Runic Cauldron Brewing Rune Ideas

Take this recommendation with a grain of salt, but here's an example idea of what Runes to brew in the Runic Cauldron.

I was still a bit conflicted about having the following Runes:

1. Power Surge;
2. Haste;
3. Last Stand;
4. Raw Power;
5. Evasion;
6. Unstable Amplification

Slotted in there to brew. That being, because of their respective benefits:

1. Marginal potential straight Damage multiplier adding potential to earn more Power in runs;
2. Movement Speed (to compensate for Molasses Rune usage, though Fight and Flight Runes may suffice/compensate for lack of Power Surge, too, though the more multipliers, the better)/Movement Speed means slightly better chance at survival, and collecting Totems and Troves faster;
3. Healing and removal of Status Effects from Enemies when these Runes triggers (albeit that it doesn't activate often) to help push in Runs, and earn more Power;
4. Marginal potential Damage multiplier when using non-**E**lemental **S**tatus **E**ffect (**ESE**)-based builds;
	1. This type of buff is more useful, in synergy with even Status Affinity Spell Perks (used in tandem with the Elemental Assumption Memory Tree Trait, to trigger Status Affinity effects for Spells, without applying Elemental Status Effects); when used with the Stage 4/Era 4 Memory Tree Cleansing Touch, Raw Attraction, and Elemental Neutrality Traits. Likewise, a Ring or two buffs non-ESE Damage; the Ruination-type Spell Perk thrives on lack of ESE on Enemies, and some Spell Perks can even reduce the duration of (or fully remove) any ESEs applied; aside from that, there may be other similar sources of non-ESE Damage multipliers, and synergies.
	2. This is to say, if you use a non-ESE-oriented build, you may want to swap Raw Power out for Elemental Devastation, in your Runic Cauldron, if you ever use Raw Power.
5. Chance to Dodge, which may contribute to helping you survive to push deeper into Runs, and earn more Power; they're a bit rare, but what they have working in their favor, is that you'd only need one active per Run;
6. Increased Cast Speed, which can be immensely helpful for pushing farther, but poses the (theoretically-low) risk of buffing up Enemy Health, which may practically negate the benefits of using Unstable Amplification Also, these Runes are a bit rare, so maybe not worth worrying about having an abundance of.

On paper, it's better to brew at faster speeds (without exception) in regards to Runic Essence produced per second.

* (Though, do note that, the faster you brew, the more difficult it is to maintain a supply of Runes for the Cauldron, logically:
	+ 3 minute intervals between brews means you need to earn at least 20 Runes an hour from Troves, to constantly feed the Runic Cauldron;
	+ 7 minute intervals between brews means you need to earn at least ~8.57 Runes an hour from Troves, to constantly feed the Runic Cauldron;
* But, bear in mind, you can only fit up to 35 Runes into the Runic Cauldron, and there's 89 Runes that could theoretically drop, meaning only ~39.3258% of Runes that drop will be ones you want to Brew).
	+ **As of game version 4.10.0, we can now put Bags full of Runes into the Runic Cauldron, thereby increasing how many total Runes we can brew, at one time.**

Using the below-pictured Stage 2 (Era 2) Memory Tree build, to farm (Rune) Troves nearly as fast as currently possible, helps immensely (taking points 41 and 42 sooner [and neglecting unimportant memories in favor of the Bountiful Memory nodes, if you don't have both Chrono Rings]. Also, the Ring of Finding effectively means you earn x1.10 more Runes, and the Era 4 Magic Coin, "Coin of Appearance", should be flipped to its second side, so that you benefit from its Trove Spawn Chance multiplier, too).

Obviously, Treasure Hunter Runes will relatively help in Rune farming, but beware that, after ~20 Rune Troves spawn in a single run (the point in which you Rewind to leave the Chronozone, to enter the Battlefield, until you next die), Rune Trove spawn-chance diminishes severely, until the next run starts, in which case its spawn chance resets.

Each player may have their own preference for what Runes to brew; despite my recommendations, you might have reasons for wanting to keep some of those Runes, such as:

* Explicitly buff Damage via Power Surge, if that helps you to use them for gaining more Souls per run (likewise for Vampirism, Regeneration, and the Q1 Last Stand Rune for healing/survival in runs;
* Sense Gold and Prophetic Alchemy, if you find that they helps you afford Researches;
* Repulsion, if you find that it helps you survive longer in runs against melee attackers;
* Evasion, if you find that it helps with survival, or the "Can't Touch This" Era 1 Achievement;
* Unstable Amplification if you prefer keeping them for the Cast Speed bonuses to amplify DPS and benefit from the utility-aspects of casting more often;
* Or, Gigantism if you like the Damage, Movement Speed, and Cast Speed increases/the Q4 Gigantism movement speed bonus, if you need it for the FAST Achievement.
	+ (And/or the Runes which buff Cast Speed, if working on the Machine Gunner Achievement.)

Essentially, you'll never know if a Rune may come in handy; especially if it can help complete Achievements.