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Armour Insignia – By Profession

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Armour Insignia – By Profession Empty Armour Insignia – By Profession

Post  Baz Thu Dec 13, 2007 4:16 pm

Insignia can be added to all armour, (1 insignia per armour piece). Insignia can be salvaged from dropped armour pieces or purchased from the Rune Trader, (located in various towns/outposts and our Guild Hall).


Common
(Can be used by all professions)

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

Dreadnought: Armor +10 (vs. elemental damage)

Knight's: Received physical damage –3

Lieutenant's: Reduces Hex durations on your 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

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

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

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

Virtuoso's: Armor +15 (while activating skills)

Artificer'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)

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

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)



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 Shout, Echo or Chant)



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)[b]
Baz
Baz
Where is you antipersperant m8?
Where is you antipersperant m8?

Posts : 139
Join date : 2007-12-03

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Armour Insignia – By Profession Empty Re: Armour Insignia – By Profession

Post  wazz Thu Dec 13, 2007 7:58 pm

Although we paragons got but one it does has the coolest name :-p alien alien alien
wazz
wazz
You smell like Hairy Lady Armpits!
You smell like Hairy Lady Armpits!

Posts : 160
Join date : 2007-12-03

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