Runes
Browse every Path of Exile 2 Rune and compare the socket effects each Rune grants to weapons and armour.

Armour: 8% increased Runic Ward Regeneration Rate

Armour: 12% increased Runic Ward Regeneration Rate

Armour: 16% increased Runic Ward Regeneration Rate

Armour: 20% increased Runic Ward Regeneration Rate

Martial Weapon: Minions gain 10% of their Physical Damage as Extra Lightning Damage

Martial Weapon: Meta Skills gain 10% increased Energy

Martial Weapon: 8% increased Skill Speed

Martial Weapon: Attacks with this Weapon have 10% chance to inflict Exposure

Wand or Staff: +1 to Level of all Spell Skills

Martial Weapon: Gain 5% of Damage as Extra Damage of all Elements

Martial Weapon: Gain 13% of Damage as Extra Chaos Damage

Boots: 8% increased Deflection Rating while moving

Boots: 5% increased Movement Speed

Body Armours: 50% reduced effect of Curses on you

Helmets: 2% increased Experience gain

Helmets: 25% increased Exposure Effect

Martial Weapon: 50% increased Attack Damage against Rare or Unique Enemies

Body Armours: 30% increased Energy Shield Recharge Rate

Gloves: 20% increased Magnitude of Damaging Ailments you inflict

Gloves: 30% increased Magnitude of Non-Damaging Ailments you inflict

Gloves: 8% increased Cast Speed

Bows: Bow Attacks fire 1 additional Arrows

Wand or Staff: 25% chance for Spell Skills to fire 2 additional Projectiles

Gloves: 20% increased Withered Magnitude

Martial Weapon: Adds 23 to 34 Fire Damage to Attacks against Ignited Enemies

Martial Weapon: Adds 19 to 28 Cold Damage against Chilled Enemies

Martial Weapon: Adds 1 to 60 Lightning Damage against Shocked Enemies

Gloves: Adds 5 to 12 Physical Damage to Attacks

Body Armours: 15% of Damage is taken from Mana before Life

Helmets: +1 to maximum Life per 8 Armour on Equipped Helmet

Body Armours: 15% of Chaos Damage from Hits taken as a Damage of a random Element

Helmets: Gain 1 Endurance Charge on reaching Low Life, only once every 2 seconds

Helmets: Targets that are Blinded, Maimed, and Bleeding cannot Evade your Hits

Armour: 20% increased Runic Ward

Armour: Every 4 seconds, gain Guard equal to 20% of maximum Runic Ward for 2 seconds

Martial Weapon: Attacks Break Armour equal to 15% of maximum Runic Ward

Wand or Staff: Spell damage Penetrates 25% of enemy Elemental Resistances while on Low Runic Ward

Boots: 1% increased Energy Shield Recharge Rate per 30 maximum Runic Ward

Helmets: 25% increased Armour and Evasion Rating while on Low Runic Ward

Shields and Bucklers: +4 to Stun Threshold per 10 maximum Runic Ward

Body Armours: +3 to Deflection Rating per 10 maximum Runic Ward

Body Armours: Gain 5% of maximum Life as Extra maximum Runic Ward

Armour: 15% Life Recovery from Flasks also applies to Runic Ward

Martial Weapon: Attacks spend 5% of your maximum Runic Ward if possible to gain that much added Physical damage

Martial Weapon: Gain maximum Runic Ward equal to 15% of this Weapon's maximum damage

Wands: All damage taken bypasses Runic Ward, Runic Ward Regeneration Rate is doubled

Caster Weapon: 40% less Mana Regeneration Rate, Mana Recovery from Regeneration is also applied to Runic Ward

Sceptres: Recover 3% of maximum Runic Ward when one of your Reviving Minions is Killed

Sceptres: Minions in your Presence have Onslaught while you are on Low Runic Ward

Caster Weapon: Gain 15% of maximum Life as Extra maximum Runic Ward, 15% less maximum Life

Weapon: Transforms all Cold and Lightning modifiers on the item into equivalent Fire modifiers

Weapon: When socketed, transforms all Fire and Lightning modifiers to equivalent Cold modifiers

Weapon: Transforms all Fire and Cold modifiers on the item into equivalent Lightning modifiers

Weapon: Transforms all Fire, Cold and Lightning modifiers on the item into equivalent Chaos modifiers

Bows: +50% Surpassing chance to fire an additional Arrow

Bucklers: 30% increased Parried Debuff Magnitude

Two Hand Maces: 10% chance for Slam Skills you use yourself to cause an additional Aftershock

One Hand Maces: 40% increased effect of Fully Broken Armour

Spears: 30% chance when you gain a Charge to gain an additional Charge

Quarterstaves: 50% increased Immobilisation buildup