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Disambiguous.png This article is about Insignia, the armor upgrades. For information on the profession insignia quests given at the end of training in Shing Jea Monastery, see Insignia (course).

An insignia

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

Description

Insignia are prefix upgrade components for armor, granting additional effects to the wearer. Like runes, insignia have fixed bonuses (the effects are not variable like most weapon upgrades), 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 stack unless an effect is specifically noted as "(Non-stacking)." Health and Energy bonuses will stack across all equipped armor pieces, while armor rating bonuses (or penalties) only stack on individual armor pieces.

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

Acquisition

In PvE, insignia can be salvaged from salvage armors dropped from foes. Identifying 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 unlock the insignia on your account. As with runes, insignia for campaign-specific professions will only drop in that campaign and in the Eye of the North 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 Rune Traders at market prices that fluctuate based on supply and demand. The traders' Buy price has a minimum of 100 Gold, while the Sell price bottoms out at 25 Gold, which is the same as their Merchant value.

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

List of insignia

Name Icon Bonus

Common-icon.png Common

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

Warrior-icon.png Warrior

Dreadnought Dreadnought Insignia (Warrior).jpg Armor +10 (vs. elemental damage)
Knight's Knight's Insignia (Warrior).jpg Received physical damage -3
Lieutenant's Lieutenant's Insignia (Warrior).jpg Reduces Hex durations on you by 20% and damage dealt by you by 5% (Non-stacking)
Armor -20
Sentinel's Sentinel's Insignia (Warrior).jpg Armor +20 vs. elemental damage (Requires 13 Strength).
Stonefist Stonefist Insignia (Warrior).jpg Increases knockdown time of foes by 1 second. (Maximum: 3 seconds) (Non-stacking)

Ranger-icon.png Ranger

Beastmaster's Beastmaster's Insignia (Ranger).jpg Armor +10 (while your pet is alive)
Earthbound Earthbound Insignia (Ranger).jpg Armor +15 (vs. Earth damage)
Frostbound Frostbound Insignia (Ranger).jpg Armor +15 (vs. Cold damage)
Pyrebound Pyrebound Insignia (Ranger).jpg Armor +15 (vs. Fire damage)
Scout's Scout's Insignia (Ranger).jpg Armor +10 (while using a Preparation)
Stormbound Stormbound Insignia (Ranger).jpg Armor +15 (vs. Lightning damage)

Monk-icon.png Monk

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

Necromancer-icon.png Necromancer

Blighter's Blighter's Insignia (Necromancer).jpg Armor +20 (while affected by a Hex Spell)
Bloodstained Bloodstained Insignia (Necromancer).jpg Reduces casting time of spells that exploit corpses by 25% (Non-stacking)
Bonelace Bonelace Insignia (Necromancer).jpg Armor +15 (vs. Piercing damage)
Minion Master's Minion Master's Insignia (Necromancer).jpg 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 Tormentor's Insignia (Necromancer).jpg Armor +10
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)
Undertaker's Undertaker's Insignia (Necromancer).jpg 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-icon.png Mesmer

Artificer's Artificer's Insignia (Mesmer).jpg Armor +3 (for each equipped Signet)
Prodigy's Prodigy's Insignia (Mesmer).jpg Armor +5 (while recharging 1 or more Skills)
Armor +5 (while recharging 3 or more Skills)
Armor +5 (while recharging 5 or more Skills)
Virtuoso's Virtuoso's Insignia (Mesmer).jpg Armor +15 (while activating skills)

Elementalist-icon.png Elementalist

Aeromancer Aeromancer's Insignia (Elementalist).jpg Armor +10 (vs. elemental damage)
Armor +10 (vs. Lightning damage)
Geomancer Geomancer's Insignia (Elementalist).jpg Armor +10 (vs. elemental damage)
Armor +10 (vs. Earth damage)
Hydromancer Hydromancer's Insignia (Elementalist).jpg Armor +10 (vs. elemental damage)
Armor +10 (vs. Cold damage)
Prismatic Prismatic Insignia (Elementalist).jpg 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 Pyromancer's Insignia (Elementalist).jpg Armor +10 (vs. elemental damage)
Armor +10 (vs. Fire damage)

Assassin-icon.png Assassin

Infiltrator's Infiltrator's Insignia (Assassin).jpg Armor +10 (vs. physical damage)
Armor +10 (vs. Piercing damage)
Nightstalker's Nightstalker's Insignia (Assassin).jpg Armor +15 (while attacking)
Saboteur's Saboteur's Insignia (Assassin).jpg Armor +10 (vs. physical damage)
Armor +10 (vs. Slashing damage)
Vanguard's Vanguard's Insignia (Assassin).jpg Armor +10 (vs. physical damage)
Armor +10 (vs. Blunt damage)

Ritualist-icon.png Ritualist

Ghost Forge Ghost Forge Insignia (Ritualist).jpg Armor +15 (while affected by a Weapon Spell)
Mystic's Mystic's Insignia (Ritualist).jpg Armor +15 (while activating skills)
Shaman's Shaman's Insignia (Ritualist).jpg 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-icon.png Paragon

Centurion's Centurion's Insignia (Paragon).jpg Armor +10 (while affected by a Shout, Echo, or Chant)

Dervish-icon.png Dervish

Forsaken Forsaken Insignia (Dervish).jpg Armor +10 (while not affected by an Enchantment Spell)
Windwalker Windwalker Insignia (Dervish).jpg 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 bundle. This makes it an excellent choice for Ritualists who frequently use Item Spells.
Bug.png Bug! Ghost Forge Insignias created before the June 15th, 2007 update give a bonus of Armor +15 (while affected by a Chant).