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Rune

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Disambig icon.pngThis 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, providing bonuses and effects. Runes are unlike other upgrades because the bonus they provide depends on the number of identical runes equipped. The more identical runes equipped, the higher the bonus or the more bonuses are obtained. Each piece of armor may hold one rune in its upgrade slot, so a maximum of 6 runes can be active at any time. Equipping more runes than the rune's supported number of bonuses will not provide any additional benefits. While underwater, the equipped breathing apparatus automatically replaces the equipped headgear, so to maintain the same bonuses while underwater, both the headgear and breathing apparatus must be equipped with the same rune.

Contents

[edit] Stacking

Runes provide more bonuses based on the number of identical runes equipped. To obtain the full bonus that the rune provides, an equivalent number of runes of that type should be equipped:

  • Minor runes have 2 bonuses listed as (1) and (2)
  • Major runes have 4 bonuses: (1) - (4)
  • Superior runes have 6 bonuses: (1) - (6)

Bonus numbers (1), (3) and (5) typically boost attributes while (2), (4) and (6) usually provide an effect, such as +5% chance to summon a parrot when six Superior Runes of the Pirate are equipped.

  • Minor, major, and superior runes do not stack together. For example, equipping 2 Major Runes of the Ice and 4 Superior Runes of the Ice provides bonuses (1) and (2) only from the major rune (which has 4 bonuses) – since only 2 of the major runes are equipped, and bonuses (1) to (4) from the superior rune (which has 6), despite each being a "Rune of the Ice".
  • Equipping extra minor or major runes will not provide an additional bonus, e.g. equipping five or more major runes provides the same benefits as using just four.
  • The tooltip on equipped runes shows the total number of identical runes equipped in blue, or in red if the number of equipped runes is more than what that type of rune can support; i.e. more than two for the minor runes, four for major and six for superior runes.
  • 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.

[edit] Acquisition

[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 craftable rune's page also lists how it can be crafted. Most rune recipes can be learned via discovery (placing the correct components in the crafting panel), while some require a recipe sheet to learn from.

[edit] Purchase

Crafted and most salvaged runes can be purchased at the Trading Post. Some runes are only available from the dungeon equipment vendors in Fort Marriner, Lion's Arch. These runes are soulbound and can therefore not be offered for sale at the Trading Post.

[edit] Salvaging

Runes can be recovered from armor by salvaging it. Better salvage kits have a bigger chance of recovering the rune. It is possible to recover dungeon-specific runes from armor that is looted outside of a dungeon or obtained from the Mystic Forge.

[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.

Armor becomes soulbound when a rune is applied.

Runes cannot be salvaged from armor bought with Karma

[edit] Power

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 +6% fury duration -- -- -- --
Major +15 Power +9% fury duration +30 Power 15% chance when struck to gain fury for 15 seconds. (Cooldown: 30 seconds) -- --
Superior +25 power +15% 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 to gain might for 10 seconds when hit. (Cooldown: 5s) -- --
Superior +25 power +10% might duration +50 power 25% chance to gain might for 10 seconds when hit. (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 Flame Legion Minor +10 power +5% burning duration -- -- -- --
Major +15 Power +10% 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 +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 to summon a hyena when hit. (Cooldown: 60s) -- --
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 10s. (Cooldown: 5s)
-- --
Superior +25 Power +10% Might Duration +50 power +15%% might duration
25% chance when struck to gain might for 10s. (Cooldown: 5s)
+100 power +20%% Might Duration
+7%% 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)

[edit] Precision

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.

[edit] Toughness

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.
This bonus is no longer a static amount. It will scale based on a character's level, as well as scale slightly with the healing power stat.
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 Minor +10 toughness -2% Incoming Condition Duration -- -- -- --
Major +15 toughness -3% Incoming Condition Duration +30 toughness -6% Incoming Condition Duration -- --
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)

[edit] Vitality

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)
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.

[edit] Ferocity

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: 10s) -- --
Superior +25 Ferocity +10% swiftness duration +50 Ferocity When you use a healing skill you gain swiftness for 5s. (cooldown: 10s) +100 Ferocity +20% Swiftness Duration
50% chance when struck to hit the foe with a lightning strike. (Cooldown: 20 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.

[edit] Condition Damage

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).

[edit] Healing Power

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 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 8 seconds. (Cooldown: 10s)

[edit] Non-primary Stat Runes

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 -- -- -- -- --

[edit] Notes

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

[edit] Trivia

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