Sigil

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A sigil is a type of upgrade component used in weapons. Like all upgrade components, attaching a sigil to a weapon of masterwork, rare, or exotic rarity will make that weapon Soulbound; fine or basic weapons will become Account Bound. You can replace a sigil with a new one or attempt to recover it by salvaging the item.

Sigil tiers[edit]

There are three tiers of sigils, Minor, Major, and Superior, each with its own minimum level requirement.

  • DMinor sigils have no minimum level.
  • EMajor sigils require a level 39 weapon or above.
  • FSuperior sigils require a level 60 weapon or above.

Acquisition[edit]

Sigil Type Levels Available Crafting Profession Discoverable?
Elemental Slaying Minor, Major, Superior Artificer Yes
Frailty Minor, Major, Superior Artificer Yes
Impact Minor, Major, Superior Artificer Yes
Luck Minor, Major, Superior Artificer Yes
Malice Minor, Major, Superior Artificer No (requires recipe)
Bursting Minor, Major, Superior Huntsman No (requires recipe)
Celerity Minor, Major, Superior Huntsman Yes
Icebrood Slaying Minor, Major, Superior Huntsman Yes
Paralyzation Minor, Major, Superior Huntsman Yes
Speed Minor, Major, Superior Huntsman Yes
Benevolence Minor, Major, Superior Weaponsmith Yes
Destroyer Slaying Minor, Major, Superior Weaponsmith Yes
Doom Minor, Major, Superior Weaponsmith Yes
Renewal Minor, Major, Superior Weaponsmith No (requires recipe)
Strength Minor, Major, Superior Weaponsmith Yes
of the Night Minor, Major, Superior Artificer, Huntsman, Weaponsmith No (requires recipe)
Blight Superior only Artificer, Huntsman, Weaponsmith No (requires recipe)
Cleansing Superior only Artificer, Huntsman, Weaponsmith No (requires recipe)
Cruelty Superior only Artificer, Huntsman, Weaponsmith No (requires recipe)
Incapacitation Superior Only Artificer, Huntsman, Weaponsmith No (requires recipe)
Momentum Superior Only Artificer, Huntsman, Weaponsmith No (requires recipe)
Torment Superior Only Artificer, Huntsman, Weaponsmith No (requires recipe)

Sigil interaction[edit]

A character can always equip two sigils at a time (either one sigil each on a main-hand and off-hand weapon, or two sigils on a two-handed weapon). In general, the two sigils will both provide their effects independently as long as the base sigil is different. The exceptions to this are the attribute increasing stacking sigils: only one stack effect can be active at a time. Additionally, sigils with the same base sigil will share cooldowns between weapon sets.

Examples

Sigil categories[edit]

There are 6 categories of sigils based on how their effects are activated.

Passive[edit]

Sigils in this group provide a constant effect while the weapon is wielded. There are three subtypes.

Attribute bonus[edit]

Provide a static bonus to a specific attribute.

Sigil Description
Sigil of Accuracy + 3% / 5% / 7% Critical Chance
Sigil of Bursting + 4% / 5% / 6% Condition Damage
Sigil of Force + 1% / 3% / 5% Damage
Sigil of Malice + 5% / 7% / 10% Condition Duration
Sigil of Transference + 3% / 5% / 10% Outgoing healing effectiveness

Damage bonus[edit]

Increase direct damage, usually with a condition that must be met.

Sigil Description
Sigil of Centaur Slaying + 3% / 5% / 10% damage vs Centaurs
Sigil of Destroyer Slaying + 3% / 5% / 10% damage vs Destroyers
Sigil of Demon Slaying
Sigil of Elemental Slaying
+ 3% / 5% / 10% damage vs Elementals
Sigil of Dreams + 3% / 5% / 10% damage vs Nightmare Court
Sigil of Ghost Slaying + 3% / 5% / 10% damage vs Ghosts
Sigil of Grawl Slaying + 3% / 5% / 10% damage vs Grawl
Sigil of Icebrood Slaying + 3% / 5% / 10% damage vs Icebrood
Sigil of Impact + 3% / 5% / 10% damage vs stunned or knocked down foes
Sigil of Justice + 3% / 5% / 10% damage vs Outlaws
Sigil of Karka Slaying + 3% / 5% / 10% damage vs Karka
Sigil of Mad Scientists + 3% / 5% / 10% damage vs Inquest
Sigil of the Night + 5% / 7% / 10% damage at night
Sigil of Ogre Slaying + 3% / 5% / 10% damage vs Ogres
Sigil of Serpent Slaying + 3% / 5% / 10% damage vs Krait
Sigil of Smothering + 3% / 5% / 10% damage vs Flame Legion
Sigil of Sorrow + 3% / 5% / 10% damage vs Dredge
Sigil of Undead Slaying + 3% / 5% / 10% damage vs Undead
Sigil of Wrath + 3% / 5% / 10% damage vs Sons of Svanir

Duration bonus[edit]

Increased Condition Duration for a specific condition, or increased base duration for a control effect.

Sigil Description
Sigil of Agony + 10% / 15% / 20% longer Bleeding duration
Sigil of Chilling + 10% / 15% / 20% longer Chilled duration
Sigil of Debility + 10% / 15% / 20% longer Weakness duration
Sigil of Hobbling + 10% / 15% / 20% longer Crippled duration
Sigil of Paralyzation + 10% / 20% / 30% longer Stun duration
Sigil of Peril + 10% / 15% / 20% longer Vulnerability duration
Sigil of Smoldering + 10% / 15% / 20% longer Burning duration
Sigil of Venom + 10% / 15% / 20% longer Poison duration

Chance on hit[edit]

These sigils have a chance to activate on hit and have an internal cooldown.

Sigil Description
Sigil of Frailty 10% / 25% / 50% chance to inflict Vulnerability for 10 seconds (cooldown: 2s)
Sigil of Ice 10% / 20% / 30% chance to Chill your foe for 1s / 1s / 2s (cooldown: 10s)
Sigil of Water 10% / 20% / 30% chance to heal nearby allies (cooldown: 10s / 7s / 5s)
Sigil of Purity 60% chance to remove a condition (cooldown: 10s)

Chance on critical hit[edit]

These sigils have a chance to activate on critical hits, and they also have an internal cooldown.

Sigil Description
Sigil of Air 50% chance to cause a Lightning Strike on critical hit (cooldown: 7s / 5s / 3s)
Sigil of Blight 60% Chance on Critical: Area Poison Attack (2 Seconds, 240 radius) (cooldown: 8 Seconds)
Sigil of Blood 10% / 25% / 50% chance to steal life on critical hit (cooldown: 5s)
Sigil of Earth 30% / 45% / 60% chance to inflict Bleeding for 3s / 4s / 5s on critical hit (cooldown: 2s)
Sigil of Fire 50% chance to cause a Flame Blast on critical hit (cooldown: 9s / 7s / 5s)
Sigil of Generosity 20% / 40% / 60% chance to transfer a condition to your foe on critical hit (cooldown: 10s)
Sigil of Incapacitation 60% chance to inflict crippled for 2 seconds on critical hit (cooldown: 5s)
Sigil of Nullification 60% chance to remove a boon on critical hit (cooldown: 10s)
Sigil of Rage 50% chance to gain Quickness for 3 seconds on critical hit (cooldown: 30s)
Sigil of Strength 20% / 40%/ 60% chance to gain Might for 5s / 7s / 10s on critical hit (cooldown: 1s)
Sigil of Torment 50% chance to inflict AoE Torment for 5s on critical hit (cooldown: 5s)

On kill[edit]

These sigils apply their effect whenever a foe dies while the weapon is wielded. There are three subtypes.

Immediate bonus[edit]

Provides an instantaneous effect.

Sigil Description
Sigil of Luck 25% / 50% / 75% chance to gain a boon on kill
Sigil of Restoration Heals for 515 / 677 on kill (scales with healing power at a rate of 15%)
Sigil of Speed Grants 10s / 14s / 20s of Swiftness on kill
Superior Sigil of Frenzy Recharge all equipped skills by 2 seconds upon killing an enemy. (Cooldown: 10 seconds)
Superior Sigil of Stamina Endurance is refilled on kill

Stacking bonus[edit]

Gain up to 25 stacks of an effect that grants an attribute bonus per stack or grants a bonus when you reach the maximum amount of stacks. On-kill sigils gain 5 stacks upon killing an enemy player in all areas of the game. You can only have one attribute stacking bonus at a time, but as many bonus-with-final-stack sigils as feasible. The bonus is lost when you are downed, when you travel to a different zone, or when you unequip the weapon. Unequip includes switching to and from underwater weapons while not having the identical sigil in the weapon sets that you start using (this means player only need 2 same sigils to keep the stack; 1 sigil on any land equipping weapon, the other on any underwater equipping weapon).

Stacking bonus: Attributes[edit]

Sigil Description
Sigil of Benevolence + 0.3% / 0.4% / 0.5% effectiveness of outgoing Healing per stack
Sigil of Bloodlust + 2 / 7 / 10 Power per stack
Superior Sigil of Bounty + 9 Concentration per stack
Sigil of Corruption + 2 / 7 / 10 Condition Damage per stack
Superior Sigil of Cruelty + 10 Ferocity per stack
Sigil of Life + 7 / 10 Healing Power per stack
Superior Sigil of Momentum + 5 Toughness per stack
Sigil of Perception + 7 / 10 Precision per stack
Superior Sigil of the Stars + 2 to all stats

Stacking bonus: Final Stack[edit]

Sigil Description
Superior Sigil of Celerity At 25 charges, you gain Quickness for 5 seconds.
Superior Sigil of Demon Summoning At 25 charges, you summon a Fleshreaver.

On weapon swap[edit]

These sigils activate whenever you weapon swap during combat to a set that includes the sigil; this includes changing elementalist attunements, legend swap, entering death shroud, equipping/stowing engineer kits, or dropping a bundle. There is an internal cooldown of nine seconds.

Sigil Description
Sigil of Agility (PvP) Gain 5s of Swiftness and 2s of Quickness
Superior Sigil of Agility Gain 5s of Swiftness and 1s of Quickness
Sigil of Battle Gain 1 / 2 stack(s) of Might for 20 seconds
Superior Sigil of Cleansing Remove 1 Condition
Sigil of Concentration Increases Boon Duration briefly
Sigil of Doom Inflict Poison for 4s / 6s / 8s on your next attack
Sigil of Energy Gain 25% / 50% of your endurance
Sigil of Geomancy Inflict Bleeding on nearby foes for 6s / 8s / 10s
Sigil of Hydromancy Damage nearby foes and inflict Chilled for 1s / 1.5s / 2s
Superior Sigil of Intelligence Your next 3 attacks have a 100% critical chance
Sigil of Leeching Your next attack steals health
Sigil of Mischief Launch 1 / 2 / 4 blinding snowballs at foes in front of you
Sigil of Renewal Heal allies within 180 / 240 / 360 range

On Interrupt[edit]

These sigils have an active when interrupting a foe.

Sigil Description
Superior Sigil of Absorption Steal a boon when interrupting an enemy
Superior Sigil of Draining Steal life when interrupting an enemy
Superior Sigil of Rending Apply vulnerability when interrupting a foe
Superior Sigil of Ruthlessness Gain might when interrupting a foe
Superior Sigil of Severance Upon interrupting an enemy, gain up to 250 precision and ferocity for 4 seconds, depending on level (cooldown: 1s)

Notes[edit]

  • A sigil affects all skills while the weapon set with the sigil is active. For example, with an off-hand sigil of force, damage is increased for main-hand, utility, and bundle skills. The effects continue during most transformations.