Insignia


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

An Insignia is an upgrade applied to armor that is available for armor sets crafted in Elona and also in the PvP Equipment panel. Insignias provide bonuses to armor sets. For example, Druid's Armor for the Ranger has by default, the Radiant insignia (extra energy) in addition to its base statistics.

Prior to Guild Wars Nightfall, Insignias were inherent in certain armor sets. By separating the insignia from the armor set, the players can now have any of the insignia bonuses on any armor set they choose. This allows for the combination of any functionality with any armor art.

List of Insignia
{| !Name||Icon||Bonus||Campaign || Built-in armor
 * colspan=100|
 * colspan=100|

Common
Berserker's (F), Explorer's (F), Shepherd's (F), Revenant's (F), Masquerade (F), Archmage's (F), Valkyrie's (F), Harbinger's (F) Gladiator's (P/F), Druitd's (P/F), Ascetic's (P/F), Scar Pattern (P)/Cabalist's (F), Enchanter's (P/F), Shrouded (F), Halcyon's (F) Judge's (P/F), Rogue's (P/F), Battlemage's (F) Acolyte's (F), Charlatan's (F), Tempest (F) Legionnair's (F), Sentry's (F), Savant's (F)
 * Survivor|| ||Health +15 (on chest armor) Health +10 (on leg armor) Health +5 (on other armor)||? (available to Prophecies-only account) ||
 * Survivor|| ||Health +15 (on chest armor) Health +10 (on leg armor) Health +5 (on other armor)||? (available to Prophecies-only account) ||
 * Radiant|| ||Energy +3 (on chest armor) Energy +2 (on leg armor) Energy +1 (on other armor)||? (available to Prophecies-only account)||
 * Radiant|| ||Energy +3 (on chest armor) Energy +2 (on leg armor) Energy +1 (on other armor)||? (available to Prophecies-only account)||
 * Stalwart|| ||Armor +10 (vs. physical damage)||? (available to Prophecies-only account)||
 * Stalwart|| ||Armor +10 (vs. physical damage)||? (available to Prophecies-only account)||
 * Brawler's|| ||Armor +10 (while attacking)||? (available to Prophecies-only account)
 * Blessed|| ||Armor +10 (while affected by an Enchantment Spell)||?||
 * Blessed|| ||Armor +10 (while affected by an Enchantment Spell)||?||
 * Blessed|| ||Armor +10 (while affected by an Enchantment Spell)||?||
 * Herald's Insignia|| ||Armor +10 (while holding an item)||? (available to Prophecies-only account)
 * Sentry's Insignia|| ||Armor +10 (while in a stance)||? (available to Prophecies-only account)||
 * Sentry's Insignia|| ||Armor +10 (while in a stance)||? (available to Prophecies-only account)||
 * Sentry's Insignia|| ||Armor +10 (while in a stance)||? (available to Prophecies-only account)||
 * colspan=4|
 * colspan=4|

[[Image:Warrior-icon.png]] Warrior

 * Dreadnought|| ||Armor +10 (vs. elemental damage)||? (available to Prophecies-only account)
 * Knight's|| ||Received physical damage -3||? (available to Prophecies-only account)
 * Lieutenant's|| ||Reduces Hex durations on your by 20% (Non-stacking) Armor -20||?(available to Prophecies-only account)
 * Sentinel's|| ||Armor +20 (Requires 13 Strength, vs. elemental damage)||?(available to Prophecies-only account)
 * Stonefist|| ||Increases knockdown time on foes by 1 second. (Maximum: 3 seconds)||?(available to Prophecies-only account)
 * colspan=4|
 * Sentinel's|| ||Armor +20 (Requires 13 Strength, vs. elemental damage)||?(available to Prophecies-only account)
 * Stonefist|| ||Increases knockdown time on foes by 1 second. (Maximum: 3 seconds)||?(available to Prophecies-only account)
 * colspan=4|
 * Stonefist|| ||Increases knockdown time on foes by 1 second. (Maximum: 3 seconds)||?(available to Prophecies-only account)
 * colspan=4|
 * colspan=4|

[[Image:Ranger-icon.png]] 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)||?
 * colspan=4|
 * Scout's|| ||Armor +10 (while using a Preparation)||?
 * Stormbound|| ||Armor +15 (vs. Lightning damage)||?
 * colspan=4|
 * colspan=4|
 * colspan=4|

[[Image:Monk-icon.png]] Monk

 * Wanderer's|| ||Armor +10 (vs. elmental damage)||? (available to Prophecies-only account)
 * Disciple's|| ||Armor +15 (while affected by a Condition)||? (available to Prophecies-only account)
 * 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)||Nightfall
 * colspan=4|
 * 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)||Nightfall
 * colspan=4|
 * colspan=4|
 * colspan=4|

[[Image:Necromancer-icon.png]] Necromancer

 * Blighter's|| ||Armor +20 (while affected by a Hex Spell)||? (available to Prophecies-only account)
 * Bloodstained|| ||Reduces casting time of spells that exploit corpses by 25% (Non-stacking)||? (available to Prophecies-only account)
 * Bonelace|| ||Armor +15 (vs. Piercing damage)||? (available to Prophecies-only account)
 * Minion Master's|| ||Armor +5 (while you control 1 or more minions) Armor +5 (while you control 2 or more minions) Armor +5 (while you control 5 or more minions)||? (available to Prophecies-only account)
 * Tormentor's|| ||Armor +10 Light damage you receive increased by 6 (on chest armor) Light damage you receive increased by 4 (on leg armor) Light damage you receive increased by 2 (on other armor)||? (available to Prophecies-only account)
 * 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%)||Nightfall
 * colspan=4|
 * Minion Master's|| ||Armor +5 (while you control 1 or more minions) Armor +5 (while you control 2 or more minions) Armor +5 (while you control 5 or more minions)||? (available to Prophecies-only account)
 * Tormentor's|| ||Armor +10 Light damage you receive increased by 6 (on chest armor) Light damage you receive increased by 4 (on leg armor) Light damage you receive increased by 2 (on other armor)||? (available to Prophecies-only account)
 * 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%)||Nightfall
 * colspan=4|
 * 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%)||Nightfall
 * colspan=4|
 * colspan=4|

[[Image:Mesmer-icon.png]] Mesmer

 * Virtuoso's|| ||Armor +15 (while activating skills)||? (available to Prophecies-only account)||Virtuoso's (P/F)
 * Artificer's|| ||Armor +3 (for each equipped Signet)||Nightfall
 * 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)||Nightfall
 * colspan=4|
 * 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)||Nightfall
 * colspan=4|
 * colspan=4|
 * colspan=4|

[[Image:Elementalist-icon.png]] Elementalist

 * Aeromancer's|| ||Armor +10 (vs. elemental damage) Armor +10 (vs. Lightning damage)||? (available to Prophecies-only account)
 * Geomancer's|| ||Armor +10 (vs. elemental damage) Armor +10 (vs. Earth damage)||? (available to Prophecies-only account)
 * Hydromancer's|| ||Armor +10 (vs. elemental damage) Armor +10 (vs. Cold damage)||? (available to Prophecies-only account)
 * Pyromancer's|| ||Armor +10 (vs. elemental damage) Armor +10 (vs. Fire damage)||? (available to Prophecies-only account)
 * 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)||Nightfall
 * colspan=4|
 * Pyromancer's|| ||Armor +10 (vs. elemental damage) Armor +10 (vs. Fire damage)||? (available to Prophecies-only account)
 * 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)||Nightfall
 * colspan=4|
 * 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)||Nightfall
 * colspan=4|
 * colspan=4|

[[Image:Assassin-icon.png]] Assassin

 * Infiltrator's|| ||Armor +10 (vs. physical damage) Armor +10 (vs. Piercing damage)||Factions
 * Nightstalker's|| ||Armor +15 (while attacking)||Factions
 * Saboteur's|| ||Armor +10 (vs. physical damage) Armor +10 (vs. Slashing damage)||Factions
 * Vanguard's|| ||Armor +10 (vs. physical damage) Armor +10 (vs. Blunt damage)||Factions
 * colspan=4|
 * Saboteur's|| ||Armor +10 (vs. physical damage) Armor +10 (vs. Slashing damage)||Factions
 * Vanguard's|| ||Armor +10 (vs. physical damage) Armor +10 (vs. Blunt damage)||Factions
 * colspan=4|
 * colspan=4|
 * colspan=4|

[[Image:Ritualist-icon.png]] Ritualist

 * Ghost Forge|| ||Armor +15 (while affected by a Weapon Spell)||Factions
 * Mystic's|| ||Armor +15 (while activating skills)||Factions
 * 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)||Factions
 * }
 * 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)||Factions
 * }
 * }