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/Perfect Vision Rune
Runes · Perfect Runes

Perfect Vision 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

+150 to Accuracy Rating

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

Attacks have +1% to Critical Hit Chance

Wand or StaffApplies to: Wands · Staves

28% increased Critical Hit Chance for Spells

Wand or StaffApplies to: Wands · Staves

25% increased Critical Damage Bonus

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

20% increased Life and Mana Recovery from Flasks

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

+20 to maximum Life

+20 to maximum Mana

Drop & acquisition
Drop threshold
65
Minimum base-item drop level. Not a character-level requirement.
Item class
Augment
Category
[Augment]
Required character level
50
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.

Accuracy

Accuracy is used to hit a target with an Attack, and is checked against the targets Evasion to determine that chance. Player Attacks incur an Accuracy penalty based on distance from the origin of the damage to the target, with no penalty for targets within 2 metres and up to 90% less Accuracy for targets further than 9 metres away.

Attacks

Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon. Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.

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%.

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.

Critical Damage Bonus

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

Limits & stacks
Inventory
10
Exchange
10
Currency stash
5 000
Game data, source & technical identity
Game categoryRunesGame groupPerfect RunesStatic data0.5.5Static row663Prepared familysocketables/source_soulcoreSource tagsrune_perfect
Static item IDMetadata/Items/SoulCores/RuneAccuracyPerfectMetadata parentMetadata/Items/SoulCores/AbstractSoulCorePrepared source keysource:9658710f4a371ef5f5a76f52a2fed3f2065d4213db02dd2efd342ac778fe5990:baseitemtypes:663