User:Falconeye/Sandbox/Runes & Insignia's

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List of old armor prefix names


Name Bonus

Any Minor[edit]

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
Stonefist Increases knockdown time on foes by 1 second.
(Maximum: 3 seconds)

Any Major[edit]

Rune of Clarity Reduces Blindness duration on you by 20% (Non-stacking)
Reduces Weakness duration on you by 20% (Non-stacking)
Rune of Purity Reduces Disease duration on you by 20% (Non-stacking)
Reduces Poison duration on you by 20% (Non-stacking)
Rune of Recovery Reduces Dazed duration on you by 20% (Non-stacking)
Reduces Deep Wound duration on you by 20% (Non-stacking)
Rune of Restoration Reduces Bleeding duration on you by 20% (Non-stacking)
Reduces Crippled duration on you by 20% (Non-stacking)
Rune of Resistance Reduces Burning duration on you by 20% (Non-stacking)
Reduces Cracked Armor duration on you by 20% (Non-stacking)

Any Superior[edit]

Rune of Knighthood Received physical damage -3
Increase physical damage +3
Rune of Damned Reduces Hex durations on you by 20% (Non-stacking)
Extends Hex durations on foes by 20% (Non-stacking)
Rune of Stonefist Increases knockdown time on foes by 1 second. (Maximum: 3 seconds)
Reduces knockdown time on you by 1 second. (Minimum: 2 seconds)
example, damage+15%/Health Regeneration-1. There were also mods for different atts that could be found on non-corresponding off-hand items. For example, a Strength shield with +1 Air Magic (20%).
extend hexes by 20%' upgrade


Armor bonuses
Factions Berserker's, Dreadnought's, Gladiator's, Knight's, Legionnaire's, Sentinel's, Stonefist
Armor bonuses
Factions Acolyte's, Ascetic's, Disciple's, Judge's, Monk's, Shepherd's, Wanderer's
Armor bonuses
Factions Charlatan's, Enchanter's, Masquerade, Mesmer's, Rogue's, Savant's, Virtuoso's
Armor bonuses
Core Emissary's, Halcyon's, Harbinger's, Mystic's, Oracle's, Ritualist's, Shaman's
Armor bonuses
Factions Infiltrator's, Nightstalker's, Saboteur's, Shrouded, Valkyrie's, Vanguard's


Name Bonus

Any Common[edit]

Survivor's Health +15 (on chest armor)
Health +10 (on leg armor)
Health +5 (on other armor)
Radiant's Energy +3 (on chest armor)
Energy +2 (on leg armor)
Energy +1 (on other armor)
Saboteur's Armor +10 (vs. physical damage)
Armor +15 (vs. Slashing damage)
Infiltrator's Armor +10 (vs. physical damage)
Armor +15 (vs. Piercing damage)
Vanguard's Armor +10 (vs. physical damage)
Armor +15 (vs. Blunt damage)
Stormbound's Armor +10 (vs. elemental damage)
Armor +15 (vs. Lightning damage)
Earthbound's Armor +10 (vs. elemental damage)
Armor +15 (vs. Earth damage)
Frostbound's Armor +10 (vs. elemental damage)
Armor +15 (vs. Cold damage)
Pyrebound's Armor +10 (vs. elemental damage)
Armor +15 (vs. Fire damage)
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)
Armor +5 (while recharging 7 or more skills)
Artificer's Armor +5 (for each equipped Signet)
Armor +15 (if a signet is -not- equiped)
Blessed's Armor +10 (affected by an Enchantment Spell)
Armor +15 (while activating skills)

Warrior Warrior[edit]

Berserker's
Dreadnought's Armor +10 (while in a stance)
Armor +15 (while attacking)
Knight's
Legionnaire's
Sentinel's Received Damage reduction -3 (vs. attacking foes)
Armor +20 (vs. elemental damage)

Ranger Ranger[edit]

Archer's
Beastmaster's Armor +10 (while your pet is alive)
Armor +15 (while in spirit-range of a Nature Ritual)
Manhunter's (Traps)
Scout's Armor +10 (while affected by a Preparation)
Armor +15 (while attacking)
Tempest's

Monk Monk[edit]

Wanderer's Armor +15 (while affected by a Condition)
Armor +20 (while affected by a Hex)
Disciple's Armor +10 (while affected by an Enchantment)
Armor +15 (while activating skills)
Ascetic's Armor +5 (if affected by fewer then 1 enchantments and hexes)
Armor +5 (if affected by fewer then 2 enchantments and hexes)
Armor +5 (if affected by fewer then 3 enchantments and hexes)
Armor +5 (if affected by fewer then 4 enchantments and hexes)
Armor +5 (if affected by fewer then 5 enchantments and hexes)

Necromancer Necromancer[edit]

Corruptor's Armor +10 (while foes health is below 50%)
Armor +15 (while activating skills)
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)
Armor +5 (while you control 7 or more minions)
Armor +5 (while you control 9 or more minions)
Undertaker's Armor +5 (while your health is below 100%)
Armor +5 (while your health is below 80%)
Armor +5 (while your health is below 60%)
Armor +5 (while your health is below 40%)
Armor +5 (while your health is below 20%)
Blighter's Armor +5 (if affected by 1 or more hexes and conditions)
Armor +5 (if affected by 2 or more hexes and conditions)
Armor +5 (if affected by 3 or more hexes and conditions)
Armor +5 (if affected by 4 or more hexes and conditions)
Armor +5 (if affected by 5 or more hexes and conditions)
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)
Reduces casting time of spells that exploit corpses by 25%
(Non-stacking)
Armor +10

Mesmer Mesmer[edit]

Charlatan's Armor +5 (for each Illusion Magic skill you have equipped)
Masquerade's Armor +15 (while activating skills)
Virtuoso's Armor +10 (while -not- activating skills)
Armor +15 (versus foes -not- enchanted)
Prodigy's Armor +5 (versus foes affected by 1 or more Hex Spells)
Armor +5 (versus foes affected by 2 or more Hex Spells)
Armor +5 (versus foes affected by 3 or more Hex Spells)
Armor +5 (versus foes affected by 4 or more Hex Spells)
Armor +5 (versus foes affected by 5 or more Hex Spells)

Elementalist Elementalist[edit]

Voidmancer's Armor +10 (versus foes with less energy then you)
Armor +15 (while activating skills)
Prismatic's Armor +5 (if any equipped skill's attibute is Energy Storage)
Armor +5 (if any equipped skill's attibute is Air Magic)
Armor +5 (if any equipped skill's attibute is Earth Magic)
Armor +5 (if any equipped skill's attibute is Fire Magic)
Armor +5 (if any equipped skill's attibute is Water Magic)

Assassin Assassin[edit]

Executioner's Immunity to Critical hits (vs. attacking foes)
Armor +20 (vs. physical damage)
Quicksilver's Armor +10 (while moving)
Nightstalker's Armor +10 (versus foes suffering from any hexes)
Armor +15 (while attacking)

Ritualist Ritualist[edit]

Ghost Forge's Armor +10 (while holding an item)
Armor +15 (while affected by a Weapon Spell)
Spirit Lord'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)
Armor +5 (while you control 4 or more Spirits)
Armor +5 (while you control 5 or more Spirits)

Paragon Paragon[edit]

Centurion's Armor +10 (while affected by a Shout, Echo, or Chant)
Armor +15 (while attacking)
Warlord's Armor +5 (while earshot of 1 or more foes)
Armor +5 (while earshot of 3 or more foes)
Armor +5 (while earshot of 5 or more foes)
Armor +5 (while earshot of 7 or more foes)
Armor +5 (while earshot of 9 or more foes)

Dervish Dervish[edit]

Pious's Armor +10 (while -not- affected by an Enchantment)
Armor +15 (while attacking)
Mystic's 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)
Armor +5 (while affected by 5 or more Enchantment Spells)