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Short dungeon runs
The useful part of a farming route is the stretch between the entrance and the loot you can reach quickly. You do not need to clear the whole dungeon.
- Choose two or three nearby Regular dungeons. Start with small layouts and routes that do not require long swims, difficult jumps or several locked doors.
- Clear the rooms you can handle, take the nearby treasure, and return to the entrance. Mark useful turns on the automap.
- Leave a cart or wagon near the door. Activate the dungeon entrance to reach its storage; wagon storage is not available from every room.
- Sell a batch of loot, deposit the gold, then visit the next dungeon while the first one's 20-minute timers run.
Public dungeon loot includes a shared base that other players can take. Busy routes may already be looted. Your instance avoids that competition but uses the full dungeon layout; see dungeon instances.
The Small Cart costs 150 gold, carries 750 kg and requires one horse. It is a useful early purchase if carrying loot is forcing you to stop every few rooms. Keep its travel and horse costs in mind.
Take equipment with a good sale value for its weight. Leave heavy, low-value pieces when they would force another selling trip. A nearby pawn shop buys the widest range of goods; weaponsmiths and armourers buy weapons and armour.
Which types to farm
- Human Strongholds, Prisons and Ruined Castles have frequent weapon and armour rolls. Their materials improve with your level, up to level 15.
- Mines and Natural Caves are useful early choices if the enemies are manageable. Their plain coin rewards are small; equipment provides the selling income.
- Barbarian Strongholds use the same equipment-rich treasure table as Human Strongholds, with better material quality at low levels. Their enemies may take longer to kill.
- Volcanic Caves have high material quality and frequent armour rolls. They are candidates for experienced characters who can handle Daedra and other resistant enemies.
- Covens and Dragon's Dens are poor choices for an ordinary armour-and-weapon pile route: their tables do not roll plain weapons or armour. Enchanted items, searchable objects and enemy drops are separate.
See Dungeon treasure tables for the gold ranges and equipment chances. The layout and travel time matter as much as the type.
Sources (72)
- src/systems/shopStock.js
- src/systems/tradeModes.js
- src/systems/item/foundMark.js
- src/systems/repairService.js
- src/net/townEconLaw.js
- src/net/marksLaw.js
- src/systems/silverFinds.js
- src/net/professionLaw.js
- src/net/nodeLaw.js
- src/net/writLaw.js
- src/net/craftWritLaw.js
- src/net/marketLaw.js
- src/net/vendorLaw.js
- src/net/patronLaw.js
- src/net/decorLaw.js
- src/net/homeLaw.js
- src/systems/bounty/bountyBoard.js
- src/systems/bounty/bountyReward.js
- src/systems/searchables.js
- src/systems/eliteFoes.js
- src/systems/quest/actions.js
- src/systems/guild/guildServices.js
- src/systems/gate/gateSpoils.js
- src/systems/raidSpoils.js
- src/systems/serpent/serpentSpoils.js
- src/systems/starfall/starSpoils.js
- src/systems/starfall/starglassRow.js
- src/systems/ketch/ketchSpoils.js
- src/systems/superDungeon/sdSpoils.js
- src/net/superDungeon/sdLaw.js
- src/systems/eliteGates/egSpoils.js
- src/net/eliteGates/egPay.js
- src/systems/arena/arenaLadder.js
- src/systems/arena/arenaBook.js
- src/net/card/cardLaw.js
- src/systems/naval/tradeGoods.js
- src/systems/naval/harbourBoard.js
- src/systems/naval/captainLedger.js
- src/systems/naval/navalPlunder.js
- src/systems/shipyards.js
- src/systems/loot/loot.js
- src/systems/roleplayRealismItems/rriRealism.js
- src/systems/unleveledLoot.js
- src/systems/dungeon/dungeonRespawn.js
- src/world/smallerDungeons.js
- src/formats/mapsFile.js
- src/net/gate/gateBrain.js
- src/systems/teleportAnchor.js
- src/systems/theft.js
- src/systems/stolenGoods.js
- src/combat/formulas.js
- src/systems/banking.js
- src/systems/worldTick.js
- src/net/wire.js
- src/systems/online/onlineLane.js
- src/formats/blocksFile.js
- src/formats/arch3dFile.js
- src/world/rdbLayout.js
- src/world/dungeon/dungeonLayout.js
- src/world/arch3dSeams.js
- src/ai/nav/navBake.js
- src/ai/nav/navmesh.js
- src/player/collider.js
- src/player/enterExit.js
- src/scenes/roomLootHost.js
- src/scenes/searchRoom.js
- src/systems/roomLoot.js
- src/scenes/dungeonContext.js
- src/player/activate.js
- src/world/rmbFlats.js
- src/scenes/lockpickHost.js
- src/systems/lockpick/lockpickItem.js