Dungeons and expeditions
Fell and Sell dungeons hub: runs, extraction, altars, weapons, foraging
Run priority, extraction and the death penalty, altar effects, weapon choice, crafting versus selling, the Quest Board, and the Living Forest foraging events. Each topic answers one real loop decision so the dungeon side of the loop stays readable.
Last reviewed:
The dungeon side of the Fell and Sell loop covers seven topics: how to fight through a run, when to extract and what is lost on death, what altars like Shrink and Midas Touch do, which weapon to carry, how crafting interacts with shop pricing, how the Quest Board pays out, and how the Living Forest's goblin raids, thunderstorms, and mushroom season change a foraging trip. The dungeons hub routes search users to the dedicated page for each topic.
- Cluster
- Dungeons and expeditions
- Topics
- Runs, extraction, altars, weapons, crafting, quests, foraging
- Hub weight-bearing route
- /dungeons
- Parent hub
- Homepage
- Cross-link
- Shop hub
Cluster overview
Fell and Sell runs as a single economy with the dungeon on one side and the shop on the other. The dungeon cluster covers run mechanics, the death penalty, altar effects, weapon choice, crafting versus raw material selling, the Quest Board, and the Living Forest foraging events. Each leaf page answers one real loop decision and links back to this hub. Recommended reading order for a new player: dungeon guide first, then extraction and death penalty, then altars and builds, then weapons, then crafting and gear, then the Quest Board, then the Living Forest. The hub can be read in any order after that.
Dungeon-cluster leaf pages
Dungeon Guide
First-person combat basics, fast versus heavy weapon handling, skeleton and monster encounters, traps, descending to deeper floors.
Extraction and Death Penalty
What "unbanked haul" means, the escape point and teleportation circle, risk-threshold checks, when a deeper floor is not worth it.
Altars and Builds
Shrink and Midas Touch effects, manic and depressed combat states, safer blessings versus drawback-carrying prayers, matching altar effects to the weapon in hand.
Weapons
Weapon families for Fell and Sell, fast versus heavy trade-offs, shield blocking, how crafted gear changes the choice, and a disambiguation against Elder Scrolls Online item names.
Crafting and Gear
The crafting workbench, material types, crafting for personal gear versus for stock, why crafted goods change shop margin.
Quest Board
Where the board sits relative to the dungeon entry, how run objectives are set, reward types including gold, gear, and blueprints.
Living Forest Foraging
What foraging yields compared with a dungeon run, goblin raids, thunderstorms, psychedelic mushroom season, when the forest is the better use of a cycle.
How dungeon results feed the shop
Every dungeon cluster outcome eventually prices into the shop. Banked hauls price into the shelf, crafted gear either equips the next run or shelves at a higher margin, and the Quest Board pays out in gold plus gear that loops back into the next run. The dungeon side feeds the shop side; the shop side funds the dungeon side. The cross-link between the two hubs is on the shop hub page as well.
FAQ
What is the recommended reading order for the dungeon cluster?
Dungeon guide first, then extraction and death penalty, then altars and builds, then weapons, then crafting and gear, then the Quest Board, then the Living Forest foraging.
How do the dungeons and shop clusters connect?
Banked hauls price into the shop, crafted gear either equips the next run or shelves at a higher margin, and the Quest Board pays out in gold plus gear. The dungeon side feeds the shop side; the shop side funds the dungeon side.