Finally Runes and Sigil’s are salvageable, craft-able with new materials and recipes. No longer clogging up bags, and organized by a ‘Type’ prefix. 

Going to list the runes/sigils we commonly use, and some interesting ones as comparison.

Sigils
NameOld statsNew Stats
Absorption Steal a boon when interrupting an enemy.Steal 3 boons when interrupting an enemy. (Cooldown: 10 seconds)
Air50% Chance on Critical: Cause a Lightning Strike100% Chance on Critical: Cause a Lightning Strike (Cooldown: 3 seconds)
Battle Gain 2 stacks of might (20 seconds) when you swap to this weapon while in combat. (Cooldown: 9 seconds)Gain 5 stacks of might (12 seconds) when you swap to this weapon while in combat. (Cooldown: 9 seconds)
CleansingRemove 1 condition when you swap to this weapon while in combat. (Cooldown: 9 Seconds) Remove 3 conditions when you swap to this weapon while in combat. (Cooldown: 9 Seconds) PvP Split: 1 condition
Concentration Boons you apply last 33% longer for 7 seconds when you swap to this weapon while in combat. (Cooldown: 9 Seconds) +10% Boon Duration
DoomYour next attack after you swap to this weapon while in combat inflicts poison for 8 seconds. (Cooldown: 9 Seconds)Your next attack after you swap to this weapon while in combat inflicts 3 stacks of poison for 8 seconds. (Cooldown: 9 Seconds)
Water30% Chance on Hit: Heal nearby allies around your target (360 radius). (Cooldown: 5 Seconds)100% Chance on Critical Hit: Heal nearby allies around your target (360 radius). (Cooldown: 5 Seconds)
Runes
NameOld StatsNew Stats
Durability
  1. +25 Toughness
  2. +5% Boon Duration
  3. +50 Toughness
  4. 25% chance when struck to grant nearby allies protection and regeneration for 3 seconds and resistance for 1 second. (Cooldown: 20s)
  5. +100 Toughness
  6. +15% Boon Duration; +125 Vitality
  1. +25 Toughness
  2. +5% Boon Duration
  3. +50 Toughness
  4. +10% Boon Duration
  5. +100 Toughness
  6. +10% maximum health; grant nearby allies protection and regeneration for 3 seconds and resistance for 1 second when struck. (Cooldown: 20s)
Defender
  1. +25 Healing
  2. When you block a foe's attack, gain 1 second of regeneration.
  3. +50 Healing
  4. When you use a heal skill, gain aegis for 5 seconds. (Cooldown: 10s)
  5. +100 Healing
  6. When you block a foe's attack, heal yourself. (Cooldown: 30s)
  1. +25 Toughness
  2. +35 Healing
  3. +50 Toughness
  4. +65 Healing
  5. +100 Toughness
  6. 10% increased maximum health; restores 5% of your maximum health when blocking an attack. (Cooldown: 1s)
Monk
  1. +25 Healing
  2. +5% Boon Duration
  3. +50 Healing
  4. +10% boon duration; 25% chance when struck to heal for a small amount. (Cooldown: 15s)
  5. +100 Healing
  6. +10% outgoing heal effectiveness to allies
  1. +25 Healing
  2. +5% Boon Duration
  3. +50 Healing
  4. +10% Boon Duration
  5. +100 Healing
  6. +10% outgoing heal effectiveness to allies; +1% outgoing heal effectiveness for 3 seconds whenever granting a boon to an ally (max 10).
Scholar
  1. +25 Power
  2. +35 Ferocity
  3. +50 Power
  4. +65 Ferocity
  5. +100 Power
  6. +10% damage while your health is above 90%.
  1. +25 Power
  2. +35 Ferocity
  3. +50 Power
  4. +65 Ferocity
  5. +100 Power
  6. +125 ferocity, +5% damage while your health is above 90%.
Stars
  1. +8 to All Stats
  2. -30% Incoming Weakness Duration
  3. +12 to All Stats
  4. -30% Incoming Chill and Cripple Duration
  5. +16 to All Stats
  6. -10% Damage Taken from Conditions
  1. +8 to All Stats
  2. -30% Incoming Weakness Duration
  3. +12 to All Stats
  4. -30% Incoming Chill and Cripple Duration
  5. +16 to All Stats
  6. -10% Damage Taken from Conditions, -10% Incoming Condition Duration
Strength
  1. +25 Power
  2. +10% Might Duration
  3. +50 Power
  4. +15% might duration; 25% chance when struck to gain might for 5 seconds. (Cooldown: 5s)
  5. +100 Power
  6. +20% might duration; +5% damage while under the effects of might.
  1. +25 Power
  2. +10% Might Duration
  3. +50 Power
  4. +20% Might Duration
  5. +100 Power
  6. +20% might duration; +5% damage while under the effects of might.
Water
  1. +25 Healing Power
  2. +5% Boon Duration
  3. +50 Healing Power
  4. 25% chance when struck to remove a condition. (Cooldown: 30s)
  5. +100 Healing Power
  6. +15% boon duration; when you use a heal skill, you and nearby allies are healed for a small amount. (Cooldown: 10s)
  1. +25 Healing Power
  2. +5% Boon Duration
  3. +50 Healing Power
  4. +10% Boon Duration
  5. +100 Healing Power
  6. +10% boon duration; when you use a heal skill, you and nearby allies are healed for a small amount. (Cooldown: 10s)
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