16% increased Physical Damage
Path of Exile 2 Currency Exchange · 2026-10-03 09:00 UTC

Iron Rune
Augment
20% increased effect of Fully Broken Armour
25% increased Spell Damage
Break Armour on Critical Hit with Spells equal to 12% of Physical Damage dealt
16% increased Armour, Evasion and Energy Shield
+20 to maximum Life
+20 to maximum Mana
- Drop threshold
- 31 Minimum base-item drop level. Not a character-level requirement.
- Item class
- Augment
- Category
- [Augment]
- Required character level
- 15
- 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.
Physical damage is one of the five Damage Types. It is the most common and the only one reduced by Armour, rather than by a Resistance. Most physical damage comes from Weapon Attacks, but some Spells and other skills deal physical damage as well. Physical damage over time can be inflicted with Bleeding.
Some Skills, Items, Support Gems and other effects can Break Armour, which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour, non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits. Players Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.
Spells are skills that use raw magic to destroy your enemies. Attacks are not Spells. Spells have their own base damage, cast speed and Critical Hit chance determined by the skill. They do not benefit from a weapon's inherent damage, attack speed or Critical Hit chance.
Armour reduces Damage taken from Hits. By default, Armour only applies to Physical Damage. Damage reduction from Armour is proportional to the amount of Damage, and is more effective at reducing smaller hits.
Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses can further modify this value. Attacks usually use your weapon's base Critical Hit Chance, while Spells and some other skills have their base Critical Hit Chance listed on the skill. Most modifiers to Critical Hit Chance are percentage based. For example, gaining 100% increased Critical Hit Chance on a base Critical Hit Chance of 7% would result in a final Critical Hit Chance of 14%.
Evasion Rating grants a chance to Evade enemy Hits, preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy.
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.
- Inventory
- 10
- Exchange
- 10
- Currency stash
- 5 000
Game data, source & technical identity
Metadata/Items/SoulCores/RuneEnhanceMetadata parentMetadata/Items/SoulCores/AbstractSoulCorePrepared source keysource:9658710f4a371ef5f5a76f52a2fed3f2065d4213db02dd2efd342ac778fe5990:baseitemtypes:627