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Professions
Armour
Runes
Runes are suffix upgrade components applied to armour that are available for armour sets crafted in all campaigns and the PvP Equipment panel as well as Hero armour. Runes provide bonuses to armour sets; For example, the Attunement rune adds extra energy in addition to the base statistics of the armour.
All armour can be runed, however profession specific runes can only be applied to primary class armour, eg. Warrior rune of minor Swordsmanship can only be applied to a primary warrior's armour.
Runes are available from Rune Traders and can be traded with other players, however the only way to unlock new runes in PvE is to identify them from 'salvage armour'. PvP characters can create armour with runes in the PvP Equipment panel regardless of campaign, like all PvP items, this armour cannot be salvaged.
Unlike insignia, runes have variable value bonuses - there are "max" runes.
The only runes available in Pre Searing are minor runes because purple and gold salvage armours do not drop in this part of the game.
Most runes do NOT stack, meaning adding more of the same rune will not add to the effect, eg. 2 minor runes of Vigor will not make 60 health, only 30. However, Attunement and Vitae are stack-able.
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Insignias
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Insignias are prefix upgrade components applied to armour that are available for armour sets crafted in all campaigns and the PvP Equipment panel as well as Hero armour. Insignias provide bonuses to armour sets; For example, the Radiant insignia adds extra energy in addition to the base statistics of the armour.
Max armour obtained from collectors do not accept insignias.
Insignias are available from Rune Traders and can be traded with other players, however the only way to unlock a new Insignia in PvE is to identify them from 'salvage armour'. PvP characters can create armour with insignias in the PvP Equipment panel regardless of campaign, like all PvP items, this armour cannot be salvaged.
Like runes, insignias have fixed value bonuses - there are no "non-max" Insignia.
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Vanguard Quest Affects To AR, Runes & Insignias
Characters with an active Vanguard Quest in their Quest Log will receive an Armour Boost while in any explorable area. Those travelling with quest takers will not have the bonus. Your armour is improved while performing missions for the Ascalon Vanguard. This environmental effect overrides the armour values found on the individual pieces of armour that you are wearing, setting your armour rating to a fixed amount appropriate for the level of the foes that you are facing.
For example, a level 11 Monk's Krytan Vestments which normally provide an armour rating of 7 will instead provide an armour rating of 15 with this effect active.
Armour Rating
Whilst under this effect: Profession specific armour bonuses - such as the Warrior's +20 armour vs. physical damage, and the Ranger's +30 armour vs. elemental damage - still apply their extra armour. Armour-boosting insignia's are believed to have no effect. The armour boost is active vs. all damage received, even damage from non-Vanguard foes. Note: The base armour of shields provides no additional armour. Additional armour modifiers on weapons and off-hands, such as the +7 armour vs. piercing damage on the staff from The Wayward Wizard quest, do provide additional armour.