User:Falconeye/Sandbox/Runes & Insignia's
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Name | Bonus |
---|---|
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) |
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) |
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 | ||
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Factions | Berserker's, Dreadnought's, Gladiator's, Knight's, Legionnaire's, Sentinel's, Stonefist |
Armor bonuses | |
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Factions | Acolyte's, Ascetic's, Disciple's, Judge's, Monk's, Shepherd's, Wanderer's |
Armor bonuses | |
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Factions | Charlatan's, Enchanter's, Masquerade, Mesmer's, Rogue's, Savant's, Virtuoso's |
Armor bonuses | |
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Core | Emissary's, Halcyon's, Harbinger's, Mystic's, Oracle's, Ritualist's, Shaman's |
Armor bonuses | |
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Factions | Infiltrator's, Nightstalker's, Saboteur's, Shrouded, Valkyrie's, Vanguard's |
Name | Bonus |
---|---|
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[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[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[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[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[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[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[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[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[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[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) |