Three currencies and they do not behave alike. Gloom is what levels you and it has no ceiling; Coin is what pays the Tarforge and the shops, and it has no ceiling either; Glimpses are the one thing the world hands out in a fixed quantity. The table below is ours — 15 of the 40 bosses we hold state exactly what they pay, and nobody had put those side by side.
Which of the three are you actually short of?
Ask that first, because the answers are different and one of the three barely has an answer. If you are short of Gloom you need a loop: somewhere dense next to a beacon, run until you are bored. If you are short of Coin you need a source of sellables rather than a loop, and the best of those is a Shell rather than a place.
If you are short of Glimpses, the honest answer is that you are short of Coin. Every Glimpse in the world is finite; the ones Merrick sells are not, and he takes Coin. That exchange is the quiet reason Coin farming matters at all once your weapon is finished.
One thing worth doing before any of it: Gloom does not survive a trip home. Our own record for Mether's Breath states that returning to Marrow Keep costs every point you are holding, which makes a full purse a debt rather than a saving. Spend it as you earn it.
Every boss payout we hold an exact figure for15
Read off the drops on each boss's own record and sorted here, so a re-import that corrects a figure re-sorts the table rather than leaving a stale ranking behind. A boss whose Gloom nobody has written down is absent rather than listed at zero, which is why this is 15 rows and not 40. Endgame fights are excluded outright — a money table is no reason to name the last bosses in the game. The spread between the richest and the thinnest of these is 14,033 Gloom, which is the whole argument for reading a table rather than fighting whatever is nearest.
Two things fall out of that table that a list of loops would never tell you. 4 of these 15 pay a Glimpse on top of the Gloom, which on the only currency the world rations makes them worth more than their row suggests. And 1 of them state a Coin figure as well, which is rare enough that the column is mostly dashes — bosses pay Gloom, and Coin comes from elsewhere.
The catch is that none of this is repeatable. A boss pays once, so the table is a route plan rather than a farm: if you need a level before a fight you are stuck on, the answer is which unfought boss is nearest, and this is the list of them by value. The full boss list puts the same fights in the order the route reaches them instead.
Farming Gloom4
The loop itself: clear, rest, repeat
Everything else on this page is a modifier on one basic fact — resting at a beacon puts the enemies back. That turns any dense stretch of ground next to a beacon into a circuit you can run as many times as you can be bothered to, and it is the only Gloom source in the game with no ceiling on it.
Which stretch matters less than how close the beacon is. A slightly poorer run you can restart in ten seconds beats a richer one that costs a minute of walking each time.
The sheep pen, for an early run with nothing elseOne source
The reported early circuit is the pen across the bridge from the Sunken Village beacon, once the Wandering Shepherd is no longer standing in it. Nine animals, and something in the region of nine hundred Gloom for clearing them, which is not a lot later and is a great deal at the point in the run where you can reach it.
Only one of the two wikis documents it, so treat the figure as a report. What is not in doubt is the shape: a small enclosed space beside a beacon is the ideal farm, whatever is standing in it.
There are vine-like growths out in the world lit with pale orbs, and hitting one pays Gloom. They are reported not to refill, which files them under exploration rather than farming — worth breaking every one you pass, never worth going back for.
One source additionally describes effigies that drop Gloom when destroyed. Both descriptions point at the same habit: swing at the scenery.
The two stones that tax every kill in your favour
The Gloombound Stone raises the Gloom off a slain enemy and the Justiciar's Stone does the same for Coin, and both compete for the four Shell-compatible sockets. Running both is half your Shell slots spent on shopping, so run whichever economy you are actually short of.
Our records take these ladders to a considerably larger figure than the other account we read does — the gap is not a rounding difference, it is a different order of magnitude — so the stone pages state our numbers and this page states that there is an argument.
Proxima's Biosampler leaves a specimen behind on a chance, and our own item record prices that specimen at a hundred Coin at any merchant. That makes her the only Shell in the game whose passive is an income, and the chance is raised by her own tree rather than by anything you have to find.
It is worth the Glimpses on that node alone if you are saving for something — a run spent on Proxima with the sockets pointed at Coin is a different economy from a run spent on anybody else.
Several items in the catalog exist only to be handed over. Our records price the Marsh Pearl at two thousand Coin, which makes the one Gorf gives back for a Weltcap the single best-value trade in the game — and both accounts we read agree on that price even where they disagree about where Gorf is standing.
The rule for everything else is to check the record before you sell it. At least one item in the catalog carries both a trade price and a second use it never mentions, and the second use is the one worth more — which is why the missables page has a section about it.
The Glimpse economy is the one this page cannot solve. They come out of cleansed beacons, out of gates, off bosses, and out of Merrick's stock at five hundred Coin each — and our records hold every one of those routes.
One account states flatly that they cannot be farmed at all, which sits awkwardly beside a merchant who sells them and a boss list that drops them. The reading that fits both is that the world's supply is finite while Coin is not, which makes Coin farming the real Glimpse farm and Merrick the exchange rate.
Farming is only worth doing against a bill. The two bills in this game are the Tarforge and the Shellkeeper, and they are priced on their own pages: every weapon rung is costed in the upgrade guide, and what a levelled stone actually becomes is in the Tarstone ladders.
Work out the total first and then decide whether the loop is worth it. A great deal of the farming people do in this game is for a stone they would have levelled anyway simply by playing with it equipped.
The payout table is computed from our own drops records and states nothing they do not. Written from our own catalog and from what the community has documented, checked against both of the major Mortal Shell 2 wikis. Where those two disagree, this page says so rather than picking one quietly.