Economic Cycle

The Economic Cycle of Rune Hero is designed to create a sustainable and engaging in-game economy where every gameplay activity has a tangible impact on the player’s growth, wealth, and final seasonal rewards. Each module in the game contributes to this cycle, ensuring that both combat-focused and economy-focused players have clear paths to progression and profit.
Prize Pool
At the start of each season, the game will allocate a substantial Prize Pool to reward player participation. At the end of the season, the pool will be distributed based on the proportion of $Soul each player holds. This design motivates players to actively acquire and hold $Soul throughout the season.
Life Skill
Players may learn one Life Skill to gather resources, craft valuable items, and sell them to other players in exchange for $Soul. This creates an alternative, non-combat method of generating income, supporting the overall economy and providing essential supplies for other players.
Dungeon
Players can venture into dungeons to explore, fight monsters, and defeat bosses. Dungeons provide a variety of rewards:
Random drops of equipment and crafting materials to improve player power.
Direct $Soul rewards as part of the loot pool. This activity helps combat-focused players strengthen themselves while increasing their $Soul reserves.
Outland
The high-risk, high-reward PvEvP zone where players can:
Explore and gather Aetherite.
Engage in combat to loot $Soul, equipment, and resources from others.
Attempt extraction to secure all gathered rewards. Outland is a core driver of competition and dynamic resource flow in the economy.
$Soul
The primary currency circulating within Rune Hero.
Holding more $Soul increases a player’s share of the seasonal Prize Pool.
$Soul can be traded in the marketplace for real value through player-to-player transactions.
$Soul obtained through any activity feeds back into the economy and drives player motivation.
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