Armour Insignia – By Profession
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Armour Insignia – By Profession
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]
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- Where is you antipersperant m8?
- Posts : 139
Join date : 2007-12-03
Re: Armour Insignia – By Profession
Although we paragons got but one it does has the coolest name :-p
wazz- You smell like Hairy Lady Armpits!
- Posts : 160
Join date : 2007-12-03
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