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Rune

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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. Runes are unlike other upgrades because they grant a single set of bonuses dependent on the number of equipped runes. Each piece of armor may hold a rune in its upgrade slot and using multiple armor pieces with runes of the same name stack to give effects. Runes of the same name past that number will make the number in the description go red and have no additional effects. Breathing apparatuses are automatically switched with the equipped headgear, so to keep the same bonuses while underwater, both headgear and breathing apparatus must have the same rune. Runes may be crafted by armorsmiths, leatherworkers and tailors. Some runes cannot be crafted, but have to be bought at dungeon token vendors or produced using the mystic forge.

Contents

[edit] Stacking

Runes provide tiered bonuses based on the number equipped that are of the same type and level. There are two tiers for minor runes, four for major runes, and six for superiors. The odd-numbered bonuses typically boost attributes while the even-numbered ones usually provide a rune-specific effect, such as +5% chance to summon a parrot for six Superior Runes of the Pirate.

  • Minor, major, and superior runes with the same suffix do not count towards these bonuses, e.g. equipping two Major Runes of the Ice and four Superior Runes of the Ice provides the (1) & (2) major bonuses and the (1)-(4) superior bonuses.
  • Equipping extra minor or major runes will not provide an additional bonus, e.g. equipping four minor runes provides the same benefits as using just two.
  • The tooltip on equipped runes tallies the total number of identical runes equipped: green showing active runes, red showing excess runes past the maximum of two (for minor) or four (for major) runes, and gray if there are additional effects possible. The effects themselves will be grayed-out if inactive or appear in blue if active.

[edit] Crafting

Runes can be crafted by armorsmiths, leatherworkers, and tailors. A complete list of craftable runes can be found on the pages for these crafting disciplines. Each "level" of rune (aside from superior runes) has two separate recipes, both with the same name. In general, rune recipes vary greatly in the tier of refined common crafting material needed (superior runes always require tier 6 materials); additionally, some runes require fine crafting materials to make (note that this doesn't apply to all higher level runes but all levels of particular runes; the fine material tier increases with rune level). However, in general, the first recipe for a minor or major rune requires two of any particular odd tier rare crafting material (superior runes take only one lodestone); the second recipe for a minor or major rune requires one of any particular even tier rare crafting material (there are only five tiers, therefore superior runes have only one recipe). Additionally, many runes can only be obtained by salvage, purchase from some (very specific) Karma merchants, or as included upgrades to SPECIFIC armor sets (dungeon rewards).

[edit] Rune types

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

Armor must have a required level of at least 39 to apply a Major rune and at least 60 to apply a Superior rune. There is no restriction for applying Minor runes to armor.

[edit] Power

Rune Rarity Bonus (1) Bonus (2) Bonus (3) Bonus (4) Bonus (5) Bonus (6)
Rune of the Baelfire Minor +10 power +5% burning duration -- -- -- --
Major +15 Power +10% burning duration +35 Power 3% chance to gain vigor for 10 seconds when hit. (Cooldown: 30s) -- --
Superior +25 power +15% burning duration +50 power 5% chance to gain vigor for 10s when hit. (cooldown: 30s) +90 power 5% chance to cause a fire nova when hit. (cooldown: 30s)
Rune of Balthazar Minor +10 power +5% Burn Duration -- -- -- --
Major +15 Power +10% Burn Duration +35 Power Gain haste for 5 seconds when you fall below 20% health. (Cooldown: 90s) -- --
Superior +25 power +15% burning duration +50 power You gain haste for 5s when you're hit below 20% health. (cooldown: 90s) +90 power When you use a healing skill nearby foes are burned for 3 seconds. (cooldown: 10s)
Rune of the Centaur Minor +10 Power +5% Bleed Duration -- -- -- --
Major +15 Power +10% Bleed Duration +35 Power +15% Swiftness Duration -- --
Superior +25 power +15% Bleed Duration +50 power +20% swiftness duration +90 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 +10% fury duration -- -- -- --
Major +15 Power +10% fury duration +35 Power 3% chance to gain fury for 30 seconds when hit. (Cooldown: 60s) -- --
Superior +25 power +15% fury duration +50 power 5% chance to gain fury for 30s when hit. (cooldown: 60s) +90 power 5% chance to summon a bomb on hit. (cooldown: 10s)
Rune of the Elementalist Minor +10 Power +7 Condition Damage -- -- -- --
Major +15 Power +11 Condition Damage +35 Power +28 Condition Damage -- --
Superior +25 power +17 Condition damage +50 power +40 condition damage +90 power Burning and frozen last 20% longer.
Rune of the Fighter Minor +10 power +6 toughness -- -- -- --
Major +15 Power +10 Toughness +35 Power +25 Toughness -- --
Superior +25 power +15 toughness +50 power +35 toughness +90 power When you use a healing skill you gain might for 20 seconds. (cooldown 10s)
Rune of the Fire Minor +10 power +10% might duration -- -- -- --
Major +15 Power +15% Might Duration +35 Power 3% chance to gain might for 20 seconds when hit. (Cooldown: 5s) -- --
Superior +25 power +20% might duration +50 power 5% chance to gain might for 20 seconds when hit. (Cooldown: 5s) +90 power You gain a fire aura for 5 seconds when you fall below 80% health. (Cooldown: 90s)
Rune of Flame Legion Minor +10 power +5% burn duration -- -- -- --
Major +15 Power +10% Burn Duration +35 Power 3% chance to cause burning for 1 second when hit. (Cooldown 5s) -- --
Superior +25 power +15% burning duration +50 power 5% chance to cause burning for 1 second when hit. (Cooldown: 5s) +90 power +5% damage against burning foes.
Rune of Hoelbrak Minor +10 power +10% might duration -- -- -- --
Major +15 Power +15% Might Duration +35 Power 3% Chance to gain Might for 20 seconds when hit (Cooldown: 5s) -- --
Superior +25 power +20% might duration +50 power 5% chance to gain might for 20s when hit. (cooldown: 5s) +90 power -20% condition duration applied to you.
Rune of the Mesmer Minor +10 Power +6 Precision -- -- -- --
Major +15 Power +10 Precision +35 Power +25 Precision -- --
Superior +25 power +15 precision +50 power +35 precision +90 power +33% daze duration
Rune of the Ogre Minor +10 Power +1% Critical Damage -- -- -- --
Major +15 Power +2% Critical Damage +35 Power 5% chance to summon a hyena when hit. (Cooldown: 60s) -- --
Superior +25 Power +3% Critical damage +50 Power 5% chance to summon a Rock Dog when hit (Cooldown: 60s) +90 Power +4% damage
Rune of the Pack Minor +10 power +10% swiftness duration -- -- -- --
Major +15 power +15% swiftness duration +35 power 5% chance to grant nearby allies might, fury, and swiftness when you are struck. (Cooldown: 10s) -- --
Superior +25 power +20% swiftness duration +50 power 5% chance to grant nearby allies might, fury, and swiftness when you are struck. (Cooldown: 10s) +90 power +100 precision
Rune of the Scholar Minor +10 Power +1% Critical Damage -- -- -- --
Major +15 Power +2% Critical Damage +35 Power +3% Critical Damage -- --
Superior +25 power +3% critical damage +50 power +5% critical damage +90 power +10% damage while health is above 90%.
Rune of Strength Minor 10 Power +10% Might Duration. -- -- -- --
Major +15 Power +15% Might Duration +35 Power 3% chance to gain might for 20s when hit. (Cooldown: 5s) -- --
Superior +25 Power +20% Might Duration +40 power 3% chance to gain might for 20s when hit. (Cooldown: 5s) +90 power +5% damage while under the effects of might.
Rune of Vampirism Minor +10 power 2% chance to cause your next attack to steal life when hit. (cooldown: 15s) -- -- -- --
Major +15 power 3% chance to cause your next attack to steal life when hit. (cooldown: 15s) +35 power Your next attack after using your heal skill steals some life. -- --
Superior +25 power 5% to cause your next attack to steal life when hit. (cooldown: 15s) +50 power Your next attack after using your heal skill steals life. (Not in) +90 power You become mist when below 10% health. (cooldown: 60s)
Rune of the Mad King Minor +10 power +5% Condition Duration -- -- -- --
Major +15 power +7% Condition Duration +35 power +10% Bleed Duration -- --
Superior +25 power +10% Condition Duration +50 power +15% Bleed Duration +90 power Summon ravens to attack nearby enemies when you activate an elite skill. (Cooldown: 45 Seconds)

[edit] Precision

Rune Rarity Bonus (1) Bonus (2) Bonus (3) Bonus (4) Bonus (5) Bonus (6)
Rune of the Eagle Minor +10 Precision +1% Critical Damage -- -- -- --
Major +15 Precision +2% Critical Damage +35 Precision +3% Critical Damage -- --
Superior +25 Precision +3% Critical damage +50 Precision +5% Critical damage +90 Precision +5% vs targets with less than 50% health.
Rune of Lyssa Minor +10 Precision +5% Condition Duration -- -- -- --
Major +15 Precision +7% Condition Duration +35 Precision When you use a healing skill, you gain a random boon for 7 seconds. (Cooldown: 10s) -- --
Superior +25 Precision +10% Condition Duration +50 Precision When you use a healing skill you gain a random boon for 10 seconds. (Cooldown: 10s) +90 Precision When you use an elite skill lose all conditions and gain all boons for 5 seconds. (Cooldown 50s)
Rune of the Ranger Minor +10 Precision +1% Critical Damage -- -- -- --
Major +15 Precision +2% Critical Damage +35 Precision +3% Critical Damage -- --
Superior +25 Precision +3% Critical damage +50 Precision +5% Critical damage +90 Precision +5% damage while you have a companion.
Rune of the Rata Sum Minor +10 Precision +5% Poison duration -- -- -- --
Major +15 Precision +10% Poison Duration +35 Precision +15% Weakness Duration -- --
Superior +25 Precision +15% Poison duration +50 Precision +20% Weakness duration +90 Precision 50% Chance to summon a Radiation Field when hit. (cooldown: 120s)
Rune of the Thief Minor +10 Precision +7 Condition Damage -- -- -- --
Major +15 Precision +11 Condition Damage +35 Precision +28 Condition Damage -- --
Superior +25 Precision +17 Condition damage +50 Precision +40 Condition damage +90 Precision +10% Damage behind or beside your foe.

[edit] Toughness

Rune Rarity Bonus (1) Bonus (2) Bonus (3) Bonus (4) Bonus (5) Bonus (6)
Rune of the Dolyak Minor +10 Toughness +6 Vitality -- -- -- --
Major +15 Toughness +10 Vitality +35 Toughness +25 Vitality -- --
Superior +25 toughness +15 vitality +50 toughness +35 vitality +90 toughness You regenerate health
Rune of the Earth Minor +10 Toughness 10% Protection Duration -- -- -- --
Major +15 Toughness 15% Protection Duration +35 Toughness 25% chance to gain protection for 4 seconds when hit. (Cooldown: 45s) -- --
Superior +25 toughness +20% Protection Duration +50 toughness 25% chance to gain Protection for 4s when hit. (cooldown: 30s) +90 toughness You gain Magnetic Aura for 5s when you're hit below 20% health. (cooldown: 90s)
Rune of the Engineer Minor +10 Toughness +7 Condition Damage -- -- -- --
Major +15 Toughness +11 Condition Damage +35 Toughness +28 Condition Damage -- --
Superior +25 Toughness +17 Condition Damage +50 Toughness +40 Condition Damage +90 Toughness +5% damage while holding a bundle.
Rune of the Forge Minor +10 toughness +5% burning duration -- -- -- --
Major +15 Toughness +10% Burn Duration +35 Toughness +15% Protection Duration -- --
Superior +25 toughness +15% burning duration +50 toughness +20% Protection duration +90 toughness At 50% health you gain Protection for 10s and burn all nearby foes. (cooldown: 60s)
Rune of the Guardian Minor +10 Toughness +6 Healing -- -- -- --
Major +15 Toughness +10 Healing +35 Toughness +25 Healing -- --
Superior +25 Toughness +15 Healing +50 Toughness +35 Healing +90 toughness You inflict a 1s burning on block.
Rune of Melandru Minor +10 toughness -3% condition duration -- -- -- --
Major +15 toughness -7% condition duration +35 toughness -7% stun duration -- --
Superior +25 toughness -10% condition duration +50 toughness -10% stun duration +90 toughness -15% condition duration and -15% stun duration
Rune of Mercy Minor +10 toughness You take less damage while reviving allies. -- -- -- --
Major +15 toughness You take less damage while reviving allies. +35 toughness You resurrect allies with 15% more health. -- --
Superior +25 toughness You take less damage while reviving allies. +35 toughness You resurrect allies with 20% more health. +90 toughness You revive 10% faster.
Rune of Svanir Minor +10 toughness +10% frozen duration -- -- -- --
Major +15 Toughness +15% Frozen Duration +35 Toughness -30% Frozen Duration -- --
Superior +25 toughness +20% frozen duration +50 toughness -50% frozen duration +90 toughness You become a block of ice for 5 seconds (Invulnerability) when you fall below 20% health. (Cooldown: 90s. Can use instant skills.)

[edit] Vitality

Rune Rarity Bonus (1) Bonus (2) Bonus (3) Bonus (4) Bonus (5) Bonus (6)
Rune of the Ice Minor +10 Vitality +15% Frozen Duration -- -- -- --
Major +15 Vitality +15% Frozen Duration +35 Vitality 3% chance to freeze all nearby foes when hit. (Cooldown: 30s) -- --
Superior +25 Vitality +20% Frozen duration +50 Vitality 5% Chance to freeze all nearby foes when hit. (cooldown: 30s) +90 Vitality +5% Damage against frozen foes.
Rune of the Lich Minor +10 Vitality +2% Condition duration -- -- -- --
Major +15 Vitality +3% Condition duration +35 Vitality +4% Condition duration -- --
Superior +25 Vitality +4% Condition duration +50 Vitality +6% Condition duration +90 Vitality 5% chance to summon a minion on hit. (cooldown: 60s)
Rune of Sanctuary Minor +10 Vitality +5% Boon Duration -- -- -- --
Major +15 Vitality +10% Boon Duration +35 Vitality 3% chance to gain retaliation for 10 seconds when hit. (Cooldown: 30s) -- --
Superior +25 vitality +20% frozen duration +50 vitality 5% chance to gain retaliation for 10s when hit. (cooldown: 30s) +90 vitality You gain stability for 5s when you're hit below 20% health. (cooldown: 90s)
Rune of the Soldier Minor +10 vitality +6 toughness -- -- -- --
Major +15 Vitality +10 Toughness +35 Vitality +25 Toughness -- --
Superior +25 vitality +15 toughness +50 vitality +35 toughness +90 vitality Shouts remove a condition.
Rune of Speed Minor +10 Vitality +10% Swiftness Duration -- -- -- --
Major +15 Vitality +15% Swiftness Duration +35 Vitality 3% chance to gain swiftness for 30 seconds when hit. (Cooldown: 60s) -- --
Superior +25 vitality +20% swiftness duration +50 vitality 5% chance to gain swiftness for 30s when hit. (cooldown: 60s) +90 vitality +5% movement speed.
Rune of the Warrior Minor +10 vitality +6 power -- -- -- --
Major +15 Vitality +10 Power +35 Vitality +25 Power -- --
Superior +25 vitality +15 power +50 vitality +35 power +90 vitality -1 second on weapon swap.
Rune of the Wurm Minor +10 Vitality +1% Critical Damage -- -- -- --
Major +15 Vitality +2% Critical Damage +35 Vitality +3% Critical Damage -- --
Superior +25 vitality +2% critical damage +50 vitality +4% critical damage +90 vitality +3% damage

[edit] Condition Damage

Rune Rarity Bonus (1) Bonus (2) Bonus (3) Bonus (4) Bonus (5) Bonus (6)
Rune of the Adventurer Minor +11 Condition Damage +6 Power -- -- -- --
Major +17 Condition Damage +10 Power +40 Condition Damage +25 Power -- --
Superior +28 condition damage +15 power +55 condition damage +35 power +100 condition damage When you use a healing skill you gain 50% endurance. (Cooldown: 10s)
Rune of the Afflicted Minor +11 condition damage +5% bleed duration -- -- -- --
Major +17 Condition Damage +10% Bleed Duration +40 Condition Damage +15% Bleed Duration -- --
Superior +28 condition damage +15% bleed duration +55 condition damage +15% poison duration +100 condition damage You create a Death Nova when you go down. (Cooldown: 30s)
Rune of Grenth Minor +11 condition damage +10 Frozen Duration -- -- -- --
Major +17 Condition Damage +15% Frozen Duration +40 Condition Damage 3% chance to cause chill for 3 seconds when hit. (Cooldown: 30s) -- --
Superior +28 condition damage +20% frozen duration +55 condition damage 5% chance to cause chill for 3s when hit. (cooldown: 30s) +100 condition damage When you use a healing skill nearby foes are chilled for 3 seconds. (cooldown: 10s)
Rune of the Krait Minor +11 condition damage +5% bleed duration -- -- -- --
Major +17 Condition Damage +10% Bleed Duration +40 Condition Damage 3% chance to cause bleeding for 10 seconds when hit. (Cooldown: 5s) -- --
Superior +28 condition damage +15% bleed duration +55 condition damage 5% chance to cause bleeding for 10s when hit. (cooldown: 5s) +100 condition damage +100 power while underwater.
Rune of the Necromancer Minor +11 condition damage +6 vitality -- -- -- --
Major +17 Condition Damage +10 Vitality +40 Condition Damage +25 Vitality -- --
Superior +28 condition damage +15 vitality +55 condition damage +35 vitality +100 condition damage +20% fear duration.
Rune of the Nightmare Minor +11 condition damage +2% condition duration -- -- -- --
Major +17 Condition Damage +3% Condition Duration +40 Condition Damage +4% Condition Duration -- --
Superior +28 condition damage +4% condition duration +55 condition damage +6% condition duration +100 condition damage 5% chance to cause fear when hit. (cooldown: 90s)
Rune of Orrian Minor +11 condition damage +5% poison duration -- -- -- --
Major +17 Condition Damage +10% Poison Duration +40 Condition Damage 3% chance to cause bleeding for 10 seconds when hit. (Cooldown: 10s) -- --
Superior +28 condition damage +15% poison duration +55 condition damage 5% chance to cause poison for 10s when hit. (cooldown: 10s) +100 condition damage You gain haste for 5s when you're hit below 20% health. (cooldown: 90s)
Rune of Scavenging Minor +11 condition damage +3% magic find -- -- -- --
Major +17 Condition Damage +5% magic find +40 Condition Damage +10% magic find -- --
Superior +28 condition damage +7% magic find +55 condition damage +13% magic find +100 condition damage +15% magic find; 15% more Gold from Monsters
Rune of the Undead Minor +11 Condition Damage +6 Toughness -- -- -- --
Major +17 condition damage +10 toughness +40 condition damage +25 toughness -- --
Superior +28 condition damage +15 toughness +55 condition damage +35 toughness +100 condition damage 5% of toughness becomes condition damage.

[edit] Critical Damage

Rune Rarity Bonus (1) Bonus (2) Bonus (3) Bonus (4) Bonus (5) Bonus (6)
Rune of the Air Minor +1% Critical Damage +10% Swiftness Duration -- -- -- --
Major +1% Critical Damage +15% Swiftness Duration +3% Critical Damage When you use a healing skill, gain swiftness for 3 seconds. (Cooldown: 10s) -- --
Superior +2% critical damage +20% swiftness duration +3% critical damage When you use a healing skill you gain swiftness for 5s. (cooldown: 10s) +5% critical damage 20% chance to gain Lightning Strike when hit. (cooldown: 10s)
Rune of the Golemancer Minor +1% critical damage +6 precision -- -- -- --
Major +1% Critical Damage +10 Precision +3% Critical Damage +25 Precision -- --
Superior +2% critical damage +15 precision +3% critical damage +35 precision +5% critical damage 5% chance to summon a golem. (cooldown: 90s)
Rune of Rage Minor +1% Critical Damage +10% Fury Duration -- -- -- --
Major +2% critical damage +15% fury duration +3% critical damage 3% chance to gain fury for 30s when hit. (cooldown: 60s) -- --
Superior +2% critical damage +20% fury duration +3% critical damage 5% chance to gain fury for 30s when hit. (cooldown: 60s) +5% critical damage +5% critical damage while under the effects of fury.

[edit] Healing Power

Rune Rarity Bonus (1) Bonus (2) Bonus (3) Bonus (4) Bonus (5) Bonus (6)
Rune of Dwayna Minor +10 Healing +10% Regeneration duration -- -- -- --
Major +15 Healing +15% Regeneration Duration +35 Healing 3% chance to gain Regeneration for 10 seconds when hit. (Cooldown: 30s) -- --
Superior +25 Healing +20% Regeneration Duration +50 Healing 5% chance to gain Regeneration for 10s when hit. (Cooldown: 30s) +90 Healing When you use a heal skill you and all nearby allies gain regeneration for 5 seconds. (Cooldown: 10s)
Rune of the Flock Minor +10 healing 5% chance to summon a bird on your attack when hit (Cooldown: 10s) -- -- -- --
Major +15 Healing 7% chance to summon a bird on your attacker when hit. (Cooldown: 10s) +35 Healing Attack bird causes blindness for 3 seconds. -- --
Superior +25 Healing 10% chance to summon a bird on your attack when hit. (Cooldown: 10s) +50 Healing Attack bird causes blindness for 5s. +90 Healing When you use a healing skill you and nearby allies are healed a small amount. (Cooldown: 10s)
Rune of the Grove Minor +10 healing +10% protection duration -- -- -- --
Major +15 Healing 15% Protection Duration +35 Healing 25% chance to gain protection for 4 seconds when hit. (Cooldown: 45s) -- --
Superior +25 Healing +15% Protection duration +50 Healing 25% chance to gain Protection for 4s when hit. (Cooldown 30s) +90 Healing 50% chance to root your target on hit. (Cooldown: 180s)
Rune of the Monk Minor +10 healing +5% boon duration -- -- -- --
Major +15 Healing +10% Boon Duration +35 Healing 3% chance to gain health when hit (Cooldown: 10s) -- --
Superior +25 Healing +15% Boon Duration +50 Healing 5% chance to gain health when hit. (Cooldown: 10s) +90 healing When you use an elite skill you and all nearby allies gain aegis for 30 seconds.
Rune of the Water Minor +10 healing +5% boon duration -- -- -- --
Major +15 Healing +10% Boon Duration +35 Healing 3% chance to remove a condition when hit. (Cooldown: 30s) -- --
Superior +25 Healing +15% Boon Duration +50 Healing 5% chance to remove a condition when hit. (Cooldown: 30s) +90 Healing When you use a healing skill you and nearby allies are healed for a small amount. (Cooldown: 10s)
Rune of Altruism Minor +10 healing Give might to nearby allies when using a healing skill. -- -- -- --
Major +15 Healing Give 2 stacks of might to nearby allies when using a healing skill. (Cooldown: 10s) +35 Healing +10% Boon Duration -- --
Superior +25 Healing Give 3 stacks of might to nearby allies when using a healing skill. (Cooldown: 10s) +50 Healing +15% Boon Duration +90 Healing Give fury to nearby allies when using a healing skill. (Cooldown: 10s)

[edit] Other

Rune Rarity Bonus (1) Bonus (2) Bonus (3) Bonus (4) Bonus (5) Bonus (6)
Rune of Divinity Minor +3 to all stats & 1% crit damage +3 to all stats & 1% crit damage -- -- -- --
Major +5 to all stats; +2% critical damage +5 to all stats; +2% critical damage +5 to all stats; +2% critical damage +5 to all stats; +2% critical damage -- --
Superior +10 to all stats and 2% increased critical damage. +10 to all stats and 2% increased critical damage. +10 to all stats and 2% increased critical damage. +10 to all stats and 2% increased critical damage. +10 to all stats and 2% increased critical damage. +10 to all stats and 2% increased critical damage.
Rune of Infiltration Minor +1% damage vs. foes below 50% health +6 Precision -- -- -- --
Major +1% damage vs. foes below 50% health +10 Precision +3% damage vs. foes below 50% health +25 Precision -- --
Superior +2% damage vs. foes below 50% health +15 precision +3% damage vs. foes below 50% health +35 precision +5% damage vs. foes below 50% health You Cloak when you're hit below 10% health. (cooldown: 90s)
Rune of the Noble Minor +5% magic find +6 power -- -- -- --
Major +7% Magic Find +10 Power +13% Magic Find +25 Power -- --
Superior +10% magic find +15 power +15% magic find +35 power +25% magic find +5% chance to summon a Drakehound when hit.
Rune of the Traveler Minor +5% magic find +6 Vitality -- -- -- --
Major +7% magic find +10 Vitality +13% magic find +25 Vitality -- --
Superior +10% magic find +15 Vitality +15% magic find +35 Vitality +25% magic find +5% movement speed
Rune of the Pirate Minor +5% magic find +10% might duration -- -- -- --
Major +7% magic find +15% might duration +13% magic find 3% chance to shout Yarr and grant might to nearby allies when hit. (cooldown: 10s) -- --
Superior +10% magic find +20% might duration +15% magic find 5% chance to shout Yarr and grant might to nearby allies when hit. (cooldown: 10s) +25% magic find +5% chance to summon a Parrot. (cooldown: 60s)

[edit] Notes

  • Runes do not stack effects past their number of bonuses, i.e. a third minor rune or a fifth major rune of the same name is wasted. For example, three Minor Runes of Divinity provide only the (1) and (2) bonuses.

[edit] Trivia

Gwwlogo.png The Guild Wars Wiki has an article on Rune.
  • It was originally stated that it would not be possible to salvage runes from armor at all[1], however, during BWE2 each salvage kit had a chance of salvaging upgrade components. It is also possible to salvage an upgrade component directly using a Black Lion Salvage Kit.
  • It is possible to receive Dungeon-specific Runes from armor looted outside of their respective dungeons, as well as from the Mystic Forge. These Runes will still be Soulbound though.

[edit] References

  1. ^ Martin Kerstein answers Community Questions, GuildWars2.info
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