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Insignia

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This article is about Insignia, the armor upgrades. For information on the profession insignia quests given at the end of training in , see .
An insignia

Insignia are that can be added to to give it additional functionality and bonuses.

Contents

[] Description

Insignia are prefix for , granting additional effects to the wearer. Like , insignia have fixed bonuses (the effects are not variable like most ), although some have progressive effects that grant greater bonuses based on certain conditions.

Insignia can be paired with runes on the same piece of armor, since runes are the suffix upgrade for armor, and their effects will unless an effect is specifically noted as "(Non-stacking)." Health and Energy bonuses will stack across all equipped armor pieces, while bonuses (or penalties) only stack on individual armor pieces.

Insignia can be applied to most armor, including , although profession-specific insignia can only be applied to armor for that profession. The only armor that will not accept insignia is armor that has the .

[] Acquisition

In , insignia can be from dropped from foes. the armor will reveal whether or not the armor contains an insignia, and if it does, will reveal the name of the insignia; this action will also the insignia on your account. As with runes, insignia for campaign-specific professions will only drop in that campaign and in the expansion. You can also salvage insignia that you have applied to your own armor or your heroes' armor. Since hero armor cannot be destroyed, many players use it as extra storage space for runes and insignia.

Additionally, insignia can be sold to and purchased from at market prices that fluctuate based on supply and demand. The traders' Buy price has a minimum of 100 , while the Sell price bottoms out at 25 , which is the same as their value.

In , insignia can be unlocked by spending at a at a cost of 1,000 faction each. When creating armor in the panel, you can select from a list of all insignia that are unlocked on your account.

[] List of insignia

Name Icon Bonus

[] Common

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

[] 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 vs. elemental damage (Requires 13 Strength).
Stonefist Increases knockdown time of foes by 1 second. (Maximum: 3 seconds) (Non-stacking)

[] Ranger

Beastmaster's Armor +10 (while your pet is alive)
Earthbound Armor +15 (vs. Earth damage)
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)

[] Monk

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

[] Necromancer

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

[] Mesmer

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

[] 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)
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)
Pyromancer Armor +10 (vs. elemental damage)
Armor +10 (vs. Fire damage)

[] 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)

[] 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)

[] Paragon

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

[] 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)

[] Notes

  • Currently, Lieutenant's and Stonefist Insignia have only been observed on gold armor, and Bloodstained Insignia have only been observed on purple and gold armor.
  • The Herald's Insignia prerequisite "while holding an item" refers to holding a . This makes it an excellent choice for who frequently use .
Bug! Ghost Forge Insignias created before the June 15th, 2007 update give a bonus of Armor +15 (while affected by a Chant).