Post by Mieric Andre on Feb 3, 2018 16:23:54 GMT -8
Originally created by L'il Puppy. Salvaged from Presearing.com by M E I R
Last Updated on 8/19/16 Collector Armor Additions, Map, VG Affects & "Flash" by Lady Lyn
Starter Armours
Elementalist: | Mesmer: | ||
Basic Armor: | 5 | Basic Armor: | 5 |
Chest: | Energy +5 | Chest: | Energy +5 |
Arms: | Energy +5 | Arms: | Energy +5 |
Legs: | Energy Regeneration +1 | Legs: | Energy Regeneration +1 |
Feet: | Energy Regeneration +1 | Feet: | Energy Regeneration +1 |
Bonus: | None | Bonus: | None |
Monk: | Necromancer: | ||
Basic Armor: | 5 | Basic Armor: | 5 |
Chest: | Energy +5 | Chest: | Energy +5 |
Arms: | Energy +5 | Arms: | Energy +5 |
Legs: | Energy Regeneration +1 | Legs: | Energy Regeneration +1 |
Feet: | Energy Regeneration +1 | Feet: | Energy Regeneration +1 |
Bonus: | None | Bonus: | None |
Ranger: | Warrior: | ||
Basic Armor: | 10 | Basic Armor: | 25 |
Chest: | Energy +5 | Chest: | None |
Arms: | None | Arms: | None |
Legs: | Energy Regeneration +1 | Legs: | None |
Feet: | None | Feet: | None |
Bonus: | Armor +30 Vs. Elemental Damage | Bonus: | Armor +20 Vs. Physical Damage |
Collector Armours
Elementalist: | ||||
Basic Armor: | 7 | Collector: | Collecting: | Location: |
Third eye: | Item's Attribute +1 (Stacking) | Professor Yakkington | 50 Red Iris Flowers | Regent Valley- The Secret Garden |
Chest: | Energy +5 | Hatcher | 5 Unnatural Seeds | Fort Ranik |
Arms: | Energy +5 | Savich Mindle | 3 Icy Lodestones 3 Enchanted Lodestones | Wizard's Folly- Outside Foible's Fair Wizard's Folly- The Fishing village |
Legs: | Energy Regen +1 | Varis | 3 Spider Legs | Fort Ranik |
Feet: | Energy Regen +1 | Karleen | 5 Gargoyle Skulls | The Catacombs- Above The Barradin Estate |
Bonus: | None |
Mesmer: | ||||
Basic Armor: | 7 | Collector: | Collecting: | Location: |
Discreet Mask: | Items Attribute +1 (Stacking) | Professor Yakkington | 50 Red Iris Flowers | Regent Valley- The Secret Garden |
Chest: | Energy +5 | Hatcher | 5 Unnatural Seeds | Fort Ranik |
Arms: | Energy +5 | Savich | 3 Icy Lodestones | Wizards Folly- Outside Foible's Fair |
Legs: | Energy Regen +1 | Varis | 3 Spider Legs | Fort Ranik |
Feet: | Energy Regen +1 | Karleen Jacobs | 5 Gargoyle Skulls 3 Baked Husks | The Catacombs- Above The Barradin Estate Lakeside County- Overlooking Ashford Village |
Bonus: | None |
Monk: | ||||
Basic Armor: | 7 | Collector: | Collecting: | Location: |
Dragon Scalp Design: | Item's Attribute +1 (Stacking) | Professor Yakkington | 50 Red Iris Flowers | Regent Valley- The Secret Garden |
Chest: | Energy +5 | Hatcher | 5 Unnatural Seeds | Fort Ranik |
Arms: | Energy +5 | Savich | 3 Icy Lodestones | Wizard's Folly- Outside Foibles Fair |
Legs: | Energy Regen +1 | Varis | 3 Spider Legs | Fort Ranik |
Feet: | Energy Regen +1 | Karleen | 5 Gargoyle Skulls | The Catacombs- Above The Barradin Estate |
Bonus: | None |
Necromancer: | ||||
Basic Armor: | 7 | Collector: | Collecting: | Location: |
Ragged Scar Pattern: | Item's Attribute +1 (Stacking) | Professor Yakkington | 50 Red Iris Flowers | Regent Valley- The Secret Garden |
Chest: | Energy +5 | Hatcher | 5 Unnatural Seeds | Fort Ranik |
Arms: | Energy +5 | Savich Gwynn | 3 Icy Lodestones 3 Skeletal Limbs | Wizard's Folly- Outside Foible's Fair The Catacombs- Near Entrance to The Abbey |
Legs: | Energy Regen +1 | Varis | 3 Spider Legs | Fort Ranik |
Feet: | Energy Regen +1 | Karleen | 5 Gargoyle Skulls | The Catacombs- Above The Barradin Estate |
Bonus: | None |
Ranger: | ||||
Basic Armor: | 12 | Collector: | Collecting: | Location: |
Simple Mask: | Item's Attribute +1 (Stacking) | Professor Yakkington | 50 Red Iris Flowers | Regent Valley- The Secret Garden |
Chest: | Energy +5 | Hatcher Kaylee | 5 Unnatural Seeds 3 Grawl Necklaces | Fort Ranik Lakeside County- Near portal to Regent Valley |
Arms: | None | Savich | 3 Icy Lodestones | Wizard's Folly- Outside Foible's Fair |
Legs: | Energy Regen +1 | Varis | 3 Spider Legs | Fort Ranik |
Feet: | None | Karleen Jacobs | 5 Gargoyle Skulls 3 Baked Husks | The Catacombs- Above The Barradin Estate Lakeside County- Overlooking Ashford Village |
Bonus: | Armor +30 Vs. Elemental Damage |
Warrior: | ||||
Basic Armor: | 27 | Collector: | Collecting: | Location: |
Krytan Helm: | Item's Attribute +1 (Stacking) | Professor Yakkington | 50 Red Iris Flowers | Regent Valley- The Secret Garden |
Chest: | None | Hatcher Kaylee | 5 Unnatural Seeds 3 Grawl Necklaces | Fort Ranik Lakeside County- Near portal to Regent Valley |
Arms: | None | Savich Jacobs | 3 Icy Lodestones 3 Baked Husks | Wizard's Folly- Outside Foible's Fair Lakeside County- Overlooking Ashford Village |
Legs: | None | Varis | 3 Spider Legs | Fort Ranik |
Feet: | None | Karleen | 5 Gargoyle Skulls | The Catacombs- Above The Barradin Estate |
Bonus: | Armor +20 Vs. Physical Damage |
Map of Collector Locations ~ Click To Enlarge!
Runes And Insignias
Runes
Runes are suffix upgrade components that are applied to armor for specific benefits or bonuses.
For example, the rune of attunement adds extra energy in addition to the base statistics of the armor.
Runes are available for all armor sets crafted in all campaigns, the PvP Equipment Panel and Hero Armor.
All armor can be runed, however profession specific runes can only be applied to primary class armor.
Example: A Warrior rune of Minor Swordsmanship can only be applied to a primary warrior's armor.
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 armor'.
PvP characters can create armor with runes in the PvP Equipment panel regardless of campaign, like all PvP items,
this armor cannot be salvaged.
Unlike insignias, runes have variable value bonuses - there are "max" runes.
The only runes available in Pre-searing are minor runes because purple and gold salvage armors 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.
For example, 2 runes of Minor Vigor will not make +60 health, only +30.
However, runes of both Attunement and Vitae are stackable.
Common Runes:
Attunement - | Energy +2 (Stackable) |
Vitae - | Health + 10 (Stackable) |
Minor Vigor - | Health +30 (Non-stacking) |
Profession Specific Runes:
Elementalist:
Energy Storage: | Increases your attribute in Energy Storage by 1 (Non-Stacking) |
Fire Magic: | Increases your attribute in Fire Magic by 1 (Non-Stacking) |
Air Magic: | Increases your attribute in Air Magic by 1 (Non-Stacking) |
The Following 2 Runes, although available in pre, are not generally used,
since there are no skills available with these attributes:
Earth Magic: | Increases your attribute in Earth Magic by 1 (Non-Stacking) |
Water Magic: | Increases your attribute in Water Magic by 1 (Non-Stacking) |
Mesmer:
Fast Casting: | Increases your attribute in Fast Casting by 1 (Non-Stacking) |
Domination: | Increases your attribute in Domination by 1 (Non-Stacking) |
Illusion: | Increases your attribute in Illusion by 1 (Non-Stacking) |
Inspiration: | Increases your attribute in Inspiration by 1 (Non-Stacking) |
Monk:
Divine Favor: | Increases your attribute in Divine Favor by 1 (Non-Stacking) |
Healing Prayers: | Increases your attribute in Healing Prayers by 1 (Non-Stacking) |
Protection Prayers: | Increases your attribute in Protection Prayers by 1 (Non-Stacking) |
Smiting: | Increases your attribute in Smiting by 1 (Non-Stacking) |
Necromancer:
Soul Reaping: | Increases your attribute in Soul Reaping by 1 (Non-Stacking) |
Blood Magic: | Increases your attribute in Blood Magic by 1 (Non-Stacking) |
Curses: | Increases your attribute in Curses by 1 (Non-Stacking) |
Death Magic: | Increases your attribute in Death Magic by 1 (Non-Stacking) |
Ranger:
Expertise: | Increases your attribute in Expertise by 1 (Non-Stacking) |
Marksmanship: | Increases your attribute in Marksmanship by 1 (Non-Stacking) |
Wilderness Survival: | Increases your attribute in Wilderness Survival by 1 (Non-Stacking) |
Beast Mastery: | Increases your attribute in Beast Mastery by 1 (Non-Stacking) |
Warrior:
Tactics: | Increases your attribute in Tactics by 1 (Non-Stacking) |
Swordsmanship: | Increases your attribute in Swordsmanship by 1 (Non-Stacking) |
Axe Mastery: | Increases your attribute in Axe Mastery by 1 (Non-Stacking) |
Hammer Mastery: | Increases your attribute in Hammer Mastery by 1 (Non-Stacking) |
Strength: | Increases your attribute in Strength by 1 (Non-Stacking) |
Absorption: | Received Physical Damage -1 (Non-Stacking) |
Common Insignias:
Survivor - | Health +15 (on chest armor) Health +10 (on leg armor) Health +5 (on other armor) |
Radiant - | Energy +3 (on chest armor) Energy +2 (on leg armor) Energy +1 (on other armor) |
Stalwart - | Armor +10 (vs. physical damage) |
Brawler's - | Armor +10 (while attacking) - does not include while casting |
Blessed - | Armor +10 (while affected by an Enchantment Spell) |
Herald's - | Armor +10 (while holding an item) * Not useable in presearing |
Sentry's - | Armor +10 (while in a stance) |
Profession Specific Insignias:
Elementalist:
Pyromancer: | Armor +10 (Vs. Elemental Damage) Armor +10 (Vs. Fire Damage) |
Aeromancer: | Armor +10 (Vs. Elemental Damage) Armor +10 (Vs. Lightning Damage) |
Geomancer: | Armor +10 (Vs. Elemental Damage) Armor +10 (Vs. Earth Damage) |
Hydromancer: | Armor +10 (Vs. Elemental Damage) Armor +10 (Vs. Cold Damage) |
Prismatic: | Armor +5 (Requires 9 Air Magic) Armor +5 (Requires 9 Earth Magic) Armor +5 (Requires 9 Fire Magic) Armor +5 (Requires 9 Water Magic) |
Mesmer:
Prodigy's: | Armor +5 (While recharging 1 or more skills) Armor +5 (While recharging 3 or more skills) Armor +5 (While recharging 5 or more skills) |
Virtuoso's: | Armor +15 (While activating skills) |
Artificer's | Armor +3 (For each equipped signet) |
Monk:
Anchorite's: | Armor +5 (While recharging 1 or more skills) Armor +5 (While recharging 3 or more skills) Armor +5 (While recharging 5 or more skills) |
Disciple's: | Armor +15 (While affected by a condition) |
Wanderer's: | Armor +10 (Vs. elemental damage) |
Necromancer:
Blighter's: | Armor +20 (While affected by a Hex Spell) |
Bloodstained: | Reduces casting time of spells that exploit corpses by 25% (Non-Stacking) *Not available in Pre-searing. |
Bonelace: | Armor +15 (Vs. Piercing damage) |
Minion Master's: | Armor +5 (While you control 1 or more minions) Armor +5 (While you control 3 or more minions) Armor +5 (While you control 5 or more minions) |
Tormentor's: | Armor +10 Holy Damage you receive increased by 6 (On Chest armor) Holy Damage you receive increased by 4 (On Leg armor) Holy Damage you receive increased by 2 (On all other armor) |
Undertaker's: | Armor +5 (While Health is below 80%) Armor +5 (While Health is below 60%) Armor +5 (While Health is below 40%) Armor +5 (While Health is below 20%) |
Ranger:
Beastmaster's: | Armor +10 (While your pet is alive) |
Scout's: | Armor +10 (While using a Preparation) |
Pyrebound: | Armor +15 (Vs. Fire damage) |
Stormbound: | Armor +15 (Vs. Lightning damage) |
Frostbound: | Armor +15 (Vs. Cold damage) |
Earthbound: | Armor +15 (Vs. Earth damage) |
Warrior:
Knight's: | Received Physical Damage - 3 |
Dreadnought: | Armor +10 (Vs. Elemental Damage) |
Lieutenant's: | Reduces Hex Duration on you by 20% Reduces Damage Dealt by you by 5% Armor -20 (Non-Stacking) *Not available in Pre-searing |
Sentinel's: | Armor +20 (Vs. Elemental Damage) Requires 13 Strength *Not available in Pre-searing |
Stonefist: | Increases Knockdown time of foes by 1 second (Maximum 3 seconds) (Non-stacking) *Not available in Pre-searing |
Vanguard Quest Affects To AR, Runes & Insignias:
Characters with an active Vanguard Quest in their Quest Log will receive an Armor Boost while in any explorable area.
Those traveling with quest takers will not have the bonus.
Your armor is improved while performing missions for the Ascalon Vanguard.
This environmental effect overrides the armor values found on the individual pieces of armor that you are wearing,
setting your armor 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 armor rating of 7 will instead provide an armor rating of 15 with this effect active.
Player Level: Armor Rating:
Warrior: | Ranger: | Ele/Me/Mo/Nec: | |
10-13: | 40 | 25 | 15 |
14-16: | 55 | 40 | 25 |
17-20: | 70 | 55 | 35 |
Whilst under this effect:
Profession specific armor bonuses - such as the Warrior's +20 armor vs. physical damage,
and the Ranger's +30 armor vs. elemental damage - still apply their extra armor.
Armor-boosting insignias are believed to have no effect.
The armor boost is active vs. all damage received, even damage from non-Vanguard foes.
Note: The base armor of shields provides no additional armor.
Additional armor modifiers on weapons and offhands, such as the +7 armor vs. piercing damage on the staff from
The Wayward Wizard quest, do provide additional armor.