HanEmpire
Delicious
I thought we had far more. On T105 we caught 8 million cultists, and IIRC @Durin said that their value was 1% of normal. That's 80k souls that turn alone.We can't nearly afford that. We don't have exact numbers yet, but we have only a bit over 50k as of T105. The top runes cost 100k and 200k respectively.
But yeah we won't be buying the Stability Rune this turn.
EDIT:
Elemental Runes
1,400 Souls- Rune of Fire- Imbues an attack with fire
2,500 Souls- Rune of Lightning- Imbues an attack with lightning
1,900 Souls- Rune of Ice- Imbues an attack with ice
2,000 Souls- Rune of Wind- Imbues an attack with wind
Defence Runes
6,000 Souls- Rune of Protection- Allows shield to protect against Psychic Powers
5,000 Souls- Rune of Toughness- Strengthens shield
25,000 Souls- Rune of Warding- Allows Wards to be created
15,000 Souls- Trap Rune- Allows offensive Wards to be created
Connection Runes
100,000 Souls- Bridge Rune- Connects two runes allowing one to effect the other
1.5 times Rune cost- Inverse (Rune)- Reverse effect of Rune, for example fire becomes protection from fire
200,000 Souls- Stability Rune- Allows the linking of more then two runes
Enchanting Runes
15,000 Souls- Rune of Enchanting- Allows other Rune sot be more effectively added to item
5,000 Souls- Rune of Focus- Makes item a better psychic focus
8,000 Souls- Rune of Power- Allows item to store Warp energy for later use
5,000 Souls- Rune of Reinforcement- Improves psychical characteristics of item
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