Shop and economy

Fell and Sell shop hub: pricing, furniture buffs, reinvestment

Pricing and demand, layout and furniture buffs, and reinvestment order. Each topic answers one real merchant decision so the shop side of the loop stays readable.

Last reviewed:

The shop side of the Fell and Sell loop covers three topics: how to set prices using supply, demand, and Prestige; how to arrange the shop furniture for permanent combat buffs and sales appeal; and how to order reinvestment from the first profitable cycles to a mercantile powerhouse. The shop hub routes search users to the dedicated page for each topic.

Cluster
Shop and economy
Topics
Pricing, layout buffs, reinvestment
Hub weight-bearing route
/shop
Parent hub
Homepage
Cross-link
Dungeons hub

Cluster overview

Fell and Sell runs as a single economy with the shop on one side and the dungeon on the other. The shop cluster covers pricing and demand, layout and furniture buffs, and reinvestment order. Each leaf page answers one real merchant decision and links back to this hub. Recommended reading order once the first haul is banked: shop pricing and demand first, then shop layout and furniture buffs, then shop upgrades and progression. The hub can be read in any order after that.

Shop-cluster leaf pages

How shop investment feeds combat power

Every shop-cluster outcome eventually feeds back into the dungeon side. Pricing funds the next reinvestment, furniture grants permanent combat buffs that apply on the next run, and shop upgrades raise the shop's capacity to absorb larger hauls. The shop side funds the dungeon side; the dungeon side feeds the shop side. The cross-link between the two hubs is on the dungeon hub page as well.

FAQ

What is the recommended reading order for the shop cluster?

Shop pricing and demand first, then shop layout and furniture buffs, then shop upgrades and progression.

How do the shop and dungeon clusters connect?

Pricing funds the next reinvestment, furniture grants permanent combat buffs that apply on the next run, and shop upgrades raise capacity. The shop side funds the dungeon side; the dungeon side feeds the shop side.