Insignia

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This article is about armor upgrade components. For the Factions quests, see insignia quest.

Insignia are a type of armor upgrade component introduced with Guild Wars Nightfall. They are prefix upgrade components. Applying a new Insignia will overwrite the old Insignia. Insignia can now be applied to nearly all armor types since the full conversion to the Insignia system in the May 24th update. The only armor types which will not accept Insignia are max collector armor and festival hats, both of which indicate that they will not accept insignia in their descriptions.

Insignia drop in all campaigns and must be extracted from salvage items. Profession-restricted insignias will drop in campaigns in which characters of that profession can be created (i.e. core profession insignia in all campaigns, Factions profession insignia only in Factions). Only insignia for the core professions drop in the Realms of the Gods.

Contents

[edit] Core

Name Bonus

[edit] Any Common

Survivor Health +15 (on chest armor)
Health +10 (on leg armor)
Health +5 (on other armor)
Radiant Energy +3 (on chest armor)
Energy +2 (on leg armor)
Energy +1 (on other armor)
Stalwart Armor +10 (vs. physical damage)
Brawler's Armor +10 (while attacking)
Blessed Armor +10 (while affected by an Enchantment Spell)
Herald's Armor +10 (while holding an item)
Sentry's Armor +10 (while in a stance)

[edit] Warrior Warrior

Dreadnought Armor +10 (vs. elemental damage)
Knight's Received physical damage -3
Lieutenant's Reduces Hex durations on you by 20%
and damage dealt by you by 5% (Non-stacking)
Armor -20
Sentinel's Armor +20 (Requires 13 Strength, vs. elemental damage)
Stonefist Increases knockdown time on foes by 1 second.
(Maximum: 3 seconds)

[edit] Ranger Ranger

Frostbound Armor +15 (vs. Cold damage)
Pyrebound Armor +15 (vs. Fire damage)
Scout's Armor +10 (while using a Preparation)1
Stormbound Armor +15 (vs. Lightning damage)
Earthbound Armor +15 (vs. Earth damage)
Beastmaster's Armor +10 (while your pet is alive)

[edit] Monk Monk

Wanderer's Armor +10 (vs. elemental damage)
Disciple's Armor +15 (while affected by a Condition)
Anchorite's Armor +5 (while recharging 1 or more skills)
Armor +5 (while recharging 3 or more skills)
Armor +5 (while recharging 5 or more skills)

[edit] Necromancer Necromancer

Blighter's Armor +20 (while affected by a Hex Spell)
Bloodstained Reduces casting time of spells
that exploit corpses by 25% (Non-stacking)
Bonelace Armor +15 (vs. Piercing damage)
Minion Master's Armor +5 (while you control 1 or more minions)
Armor +5 (while you control 3 or more minions)
Armor +5 (while you control 5 or more minions)
Tormentor's Holy damage you receive increased by 6 (on chest armor)
Holy damage you receive increased by 4 (on leg armor)
Holy damage you receive increased by 2 (on other armor)
Armor +10
Undertaker's Armor +5 (while health is below 80%)
Armor +5 (while health is below 60%)
Armor +5 (while health is below 40%)
Armor +5 (while health is below 20%)

[edit] Mesmer Mesmer

Virtuoso's Armor +15 (while activating skills)
Artificer's Armor +3 (for each equipped Signet)
Prodigy's Armor +5 (while recharging 1 or more Skills)
Armor +5 (while recharging 3 or more Skills)
Armor +5 (while recharging 5 or more Skills)

[edit] Elementalist Elementalist

Aeromancer Armor +10 (vs. elemental damage)
Armor +10 (vs. Lightning damage)
Geomancer Armor +10 (vs. elemental damage)
Armor +10 (vs. Earth damage)
Hydromancer Armor +10 (vs. elemental damage)
Armor +10 (vs. Cold damage)
Pyromancer Armor +10 (vs. elemental damage)
Armor +10 (vs. Fire damage)
Prismatic Armor +5 (requires 9 Air Magic)
Armor +5 (requires 9 Earth Magic)
Armor +5 (requires 9 Fire Magic)
Armor +5 (requires 9 Water Magic)
  1. Scout's Insignia provides the armor bonus while under the effect of a Preparation, not while activating it.

[edit] Factions

Name Bonus

[edit] Assassin Assassin

Infiltrator's Armor +10 (vs. physical damage)
Armor +10 (vs. Piercing damage)
Nightstalker's Armor +15 (while attacking)
Saboteur's Armor +10 (vs. physical damage)
Armor +10 (vs. Slashing damage)
Vanguard's Armor +10 (vs. physical damage)
Armor +10 (vs. Blunt damage)

[edit] Ritualist Ritualist

Ghost Forge Armor +15 (while affected by a Weapon Spell)
Mystic's Armor +15 (while activating skills)
Shaman's Armor +5 (while you control 1 or more Spirits)
Armor +5 (while you control 2 or more Spirits)
Armor +5 (while you control 3 or more Spirits)

[edit] Nightfall

Name Bonus

[edit] Paragon Paragon

Centurion's Armor +10 (while affected by a Shout, Echo, or Chant)

[edit] Dervish Dervish

Forsaken Armor +10 (while not affected by an Enchantment Spell)
Windwalker Armor +5 (while affected by 1 or more Enchantment Spells)
Armor +5 (while affected by 2 or more Enchantment Spells)
Armor +5 (while affected by 3 or more Enchantment Spells)
Armor +5 (while affected by 4 or more Enchantment Spells)

[edit] See also

[edit] Notes

  • Like runes, they have variable prices if obtained from Rune Traders.
  • Insignias obtained from Rune Traders and unidentified insignias have a steady value of 25Gold.
  • If salvaged from unidentified armor pieces, they count as completely unidentifed with unknown attribute.
  • If salvaged from identified armor pieces (including Hero armor), they can still be identified to slightly improve the merchant value up to 26..50Gold.

[edit] Trivia

  • Insignias were only available for PvP and Guild Wars Nightfall until May 24, 2007, which replaced armors with inherent prefixes and made insignias available for every campaign.

Insignia
Any SurvivorRadiantStalwartBrawler'sBlessedHerald'sSentry's
Warrior Knight'sStonefistDreadnoughtSentinel'sLieutenant's
Ranger FrostboundPyreboundStormboundScout'sEarthboundBeastmaster's
Monk Wanderer'sDisciple'sAnchorite's
Necromancer BloodstainedTormentor'sBonelaceMinion Master'sBlighter'sUndertaker's
Mesmer Virtuoso'sArtificer'sProdigy's
Elementalist HydromancerGeomancerPyromancerAeromancerPrismatic
Assassin Vanguard'sInfiltrator'sSaboteur'sNightstalker's
Ritualist Shaman'sGhost ForgeMystic's
Paragon Centurion's
Dervish WindwalkerForsaken
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