Warlord Set
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The Warlord Set
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
- Warlord Belt: 498 War Crests, Renown 70
- Warlord Cape: 628 War Crests, Renown 70
- Warlord Boots: 822 War Crests, Renown 71
- Warlord Gloves: 709 War Crests, Renown 71
- Warlord Shoulders: 1120 War Crests, Renown 72
- Warlord Helm: 1233 War Crests, Renown 72
- Warlord Accessory: 1417 War Crests, Renown 73
- Warlord Body: 1495 War Crests, Renown 73
Set Bonuses
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 - Gain Ability: Vaul's Guidance - You are an inspiration to yourself and other sec. Your defensive target will absorb up to 1387 over 10 sec. |
Warlord Effect | |
---|---|
2 Pieces | Runepriest: +75 Willpower Warrior Priest: +75 Strength Archmage: +75 Intelligence |
3 Pieces | Runepriest: +83 Wounds Warrior Priest: +83 Weapon Skill Archmage: +83 Wounds |
4 Pieces | Runepriest: +355 Armor Bonus Warrior Priest: +6% Armor Penetration Archmage +6% Reduced Change to be Disrupted |
5 Pieces | Runepriest: +99 Healing Power Warrior Priest: +99 Melee Power Archmage: +99 Magic Power |
6 Pieces | +2 Mastery Tree Points. (Path of Vaul / Wrath / Valaya / Mork / Dark Rites / Alchemy) |
7 Pieces | Runepreist: On Being Attacked: 10% Chance to reduce incoming damage by 4% for 10 seconds. Warrior Priest: On Hit: 10% chance to recover 60 Action Points over 3 seconds. Archmage: 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 | Runepriest: Gain ability: Absolute Preservation - You and your defensive target cannot be critically hit for 10 sec. Warrior Priest: Gain ability: Inexorable Force - Your defensive target becomes immune to Stagger, Knockdown, Root and Knockback effects for 10 seconds. Archmage: Gain ability: True Magic - You push your powers to their limits, extending their range by 20% for 10 sec. |
Warlord Effect | |
---|---|
2 Pieces | +75 Strength Witch Hunter: |
3 Pieces | +83 Weapon Skill Witch Hunter: |
4 Pieces | +15% Auto Attack Haste |
5 Pieces | +99 Melee Power |
6 Pieces | +2 Mastery Tree Points (Path of the Giantslayer / Inquisition / Hunter / Da' Wrecka / Treachery / Savagery ) |
7 Pieces | Depleting - On Hit: 10% chance to remove 50 AP from target. Witch Hunter:Doubt = On Being Hit: 25% chance to remove 50 morale from the attacker. |
8 Pieces | Slayer: Gain ability - Can't Slow Me Down: 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: Gain ability: Desolation - Up to 3 nearby enemies within 10 feet immediately lose 1800 Morale. |
Sov Effect | Off-Sov Effect | |
---|---|---|
2 Pieces | +80 Ballistic Skill | +80 Ballistic Skill |
3 Pieces | +88 Wounds | +88 Wounds |
4 Pieces | +6% Armor Penetration | +367 Armor Bonus |
5 Pieces | +6% Ranged Critical Chance | +6% Reduction in being Critically Hit |
6 Pieces | +2 Mastery Tree Ability Points (Path of the Scout / Rifleman / Big Shootin' ) |
+2 Mastery Tree Ability Points (Path of Assault / Tinkerer / Bouncin' ) |
7 Pieces | On hit: 10% chance to increase your critical hit rate by 9% and your critical damage by 12% for 9 seconds. | On hit: 10% chance to reduce Target's movement speed by 40% for 10 seconds. |
8 Pieces | SW/SH - All your build times are reduced by 1.5 sec. for 10 seconds. Engi: Unshackled Freedom - You and your defensive target's abilities cost no Action Points for 10 seconds. |
Gain Ability: Fettered Might - Your target will have their Action Point cost increased by 50% for 10 sec. SH: All your build times are reduced by 1.5 sec. for 10 seconds. |
Sov Effect | Off-Sov Effect | |
---|---|---|
2 Pieces | +80 Intelligence | +80 Intelligence |
3 Pieces | +88 Wounds | +88 Wounds |
4 Pieces | +15% Critical Damage | +367 Armor Bonus |
5 Pieces | +6% Magic Critical Chance | +6% Reduction in being Critically Hit |
6 Pieces | +2 Mastery Tree Ability Points (Path of Incineration / Agony / Havoc ) |
+2 Mastery Tree Ability Points (Path of Conflagaration / Destruction / Demonology ) |
7 Pieces | On hit: 10% chance to increase all damage taken by your target by 5% for 10 seconds. Magus: On Hit: 10% chance to increase your critical hit rate by 9%, and your critical damage by 12% for 9 seconds. |
On hit: 10% chance to reduce Target's movement speed by 40% for 10 seconds. |
8 Pieces | Gain Ability: Unshackled Freedom - You and your defensive targets abilities cost no Action Points for 10 seconds. | Gain Ability: True Dhar / Wind of Aqshy - increases the radius of all your spells by 50% for 10 seconds. Magus: Fettered Might - Your target will have their Action Point cost increased by 50% for 10 seconds. |
- For reference, Physical Ranged DPS Classes includes the Shadow Warrior, Engineer, and Squig Herder.
- Magical Ranged DPS Classes includes Bright Wizard, Sorc, and Magus.