Rune

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Disambig icon.png This article is about the upgrade component for armor. For the upgrade item for weapons, see Sigil. For the components used for bag crafting, see Crafting material#Runes of Holding.
Six superior runes equipped: gain all six effects.
Four superior runes equipped: gain only the first four effects.
Three minor runes equipped: no benefit compared to two runes; only two effects applied.

Runes are upgrade components for armor that provide stat bonuses and other effects. Like all upgrade components, attaching a rune to armor of masterwork, rare, or exotic rarity will make that item soulbound; fine or basic gear will become account bound. Unlike other upgrades, the total effect increases with the number of identical runes that are equipped.

Stacking[edit]

A complete set of armor can hold up to six runes, one rune in each armor piece. While underwater, the breathing apparatus replaces the headgear, so that characters would need a seventh and matching rune to maintain the same bonuses.

There are three tiers of runes, Minor, Major, and Superior, each with its own minimum level requirement, and providing respectively two, four, or six bonuses; to obtain the full potential of the rune, your armor must include that number of runes.

  • DMinor runes have no minimum level and have two bonuses, listed as (1) and (2).
  • EMajor runes require armor at level 39 or above and provide four bonuses, (1) – (4).
  • FSuperior runes can be applied to armor at level 60 or above and include six bonuses, (1) – (6).

Typically, odd bonuses increase attributes while even ones produce an effect, such as +5% chance to summon a parrot when six Superior Runes of the Privateer are equipped.

  • Equipping lesser tier runes of the same name will not deliver the higher tier bonuses. For example, equipping two Major ' and four Superior Runes of the Ice results in receiving the first two bonuses from the major rune and the first four bonuses of the superior rune; you will not receive the top two bonuses from either rune set.
  • Equipping more than two minor or more than four major runes will not provide any additional bonuses, i.e. equipping five major runes provides the same benefits as using just four.
  • When runes are equipped, the tooltip shows the total number of identical runes; the number is red when there are more than two minor or four major runes and blue otherwise.
  • Active bonuses are shown in blue on the tooltip, or in gray if the bonus is not active for lack of a sufficient number of this rune.
  • Attribute bonuses stack additively. For example, equipping six Superior Runes of Divinity increases each relevant stat by 78, the sum of the rune's six bonuses.

Acquisition[edit]

  • Certain runes can be crafted by armorsmiths, leatherworkers, and tailors. Most of these can be learned through discovery, but several require obtaining the relevant recipe.
  • All crafted and most salvaged runes can be purchased on the Trading Post.
  • The 8 Dungeon are account bound on acquisition, even if produced in the Mystic Forge.
  • Most runes can be recovered from armor by salvaging it; only Black Lion Salvage Kits are guaranteed to produce the rune. However, you cannot salvage armor bought with karma or Badges of Honor.
  • You can combine four runes of the same tier in the Mystic Forge, with an 80% chance of receiving a random rune from the same tier and a 20% chance of it being the next higher tier. While all minor and major runes can be combined this way, the forge only returns a subset of those runes.

Rune types[edit]

Below, all known runes are listed by primary cumulative attribute given with one, three, or five armor pieces with the same kind of rune.

Power[edit]

Rune Rarity Bonus (1) Bonus (2) Bonus (3) Bonus (4) Bonus (5) Bonus (6)
Rune of the Baelfire Minor +10 power +4% burning duration -- -- -- --
Major +15 Power +6% burning duration +30 Power 15% chance to gain vigor for 5 seconds when hit. (Cooldown: 25s) -- --
Superior +25 power +10% burning duration +50 power 25% chance to gain vigor for 5s when hit. (cooldown: 25s) +100 power 20% Burning Duration; 50% chance when struck to cause a fire nova. (Cooldown: 30 seconds)
Rune of the Centaur Minor +10 Power +4% Swiftness Duration -- -- -- --
Major +15 Power +6% Swiftness Duration +30 Power -30% Incoming Cripple Duration -- --
Superior +25 power +10% Swiftness Duration +50 power -50% Incoming Cripple Duration +100 power When you use a healing skill you and all nearby allies gain swiftness for 10 seconds. (cooldown: 10s)
Rune of the Citadel Minor +10 power +4% fury duration -- -- -- --
Major +15 Power +6% fury duration +30 Power 15% chance when struck to gain fury for 15 seconds. (Cooldown: 30 seconds) -- --
Superior +25 power +10% fury duration +50 power 25% chance when struck to gain fury for 15 seconds. (Cooldown: 30 seconds) +100 power +20% Fury Duration; 50% chance when struck to summon a bomb. (Cooldown: 15 seconds)
Rune of the Elementalist Minor +10 Power +14 Condition Damage -- -- -- --
Major +15 Power +21 Condition Damage +30 Power +39 Condition Damage -- --
Superior +25 power +35 Condition damage +50 power +65 Condition damage +100 power +20% Burning Duration
+20% Chill Duration.
Rune of the Brawler Minor +10 power +14 toughness -- -- -- --
Major +15 Power +21 Toughness +30 Power +39 Toughness -- --
Superior +25 power +35 toughness +50 power +65 toughness +100 power When you use a heal skill, you gain 3 stacks of might for 10 seconds. (Cooldown: 10 seconds)
Rune of the Fire Minor +10 power +4% might duration -- -- -- --
Major +15 Power +6% Might Duration +30 Power 15% chance when struck to gain might for 10 seconds. (Cooldown: 5s) -- --
Superior +25 power +10% might duration +50 power 25% chance when struck to gain might for 10 seconds. (Cooldown: 5s) +100 power +20% Burning Duration
when struck below 80% health, you gain a fire aura for 5 seconds. (Cooldown: 60 seconds)
Rune of the Flame Legion Minor +10 power +4% burning duration -- -- -- --
Major +15 Power +6% burning duration +35 Power 3% chance to cause burning for 1 second when hit. (Cooldown 5s) -- --
Superior +25 power +10% burning duration +50 power 25% chance to cause burning for 1 second when hit. (Cooldown: 10s) +100 power +20% burning duration
+7% damage against burning foes.
Rune of the Mesmer Minor +10 Power +14 Precision -- -- -- --
Major +15 Power +21 Precision +30 Power +39 Precision -- --
Superior +25 power +35 precision +50 power +65 precision +100 power +33% daze duration
Rune of the Ogre Minor +10 Power +14 Ferocity -- -- -- --
Major +15 Power +21 Ferocity +30 Power 15% chance when struck to summon a rock dog. (Cooldown: 90s) -- --
Superior +25 Power +35 Ferocity +50 Power 25% chance when struck to summon a rock dog. (Cooldown: 90 seconds) +100 Power +4% damage
Rune of the Pack Minor +10 power +4% swiftness duration -- -- -- --
Major +15 power +6% swiftness duration +30 power 15% chance when struck to grant nearby allies might, fury, and swiftness for 10 seconds. (Cooldown: 20 seconds) -- --
Superior +25 power +10% swiftness duration +50 power 25% chance when struck to grant nearby allies might, fury, and swiftness for 10 seconds. (Cooldown: 20 seconds) +100 power +20% Swiftness Duration
+125 Precision
Rune of Hoelbrak Minor +10 power +4% might duration -- -- -- --
Major +15 Power +6% Might Duration +30 Power 15% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds) -- --
Superior +25 power +10% might duration +50 power 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds) +100 power +20% Might Duration
-20% Condition Duration applied to you.
Rune of the Scholar Minor +10 Power +14 Ferocity -- -- -- --
Major +15 Power +21 Ferocity +30 Power +39 Ferocity -- --
Superior +25 power +35 Ferocity +50 power +65 Ferocity +100 power +10% damage while health is above 90%.
Rune of Strength Minor 10 Power +4% Might Duration. -- -- -- --
Major +15 Power +6% Might Duration +30 Power +9% might duration
15% chance when struck to gain might for 5s. (Cooldown: 5s)
-- --
Superior +25 Power +10% Might Duration +50 power +15% might duration
25% chance when struck to gain might for 5s. (Cooldown: 5s)
+100 power +20% Might Duration
+5% damage while under the effects of might.
Rune of Vampirism Minor +10 power 6% chance when struck to cause your next attack to steal life. (Cooldown: 25 seconds -- -- -- --
Major +15 power 9% chance when struck to cause your next attack to steal life. (Cooldown: 25 seconds) +30 power After using a healing skill, your next attack steals health. -- --
Superior +25 power 15% chance when struck to cause your next attack to steal life. (Cooldown: 25 seconds) +50 power After using a healing skill, your next attack steals health. +100 power When struck below 20% health, you become mist. (Cooldown: 60 seconds)
Rune of the Mad King Minor +10 power +2% Condition Duration -- -- -- --
Major +15 power +3% Condition Duration +30 power +9% Bleed Duration -- --
Superior +25 power +5% Condition Duration +50 power +15% Bleed Duration +100 power +20% Bleeding Duration; summon ravens to attack nearby enemies by activating an elite skill. (Cooldown: 45 seconds)
Rune of the Privateer Minor +10 power +4% Might Duration -- -- -- --
Major +15 Power +6% Might Duration +30 Power 15% chance when struck to shout “Yarr” and grant 3 stacks of might to nearby allies for 10 seconds. (Cooldown: 20 seconds.) -- --
Superior +25 power +10% Might Duration +50 power 25% chance when struck to shout “Yarr” and grant 3 stacks of might to nearby allies for 10 seconds. (Cooldown: 20 seconds.) +100 power 50% chance to summon a parrot. (Cooldown: 60 seconds)

Precision[edit]

Rune Rarity Bonus (1) Bonus (2) Bonus (3) Bonus (4) Bonus (5) Bonus (6)
Rune of the Eagle Minor +10 Precision +14 Ferocity -- -- -- --
Major +15 Precision +21 Ferocity +30 Precision +39 Ferocity -- --
Superior +25 Precision +35 Ferocity +50 Precision +65 Ferocity +100 Precision +6% damage vs. targets with less than 50% health.
Rune of Lyssa Minor +10 Precision +2% Condition Duration -- -- -- --
Major +15 Precision +3% Condition Duration +30 Precision When you use a healing skill, you gain a random boon for 7 seconds. (Cooldown: 10s) -- --
Superior +25 Precision +5% Condition Duration +50 Precision When you use a healing skill you gain a random boon for 10 seconds. (Cooldown: 10s) +100 Precision When you use an elite skill, convert up to 5 conditions into boons. (Cooldown: 45 seconds)
Rune of the Ranger Minor +10 Precision +14 Ferocity -- -- -- --
Major +15 Precision +21 Ferocity +30 Precision +39 Ferocity -- --
Superior +25 Precision +35 Ferocity +50 Precision +65 Ferocity +100 Precision +7% damage while you have an active companion.
Rune of the Rata Sum Minor +10 Precision +4% Poison duration -- -- -- --
Major +15 Precision +6% Poison Duration +30 Precision +9% Weakness Duration -- --
Superior +25 Precision +10% Poison duration +50 Precision +15% Weakness duration +100 Precision +20% Poison Duration
50% chance when struck to summon a radiation field. (Cooldown: 90 seconds)
Rune of the Thief Minor +10 Precision +14 Condition Damage -- -- -- --
Major +15 Precision +21 Condition Damage +30 Precision +39 Condition Damage -- --
Superior +25 Precision +35 Condition damage +50 Precision +65 Condition damage +100 Precision When striking a foe from behind or the side, gain +10% damage.

Toughness[edit]

Rune Rarity Bonus (1) Bonus (2) Bonus (3) Bonus (4) Bonus (5) Bonus (6)
Rune of the Dolyak Minor +10 toughness +14 Vitality -- -- -- --
Major +15 toughness +21 Vitality +30 toughness +39 Vitality -- --
Superior +25 toughness +35 vitality +50 toughness +65 vitality +100 toughness Regenerate health every second.
Rune of the Earth Minor +10 toughness 4% Protection Duration -- -- -- --
Major +15 toughness 6% Protection Duration +30 toughness 15% chance when struck to gain protection for 4 seconds. (Cooldown: 30 seconds) -- --
Superior +25 toughness +10% Protection Duration +50 toughness 25% chance when struck to gain protection for 4 seconds. (Cooldown: 30 seconds) +100 toughness +20% Protection Duration
when struck below 20% health, you gain a magnetic aura for 5 seconds. (Cooldown: 90 seconds)
Rune of the Engineer Minor +10 toughness +14 Condition Damage -- -- -- --
Major +15 toughness +21 Condition Damage +30 toughness +39 Condition Damage -- --
Superior +25 toughness +35 Condition Damage +50 toughness +65 Condition Damage +100 toughness While wielding a conjured weapon, environmental weapons, kits, banners, and stolen items, gain +7% damage.
Rune of the Forgeman Minor +10 toughness +4% Burning Duration -- -- -- --
Major +15 toughness +6% Burning Duration +30 toughness +9% Protection Duration -- --
Superior +25 toughness +10% Burning Duration +50 toughness +15% Protection duration +100 toughness When struck below 50% health, you gain protection for 10 seconds and burn nearby foes. (Cooldown: 60 seconds)
Rune of the Guardian Minor +10 toughness +14 Healing Power -- -- -- --
Major +15 toughness +21 Healing Power +30 toughness +39 Healing Power -- --
Superior +25 toughness +35 Healing Power +50 toughness +65 Healing Power +100 toughness When you block a foe's attack, burn that foe for 1 second.
Rune of Melandru Minor +10 toughness +14 Vitality -- -- -- --
Major +15 toughness +21 Vitality +30 toughness -6% Incoming Condition Duration
-6% Incoming Stun Duration
-- --
Superior +25 toughness +35 Vitality +50 toughness -10% Incoming Condition Duration
-10% Incoming Stun Duration
+100 toughness -15% Incoming Condition Duration
-15% Incoming Stun Duration
Rune of Mercy Minor +10 toughness Gain up to 160 toughness while reviving an ally, based on your level. -- -- -- --
Major +15 toughness Gain up to 240 toughness while reviving an ally, based on your level. +30 toughness You resurrect allies with 18% more health. -- --
Superior +25 toughness Gain up to 400 toughness while reviving an ally, based on your level. +50 toughness You resurrect allies with 30% more health. +100 toughness You revive allied players 20% faster.
Rune of Resistance Superior +25 toughness -5% Incoming Condition Duration +50 toughness -10% Incoming Condition Duration +100 toughness When you activate a signet skill, you gain aegis for 8 seconds. (Cooldown: 30 seconds)
Rune of Svanir Minor +10 toughness +4% Frozen Duration -- -- -- --
Major +15 toughness +6% Frozen Duration +30 toughness -30% Incoming Chill Duration -- --
Superior +25 toughness +10% Chill Duration +50 toughness -50% Incoming Chill Duration +100 toughness +20% Chill Duration; When you’re struck below 20% health, become a block of ice for 5 seconds. (Cooldown: 90 seconds)

Vitality[edit]

Rune Rarity Bonus (1) Bonus (2) Bonus (3) Bonus (4) Bonus (5) Bonus (6)
Rune of Exuberance Minor +10 Vitality 1% of Vitality is converted to Healing Power -- -- -- --
Major +15 Vitality 2% of Vitality is converted to Healing Power +30 Vitality 3% of Vitality is converted to Precision -- --
Superior +25 Vitality 3% of Vitality is converted to Healing Power +50 Vitality 5% of Vitality is converted to Precision +100 Vitality 7% of Vitality is converted to Power
Rune of the Ice Minor +10 Vitality +4% Chill Duration -- -- -- --
Major +15 Vitality +6% Chill Duration +30 Vitality 15% chance to freeze all nearby foes when hit. (Cooldown: 30s) -- --
Superior +25 Vitality +10% Chill Duration +50 Vitality 25% chance when struck to cause an ice nova. (Cooldown: 30 seconds) +100 Vitality +20% Chill Duration; +7% damage against chilled foes.
Rune of the Lich Minor +10 Vitality +2% Condition duration -- -- -- --
Major +15 Vitality +3% Condition duration +30 Vitality +6% Condition duration -- --
Superior +25 Vitality +5% Condition duration +50 Vitality +10% Condition duration +100 Vitality 50% chance when struck to summon a jagged horror. (Cooldown: 60 seconds)
Superior Rune of Radiance Superior +25 Vitality When you receive an aura, you gain 5 seconds of swiftness. (Cooldown: 20 seconds) +50 Vitality When you use a heal skill, you gain 4 seconds of light aura. (Cooldown: 20 seconds) +100 Vitality The duration of auras you apply are increased by 33%.
Rune of Sanctuary Minor +10 Vitality +2% Boon Duration -- -- -- --
Major +15 Vitality +3% Boon Duration +30 Vitality 15% chance when struck to gain retaliation for 4 seconds. (Cooldown: 30 seconds) -- --
Superior +25 vitality +5% Boon Duration +50 vitality 25% chance when struck to gain retaliation for 4 seconds. (Cooldown: 30 seconds) +100 vitality When struck below 20% health, gain stability for 5 seconds. (Cooldown: 60 seconds)
Rune of the Trooper Minor +10 vitality +14 toughness -- -- -- --
Major +15 Vitality +21 Toughness +30 Vitality +39 Toughness -- --
Superior +25 vitality +35 toughness +50 vitality +65 toughness +100 vitality Shouts remove a condition from each affected ally.
Rune of Speed Minor +10 Vitality +4% Swiftness Duration -- -- -- --
Major +15 Vitality +6% Swiftness Duration +30 Vitality 15% chance when struck to gain swiftness for 15 seconds. (Cooldown: 30 seconds) -- --
Superior +25 vitality +10% swiftness duration +50 vitality 25% chance when struck to gain swiftness for 15 seconds. (Cooldown: 30 seconds) +100 vitality +20% Swiftness Duration
+25% Movement Speed
Rune of the Warrior Minor +10 vitality +14 power -- -- -- --
Major +15 Vitality +21 Power +30 Vitality +39 Power -- --
Superior +25 vitality +35 power +50 vitality +65 power +100 vitality -20% recharge on weapon swap.
Rune of the Wurm Minor +10 Vitality +14 Ferocity -- -- -- --
Major +15 Vitality +21 Ferocity +30 Vitality +39 Ferocity -- --
Superior +25 vitality +35 Ferocity +50 vitality +65 Ferocity +100 vitality 7% of vitality is converted to ferocity.

Ferocity[edit]

Rune Rarity Bonus (1) Bonus (2) Bonus (3) Bonus (4) Bonus (5) Bonus (6)
Rune of the Air Minor +10 Ferocity +4% Swiftness Duration -- -- -- --
Major +15 Ferocity +6% Swiftness Duration +30 Ferocity When you use a healing skill, gain swiftness for 3 seconds. (Cooldown: 10 seconds) -- --
Superior +25 Ferocity +10% swiftness duration +50 Ferocity When you use a healing skill you gain swiftness for 5s. (cooldown: 10 seconds) +100 Ferocity +20% Swiftness Duration
50% chance when struck to hit the foe with a lightning strike. (Cooldown: 20 seconds)
Superior Rune of Evasion Superior +25 Ferocity When executing a dodge roll, you gain 3 seconds of swiftness. (Cooldown: 10 seconds) +50 Ferocity When executing a dodge roll, you gain 3 seconds of fury. (Cooldown: 10 seconds) +100 Ferocity When executing a dodge roll, deal a crippling strike to nearby enemies. (Cooldown: 10 seconds)
Rune of the Golemancer Minor +10 Ferocity +14 precision -- -- -- --
Major +15 Ferocity +21 Precision +30 Ferocity +39 Precision -- --
Superior +25 Ferocity +35 Precision +50 Ferocity +65 Precision +100 Ferocity 50% chance when struck to summon a golem. (Cooldown: 90 seconds)
Rune of Rage Minor +10 Ferocity +4% Fury Duration -- -- -- --
Major +15 Ferocity +6% fury duration +30 Ferocity 15% chance when struck to gain fury for 15 seconds. (Cooldown: 30 seconds) -- --
Superior +25 Ferocity +10% fury duration +50 Ferocity 25% chance when struck to gain fury for 15 seconds. (Cooldown: 30 seconds) +100 Ferocity +20% fury Duration
while under the effects of fury, gain +5% damage.

Condition Damage[edit]

Rune Rarity Bonus (1) Bonus (2) Bonus (3) Bonus (4) Bonus (5) Bonus (6)
Rune of Balthazar Minor +10 Condition Damage +4% burning duration -- -- -- --
Major +15 Condition Damage +6% burning duration +30 Condition Damage +9% burn duration;
when you're struck below 20% health gain quickness for 5s. (Cooldown: 90s)
-- --
Superior +25 Condition Damage +10% burning duration +50 Condition Damage +15% burn duration;
when you're struck below 20% health gain quickness for 5s. (Cooldown: 90s)
+100 Condition Damage +20% burning duration;
when you use a healing skill nearby foes are burned for 3 seconds. (Cooldown: 10s)
Rune of the Undead Minor +10 Condition Damage +14 Toughness -- -- -- --
Major +15 Condition Damage +21 toughness +30 Condition Damage +39 toughness -- --
Superior +25 Condition Damage +35 toughness +50 Condition Damage +65 toughness +100 Condition Damage 7% of toughness is converted to condition damage.
Rune of Tormenting Minor +10 Condition Damage +4% Torment duration -- -- -- --
Major +15 Condition Damage +6% Torment duration +30 Condition Damage +9% Torment duration -- --
Superior +25 Condition Damage +10% Torment duration +50 Condition Damage +15% Torment duration +100 Condition Damage +20% Torment Duration
when you use a heal skill, apply two stacks of torment to nearby foes. (Cooldown: 20 seconds)
Rune of the Sunless Superior +25 Condition Damage -5% Incoming Condition Duration +50 Condition Damage -10% Incoming Condition Duration +100 Condition Damage When you use an elite skill, you inflict 1 second of fear and 5 seconds of poison to nearby foes. (Cooldown: 45 seconds)
Rune of Scavenging Minor +10 Condition Damage 10% chance when struck to cause your next attack to steal life. (Cooldown: 25 seconds) -- -- -- --
Major +15 Condition Damage 15% chance when hit to cause your next attack to steal health. (Cooldown: 15s) +30 Condition Damage After using a healing skill, your next attack skill will steal health. (Cooldown: 10 seconds) -- --
Superior +25 Condition Damage 25% chance when struck to cause your next attack to steal life. (Cooldown: 25 seconds) +50 Condition Damage After using a healing skill, your next attack skill will steal health. (Cooldown: 10 seconds) +100 Condition Damage 7% of vitality converted to condition damage.
Rune of Perplexity Minor +10 Condition Damage +4% Confusion Duration -- -- -- --
Major +15 Condition Damage +6% Confusion Duration +30 Condition Damage 15% chance when struck to inflict 3 stacks of confusion for 5 seconds. (Cooldown: 25 seconds) -- --
Superior +25 Condition Damage +10% Confusion Duration +50 Condition Damage 25% chance when struck to inflict 3 stacks of confusion for 5 seconds. (Cooldown: 25 seconds) +100 Condition Damage 20% Confusion Duration
when you interrupt a foe, inflict 5 stacks of confusion for 8 seconds. (Cooldown: 15 seconds)
Rune of Orr Minor +10 Condition Damage +4% poison duration -- -- -- --
Major +15 Condition Damage +6% Poison Duration +30 Condition Damage 15% chance when struck to inflict poison for 10 seconds. (Cooldown: 20 seconds) -- --
Superior +25 Condition Damage +10% poison duration +50 Condition Damage 25% chance when struck to inflict poison for 10 seconds. (Cooldown: 20 seconds) +100 Condition Damage +20% Poison Duration; when struck below 20% health, gain quickness for 5 seconds. (Cooldown: 90 seconds)
Rune of the Aristocracy Minor +10 Condition Damage +4% Might duration -- -- -- --
Major +15 Condition Damage +6% Might duration +40 Condition Damage +9% Might duration -- --
Superior +25 Condition Damage +10% Might duration +50 Condition Damage +15% Might duration +100 Condition Damage +20% Might Duration
when you use a healing skill, gain 3 stacks of might for 10 seconds. (Cooldown: 10 seconds)
Rune of the Nightmare Minor +10 Condition Damage +2% condition duration -- -- -- --
Major +15 Condition Damage +3% Condition Duration +30 Condition Damage +6% Condition Duration -- --
Superior +25 Condition Damage +5% condition duration +50 Condition Damage +10% condition duration +100 Condition Damage 50% chance when struck to inflict fear for 2 seconds. (Cooldown: 90 seconds)
Rune of the Necromancer Minor +10 Condition Damage +14 vitality -- -- -- --
Major +15 Condition Damage +21 Vitality +30 Condition Damage +39 Vitality -- --
Superior +25 Condition Damage +35 vitality +50 Condition Damage +65 vitality +100 Condition Damage +20% fear duration.
Rune of the Krait Minor +10 Condition Damage +4% bleeding duration -- -- -- --
Major +15 Condition Damage +6% Bleeding Duration +30 Condition Damage +9% Bleeding Duration; 25% chance when struck to inflict bleeding for 10 seconds. (Cooldown: 15 seconds) -- --
Superior +25 Condition Damage +10% bleeding duration +50 Condition Damage +15% Bleeding Duration; 25% chance when struck to inflict bleeding for 10 seconds. (Cooldown: 15 seconds) +100 Condition Damage +20% Bleeding Duration
when you use an elite skill, you inflict bleeding, torment, and poison for 8 seconds to nearby foes. (Cooldown: 30 seconds)
Rune of Grenth Minor +10 Condition Damage +4% Chilled Duration -- -- -- --
Major +15 Condition Damage +6% Chilled Duration +30 Condition Damage 15% chance when struck to inflict chill for 3 seconds. (Cooldown: 30 seconds) -- --
Superior +25 Condition Damage +10% Chill duration +50 Condition Damage 25% chance when struck to inflict chill for 3 seconds. (Cooldown: 30 seconds) +100 Condition Damage +20% Chill Duration
when you use a healing skill, nearby foes are chilled for 3 seconds. (Cooldown: 10 seconds)
Rune of the Afflicted Minor +10 Condition Damage +4% Bleeding duration -- -- -- --
Major +15 Condition Damage +6% Bleeding Duration +30 Condition Damage +9% poison duration -- --
Superior +25 Condition Damage +10% bleeding duration +50 Condition Damage +15% poison duration +100 Condition Damage +20% Bleeding Duration
when you are downed, you create a death nova. (Cooldown: 30 seconds)
Rune of the Adventurer Minor +10 Condition Damage +14 Power -- -- -- --
Major +15 Condition Damage +21 Power +30 Condition Damage +39 Power -- --
Superior +25 Condition Damage +35 power +50 Condition Damage +65 power +100 Condition Damage When you use a healing skill you gain 50% endurance. (Cooldown: 10s)
Superior Rune of Antitoxin Superior +28 Condition Damage -4% condition duration applied to you. +55 Condition Damage -8% condition duration applied to you. +100 Condition Damage -12% condition duration applied to you. Gain 5 stacks of might for 10 seconds on incoming poison or torment (20s cooldown).
Superior Rune of the Trapper Superior +25 Condition Damage The duration of conditions you apply last 10% longer. +50 Condition Damage When you use a trap skill, you gain 3 seconds of super speed. +100 Condition Damage Gain 3 seconds of stealth when using a trap skill.

Healing Power[edit]

Rune Rarity Bonus (1) Bonus (2) Bonus (3) Bonus (4) Bonus (5) Bonus (6)
Rune of Dwayna Minor +10 Healing +4% Regeneration duration -- -- -- --
Major +15 Healing +6% Regeneration Duration +30 Healing 15% chance when struck to gain regeneration for 10 seconds. (Cooldown: 45 seconds) -- --
Superior +25 Healing +10% Regeneration Duration +50 Healing 25% chance when struck to gain regeneration for 10 seconds. (Cooldown: 45 seconds) +100 Healing +20% Regeneration Duration
when you use a heal skill, you and all nearby allies gain regeneration for 5 seconds. (Cooldown: 10 seconds)
Rune of the Flock Minor +10 healing 6% chance when struck to summon a bird to strike the attacking foe. (Cooldown: 10 seconds) -- -- -- --
Major +15 Healing 9% chance when struck to summon a bird to strike the attacking foe. (Cooldown: 10 seconds) +30 Healing When the summoned bird strikes a foe, it also inflicts blindness for 5 seconds. -- --
Superior +25 Healing 15% chance when struck to summon a bird to strike the attacking foe. (Cooldown: 10 seconds) +50 Healing When the summoned bird strikes a foe, it also inflicts blindness for 5 seconds. +100 Healing When you use a heal skill, you and nearby allies are healed for a small amount. (Cooldown: 10 seconds)
Rune of the Grove Minor +10 healing +4% protection duration -- -- -- --
Major +15 Healing 6% Protection Duration +30 Healing 15% chance when struck to gain protection for 4 seconds. (Cooldown: 30 seconds) -- --
Superior +25 Healing +10% Protection duration +50 Healing 25% chance when struck to gain protection for 4 seconds. (Cooldown: 30 seconds) +100 Healing +20% Protection Duration
50% chance when struck to root the attacking foe. (Cooldown: 90 seconds)
Rune of the Monk Minor +10 healing +2% boon duration -- -- -- --
Major +15 Healing +3% Boon Duration +30 Healing 6% Boon Duration
25% chance when struck to heal for a small amount. (Cooldown: 15 seconds)
-- --
Superior +25 Healing +5% Boon Duration +50 Healing +10% Boon Duration
25% chance when struck to heal for a small amount. (Cooldown: 15 seconds)
+100 healing +10% outgoing heal effectiveness to allies
Rune of the Water Minor +10 healing +2% boon duration -- -- -- --
Major +15 Healing +3% Boon Duration +30 Healing 15% chance to remove a condition. (Cooldown: 30s) -- --
Superior +25 Healing +5% Boon Duration +50 Healing 25% chance when struck to remove a condition. (Cooldown: 30s) +100 Healing +15% Boon Duration
when you use a heal skill, you and nearby allies are healed for a small amount. (Cooldown: 10 seconds)
Rune of Altruism Minor +10 healing When using a heal skill, grant might to nearby allies for 8 seconds. (Cooldown: 10 seconds) -- -- -- --
Major +15 Healing When using a heal skill, grant 2 stacks of might to nearby allies for 8 seconds. (Cooldown: 10 seconds) +30 Healing +10% Boon Duration -- --
Superior +25 Healing When using a heal skill, grant 3 stacks of might to nearby allies for 8 seconds. (Cooldown: 10 seconds) +50 Healing +10% Boon Duration +100 Healing When you use a heal skill, grant fury to nearby allies for 5 seconds. (Cooldown: 10s)

Non-primary Stat Runes[edit]

Rune Rarity Bonus (1) Bonus (2) Bonus (3) Bonus (4) Bonus (5) Bonus (6)
Rune of Divinity Minor +3 to all stats +4 to all stats -- -- -- --
Major +5 to all stats +6 to all stats +7 to all stats +8 to all stats -- --
Superior +8 to all stats +10 to all stats +12 to all stats +14 to all stats +16 to all stats +18 to all stats
Rune of Infiltration Minor +1% damage vs. foes below 50% health +14 Precision -- -- -- --
Major +1% damage vs. foes below 50% health +21 Precision +2% damage vs. foes below 50% health +39 Precision -- --
Superior +2% damage against foes with less than 50% health. +35 precision +4% damage against foes with less than 50% health. +65 precision +6% damage against foes with less than 50% health. When struck below 20% health, Cloak for 4 seconds. (Cooldown: 60 seconds)
Rune of the Traveler Minor +3 to all stats +2% boon duration -- -- -- --
Major +5 to all stats +3% boon duration +7 to all stats +6% Boon Duration
+6% Condition Duration
-- --
Superior +8 to all stats +5% boon duration +12 to all stats +10% Boon Duration
+10% Condition Duration
+16 to all stats +25% movement speed
Rune of Life - +20 health -- -- -- -- --

Notes[edit]

  • "When Hit" effects also can trigger when your pet(s) are hit.

Trivia[edit]

Gwwlogo.png The Guild Wars Wiki has an article on Rune.