Quests, shrines and town

The things in the world that are not monsters or loot: what you can be sent to do, what you can touch, and who you can trade with.

Quests

Quest levels run through the same area ladder as everything else, so a quest lair on Hell is a Hell-grade place - its own floor's depth, on the difficulty you are playing.

The quest log starts full. Every quest available in a session is listed from the moment you start, rather than being revealed one at a time - so the log reads as a map of the run rather than a record of what you happen to have found. The triggers themselves are untouched: a quest still starts when you meet the thing that starts it.

Shrines

Shrines give a one-off effect when touched, ranging from genuinely good to genuinely bad. Four of them - Fascinating, Ornate, Sacred and Murphy's - alter your spell levels directly, which matters more in this build than in vanilla because spell level is where skill investment lands.

A shrine's name does not promise anything. Reading the list is worth doing before touching an unknown one at low health.

Town

WhoSellsAlso does
Griswold, the smithWeapons and armour, plus a rotating premium shelfRepairs, and buys anything
Adria, the witchSpell books, staves, mana potions, town portal scrollsRecharges staves, and resets your skill points for gold
Pepin, the healerHealing potions and antidotesHeals you free of charge
Wirt, the boyOne unidentified item at a time - you buy the base type and the roll reveals itself in your packRestocks the moment you buy, so he is a repeatable gold sink
Ogden, the tavern-Quest conversation
Farnham and Cain-Cain identifies items

What vendor stock is worth

Vendor level is the deepest floor you have visited, clamped to 6-16, lifted by the difficulty block - so shops in Hell stock Hell-grade goods. About a third of the shelf is tiered above Normal. Full detail on Base tiers.

The respec

Adria's menu carries a "Reset skill points" line with the price printed on it, so the decision is made before the click. It costs 500 gold per point you have sunk, with a floor of 1000. Every invested point - class tree and spell ranks alike - returns to the unspent pool at once, and the event log records the transaction. With nothing invested the line sits greyed out.

Single ranks can always be refunded free from the Abilities window; this is the button for rebuilding a character from scratch.

Levski's Roar

The crafting monument, one tile north of the stash. A 3x4 grid, all seventeen recipes, and a recipe book - including Free the Sockets, which takes gems, runes and jewels back out of an item and returns all of them intact - the item keeps its sockets, and nothing is destroyed. See Sockets and gems.

The monument is a statue of Vasil Levski on a stepped plaza, one and a half tiles wide - objects\orclroar.cel, built by tools/MonumentCel.cs. It is solid, which in this engine is really an activation range: a solid object is approached and operated from an adjacent tile, a non-solid one is walked onto.

The stash

The stash chest in town holds multiple pages and saves separately from your character. Items keep everything - tier, item level, sockets, affixes - across the boundary.

Waypoints

Twenty-five waypoints, one per floor plus town. They unlock by being touched. The list scrolls with the mouse wheel and each entry carries its own sigil.

Unlock state is stored per character and per difficulty: the Cathedral Level 1 waypoint you touched on Normal is still locked when you start a Nightmare run. Activating one schedules a save immediately, so a waypoint is never lost to a crash. Tristram is always unlocked, and waypoints and open portals are both marked on the mini-map.