Path of Exile 2 Currency Exchange · 2026-10-03 08:00 UTC

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Divine10,68Chaos-1,26% 24HDivine672,85Exalted-0,43% 24HChaos67,98Exalted+3,54% 24HUpdated 08:00 UTC
Economy/Runes/Emergent Vigour
Runes · Greater Runes

Emergent Vigour

Augment

Rune
Applies to & effectsExact prepared item relations
HelmetApplies to: Helmets

+1 to maximum Life per 8 Armour on Equipped Helmet

HelmetApplies to: Helmets

+20 to Spirit

Body ArmourApplies to: Body Armours

Gain Maximum Energy Shield equal to 50% of total Strength Requirements of Equipped Armour Items

Body ArmourApplies to: Body Armours

+20 to Strength

BootsApplies to: Boots

Hits against you have no Critical Damage Bonus while on Consecrated Ground

BootsApplies to: Boots

20% increased Effect of Consecrated Ground you create

Drop & acquisition
Drop threshold
65
Minimum base-item drop level. Not a character-level requirement.
Item class
Augment
Category
[Augment]
Required character level
60
Augment type
Rune
Usage

Place into an empty Augment Socket in a Weapon or Armour to apply its effect to that item. Once socketed it cannot be retrieved but can be replaced by other Augment items.

Game term definitionsPrepared source definitions referenced by this item
Augment

Augments are items which can be placed into Augment sockets, usually on Equipment items. Once socketed, they can be replaced by other Augments, but cannot be removed by normal means. The types of Equipment which an Augment can be placed into and the corresponding benefit provided are listed on the item.

Equipped

Weapon, Armour, Belt, and Jewellery Items are Equipped to the character in the Inventory Panel. Flasks, Skill Gems, and Jewels are never considered to be Equipped.

Spirit

Spirit is a reserve of power used to activate and maintain skills with permanent effects. Spirit-powered skills are managed within the Skills Panel. Weapon Sets can have differing amounts of available Spirit, due to weapons with Spirit (such as Sceptres), Weapon Set Passive Skills, or Persistent Skills that are active in specific Weapon Sets.

Energy Shield

Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.

Strength

Strength is an Attribute required to equip most equipment that grants Armour, as well as various melee-aligned Weapons and Skills. Strength provides an inherent bonus of +2 to maximum Life per 1 Strength. Strength does not grant damage to Skills or any other benefits except where specifically stated.

Equippable Armours

Equippable Armours are pieces of equipment that you can wear to provide various defences. Equippable Armours include Helmets, Body Armours, Gloves, Boots, Shields and Foci.

Hit Damage

Any damage that isn't damage over time is Hit damage. Damaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.

Critical Damage Bonus

Multiplies the damage dealt by Critical Hits. Default value is +100% (i.e. twice as much damage).

Limits & stacks
Item limit1shared limit record

The creature languished in Corruption, driven by hunger alone. The sky opened, and crushed the creature beneath its gift.

Game data, source & technical identity
Game categoryRunesGame groupGreater RunesStatic data0.5.5Static row792Prepared familysocketables/source_soulcore
Static item IDMetadata/Items/SoulCores/EmergentVigourMetadata parentMetadata/Items/SoulCores/AbstractSoulCorePrepared source keysource:9658710f4a371ef5f5a76f52a2fed3f2065d4213db02dd2efd342ac778fe5990:baseitemtypes:792