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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.

[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% burning duration -- -- -- --
Major +15 Power +10% burning 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% 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 +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 Pirate Minor +10 power +10% might duration -- -- -- --
Major +15 power +15% might duration +35 power 3% chance to shout Yarr and grant might to nearby allies when hit. (cooldown: 10s) -- --
Superior +25 power +20% might duration +50 power 5% chance to shout Yarr and grant might to nearby allies when hit. (cooldown: 10s) +90 power +5% chance to summon a Parrot. (cooldown: 60s)
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. +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% damage 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% Burning 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 Power -- -- -- --
Major +15 toughness +10 Healing Power +35 toughness +25 Healing Power -- --
Superior +25 toughness +15 Healing Power +50 toughness +35 Healing Power +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 Resistance Minor +25 toughness -7% Stun Duration -- -- -- --
Major +25 toughness -7% Stun Duration +50 toughness -13% Stun Duration -- --
Superior +25 toughness -10% Condition Duration +50 toughness -10% Condition Duration +90 toughness You gain aegis for 5 seconds when you activate a signet skill. (Cooldown: 30s)
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 Exuberance Minor +25 Vitality 3% of Vitality is converted to Healing Power -- -- -- --
Major +25 Vitality 3% of Vitality is converted to Healing Power +50 Vitality 3% of Vitality is converted to Precision -- --
Superior +25 Vitality 3% of Vitality is converted to Healing Power +50 Vitality 3% of Vitality is converted to Precision +90 Vitality 3% of Vitality is converted to Power
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 4s when hit. (Cooldown: 30s) -- --
Superior +25 vitality +20% frozen duration +50 vitality 5% chance to gain retaliation for 4s 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 +25% 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)
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).
Rune of Grenth Minor +11 Condition Damage +10% Chilled Duration -- -- -- --
Major +17 Condition Damage +15% Chilled Duration +40 Condition Damage 3% chance to cause chill for 3s when hit. (Cooldown: 30s) -- --
Superior +28 Condition Damage +20% Chilled 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 the Noble Minor +11 Condition Damage +10% Might duration -- -- -- --
Major +17 Condition Damage +15% Might duration +40 Condition Damage +15% Might duration -- --
Superior +28 Condition Damage +20% Might duration +55 Condition Damage +20% Might duration +100 Condition Damage When you use a healing skill, gain 3 stacks of might for 10 seconds. (Cooldown: 10s)
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 Perplexity Minor +28 Condition Damage +15% Confusion duration -- -- -- --
Major +28 Condition Damage +15% Confusion duration +55 Condition Damage 20% chance to cause Confusion on hit (15 second cooldown). -- --
Superior +28 Condition Damage +15% Confusion duration +55 Condition Damage 20% chance to cause Confusion on hit (15 second cooldown). +100 Condition Damage +15% Confusion duration. Causes 10 seconds of Confusion on interrupt.
Rune of Scavenging Minor +11 Condition Damage 2% chance when hit to cause your next attack to steal health. (Cooldown: 15s) -- -- -- --
Major +17 Condition Damage 3% chance when hit to cause your next attack to steal health. (Cooldown: 15s) +40 Condition Damage After using your healing skill, your next attack skill steals health. -- --
Superior +28 Condition Damage 5% chance when hit to cause your next attack to steal health. (Cooldown: 15s) +55 Condition Damage After using your healing skill, your next attack skill steals health. +100 Condition Damage 7% of vitality becomes Condition Damage.
Rune of the Sunless Superior +28 Condition Damage -10% Condition Duration +55 Condition Damage +4% Critical Damage -10% Condition Duration When you use an elite skill, you inflict fear on nearby foes for 1 second.
Rune of Tormenting Minor +28 Condition Damage +15% Torment duration -- -- -- --
Major +28 Condition Damage +15% Torment duration +55 Condition Damage +15% Torment duration -- --
Superior +28 Condition Damage +15% Torment duration +55 Condition Damage +15% Torment duration +100 Condition Damage 15% Torment Duration and AoE 2 Stacks of Torment on Heal (20s cooldown)
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 Cloak when you fall below 10% health. (cooldown: 90s)
Rune of Life - +20 health -- -- -- -- --
Rune of the Traveler Minor +3 to all stats; 1% critical damage +5% boon duration -- -- -- --
Major +5 to all stats; 2% critical damage +10% boon duration +5 to all stats; 2% critical damage +7% condition duration -- --
Superior +10 to all stats; +2% critical damage +15% boon duration +10 to all stats; +2% critical damage +10% condition duration +10 to all stats; +2% critical damage +25% movement speed

[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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