Go-or-bank checkpoint

Dungeon risk planner

Plan a Fell & Sell go-or-bank decision from health, healing, haul value, biome depth, route confidence, and exit knowledge with a conservative score.

Player-input tool · Not an official game formula

Reviewed 2026-09-19 · Ver. 1.4.3 named baseline · September 18 public update

01

Current run checkpoint

Price the next room

02

Conservative risk model

Run decision

42/ 100 risk
Prepare to exitOnly continue toward a known, low-uncertainty objective.
  1. The current haul is valuable enough to change the cost of the next room.
  2. Route confidence is below proven-run level.
  3. Health at 75% leaves less room for an unfamiliar fight.

This model is intentionally conservative because the official game rule makes the whole unbanked haul the stake.

Use the risk score as a checkpoint, not an escape guarantee

Rate your current health, healing reserve, haul importance, biome exposure and route confidence before entering another room. The planner combines those ratings into a conservative bank-or-continue prompt. A known exit means a route you can actually reach in the current run, not an assumed menu shortcut.

When to use it

  • Reassess after a difficult fight or a valuable drop.
  • Decide when to stop learning a route and protect the haul already collected.
  • Notice the combined cost of low health, few healing items and an uncertain return path.

Current-build context

The August 31 public update added a minimap and full dungeon map. After the named Ver. 1.4.3 patch, the public September 18 Dungeon Update introduced room-group encounters and more aggressive enemies. Food and potion use now takes an animation that prevents attacks, and Return to Village was removed. The existing score is a general planning aid; it does not simulate these combat timings or Dungeon+ difficulty.

Named patch baseline: Ver. 1.4.3. Newer public bulletin: Dungeon Update, September 18, 2026. Official-source review: September 19, 2026. Check the dated update history.

Worked example — hypothetical numbers

Hypothetical example: at 30% health, with no healing, a 5/5 haul, biome depth 3 and route confidence 2/5, the model reaches its capped score of 100 even when an exit is known. It advises banking the haul. This is an editorial risk score, not a 100% death prediction.

How to interpret the result

The three depth positions refer to the named biome sequence, not verified floor counts. A healing item does not guarantee a safe healing window. The model does not include enemy modifiers, gear, animation timing or a live path check, and cannot promise that an exit is accessible.

Frequently asked questions

Can I use Return to Village to bank the haul?

The official September 18 public Dungeon Update says that button was removed following generator changes. Plan around an actual route and current in-game navigation, not older shortcut advice.

Is the score a probability of dying?

No. It is a weighted editorial checkpoint. It can highlight weak resources or an uncertain route, but it has not been calibrated to measured death rates.

Does it support Dungeon+ combat calculations?

No. Dungeon+ and elite enemies are documented by the newer public update, but their exact encounter risks are not modeled. Use additional caution and your current in-game observations.

Related guides and next steps

Evidence and model limits

Official announcements support the game changes described here. Input values, forecasts and decision scores are supplied by you or explicitly identified as editorial examples. Hidden price coefficients, drop rates and salvage percentages are not assumed.