recovered from a dead man's satchel

HOLLOWFALL

A field guide to the Hollow: its horrors, its relics, its forge, and the toll it takes. Every number herein was checked against the thing itself. Trust the numbers. Trust nothing else down there.

IControls & the Hand

WASDMove — 197 px/s on foot, before speed affixes and shrines. LMBRend, the basic attack. Hold to swing continuously. A forward cone, 74° base, widened by Swing Arc affixes up to a hard cap of 138°. Free. RMBCast the weapon skill bound to your equipped weapon relic. Costs essence. ECast the armor skill bound to your equipped armor relic. Costs essence. ShiftDash — free, 3 charges. See Combat. FDrink a Blood Vial: heals 30% of max life, 12 s cooldown. You carry at most 3; vials only refill from pickups. Tab / IInventory and forge. Sealed rooms keep it shut — you cannot rummage through your bag while horrors still stand in a locked room. SortBelow the bag: a Sort bag button and a priority list. Drag the rows — rarity, skill, stat quality, affix count, item level, gold value — into any order; sorting compares them top to bottom, ties falling through. MMBLock or unlock a relic in the inventory. Locked relics refuse to be sold, salvaged, discarded, merged away, or consumed by a skill transfer — singly or in bulk.

Reading the skill bar

Six slots: LMB · RMB · E · SHIFT · AUTO · F. A slot on cooldown is layered, bottom to top: the icon, a full black veil for the entire cooldown, a gray sweep whose upper edge falls top-to-bottom as time runs out, and the seconds in white with a black outline (whole seconds above 1 s, tenths below). Two deliberate exceptions: the basic attack never veils — it would strobe with every swing — and the dash veils only when all charges are spent, since a refilling dash is still usable.

IIThe Hollow

Each floor is a buried maze of up to 6×6 chambers joined by corridors. Rooms populate when you first step in, and seal behind you — the doors hold until nothing in the room draws breath. The minimap remembers where you have walked, marks awake horrors as dots, and marks a discovered market as a gold square.

Lairs, seals, and the way down

The three deepest chambers of every floor are lairs — sealed boss dens of at least tier 6 danger. Each boss slain breaks one seal. When the third seal breaks, a portal tears open at the corpse. Step to it and the Hollow asks once: descend, or keep walking this floor. Leaving and returning re-arms the offer. Dying with seal broken re-opens the portal near your rising place.

Descending is permanent for that run: floor + 1, seal resets to zero, a fresh maze. Depth is not cosmetic — every floor past the first adds +2 danger tiers to every room (capped at tier 9), packs grow +30% larger per floor, and elites come +3% more often per floor.

What else the maze holds

Feature What it does
Chests One relic scaled to the room's danger, plus a health orb. A 5% + 3.5%-per-tier chance of a bonus relic, always rare or better, one item level up.
Shrines Touch once. Fervor: attack speed ×1.4. Wrath: damage ×1.35. Fleetness: move speed ×1.25. Each lasts 45 s.
Markets The coin-counters claim a clean chamber once you have explored six rooms — and sometimes a second after twelve. Sell and gamble only within arm's reach (170 px) of the stall.

IIISurvival & the Toll

You begin with 120 life and 100 essence. Essence feeds every cast: it returns through Essence-on-Hit and Essence-Regen affixes, and landing the basic attack pays ×2.8 of your essence-on-hit stat. Whirling and burning ground pay only a tithe (10–12% per tick) — on-hit effects scale with how much of a true hit each tick represents.

Death, and what it costs

The Hollow does not send you back down the same corridors — it rebuilds itself around your corpse, same floor, seals you broke staying broken. You keep level, gear, gold, and materials, less the toll. The toll grows with each death:

Taken First death Growth Ceiling
Gold 40% +10% / death 75%
Materials (ash, ichor, embers) 30% +8% / death 60%
Experience All progress toward the current level, every time.
Blood vials You rise with a single vial.
Essence You rise at 35%, with 2.5 s of grace before anything may touch you.

IVCombat

Rend, the basic attack

A cone in front of you, swung every 0.42 s divided by your attack speed. The drawn wedge is the true hitbox — what the light touches, the blade touches. Crits multiply by your crit damage stat.

The dash

3 charges, refilling one at a time, 5 s each (Dash Recharge affixes divide this; Dash-on-Hit affixes shave it with every landed blow). 0.35 s between uses. The dash itself: 0.16 s at 1500 px/s, dealing 0.9× weapon damage to anything passed through, with 0.3 s of untouchability. Dashing through a Bone Warden is the counter to its shield — see the bestiary.

Shields resolve first

Damage against a shielded horror is judged at the shield before anything else. A warden's frontal arc (±60° of its facing) cuts your melee to 25%; your projectiles arriving into that arc are stopped dead on the shield — the warden takes the reduced damage, and whatever cowered behind it takes nothing. Only three things get through: attacking from behind, breaking the shield with a dash-through (3 s), or the Shield Sunder affix — each point of sunder thins the melee reduction toward full damage, and gives each projectile that percent chance to pass the block entirely.

VBestiary

Base numbers, before tier scaling. A room of tier t multiplies life by 1 + 0.60t + 0.075t² and damage by 1 + 0.26t. "Tier" below is when a horror first appears.

Horror Tier Life Dmg Speed XP Habit
Ghoul 0 34 9 128 8 Melee, encircles
Shade 1 16 6 215 6 Fast melee
Archer 1 22 8 95 9 Keeps range, shoots
Wretch 1 20 14 172 10 Detonates
Cultist 2 30 9 100 12 Slow orbs
Grave Hound 2 52 12 150 14 Circles, leaps
Rimeghast 2 28 8 90 13 Chills, puddles
Brute 3 120 17 74 24 Ground slam
Blinker 3 26 10 130 14 Teleports behind you
Bone Priest 4 44 6 88 18 Heals others, flees
Gravecaller 5 60 7 70 22 Raises spawn
Hivemaw 5 85 9 58 24 Spits mites
Bone Warden 6 150 15 66 26 Shield, bodyguard
Spawnling — 14 6 140 2 Summon; no loot
Mite — 9 11 235 1 Summon; no loot

How they hunt

Two habits are shared by the whole Hollow. First, nothing walks a straight line unless it means to die — chasers weave on the way in, damping the sway as they close. Wretches, mites, and bosses are the exception: they come dead straight. Second, the pack watches your feet: whenever you are chilled, everything that deals area damage grows bolder — and the things that chill you time their work for the things that burst.

Ghoul · ShadeMELEE

The common dead. They do not queue politely behind one another — each claims a slot on a ring around you and comes in from its own angle, so a pack arrives as a closing circle, not a conga line.

Archer · CultistRANGED

The archer holds a 190–300 px band and looses straight shots; the cultist lobs slow, fatter orbs. Both weave while repositioning. Both are exactly what a Bone Warden loves to stand in front of.

WretchSUICIDEblast 96 px · fuse 0.75 s

Sprints at you in a flat line and arms itself at 66 px — at 100 px if you are chilled, because it knows you cannot leave. The blast harms everyone, you and its own kind alike. It also detonates on death, however it dies. A dead wretch in a tight pack is a gift; a chilled you next to a live one is not.

Grave HoundLEAPERleap ≤280 px · telegraph 0.4 s

Circles just out of reach, then commits to a telegraphed leap. Against a chilled target it leaps from as far as 340 px and recovers its nerve twice as fast.

RimeghastCHILLERslow 0.6× spd · pool 58 px

The pack's cold heart. Its bolts chill you; its missed bolts puddle into frost that slows while you stand in it. When a slam, leap, or blast is already lining up on you, the rimeghast fires faster — it is deliberately setting you up. Kill it first or fight the whole room in mud.

BruteSLAMslam 92 px · telegraph 0.85 s

Slow, enormous, patient — until you are chilled. Then it commits from 230 px instead of 165 and swings its arm cooldown down twice as fast. The telegraph rings where you stood; the answer is always the same: be elsewhere. Unless you are chilled. Which was the point.

BlinkerTRICKSTER

Half the times you strike it, it is suddenly behind you (2.2 s between tricks). Swing, turn, swing — or hold a wide-arc weapon and refuse to care.

Bone PriestHEALERbeam 9%/s · range 320 px

Pours 9% max-life per second into the most wounded ally in reach and flees anything closer than 200 px. It will not heal bosses. Every second it lives, your work is undone.

GravecallerSUMMONER

Raises spawnlings from the floor, keeping up to three alive. The crop crumbles the moment the caller dies — cut the root, not the weeds.

HivemawSUMMONERbrood ≤3 · spit 5 s

A bloated sac that kites to 260 px and vomits sprinting mites whenever its brood runs thin. The brood dies with it.

MiteSUICIDE235 px/s · channel 0.6 s · burst 70 px

The hivemaw's answer to the wretch, smaller and faster and honest to a fault: a dead-straight sprint, then it roots at your feet and channels for 0.6 s before bursting. The channel is the counterplay — a mite killed mid-channel simply dies, no blast. Its burst harms only you, so it will happily go off inside its own pack.

Bone WardenSHIELDfront ×0.25 · shove 96 px

A slab of bone with a grudge. Its shield tracks you sluggishly (80°/s) and everything within ±60° of that facing is judged at the shield first: your melee lands at a quarter strength, your projectiles are blocked outright — the warden absorbs the reduced hit and whatever hides behind it is untouched.

It is a bodyguard by trade: given any backliner within 320 px — priest, caller, rimeghast, archer, cultist, hivemaw — it plants itself 62 px in front of them, on your side. Come to arm's length and it shield-checks you: a 96 px shove for a third of its damage, cancelling your dash mid-flight, every 2.4 s.

The counter: dash straight through it. The shield hangs broken for 3 s — full damage from the front, no blocking, no protection for the flock behind. Or stack Shield Sunder and stop caring about angles.

VIElites & Bosses

Elite brands

Any horror may rise branded, glowing its brand's color, tougher and always dropping a relic of magic rarity or better. Elites grow more frequent with room tier and with every floor.

Brand Habit
Frostbound Every hit it lands chills you for 1.2 s — and the whole pack coordinates on a chilled target. The most dangerous brand by far.
Molten Leaves burning ground in its wake every half second: 32 px pools, 2.4 s, ticking 70% of its damage per second.
Vampiric Heals 120% of the damage it deals to you. Do not trade hits with it.
Juggernaut 1.5× life and immune to knockback. It does not move for you.

The lair bosses

The Sealed ThreeBOSS900 base life · kb-immune

Each floor's three lairs each hold one, named and titled, at the floor's highest tier. They cycle three telegraphed works — a ground slam, a radial burst, and a room-length charge — and at 66% and 33% life they call the floor's horrors to their side. A boss slain breaks a seal and guarantees two relics: one rare-or-better and one legendary-or-better. A seal open the way down.

VIIRelics & Rarity

Three relics are worn at once — weapon, armor, trinket — and everything a relic gives comes from two places: its affixes and its bound skill. Item level scales affix values; rarity sets how many affixes it rolls with, a value multiplier on those rolls, and the odds of a skill.

Rarity Affixes Roll mult Skill chance Skill tier odds Base value
Common 1 ×1.00 20% always I 12 g
Magic 2 ×1.06 30% always I 45 g
Rare 3 ×1.15 45% 15% II, else I 160 g
Legendary 4 ×1.32 100% 10% III · 35% II · 55% I 600 g
Mythic 5 ×1.45 100% 25% III · 45% II · 30% I 1,800 g

Legendary and mythic relics bear true names — Widowmaker, The Long Goodbye, Mantle of the Fallen King, The Unblinking Eye — rather than a forged prefix and base. Drop odds shift with danger: at tier 0 the Hollow gives almost nothing above rare; deep rooms and deep floors turn legendaries from rumor to routine, and mythics from myth (~0.03%) to merely unlikely (~1% at full depth). Elites always drop magic-or-better; bosses guarantee rare-or-better and legendary-or-better; every relic caps at six affixes no matter how it is forged.

VIIIAffixes

Ranges below are base rolls; actual values scale up with item level and the rarity multiplier. On-hit effects (life, essence, dash time) pay fractionally on partial hits like whirl ticks and burning ground.

Weapon

Affix Base roll Effect
Damage 3–6 Flat damage to everything you do.
Attack Speed 5–9% Faster Rend swings.
Crit Chance 2–4% Odds of a critical strike.
Crit Damage 12–22% How hard those crits land.
Life on Hit 0.5–1.2 Life per landed hit.
Essence on Hit 0.5–1.1 Essence per landed hit; Rend pays ×2.8.
Dash on Hit 0.06–0.14 s Each hit shaves this from the dash refill.
Swing Arc 8–15% Widens the Rend cone (cap 138°).
Shield Sunder 6–12% Thins frontal shield reduction; % chance for projectiles to pass a block. Caps at 100.

Armor

Affix Base roll Effect
Armor 4–8 Flat damage reduction.
Vitality 12–22 Max life.
Life Regen 0.6–1.4 /s Life per second.
Move Speed 3–5% Faster on foot.
Essence Regen 0.4–0.9 /s Essence per second.
Dash Recharge 6–12% Divides the 5 s dash refill.

Trinket

Affix Base roll Effect
Damage 2–4 Flat damage.
Crit Chance 2–4%  
Vitality 8–16  
Cooldown Reduction 4–7% Shortens every cooldown, vial included.
Life on Hit 0.4–0.8  
Essence on Hit 0.4–0.9  
Essence Regen 0.3–0.7 /s  
Dash Recharge 5–10%  
Swing Arc 6–10%  
Shield Sunder 4–8%  

IXSkills

A relic carries at most one skill, drawn from its slot's group, at tier I–III. Weapon skills fire on RMB, armor skills on E — both spend essence. Trinket skills act entirely on their own and cost nothing. The forge can awaken, reroll, raise, and transfer skills — see chapter X.

Weapon — aimed offense

✻
Reaping Whirl
4.2 s · 25 essence
  1. Spin, shredding everything nearby.
  2. Wider, longer, harder.
  3. A dragging maelstrom of souls.
✸
Soul Nova
6.0 s · 30 essence
  1. A ring of 16 soul bolts.
  2. More bolts, piercing twice.
  3. A storm that chills what it touches.
↺
Grave Scythe
5.0 s · 28 essence
  1. A thrown scythe that pierces and returns for a second pass.
  2. Two scythes in a fan.
  3. Three, and they slow.
↑
Bone Spear
3.2 s · 22 essence
  1. A piercing lance of bone through the line.
  2. Heavier, faster.
  3. Twin lances.
▲
Ashen Breath
7.0 s · 34 essence
  1. A cone of grave-fire that sets the dead burning.
  2. Wider cone, longer burn.
  3. The burning spreads hotter still.

Armor — skin-saving

➤
Shadowstep
4.5 s · 22 essence
  1. Dash through, untouchable for a breath.
  2. Farther, and it cuts on the way.
  3. Longer grace after the step.
☠
Death Bloom
18 s · 55 essence
  1. Erupt, blasting everything around you.
  2. Wider, and the ground keeps bleeding.
  3. A garden of graves.
▢
Bone Ward
12 s · 30 essence
  1. A shell of bone that drinks the next blows.
  2. A thicker shell.
  3. It shatters outward when it breaks.
❄
Grave Chill
9 s · 26 essence
  1. Frost crawls out, slowing all near you.
  2. Farther and colder.
  3. It grips like the tomb itself.
✶
Barbed Pall
14 s · 30 essence
  1. A cloak of barbs that tears at whatever presses close.
  2. Sharper, longer.
  3. It flays.

Trinket — self-acting, free

☉
Grave Echo
auto · every 7 / 6 / 5 s
  1. A soul bolt seeks the nearest horror.
  2. Two bolts.
  3. Three.
◎
Bone Husk
auto · every 20 / 16 / 12 s
  1. Grow a husk that swallows one hit whole.
  2. It reforms faster.
  3. Faster still.
❤
Vampiric Sigil
passive
  1. 1.5% of full hits return as life.
  2. 2.5%.
  3. 3.5%.
❅
Deathfrost Halo
passive
  1. Horrors within 120 px trudge through frost.
  2. 150 px.
  3. 180 px.
◆
Gilded Idol
passive
  1. 20% more gold and materials from everything.
  2. 35%.
  3. 50%.

XThe Forge

Everything but gambling is paid in materials: grave ash, pale ichor, and emberhearts, salvaged from unwanted relics or looted. Costs scale with item level; formulas below use L for item level and n for current affix count.

Reshaping affixes

Verb What it does Cost
Reforge Reroll every affix, types and values. Affix count returns to the rarity's natural number; wipes enchant, merge, and masterwork history. The cheapest forge and the wildest. (10+2L) ash × rarity
Temper Keep the types, reroll only the values. Can land lower. Masterwork stars survive. 6+L ash, 2+L/8 ichor
Enchant Replace one chosen affix with a random different one. Cost doubles on that relic with each enchant. (3+L/6) ichor ×2ⁿ
Annul Strip one chosen affix permanently. A relic cannot be emptied — one must remain. 6+L/4 ichor
Exalt Add one new random affix, never duplicating. Six is the hard cap; the fifth and sixth each demand an emberheart. 60+4L ash, 4+3n ichor
Masterwork Raise one chosen affix's value ~15%. Three ranks per relic, stackable on one affix or spread; marked with stars. 80+5L ash, 6+ ichor, ember from rank 3
Merge Destroy another same-slot relic and graft one chosen affix from it onto this one. Once per relic, never beyond six affixes; reforging undoes it. 40+3L ash, 5+L/5 ichor
Ascend Raise the relic one rarity step and gain an affix, keeping existing rolls exactly. Renames at legendary. Mythic is the peak. up to 400+10L ash, 30 ichor, 3 embers

Shaping skills

Verb What it does Cost
Awaken A skill-less relic learns a random tier-I skill from its slot's group. 50+3L ash, 6 ichor
Reroll Skill The bound skill becomes a different one from the same group, tier kept. 5+L/6 ichor
Attune Raise the bound skill one tier, I → II → III. Tier III demands an emberheart. 80+4L / 150+6L ash & ichor
Transfer Take another same-slot relic's skill, tier and all, replacing this one's. The donor is destroyed. 60 ash, 10+L/5 ichor

Disposal

Sell at a market for the relic's gold value. Salvage anywhere into materials — commons give a little ash; mythics give 60–85+L ash, 3–5 ichor, 2–3 emberhearts. Discard gives nothing. Bulk sell and bulk salvage take the whole bag — except whatever you have locked with MMB.

XIMarkets & Gold

Gold does exactly two things: it buys gambles, and it feeds the toll when you die. The gamble sells an unidentified relic whose item level follows the deepest danger you have reached: price 150 + 45×level + 80×effective tier. Most come out magic; roughly a third are rare-or-better, and deep floors push legendary odds toward real money. Materials cannot buy relics; gold cannot forge. The two economies never touch.

Room in your bag

You begin with 6 bag slots of a 36-slot shell; the rest sit locked in the grid. The merchant sells the remainder, one at a time, and accepts two currencies. Gold: 400 + 300k + 55k² for the k-th slot bought — the thirtieth costs a fortune. Or a sacrifice: the merchant points, without looking, at the relics you rely on most — what you wear and what you carry, judged by what they are and how hard you have leaned on them — and takes 1 of them (2 past eighteen slots, 3 past thirty). They are destroyed, not sold. It refuses anything you have protected with MMB; it only takes what you would miss. A full bag refuses gambles and pickups alike — loot waits on the ground.

Ash is common, ichor is the working currency, emberhearts are precious — spent only where the forge asks for commitment: fifth and sixth affixes, tier-III attunement, high ascensions, masterwork's last rank.