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{{DisambigMsg|Insignia, the armor upgrades|information on the profession insignia quests given at the end of training in [[Shing Jea Monastery]]|Insignia (course)}} |
{{DisambigMsg|Insignia, the armor upgrades|information on the profession insignia quests given at the end of training in [[Shing Jea Monastery]]|Insignia (course)}} |
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[[Image:Blessed Insignia.jpg|thumb|An insignia]] |
[[Image:Blessed Insignia.jpg|thumb|An insignia]] |
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− | [[Insignia]] are [[upgrade component]]s that can be added to [[armor]] to give it additional functionality and bonuses. |
+ | [[Insignia]] are [[upgrade component]]s that can be added to [[armor]] to give it additional functionality and bonuses. |
== Description == |
== Description == |
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− | [[Insignia]] are prefix [[upgrade component]]s |
+ | [[Insignia]] are prefix [[upgrade component]]s for [[armor]], granting additional effects to the wearer. Like runes, insignia have fixed bonuses (the effects are not variable like most [[weapon upgrade]]s), 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)|armor rating]] bonuses (or penalties) only stack on individual armor pieces. |
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− | Like [[Rune]]s, Insignia have fixed value bonuses - there are no "non-max" Insignia. |
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+ | Insignia can be applied to most armor, including [[Hero#Armor|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 [[Armor_(rating)#Profession_specific_armor|profession's maximum armor rating]]. |
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− | Insignia and Runes can be combined together on the single piece of armor. When armor is upgraded with Insignia, the name of the armor is changed to <tt><Insignia name> <Armor name></tt>. For instance if a pair of <tt>Templar Gloves</tt> are upgraded with <tt>Sentinel's Insignia</tt> the name will be <tt>Sentinel's Templar Gloves</tt>. When armor is upgraded with both a Rune and an Insignia, the name of the armor is changed to <tt><Insignia name> <Armor name> of <Rune name></tt>. For instance if an Elementalist's <tt>All-Seeing Eye</tt> is upgraded with both an <tt>Aeromancer Insignia</tt> and a <tt>Rune of Superior Fire Magic</tt> the name will be <tt>Aeromancer All-Seeing Eye of Superior Fire Magic</tt>. |
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⚫ | |||
+ | In [[PvE]], insignia can be [[salvage]]d from [[Salvage Item|salvage armors]] dropped from foes. [[Identify]]ing 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. |
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+ | Additionally, insignia can be sold to and purchased from [[Rune Trader]]s at market prices that fluctuate based on supply and demand. The traders' Buy price has a minimum of 100 {{g}}, while the Sell price bottoms out at 25 {{g}}, which is the same as their [[Merchant]] value. |
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⚫ | |||
− | + | In [[PvP]], insignia can be unlocked by spending [[Faction (Balthazar)|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. |
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− | ==List of |
+ | ==List of insignia== |
+ | {| class="stdt" |
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− | {| {{STDT}} |
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!Name||Icon||Bonus |
!Name||Icon||Bonus |
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− | ===Common=== |
+ | === [[Image:Common-icon.png]] Common=== |
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|Blessed||[[Image:Blessed Insignia.jpg]]||Armor +10 (while affected by an Enchantment Spell) |
|Blessed||[[Image:Blessed Insignia.jpg]]||Armor +10 (while affected by an Enchantment Spell) |
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== Notes == |
== Notes == |
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− | * Defensive bonuses on Insignia only affect the piece of armor to which they are attached. This also applies to the armor penalty on Lieutenant's Insignia. |
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* 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. |
* 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. |
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* The Herald's Insignia prerequisite "while holding an item" refers to holding a [[bundle]]. This makes it an excellent choice for [[Ritualist]]s who frequently use [[Item Spell]]s. |
* The Herald's Insignia prerequisite "while holding an item" refers to holding a [[bundle]]. This makes it an excellent choice for [[Ritualist]]s who frequently use [[Item Spell]]s. |
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− | * After applying an Insignia to your armor, you can use an expert, superior, or perfect salvage kit to remove it and return it to your inventory. However, like [[rune]]s, salvaging an insignia from character armor has a chance to break the armor. |
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{{bug|Ghost Forge Insignias created before the June 15th, 2007 update give a bonus of Armor +15 (while affected by a Chant).}} |
{{bug|Ghost Forge Insignias created before the June 15th, 2007 update give a bonus of Armor +15 (while affected by a Chant).}} |
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+ | |||
− | [[category:Items]] |
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− | [[Category:Research needed]] |
+ | [[Category:Upgrade components]] [[Category:Research needed]] |
Latest revision as of 14:16, 30 September 2010
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). |
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 , while the Sell price bottoms out at 25 , 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 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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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 Skills) Armor +5 (while recharging 3 or more Skills) Armor +5 (while recharging 5 or more Skills) | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Disciple's | Armor +15 (while affected by a Condition) | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Wanderer's | Armor +10 (vs. elemental damage) | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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 | 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 | 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 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Artificer's | Armor +3 (for each equipped Signet) | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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) | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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 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) |
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.