Warlord Set

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The Warlord Set

Speak to the Royal Quartermaster in the North of your Capital City to purchase Warlord Armor.

The Warlord Set is the second-highest-tier armor set within Return of Reckoning.

This set comes after the Invader Set, and requires Renown Rank 70-73 to equip.

Warlord features 8 pieces, and like the Invader Set before it, all pieces of Warlord are bound on pick-up, so you must earn all pieces of this set with War Crests.

How to equip Warlord Armor

To wear Warlord Armor, you'll first need the Invader Ward granted by equipping five pieces of Invader Armor or equivalent sets.

Once that's done, it's time to head North in your capital city to either the Palace of Altdorf or The Citadel within the Inevitable City. (You can also head to the far Western area of Karaz-A-Karak, or the Great Green Hall in Karak Eight Peaks.)

Look for Valenor (Order) or Vothocan (Destro) and speak to them to begin purchasing the Armor set.

You'll need Renown Rank 70 to start equipping pieces, and Renown Rank 73 to finish the set.

Warlord Stat Focus

For most classes, the Warlord set is considered "Off-spec", meaning that it will grant bonuses for alternate playstyles for your class.

For tanks and healers, this means the set is DPS-focused. Be sure to check the Set Bonuses to see if the Warlord Set will combo nicely for your preferred playstyle.


Warlord Armor Costs


Total War Crest cost for Full Set: 7,922.

Set Bonuses

Wearing 2 or more pieces of Warlord will grant your character additional set bonuses.
To see full details on the set bonuses for Warlord, expand one of the tables below:

Tanks
Warlord Effect
2 Pieces +75 Strength
3 Pieces +83 Weapon Skill
4 Pieces +6% Armor Penetration
5 Pieces +99 Melee Power
6 Pieces +2 Supportive Mastery Tree Points
(Path of Hoeth/ Glory / Brotherhood / Da' Boss / Discord / Anguish)
7 Pieces On Being Hit: 10% chance to detaunt target.
8 Pieces Gain Ability: Desolation - Up to 3 nearby enemies within 10 feet immediately lose 1800 Morale.
Swordmaster/Black Orc - Gain Ability: You are an inspiration to yourself and other sec. Your defensive target will absorb up to 1387 over 10 sec.
Healers
Runepriest/Zealot Warrior Priest/Disciple of Khaine Archmage/Shaman
2 Pieces +75 Willpower +75 Strength +75 Intelligence
3 Pieces +83 Wounds +83 Weapon Skill +83 Wounds
4 Pieces +355 Armor Bonus +6% Armor Penetration +6% Reduced Change to be Disrupted
5 Pieces +99 Healing Power +99 Melee Power +99 Magic Power
6 Pieces +2 Path of Valaya/Witchcraft Ablilities +2 Path of Wrath/Torture Abilities +2 Path of Vaul/Da Green Abilities
7 Pieces On Being Attacked: 10% Chance to reduce incoming damage by 4% for 10 seconds. On Hit: 10% chance to recover 60 Action Points over 3 seconds. Boost V - On Hit: 10% change to increase your critical hit rate by 9% and your critical damage by 12% for 9 seconds.
8 Pieces Gain ability: Absolute Preservation - You and your defensive target cannot be critically hit for 10 sec. Gain ability: Inexorable Force - Your defensive target becomes immune to Stagger, Knockdown, Root and Knockback effects for 10 seconds. Gain ability: You push your powers to their limits, extending their range by 20% for 10 sec.
Melee DPS
Warlord Effect
2 Pieces +75 Strength
3 Pieces +83 Weapon Skill
Witch Hunter/Witch Elf: +83 Initiative
4 Pieces +15% Auto Attack Haste
5 Pieces +99 Melee Power
6 Pieces +2 Mastery Tree Points
(Path of the Giantslayer / Inquisition / Axeman / Da' Hitta / Suffering / Brutality)
7 Pieces Depleting - On Hit: 10% chance to remove 50 AP from target.
Witch Hunter/Witch Elf:Doubt = On Being Hit: 25% chance to remove 50 morale from the attacker.
8 Pieces Slayer/Choppa: Gain ability - Your blood thirst is elevated by the thoughts of battle. You cannot be stopped by roots or snares for the next 10 sec.
Witch Hunter/Witch Elf: Gain ability: Desolation - Up to 3 nearby enemies within 10 feet immediately lose 1800 Morale.
White Lion/Marauder: Increases your chance to critically hit by 10% for 10 sec.
Physical Ranged DPS
Warlord Effect
2 Pieces +75 Ballistic Skill
3 Pieces +83 Weapon Skill
4 Pieces +6% Reduced Chance to be Dodged
5 Pieces +99 Ranged Power
6 Pieces +2 Mastery Tree Ability Points
(Path of the Grenadier / Skirmisher / Quick Shootin' )
7 Pieces Dissolve IX - On Hit: 10% chance to reduce target's armor by 800 for 6 seconds.
8 Pieces Engineer: Gain Ability: Restraining Shot - Target is rooted in place for 10 sec
Shadow Warrior/Squig Herder: Unshackled Freedom - You and your defensive target's abilities cost no Action Points for 10 seconds.
Magic Ranged DPS
Warlord Effect
2 Pieces +75 Intelligence
3 Pieces +83 Wounds
4 Pieces +6% Reduced Chance to be Disrupted
5 Pieces +99 Magic Power
6 Pieces +2 Mastery Tree Ability Points
(Path of Immolation / Agony / Changing)
7 Pieces On hit: 10% chance to increase all damage taken by your target by 4% for 10 seconds
8 Pieces Gain Ability: Fettered Might - Your target will have their Action Point cost increased by 50% for 10 sec.
Magus: Gain ability: Tzeentch's Holding - Target is rooted in place for 10 sec.
  • For reference, Physical Ranged DPS Classes includes the Shadow Warrior, Engineer, and Squig Herder.
  • Magical Ranged DPS Classes includes Bright Wizard, Sorc, and Magus.