The Guild Wars Insignias that are in the first Guild Wars pc game appear in this article. They are upgrade items that was introduced in the Nightfall expansion.
They have been fully integrated since the May 2007 update. Only max collector armor and festival hats can not take insignias to upgrade. These insignias will now drop in all campaigns, and can also be salvaged from other items. These insignias can also be bought from Rune Traders.
Common Insignias Good for All Classes
These are the insignias that all character classes are going to be able to use without restrictions. These are the general insignias that do not have any regulations on them.
- Survivor Insignia – This gives +15 to health if applied to chest armor, +10 to health if applied to leg armor, and +5 to health if on any other armor.
- Radiant Insignia – This gives +3 to energy if applied to chest armor, +2 to energy if applied on leg armor, and +1 to energy if on any other armor.
- Sentry’s Insignia – While in a stance, will give +10 Armor.
- Herald’s Insignia – While holding an item, will give +10 Armor.
- Blessed Insignia – While affected by enchanting spells, gives +10 to Armor.
- Brawler’s Insignia – While attacking, gives +10 to armor.
- Stalwart Insignia – Versus physical damage, gives +10 to armor.
These four insignias are only for the Assassin class. But they are also allowed to use any of the above common insignias as well.
- Vanguard’s Insignia – Versus blunt damage and physical damage it will give +10 armor.
- Infiltrator’s Insignia – Versus physical damage and piercing damage it will give +10 armor for the character.
- Saboteur’s Insignia – Versus slashing damage and physical damage it will give +10 armor.
- Nightstalker’s Insignia – While attacking, it gives +15 to armor to the character.
- Ritualist Insignias
- These three insignias are going to be class specific to the Ritualist, but they are going to be able to use the above common insignias as well.
- Mystic’s Insignia – While activating skills, it gives +15 to armor.
- Ghost Forge Insignia – While affected by a weapons spell, it will give +15 to armor.
- Shaman’s Insignia – While controlled by one or more spirits, it gives +5 to armor. While controlled by two or more spirits it gives +10 to armor. While controlled by three or more spirits it gives +15 to armor. It will give +5 per spirit controlling, up to a stackable amount of three for the total of +15 to armor
Insignias are relatively new to the online game still, but they are no doubt fun to collect and customize characters with. These have a good supply and demand for trade in the trade channels or on fan based websites.
These work much like runes, and they can be bought at the same rune traders. Mostly farmed by salvaging blue, purple, or gold items; insignias and runes can be identified via that route. Keep in mind that identification needs to happen before salvaging so that you will get the rune or insignia identified as well.
Runes For Guild Wars Characters
Runes in Guild Wars are great add-ons to armor in the retro game. It can boost the player’s skills and abilities in a way that the playing style is specced. For each class of character the runes are designed to boost their abilities in their designated skill sets.
All of these runes will give +1 to the skill it is named for a minor rune, +2 to the skill (but -35 to health) for the major rune, and +3 to the skill (but -75 to health) for the superior rune.
These are the ones designed to buff up just the Necromancer skills. The runes that are going to fall under Necromancer runes are in Soul Reaping, Curses, Blood Magic, and Death Magic. So each of the runes listed have a minor, a major, and a superior rank.
All of the Monk runes are going to buff up the Monk skill set. The runes that are in the Monk Runes category are for Smiting Magic, Healing Magic, Protection Magic, and Divine Factor. Each of those categories will have a minor, a major, and a superior rune.
All of these runes are for giving bonuses to the Mesmer skill areas. These skill areas are going to be in Domination Magic, Illusion Magic, Inspiration Magic, and in Fast Casting. All of those will have a minor rune, a major rune, and a superior rune.
These are going to be all the runes that are designed to increase the Warrior class of skills. These areas include the Axe Mastery, Sword Mastery, Hammer Mastery, Tactics, and Strength. Each of these five will have a minor, major, and superior rune for it.
These are going to boost up the classes of magic and energy for the Elementalist class. These skills include Air Magic, Fire Magic, Earth Magic, Water Magic, and Energy Storage. Each of these five runes will have a minor, a major, and a superior rank.
Ranger runes are going to buff up the areas of skills designed for ranged weaponry and pet abilities. These skills are going to be Bow Mastery, Beast Mastery, Wilderness, and Expertise. Those four skills have a minor rune, a major rune, and a superior rune.
As can be seen, the runes are similar in that all have a minor, a major, and a superior version of the rune. The higher the ranking the bigger the hit to healthpoints, but the higher the boost to the skill the player is trying to raise. These are helpful additions to any armor.