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Updated: Using Rune Factory to buy shadow and holy immortals

Introduction

With Sparks of Galaxy removed from rotation, many players assumed Holy and Shadow progression would slow to a crawl. For a while, Rune Factory looked like a strict “100-pull pity” replacement — expensive, rigid, and heavily dependent on hitting guaranteed jackpots.

That is no longer the case.

The recent changes to Rune Factory fundamentally altered how value is generated. Instead of building toward a 100-energy jackpot, the event now pays out Rune Insignias steadily through smaller drops, with energy resetting on any Rune reward.

This guide breaks down:

  • How the new version actually works
  • What Holy and Shadow fragments cost now
  • What you should realistically budget
  • How this compares to the old 100-draw pity version

I’ll explain it the way I would to another endgame player looking at real progression numbers — not marketing percentages.


How Rune Factory Works (Current Version)

Each Energy Core equals one pull.

Per pull drop chances:

  • 0.5% → 70 Rune Insignias
  • 12% → 4 Rune Insignias
  • 24% → 2 Rune Insignias
  • Remaining % → no Rune Insignia

Critical rule change:

  • Energy resets on ANY Rune Insignia drop
    (70, 4, or 2)

There is still technically a pity at 100 energy.
But reaching 100 now requires 100 consecutive pulls with zero Rune drops.

The probability of that happening is:

  • 63.5% chance of no Rune on a single pull

In real gameplay terms, you will essentially never see pity trigger. That alone changes how we evaluate this event compared to the previous version which was all about the 100-energy trigger of the pity mechanic for 70 rune insignias.


The Currency Conversion Chain

  • 70 Rune Insignias → 280 Inferno Insignias
  • 450 Inferno Insignias → 60 Holy or Shadow Immortal fragments

Expected Value: What You Actually Get Per Pull

Instead of thinking in “cycles,” we now think in expected Rune per pull.

Expected Rune Insignias per pull:

(70×0.005)+(4×0.12)+(2×0.24)(70 × 0.005) + (4 × 0.12) + (2 × 0.24)=0.35+0.48+0.48=1.31Runeperpull= 0.35 + 0.48 + 0.48 = 1.31 Rune per pull

Convert Rune → Inferno

  • 1 Rune = 4 Inferno
  • 1.31 Rune × 4 = 5.24 Inferno per pull (average)

This result of on average 5.24 Inferno per core is the foundation for the next sections covering cost analysis of holy and shadow immortals, intended to help you with your planning and evaluation of if this event is worth spending on for you.


Cost of Holy & Shadow Immortal Fragments

From the Legendary Battle Pass Shop:

  • 450 Inferno Insignias = 60 fragments

Cores required (average)

450÷5.2485.9450 ÷ 5.24 ≈ 85.9

Plan around: 86 Energy Cores per 60 fragments (average)

That is dramatically different from the old version where we could assume 200-cores would basically always get you 60 fragments of holy or shadow immortal.


Real-World Cost (Using Core Shop Limits)

For players aiming to buy all four Holy or Shadow Immortal fragment packs in a Battle Pass season, an efficient target is ~700 Energy Cores. This assumes you are planning conservatively around guaranteed pity cycles while allowing for minor Inferno Insignia carryover or supplemental sources.

Bundle Assumptions

This example assumes you are purchasing only the $5 and $10 core bundles, which have identical cost efficiency:

  • $5 bundle: 12 Energy Cores
  • $10 bundle: 24 Energy Cores

Both bundles cost approximately $0.42 per core, so the goal is simply to reach the required total within daily stock limits.


Buying All 4 Immortals in stock per Battle Pass Season

Each season allows:

  • 4 purchases × 60 fragments
  • 240 fragments per season
  • Total cost = 1,800 Inferno Insignias

Cores required (average)

1,800÷5.24343.51,800 ÷ 5.24 ≈ 343.5

Plan around: 344 Energy Cores per season.


Real-World Cost (Using $5 and $10 Core Bundles)

Example purchase:

  • 14 × $10 bundle → 336 cores = $140
  • 1 × $5 bundle → 12 cores = $5

Total: 348 cores for $145.

Updated seasonal estimate: around $145 per season to buy all four Holy/Shadow packs (average numbers).


Variance: What to Expect in Practice

Even though we use averages for planning, Rune Factory is still RNG and increasingly so.

What this means practically:

  • Some seasons you’ll hit 70-Rune jackpots early
  • Some seasons you’ll see mostly 2-Rune and 4-Rune drops
  • Your actual cost may fluctuate

But because small Rune drops are frequent:

  • Progress feels steady
  • You are no longer waiting for pity cycles
  • Income is smoother than before

This is a major psychological improvement over the old version.


Comparison: Old Version vs New Version

The key shift:

Old Rune Factory:

  • Functioned as a 100-pull cycle event
  • Value came from guaranteed jackpot
  • Small chance to get lucky

New Rune Factory:

  • Functions as a steady income event
  • Value comes mostly from frequent 2 and 4 Rune drops
  • Jackpot is bonus, not backbone

The event is roughly twice as efficient now for Holy/Shadow fragment purchasing.


So Is Rune Factory Good for Holy/Shadow Now?

Compared to the old version? Yes — significantly better. Compared to historical Sparks of Galaxy efficiency? Still generally more expensive.

The biggest difference is mindset:

  • You no longer treat this as a “100-core jackpot loop”
  • You treat it as a steady expected-value grind
  • You budget around averages, not pity

If you are planning Holy or Shadow progression:

  • Expect ~86 cores per 60 fragments as your working number
  • Expect ~344 cores per season for all four Battle Pass purchases
  • Expect ~$145 per season if buying cores efficiently

It’s still not cheap. But it is no longer structurally punishing. And that is a meaningful improvement. And most importantly, the cost efficiency has been quite significantly increased with the recent change – which is very good given how many players are missing Galaxy. This is now a quite meaningful replacement with decently prices holy and shadow immortals.


Published: 26-02-2026

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