+1 to maximum Life per 8 Armour on Equipped Helmet
Path of Exile 2 Currency Exchange · 2026-10-03 08:00 UTC

Emergent Vigour
Augment
+20 to Spirit
Gain Maximum Energy Shield equal to 50% of total Strength Requirements of Equipped Armour Items
+20 to Strength
Hits against you have no Critical Damage Bonus while on Consecrated Ground
20% increased Effect of Consecrated Ground you create
- 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
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.
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.
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 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 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 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 are pieces of equipment that you can wear to provide various defences. Equippable Armours include Helmets, Body Armours, Gloves, Boots, Shields and Foci.
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.
Multiplies the damage dealt by Critical Hits. Default value is +100% (i.e. twice as much damage).
The creature languished in Corruption, driven by hunger alone. The sky opened, and crushed the creature beneath its gift.
Game data, source & technical identity
Metadata/Items/SoulCores/EmergentVigourMetadata parentMetadata/Items/SoulCores/AbstractSoulCorePrepared source keysource:9658710f4a371ef5f5a76f52a2fed3f2065d4213db02dd2efd342ac778fe5990:baseitemtypes:792