Insignia
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- This article is about armor upgrade components. For the Factions quests, see insignia quest.
Insignia are a prefix armor upgrade component that can boost health, increase armor rating, reduce damage, or provide some other profession-specific benefit. They do not drop directly from foes or chests; they must be extracted from armor salvage items. They can be purchased from any Rune Trader at market prices.
Insignia can be applied to all armor types except for certain collector armor. Applying a new Insignia will overwrite the existing ones, but the original can be salvaged first.
Core[edit]
Name | Bonus |
---|---|
Common[edit] | |
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) |
Warrior[edit] | |
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) |
Ranger[edit] | |
Frostbound | Armor +15 (vs. Cold damage) |
Pyrebound | Armor +15 (vs. Fire damage) |
Scout's | Armor +10 (while using a Preparation) |
Stormbound | Armor +15 (vs. Lightning damage) |
Earthbound | Armor +15 (vs. Earth damage) |
Beastmaster's | Armor +10 (while your pet is alive) |
Monk[edit] | |
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) |
Necromancer[edit] | |
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%) |
Mesmer[edit] | |
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) |
Elementalist[edit] | |
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) |
Factions[edit]
Name | Bonus |
---|---|
Assassin[edit] | |
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) |
Ritualist[edit] | |
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) |
Nightfall[edit]
Name | Bonus |
---|---|
Paragon[edit] | |
Centurion's | Armor +10 (while affected by a Shout, Echo, or Chant) |
Dervish[edit] | |
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) |
See also[edit]
Notes[edit]
- Like runes, insignia prices at Rune Traders vary according to market conditions.
- Unidentified insignias and those bought at the trader have a merchant value of 25.
- When salvaged from unidentified salvage armor, they will be unidentified.
- When salvaged from armor (including Hero armor), the insignia can still be identified, which will slightly improve its merchant value, to 26...50.
- Insignias only affect the armor rating of the piece to which it is applied.
- Profession-specific insignias drop only in campaigns to which the profession is native. For example, Assassin and Ritualist insignia are found in Factions and Guild Wars Eye of the North, but not in Nightfall or Prophecies.
Trivia[edit]
- Insignias were introduced with Guild Wars Nightfall.
- Insignias were available only for PvP and Guild Wars Nightfall until the May 24, 2007 update, which replaced the old armor bonus system and made salvageable insignias available for every campaign.