Path of Exile 2 Currency Exchange · 2026-10-03 09:00 UTC

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Divine10,61Chaos-1,49% 24HDivine684,72Exalted+0,82% 24HChaos66,22Exalted-0,43% 24HUpdated 09:00 UTC
Economy/Runes/Iron Rune
Runes

Iron Rune

Augment

Rune
Applies to & effectsExact prepared item relations
Martial WeaponApplies to: Claws · Daggers · One Hand Swords · One Hand Axes · One Hand Maces · Bows · Two Hand Swords · Two Hand Axes · Two Hand Maces · Quarterstaves · Spears · Crossbows · Flails · Talismans

16% increased Physical Damage

Martial WeaponApplies to: Claws · Daggers · One Hand Swords · One Hand Axes · One Hand Maces · Bows · Two Hand Swords · Two Hand Axes · Two Hand Maces · Quarterstaves · Spears · Crossbows · Flails · Talismans

20% increased effect of Fully Broken Armour

Wand or StaffApplies to: Wands · Staves

25% increased Spell Damage

Wand or StaffApplies to: Wands · Staves

Break Armour on Critical Hit with Spells equal to 12% of Physical Damage dealt

ArmourApplies to: Gloves · Boots · Body Armours · Helmets · Shields · Foci · Bucklers

16% increased Armour, Evasion and Energy Shield

ArmourApplies to: Gloves · Boots · Body Armours · Helmets · Shields · Foci · Bucklers

+20 to maximum Life

+20 to maximum Mana

Drop & acquisition
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
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.

Physical Damage

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.

Armour Break

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

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

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

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

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

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.

Limits & stacks
Inventory
10
Exchange
10
Currency stash
5 000
Crafting & relationships
Runeshape recipe
1x Iron RuneProtective + Cyclonic2 slots
Reforge3 × Iron Rune → 1 × Greater Iron RuneDestroys three similar items to be reforged as a new item
Reforge3 × Lesser Iron Rune → 1 × Iron RuneDestroys three similar items to be reforged as a new item
Game data, source & technical identity
Game categoryRunesGame groupRunesStatic data0.5.5Static row627Prepared familysocketables/source_soulcoreSource tagsrune_normal
Static item IDMetadata/Items/SoulCores/RuneEnhanceMetadata parentMetadata/Items/SoulCores/AbstractSoulCorePrepared source keysource:9658710f4a371ef5f5a76f52a2fed3f2065d4213db02dd2efd342ac778fe5990:baseitemtypes:627