Invader Set
The Invader Set
The Invader Set is a high-tier armor set within Return of Reckoning.
This set comes after the Vanquisher Set, and requires Renown Rank 60-63 to equip.
Invader features 7 pieces, and unlike sets prior to it, all pieces of Invader are bound on pick-up, so you cannot trade or buy Boots or Gloves for this set on the Auction House.
Invader is also the first major RvR Set to introduce an Accessory piece. This piece is optional for unlocking The Invader ward.
How to equip Invader Armor
To wear Invader Armor, you'll first need the Vanquisher Ward granted by equipping five pieces of Vanquisher 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.
Look for Killbjorn Grimstone (Order) or Skullsplitta Badaxe (Destro) and speak to them to begin purchasing the Armor set.
You'll need Renown Rank 60 to start equipping pieces, and Renown Rank 63 to finish the set.
Invader Armor Costs
- Invader Belt: 312 War Crests (Optional for Ward)
- Invader Boots: 515 War Crests
- Invader Gloves: 444 War Crests
- Invader Shoulders: 701 War Crests
- Invader Helm: 772 War Crests
- Invader Body: 936 War Crests
- Invader Accessory: 887 War Crests (Optional for Ward)
Is the Invader Set good for my class?
As with all sets, this is situational, depending on your class and build.
Check out the Invader Set Bonus to judge how useful you feel this set can be for your character, and your specific playstyle!
Set Bonuses
Wearing 2 or more pieces of Invader will grant your character additional set bonuses.
For Tanks, The first 6 bonuses are always the same, and the 7 piece bonus is shared by one tank from each faction.
For DPS Sets, if you see an ←, it means that class gains the same benefit listed in the left column.
To see full details on the set bonuses for Invader, expand one of the tables below:
Effect | |
---|---|
2 Pieces | +66 Strength |
3 Pieces | +73 Wounds |
4 Pieces | +80 Toughness |
5 Pieces | +5% Block |
6 Pieces | On Block: 10% chance to restore 500 HP and 50 AP |
Knight & Chosen 7 Pieces | Anytime you block an enemy's attack, low damage is reflected back and their outgoing damage is reduced by 5%. |
Swordmaster & Black Orc 7 Pieces | All Improved or Perfect Balance attacks have 25% chance to increase incoming healing by 5% on all groupmates within 100 feet except you. |
Ironbreaker & Black Guard 7 Pieces | When you block, all members of your group within 100 feet except you become 5% less likely to be critically hit for 10 seconds. |
Effect | |
---|---|
2 Pieces | +66 Willpower |
3 Pieces | +73 Wounds |
4 Pieces | +80 Toughness |
5 Pieces | +5% Healing Critical chance |
6 Pieces | On Direct Heal: 5% chance to remove a Hex, Curse, or Ailment from your heal target |
Archmage and Shaman 7 Pieces | All your healing abilites have a 10% chance to increase Critical Heal chance by 9% and increase added value from criticals by 12% for 10 seconds. |
Warrior Priest & Disciple of Khaine 7 Pieces | All your healing abilites have a 10% chance to increase the power of your heals by 12% for 10 seconds. |
Rune Priest & Zealot 7 Pieces | All your healing abilites have a 10% chance to increase Healing Power by 110 for 10 seconds. |
Slayer & Choppa | Witch Hunter & Witch Elf | White Lion & Marauder | |
---|---|---|---|
2 Pieces | +66 Strength | ← | ← |
3 Pieces | +73 Wounds | ← | ← |
4 Pieces | +5% reduced chance to be parried. | ← | ← |
5 Pieces | +5% Melee Critical chance | ← | +15% Auto-attack haste. |
6 Pieces | On Critical Hit: 10% chance to increase your auto-attack damage by 25% for 5 seconds. | ← | ← |
All Healer Classes 7 Pieces | While you are Furious, all of your attacks will ignore 10% of your enemies' armor. While Berserk, all of your attacks will ignore 20% of enemies' armor. | Any time an enemy defends your attack, you will strike them for low damage which they cannot prevent. | Increases Critical hit rate of all Path of Hunter / Path of Brutality abilities by 10%. |
Bright Wizard & Sorceror | Shadow Warrior & Squig Herder | Engineer and Magus | |
---|---|---|---|
2 Pieces | +66 Intelligence | +66 Ballistic Skill | Engi: +66 Ballistic Skill / Magus: +66 Intelligence |
3 Pieces | +73 Toughness | +73 Wounds | Engi: +73 Wounds / Magus: +73 Toughness |
4 Pieces | +5% reduced chance to be disrupted. | +80 Weapon Skill | Engi: +80 Weapon Skill / Magus: 5% reduced chance to be disrupted. |
5 Pieces | +10 foot increased Range | ← | ← |
6 Pieces | On Critical Hit: Increase Dodge Strikethrough and Disrupt Strikethrough by 20% on next ability cast. Can only occur once ever 3 seconds. | ← | ← |
7 Pieces | All your Path of Immolation / Path of Calamity abilities have a 10% chance (Sorc: 5%) to increase your critical hit rate by 9% and your critical damage by 12% for 9 seconds. | Increases the critical hit rate of all Path of the Skirmisher / Quick Shootin' abilities by 10%. | Each time you critically hit an enemy with Path of Rifleman / Path of Havoc abilities, 20% chance to reduce their initiative by 80 for 5 seconds. |
Unlocking the Invader Ward
The Invader Ward is the final RvR Ward, and is unlocked by equipping five pieces of Invader Armor. Those are:
- Boots
- Gloves
- Shoulders
- Helm
- Chest
If you're not looking to use Invader for long or want to move on to a different set, you can skip both the Invader Belt and Invader Accessory to save on War Crests. You can also unlock this ward with other armor sets - please see the Invader Ward page for info.
Next stop: Warlord and Sovereign
The Invader Ward is the final step required to unlock the gates for both the Warlord and Sovereign sets, which represent best-in-slot gear for many players.
From this point forward, there are no more RvR Wards to unlock, so you can freely purchase and equip both Warlord and Sovereign once you have enough War Crests and a high enough Renown Rank.