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Disambiguous 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).
Blessed Insignia

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 that can be applied to all crafted armor, all armor created via the PvP Equipment panel, as well as Hero armor. Insignia provide bonuses to armor sets; for example, the Radiant insignia adds extra energy in addition to the base statistics of the armor.

Like Runes, Insignia have fixed value bonuses - there are no "non-max" Insignia.

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 <Insignia name> <Armor name>. For instance if a pair of Templar Gloves are upgraded with Sentinel's Insignia the name will be Sentinel's Templar Gloves. When armor is upgraded with both a Rune and an Insignia, the name of the armor is changed to <Insignia name> <Armor name> of <Rune name>. For instance if an Elementalist's All-Seeing Eye is upgraded with both an Aeromancer Insignia and a Rune of Superior Fire Magic the name will be Aeromancer All-Seeing Eye of Superior Fire Magic.


Acquisition

Insignia are available from Rune Traders and can be traded with other players. Insignia can also be salvaged from some 'salvage armor'. In PvE, insignia can be unlocked by identifying them from salvage armor. In PvP, insignia can be unlocked at the Priest of Balthazar in exchange for Balthazar faction. PvP characters can create armor with insignia in the PvP Equipment panel, but insignia created this way cannot be salvaged for further use on a PvE character.

List of Insignia

Name Icon Bonus

Common

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

Warrior-icon Warrior

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

Ranger-icon Ranger

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

Monk-icon Monk

Anchorite's Anchorite's Insignia (Monk) 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) Armor +15 (while affected by a Condition)
Wanderer's Wanderer's Insignia (Monk) Armor +10 (vs. elemental damage)

Necromancer-icon Necromancer

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

Artificer's Artificer's Insignia (Mesmer) Armor +3 (for each equipped Signet)
Prodigy's Prodigy's Insignia (Mesmer) 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) Armor +15 (while activating skills)

Elementalist-icon Elementalist

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

Assassin-icon Assassin

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

Ritualist-icon Ritualist

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

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

Dervish-icon Dervish

Forsaken Forsaken Insignia (Dervish) Armor +10 (while not affected by an Enchantment Spell)
Windwalker Windwalker Insignia (Dervish) 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

  • 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.
  • 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.
  • 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 runes, salvaging an insignia from character armor has a chance to break the armor.
Bug 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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