As you play through the campaign, you may find items called Runes that provide a variety of different effects. Below, we’ll take a look at everything you need to know about Runes and other Socketable items, including how to attach them to your gear, how to get more Sockets on your gear, and a list of currently available Runes and their effects.
What Are Runes And Socketables?
Runes are items that you can insert into gear with an open socket. Each Rune provides a different stat boost, depending on the type of the Rune and whether it’s being inserted into a Martial Weapon, Wand or Staff, or Armour.
You can get Runes randomly from any enemy in the game, and they come in three tiers of rarity: Lesser, Normal, and Greater. As you might expect, the stats provided by higher rarity Runes are greater than lower rarity ones.
In Trials of Chaos, you will find a type of Rune called a Soul Core. These function just like Runes, but have unique effects, and are much harder to obtain. We recommend only using these on extremely valuable gear.
Similarly, in Dawn of the Hunt, you may find Talismans that drop from Azmerian Wisp challenges. These function similarly to Runes, but each Talisman provides stats for only one type of gear each, so you’ll need to be a bit more selective with them.
You can’t remove Runes, Soul Cores, or Talismans from an item once they’re inserted, but you can overwrite them by placing another item in the Socket.
How To Add Sockets To Equipment
Before you can attach a Rune to your gear, it will need to have a Socket. Some gear will come with Sockets already, but for others you’ll need to add a Socket to the item. This can be done with Artificer’s Orbs, which you can craft with ten Artificer’s Shards. You can get these as drops or by salvaging items with Sockets.
Most items can only hold one or two Sockets, but you can bypass this limit by Corrupting the item with a Vaal Orb. However, this may present other risks, like giving you unfavorable rolls and ruining the item, so use with caution.
Every Rune And Its Effect
Here’s a list of every Rune, Soul Core, and Talisman, and what stats they provide.
Lesser Runes
Rune |
Effect |
---|---|
Lesser Adept Rune |
Weapon: +5 to Dexterity. Armour: +6 to Dexterity. |
Lesser Body Rune |
Weapon: Leeches 2% of Physical Damage as Life. Armour: +20 to maximum Life. Wand/Saff: +25 to maximum Energy Shield. |
Lesser Desert Rune |
Weapon: Adds 4 to 6 Fire Damage. Armour: +10% to Fire Resistance. Wand/Saff: Gain 8% of Damage as extra Fire Damage. |
Lesser Glacial Rune |
Weapon: Adds 3 to 5 Cold Damage. Armour: +10% Cold Resistance. Wand/Saff: Gain 8% of Damage as extra Cold Damage. |
Lesser Inspiration Rune |
Weapon: Gain 8 Mana per Enemy Killed. Armour: 12% increased Mana Regeneration Rate. Wand/Saff: 16% increased Mana Regeneration Rate. |
Lesser Iron Rune |
Weapon: 15% increased Physical Damage. Armour: 15% increased Armour, Evasion, and Energy Shield. Wand/Staff: 20% increased Spell Damage. |
Lesser Mind Rune |
Weapon: 1.5% Physical Damage as Mana. Armour: +15 to maximum Mana. Wand/Staff: +25 to maximum Mana. |
Lesser Rebirth Rune |
Weapon: Gain 10 Life per Enemy Killed. Armour: Regenerate 0.25% of maximum Life per second. Wand/Staff: 12% increased Energy Shield Recharge Rate. |
Lesser Resolve Rune |
Weapon: +6 to Intelligence. Armour: +6 to Intelligence. |
Lesser Robust Rune |
Weapon: +6 to Strength. Armour: +6 to Strength. |
Lesser Stone Rune |
Weapon: Causes 20% increased Stun Buildup. Armour: +30 to Stun Threshold. Wand/Staff: Gain additional Stun Threshold equal to 10% of maximum Energy Shield. |
Lesser Storm Rune |
Weapon: Adds 1 to 10 Lightning Damage. Armour: +10% to Lightning Resistance. Wand/Staff: Gain 8% of Damage as extra Lightning Damage. |
Lesser Tempered Rune |
Weapon: Adds 3 to 4 Physical Damage. Armour: 6 to 9 Physical Thorns Damage. |
Lesser Vision Rune |
Weapon: +50 to Accuracy Rating. Armour: 8% increased Life and Mana Recovery from Flasks. Wand/Staff: 16% increased Critical Hit Chance for Spells. |
Normal Runes
Rune |
Effect |
---|---|
Adept Rune |
Weapon: +8 to Dexterity. Armour: +8 to Dexterity. |
Body Rune |
Weapon: Leeches 2.5% of Physical Damage as Life. Armour: +30 to maximum Life. Wand/Saff: +30 to maximum Energy Shield. |
Desert Rune |
Weapon: Adds 7 to 11 Fire Damage. Armour: +12% to Fire Resistance. Wand/Saff: Gain 10% of Damage as extra Fire Damage. |
Glacial Rune |
Weapon: Adds 6 to 10 Cold Damage. Armour: +12% Cold Resistance. Wand/Saff: Gain 10% of Damage as extra Cold Damage. |
Inspiration Rune |
Weapon: Gain 16 Mana per Enemy Killed. Armour: 15% increased Mana Regeneration Rate. Wand/Saff: 20% increased Mana Regeneration Rate. |
Iron Rune |
Weapon: 20% increased Physical Damage. Armour: 20% increased Armour, Evasion, and Energy Shield. Wand/Staff: 25% increased Spell Damage. |
Mind Rune |
Weapon: Leeches 2% Physical Damage as Mana. Armour: +25 to maximum Mana. Wand/Staff: +30 to maximum Mana. |
Rebirth Rune |
Weapon: Gain 20 Life per Enemy Killed. Armour: Regenerate 0.3% of maximum Life per second. Wand/Staff: 15% increased Energy Shield Recharge Rate. |
Resolve Rune |
Weapon: +8 to Intelligence. Armour: +8 to Intelligence. |
Robust Rune |
Weapon: +8 to Strength. Armour: +8 to Strength. |
Stone Rune |
Weapon: Causes 25% increased Stun Buildup. Armour: +40 to Stun Threshold. Wand/Staff: Gain additional Stun Threshold equal to 12% of maximum Energy Shield. |
Storm Rune |
Weapon: Adds 1 to 20 Lightning Damage. Armour: +12% to Lightning Resistance. Wand/Staff: Gain 10% of Damage as extra Lightning Damage. |
Tempered Rune |
Weapon: Adds 6 to 9 Physical Damage. Armour: 14 to 21 Physical Thorns Damage. |
Vision Rune |
Weapon: +80 to Accuracy Rating. Armour: 10% increased Life and Mana Recovery from Flasks. Wand/Staff: 20% increased Critical Hit Chance for Spells. |
Greater Runes
Rune |
Effect |
---|---|
Greater Adept Rune |
Weapon: +10 to Dexterity. Armour: +10 to Dexterity. |
Greater Body Rune |
Weapon: Leeches 3% of Physical Damage as Life. Armour: +40 to maximum Life. Wand/Saff: +35 to maximum Energy Shield. |
Greater Desert Rune |
Weapon: Adds 13 to 16 Fire Damage. Armour: +14% to Fire Resistance. Wand/Saff: Gain 12% of Damage as extra Fire Damage. |
Greater Glacial Rune |
Weapon: Adds 9 to 15 Cold Damage. Armour: +14% Cold Resistance. Wand/Saff: Gain 12% of Damage as extra Cold Damage. |
Greater Inspiration Rune |
Weapon: Gain 24 Mana per Enemy Killed. Armour: 18% increased Mana Regeneration Rate. Wand/Saff: 24% increased Mana Regeneration Rate. |
Greater Iron Rune |
Weapon: 25% increased Physical Damage. Armour: 25% increased Armour, Evasion, and Energy Shield. Wand/Staff: 30% increased Spell Damage. |
Greater Mind Rune |
Weapon: Leeches 2.5% Physical Damage as Mana. Armour: +35 to maximum Mana. Wand/Staff: +35 to maximum Mana. |
Greater Rebirth Rune |
Weapon: Gain 30 Life per Enemy Killed. Armour: Regenerate 0.35% of maximum Life per second. Wand/Staff: 18% increased Energy Shield Recharge Rate. |
Greater Resolve Rune |
Weapon: +10 to Intelligence. Armour: +10 to Intelligence. |
Greater Robust Rune |
Weapon: +10 to Strength. Armour: +10 to Strength. |
Greater Rune of Alacrity |
Weapon: 8% increased Skill Speed. Armour: Debuffs on you expire 8% faster. |
Greater Rune of Leadership |
Weapon: Minions gain 10% of their Physical Damage as extra Lightning Damage. Armour: Minions take 10% of Physical Damage as Lightning Damage. |
Greater Rune of Nobility |
Weapon: Attacks with this weapon have 10% chance to inflicting Lightning Exposure. Armour: 10% reduced effect of Shock on you. |
Greater Rune of Tithing |
Weapon: Meta Skills gain 10% increased Energy. Armour: 1 to 10 Lightning Thorns Damage. |
Greater Stone Rune |
Weapon: Causes 30% increased Stun Buildup. Armour: +50 to Stun Threshold. Wand/Staff: Gain additional Stun Threshold equal to 14% of maximum Energy Shield. |
Greater Storm Rune |
Weapon: Adds 1 to 30 Lightning Damage. Armour: +14% to Lightning Resistance. Wand/Staff: Gain 12% of Damage as extra Lightning Damage. |
Greater Tempered Rune |
Weapon: Adds 9 to 12 Physical Damage. Armour: 31 to 52 Physical Thorns Damage. |
Greater Vision Rune |
Weapon: +110 to Accuracy Rating. Armour: 12% increased Life and Mana Recovery from Flasks. Wand/Staff: 24% increased Critical Hit Chance for Spells. |
Soul Cores
Soul Core |
Effect |
---|---|
Soul Core of Atmohua |
Weapon: Convert 20% of Requirements to Strength. Armour: Convert 20% of Requirements to Strength. |
Soul Core of Azcapa |
Weapon: +15 to Spirit. Armour: 5% Increased Quality of Gold Dropped by Slain Enemies. |
Soul Core of Cholotl |
Weapon: Convert 20% of Requirements to Dexterity. Armour: Convert 20% of Requirements to Dexterity. |
Soul Core of Citaqualotl |
Weapon: 30% increased Elemental Damage with Attacks. Armour: +5% to all Elemental Resistances. |
Soul Core of Jiquani |
Weapon: Recover 2% of maximum Life on Kill. Armour: 2% Increased maximum Life. |
Soul Core of Opiloti |
Weapon: 15% chance to cause Bleeding on Hit. Armour: 10% increased Charm Charges gained. |
Soul Core of Puhuarte |
Weapon: 30% increased chance to Ignite. Armour: +1% to Maximum Fire Resistance. |
Soul Core of Quipolatl |
Weapon: 5% increased Attack Speed. Armour: 10% reduced Slowing potency of Debuffs on you. |
Soul Core of Tacati |
Weapon: 15% chance to Poison on Hit with this weapon. Armour: +7% to Chaos Resistance. |
Soul Core of Ticaba |
Weapon: +12% to Critical Damage Bonus. Armour: Hits against you have 10% reduced Critical Damage Bonus. |
Soul Core of Tizamoto |
Weapon: 20% increased Freeze Buildup. Armour: +1% to Maximum Cold Resistance. |
Soul Core of Toppotante |
Weapon: Attacks with this weapon penetrate 15% Elemental Resistances. Armour: 15% increased Elemental Ailment Threshold. |
Soul Core of Xopec |
Weapon: 30% increased chance to Shock. Armour: +1% to Maximum Lightning Resistance. |
Soul Core of Zalatl |
Weapon: Recover 2% of maximum Mana on Kill. Armour: 2% increased maximum Mana. |
Soul Core of Zantipi |
Weapon: Convert 20% of Requirements to Intelligence. Armour: Convert 20% of Requirements to Intelligence. |
Talismans
Talisman |
Effect |
---|---|
Bear Talisman |
Helmet: 8% increased Area of Effect. |
Boar Talisman |
Gloves: Gain 1 Rage on Melee Hit. |
Cat Talisman |
Boots: Hits against you have 15% reduced Critical Damage Bonus. |
Fox Talisman |
Body Armour: +2% to Quality of all Skills. |
Owl Talisman |
Boots: 5% increased Cooldown Recovery Rate. |
Ox Talisman |
Boots: 20% increased Presence Area of Effect. |
Primate Talisman |
Helmet: Minions have 12% increased maximum Life. |
Rabbit Talisman |
Body Armour: 8% increased Rarity of Items found. |
Serpent Talisman |
Gloves: 5% increased Curse Magnitudes. |
Stag Talisman |
Helmet: 8% increased Exposure Effect. |
Wolf Talisman |
Gloves: 10% increased Magnitude of Bleeding you inflict. |

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