This is the list of all 225 Runes available in Guild Wars 2.
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Name Bonus
Minor Rune of the Afflicted (1): +10 Condition Damage (2): +4% Bleeding Duration
Major Rune of the Afflicted (1): +15 Condition Damage (2): +6% Bleeding Duration (3): +30 Condition Damage (4): +9% Poison Duration
Superior Rune of the Afflicted (1): +25 Condition Damage (2): +10% Bleeding Duration (3): +50 Condition Damage (4): +15% Poison Duration (5): +100 Condition Damage (6): +20% bleeding duration; when you are downed, you create a death nova. (Cooldown: 30s)
Superior Rune of the Lich (1): +25 Vitality (2): +5% Condition Duration (3): +50 Vitality (4): +10% Condition Duration (5): +100 Vitality (6): 50% chance when struck to summon a jagged horror. (Cooldown: 60s)
Minor Rune of the Lich (1): +10 Vitality (2): +2% Condition Duration
Major Rune of the Lich (1): +15 Vitality (2): +3% Condition Duration (3): +30 Vitality (4): +6% Condition Duration
Superior Rune of the Traveler (1): +8 to All Stats (2): +5% Boon Duration (3): +12 to All Stats (4): +10% Boon Duration; +10% Condition Duration (5): +16 to All Stats (6): +25% Movement Speed
Major Rune of the Traveler (1): +5 to all stats (2): +3% Boon Duration (3): +7 to All Stats (4): +6% Boon Duration; +6% Condition Duration
Minor Rune of the Traveler (1): +4 to All Stats (2): +2% Boon Duration
Minor Rune of the Flock (1): +10 Healing (2): 6% chance when struck to summon a bird to strike the attacking foe. (Cooldown: 10s)
Major Rune of the Flock (1): +15 Healing (2): 9% chance when struck to summon a bird to strike the attacking foe. (Cooldown: 10s) (3): +30 Healing (4): When the summoned bird strikes a foe, it also inflicts blindness for 3 seconds.
Superior Rune of the Flock (1): +25 Healing (2): 15% chance when struck to summon a bird to strike the attacking foe. (Cooldown: 10s) (3): +50 Healing (4): When the summoned bird strikes a foe, it also inflicts blindness for 5 seconds. (5): +100 Healing (6): When you use a heal skill, you and nearby allies are healed for a small amount. (Cooldown: 10s)
Minor Rune of the Dolyak (1): +10 Toughness (2): +14 Vitality
Major Rune of the Dolyak (1): +15 Toughness (2): +21 Vitality (3): +30 Toughness (4): +39 Vitality
Superior Rune of the Dolyak (1): +25 Toughness (2): +35 Vitality (3): +50 Toughness (4): +65 Vitality (5): +100 Toughness (6): Regenerate health every second.
Minor Rune of the Pack (1): +10 Power (2): +4% Swiftness Duration
Major Rune of the Pack (1): +15 Power (2): +6% Swiftness Duration (3): +30 Power (4): 15% chance when struck to grant nearby allies might, fury, and swiftness for 10s . (Cooldown: 20s)
Superior Rune of the Pack (1): +25 Power (2): +10% Swiftness Duration (3): +50 Power (4): 25% chance when struck to grant nearby allies might, fury, and swiftness for 10 seconds. (Cooldown: 30s) (5): +100 Power (6): +20% Swiftness Duration; +125 Precision
Superior Rune of Infiltration (1): +2% damage against foes with less than 50% health. (2): +35 Precision (3): +4% damage against foes with less than 50% health. (4): +65 Precision (5): +6% damage against targets with less than 50% health. (6): When struck below 20% health, cloak for 4 seconds. (Cooldown: 60s)
Major Rune of Infiltration (1): +1% damage against foes with less than 50% health. (2): +21 Precision (3): +2% damage against foes with less than 50% health. (4): +39 Precision
Minor Rune of Infiltration (1): +1% damage against foes with less than 50% health. (2): +14 Precision
Minor Rune of Mercy (1): +10 Toughness (2): Gain up to 400 toughness while reviving an ally, based on your level.
Major Rune of Mercy (1): +15 Toughness (2): Gain up to 400 toughness while reviving an ally, based on your level. (3): +30 Toughness (4): You resurrect allies with 18% more health.
Superior Rune of Mercy (1): +25 Toughness (2): Gain up to 400 toughness while reviving an ally, based on your level. (3): +50 Toughness (4): You resurrect allies with 30% more health. (5): +100 Toughness (6): You revive allied players 20% faster.
Minor Rune of Vampirism (1): +10 Power (2): 6% chance when struck to cause your next attack to steal life. (Cooldown: 25s)
Major Rune of Vampirism (1): +15 Power (2): 9% chance when struck to cause your next attack to steal life. (Cooldown: 25s) (3): +30 Power (4): Your next attack after using your heal skill steals some life.
Superior Rune of Vampirism (1): +25 Power (2): 15% chance when struck to cause your next attack to steal life. (Cooldown: 25s) (3): +50 Power (4): After using your healing skill, your next attack skill steals health. (Cooldown: 10s) (5): +100 Power (6): When struck below 25% health, you steal health from nearby foes. (Cooldown: 40s)
Minor Rune of Strength (1): +10 Power (2): +4% Might Duration
Major Rune of Strength (1): +15 Power (2): +6% Might Duration (3): +30 Power (4): +9% might duration; 15% chance when struck to gain might for 5 seconds. (Cooldown: 5s)
Superior Rune of 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.
Minor Rune of Rage (1): +10 Ferocity (2): +4% Fury Duration
Major Rune of Rage (1): +15 Ferocity (2): +6% Fury Duration (3): +30 Ferocity (4): 15% chance when struck to gain fury for 15 seconds. (Cooldown: 30s)
Superior Rune of Rage (1): +25 Ferocity (2): +10% Fury Duration (3): +50 Ferocity (4): 25% chance when struck to gain fury for 15 seconds. (Cooldown: 30s) (5): +100 Ferocity (6): +20% fury duration; while under the effects of fury gain +5% damage.
Minor Rune of Speed (1): +10 Vitality (2): +4% Swiftness Duration
Major Rune of Speed (1): +15 Vitality (2): +6% Swiftness Duration (3): +30 Vitality (4): 15% chance when struck to gain swiftness for 15 seconds. (Cooldown: 30s)
Superior Rune of Speed (1): +25 Vitality (2): +10% Swiftness Duration (3): +50 Vitality (4): 25% chance when struck to gain swiftness for 15 seconds. (Cooldown: 30s) (5): +100 Vitality (6): +20% Swiftness Duration; +25% Movement Speed
Minor Rune of the Eagle (1): +10 Precision (2): +14 Ferocity
Major Rune of the Eagle (1): +15 Precision (2): +21 Ferocity (3): +30 Precision (4): +39 Ferocity
Superior Rune of the Eagle (1): +25 Precision (2): +35 Ferocity (3): +50 Precision (4): +65 Ferocity (5): +100 Precision (6): +6% damage against targets with less than 50% health.
Minor Rune of Rata Sum (1): +10 Precision (2): +4% Poison Duration
Major Rune of Rata Sum (1): +15 Precision (2): +6% Poison Duration (3): +30 Precision (4): +9% Weakness Duration
Superior Rune of the Rata Sum (1): +25 Precision (2): +10% Poison Duration (3): +50 Precision (4): +15% Weakness Duration (5): +100 Precision (6): +20% poison duration; 50% chance when struck to summon a radiation field. (Cooldown: 90s)
Minor Rune of Hoelbrak (1): +10 Power (2): +4% Might Duration
Major Rune of Hoelbrak (1): +15 Power (2): +6% Might Duration (3): +30 Power (4): 15% chance when struck to gain might for 10 seconds. (Cooldown: 5s)
Superior Rune of Hoelbrak (1): +25 Power (2): +10% Might Duration (3): +50 Power (4): 25% chance when struck to gain might for 10s. (Cooldown: 5s) (5): +100 Power (6): +20% might duration; -20% condition duration applied to you.
Minor Rune of Divinity (1): +3 to all stats (2): +4 to All Stats
Major Rune of Divinity (1): +5 to all stats (2): +6 to All Stats (3): +7 to All Stats (4): +8 to All Stats
Superior Rune of Divinity (1): +8 to All Stats (2): +10 to all stats (3): +12 to All Stats (4): +14 to All Stats (5): +16 to All Stats (6): +18 to All Stats
Minor Rune of the Grove (1): +10 Healing (2): +4% Protection Duration
Major Rune of the Grove (1): +15 Healing (2): +6% Protection Duration (3): +30 Healing (4): 15% chance when struck to gain protection for 4 seconds. (Cooldown: 30s)
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