keeps the Hanged Crow, the inn south of the square. Before your first descent he welcomes you to Hollowmere.
The Hanged Crow has stood here a hundred and twelve years. Named for a crow that tangled in the gallows rope and refused to die. Hollowmere folk are like that crow.
The last keeper of the abbey's records outside its walls, and the voice of the prologue. His house stands north-west of the square.
I am the last keeper of the abbey's records outside its walls. Bring me what you find and I will tell you what it was. My knowledge has a price. My stories are free.
Services
Identify an item: 100 gold for each unidentified magic or unique item, worn or in your pack.
Ask about an item: free. He tells the story of an identified unique or a quest item you carry.
Quests
The Betrayer: takes the staff and names the Betrayer.
The Unmaker: records it once the Betrayer is dead.
A watchman lying by the abbey door, dying of his wounds. He is there only in runs with The Gravedigger, and only until he has spoken: then he dies, and the next visit finds him gone. The dead body is named Slain Watchman.
You... came by the road? Listen. The abbey... the Gravedigger took my men down into the crypts. Put them in the ground still screaming. The second depth... he waits there. He sings while he works. Promise me... promise...
Click a townsperson to open their window. Each window starts with a Talk entry. Inside it, Gossip gives one line for
this visit, picked at random from lines that change as you go deeper and finish quests. Below it, each active quest
the person has something to say about gets an entry of its own.
Before your first trip below, Osric the Innkeeper greets you instead of opening his window.
Prices come out of your gold purse. Tostig buys weapons, armour, rings and amulets.
Sabine buys potions, scrolls, books, elixirs and staves. Neither takes quest items, and nobody else buys anything.
Service
Who
Price
Buying
Every store
The item's value. An identified magic item costs its magic value.
Half the item's value times the share of durability it has lost. An identified magic item costs 15% of its magic value times that share. Repair never lowers maximum durability.
The Draught of Undoing returns every attribute point you spent on level-ups, to spend again on the character sheet.
Bonuses from elixirs, shrines and quests stay. Your life and mana are restored afterwards. See respec.
One magic weapon, armour piece, ring or amulet, rolled for your character level and worth at most 90,000 gold.
No item in Tostig's or Sabine's stock is worth more than 140,000 gold.
Every return to town
Each time you arrive in Hollowmere, Tostig's common arms and the shelves of Sabine and Ansel are drawn anew.
The draw follows the town's seed, which changes every time you leave town, so each trip below brings new stock.
What they can stock depends on the store level: the deepest depth you have reached plus 2, at least 6 and at most 16.
Items whose level is above the store level do not appear.
Tostig's fine arms follow your character level, not the depth: two items at one level below yours, two at your level,
one a level above and one two levels above. They stay until you level up. Each level you gain pushes out the two lowest,
the rest move down, and two new ones appear: one at your new level and one two levels above it. An item you buy is replaced at once.
Hob's item
Hob keeps his item until you buy it or reach an even character level. Then the next time you arrive in town he has a new one.
Nightmare and Hell
A new difficulty starts every store over. The deepest depth counts from the new world, so the store level drops back to 6.
An iron-bound chest stands a few steps north-west of where every run begins. Click it to open it beside your inventory.
It holds 10 × 8 cells of items, and its Sort button packs them like the inventory's. Gold never goes in
the stash: it lives in your purse. The stash keeps its contents when you go on to Nightmare and Hell.
A waypoint dais lies in the square, beneath Saint Veyra's statue. More stand on depth 2, depth 4, depth 6, depth 8, depth 10, depth 12 and depth 14.
Walk within two steps of one, with nothing blocking the view, to light it. Use any lit waypoint to travel to another.
Hollowmere's is always lit. Each new difficulty puts the others out again.
Cast Town Portal, from the spell or a scroll, and a portal opens where you cast it, with its twin in the town square.
Step in to reach Hollowmere. The portal stays open while you are in town; step back in to return to the same spot, and it closes
behind you. Only one portal is open at a time. Hover it to see where it leads.