Dungeon

Fell & Sell Floor Perks and the Go-Home Choice

Every cleared floor offers power or safety. Choose with the bag in mind.

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Floor Perks

At the end of a cleared floor, Fell & Sell asks the question that defines the genre: cash out, or take a perk and descend. The perk draft is not free power. It is a loan against everything still unbanked. This page explains how to read that choice after launch, how perks interact with altars and biomes, and when the correct answer is simply go home.

What the fork is

Clear the floor objectives, defeat the pressure, and the game offers a portal home plus a draft of three passive perks for the next segment. Taking a perk commits you deeper with the same bag. Taking the portal banks the run’s work and resets the dive.

Auto pickup and cell-gate fixes from 27 August make clears cleaner. They do not make perks safer. A full bag with a shiny perk is still a full bag in a harder room.

How to evaluate a perk

Ask four questions before you click:

  1. Does this perk fix a problem I already have on the next biome, or is it candy?
  2. Is my bag already past my pain threshold? If yes, portal.
  3. Am I low on potions, stamina sustain, or weapon durability of the run? Portal.
  4. Is this my first time on the next floor type? Portal, then return empty.

Combat framing for teleporter versus greed sits in Combat. Extract discipline sits in How to Bank Loot.

Perk families you will feel

Exact names shift with patches; the families stay useful:

Offense — swing speed, bonus damage after a block, execute thresholds. Take these when fights are clean and the bag is light.

Defense — damage reduction after a dodge, bonus block stamina, resist spikes. Take these when Overgrown packs or Darkest ambushes are next.

Economy — carry weight, gold-on-kill crumbs, material find. Strong when you plan one more floor of scavenging, weak when you are already overweight.

Vision and utility — brighter Darkest corners, quieter footsteps, trap sense. Underrated in low light biomes.

If two perks are ego and one is survival, survivors live to sell.

Synergy with altars

A Midas run wants economy and carry perks so melted gold leaves with you. A Tiny run wants mobility and vision so dodges stay possible in cluttered rooms. Manic and Depressed states want perks that match their pacing — do not draft a stamina-heavy offense perk into a mood that already burns the bar. Altars, Altar Builds.

Biome timing

Shallow — practice declining bad candy. Learn the portal muscle.

Overgrown — goblin density spikes mid-route. Defense and mobility beat raw damage if the bag is fat.

Darkest — vision and defense outrank vanity crits. Necromancer rooms punish greedy drafts.

Biomes, Enemies, Bosses.

Common mistakes

Drafting a perk because it is rare, not because it fits. Drafting while one hit from death. Drafting instead of banking after a boss chest. Drafting to chase a blueprint when shelves at home are empty.

Blueprints and recipes still need a living merchant: Crafting Recipes, Blueprints.

Survival: Dungeon Survival. Loot value: Loot and Rarity. Campaign order: Walkthrough. Patch notes: Updates.

Example decision tree

Bag light, potions full, familiar floor: take a defense or utility perk and push once. Bag heavy after a boss chest: portal immediately — the perk is bait. First Overgrown or Darkest segment of the save: portal, bank, return empty with a plan. Perk pool looks like pure damage while you already one-shot trash: skip for vision or stamina sustain instead. If none of the three perks answer a real threat on the next floor, going home is still a valid draft. Pair with How to Bank Loot, Dungeon Survival, and Biomes so the fork stays about shelves, not dopamine.

FAQ

Frequently Asked Questions

Quick answers to the most common questions.

Should I always take a floor perk?

No. If the bag is heavy or the next floor is unknown, take the portal. Perks are loans against unbanked loot.

Do perks persist after I extract?

Floor draft perks are for the ongoing dive. Extracting ends that chain — bank the haul and start fresh.

What perk type is best for beginners?

Defense and utility. They forgive mistakes while you learn tells. Offense candy can wait.

Can altars replace floor perks?

No. Altars reshape a run; floor perks are smaller drafts between floors. Use both with a plan.