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 Armor Insignia is what will be purchased or used as the base bonus when crafting new armor introduced with Guild Wars Nightfall. For example, Druid's Armor for the Ranger has by default, the Radiant insignia in addition to its elemental armor. The reason for doing this, is to enable you to craft armor for your profession with different attributes while having one constant armor art.

List of Insignia
{|
 * Name||Icon||Bonus||Campaign
 * colspan=4|
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Common

 * Survivor|| ||Health +15 (on chest armor) Health +10 (on leg armor) Health +5 (on other armor)||?
 * Radiant|| ||Energy +3 (on chest armor) Energy +2 (on leg armor) Energy +1 (on other armor)||?
 * Stalwart|| ||Armor +10 (vs. physical damage)||?
 * Brawler's|| ||Armor +10 (while attacking)||?
 * Blessed|| ||Armor +10 (while affected by an Enchantment Spell)||?
 * Herald's Insignia|| ||Armor +10 (while holding an item)||?
 * Sentry's Insignia|| ||Armor +10 (while in a stance)||?
 * colspan=4|
 * Blessed|| ||Armor +10 (while affected by an Enchantment Spell)||?
 * Herald's Insignia|| ||Armor +10 (while holding an item)||?
 * Sentry's Insignia|| ||Armor +10 (while in a stance)||?
 * colspan=4|
 * Sentry's Insignia|| ||Armor +10 (while in a stance)||?
 * colspan=4|
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[[Image:Warrior-icon.png]] Warrior

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

 * Wanderer's|| ||Armor +10 (vs. elmental damage)||?
 * Disciple's|| ||Armor +15 (while affected by a Condition)||?
 * 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|
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[[Image:Necromancer-icon.png]] 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 2 or more minions) Armor +5 (while you control 5 or more minions)||?
 * 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)||?
 * 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)||?
 * 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)||?
 * 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|
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[[Image:Mesmer-icon.png]] Mesmer

 * Virtuoso's|| ||Armor +15 (while activating skills)||?
 * 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|
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[[Image:Elementalist-icon.png]] Elementalist

 * Aeromancer's|| ||Armor +10 (vs. elemental damage) Armor +10 (vs. Lightning damage)||?
 * Geomancer's|| ||Armor +10 (vs. elemental damage) Armor +10 (vs. Earth damage)||?
 * Hydromancer's|| ||Armor +10 (vs. elemental damage) Armor +10 (vs. Cold damage)||?
 * Pyromancer's|| ||Armor +10 (vs. elemental damage) Armor +10 (vs. Fire 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)||Nightfall
 * colspan=4|
 * Pyromancer's|| ||Armor +10 (vs. elemental damage) Armor +10 (vs. Fire 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)||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
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[[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|
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[[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
 * }
 * }