Sovereign Set

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The Sovereign Set

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

The Sovereign Set is the final, highest-tier armor set within Return of Reckoning.

This set comes after the Warlord Set, and requires Renown Rank 75-78 to equip.

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

How to equip Sovereign Armor

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

Once complete, 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 Reingard Kolb (Order) or Strezhyrr (Destro) and speak to them to begin purchasing the Armor set.

You'll need Renown Rank 75 to start equipping pieces, and Renown Rank 78 to finish the set.

Off-Spec Sovereign

Sovereign armor offers a special off-spec set for every class. The general breakdown for these specs is:

  • Tank: Primary spec Defense-focused, Off-spec DPS-focused
  • Healer: Primary spec Heal-focused, Off-spec DPS-focused
  • DPS: Primary Spec DPS-focused, Off-spec defense-focused

You can find the Off-spec Vendor located next to the regular Sovereign merchant, so be sure to check closely that you're purchasing the right set before buying anything. (There are no refunds!)

Sovereign Armor Costs

There's a separate vendor that sells Off-spec Sovereign sets, with different stats and bonuses. Make sure you're buying the right set!


Total War Crest cost for Full Set: 10,333.

Which Sovereign set should I pick?

As always, this is situational and depends on your playstyle and type of build you'd like to bring to combat. Some players also combine bonuses from Sovereign with other set bonuses, like Triumphant, Sentinel, Warlord, or others.

Set Bonuses

Sovereign's 8-piece bonus will grant you special abilities.

Wearing 2 or more pieces of Sovereign will grant your character additional set bonuses.

  • Defensive Tanks share the same bonuses across all classes. Offensive Tanks share almost all bonuses, but gain different 8-piece abilities.
  • If your class is called out specifically on a bonus, it means they gain only the bonus listed after their class name on that row.

To see full details on the set bonuses for Sovereign, expand one of the tables below:

Tanks
Sov Effect Off-Sov Effect
2 Pieces +80 Wounds +80 Strength
3 Pieces +88 Toughness +88 Wounds
4 Pieces +6% Block +15% Critical Damage
5 Pieces +6% Reduction in being critically hit +6% Melee Critical Chance
6 Pieces +2 Defensive Mastery Tree Points
(Path of Vaul / Vigilance / Stone / Da' Toughest / Corruption / Loathing )
+2 Offensive Mastery Tree Points
(Path of Khaine / Conquest / Vengeance / Da' Brawler / Dread / Malice)
7 Pieces On Being Attacked: 10% chance to increase Parry, Block, Disrupt and Dodge by 10% for 10 seconds. On Hit: 10% chance to increase Block Strikethrough and Parry Strikethrough by 10% for 10 seconds.
8 Pieces Gain Ability: Leading the Charge (AOE movement speed increase for 10 seconds) Swordmaster/Black Orc: Desolation - Up to 3 nearby enemies within 10 feet immediately lose 1800 Morale.

Knight of the Blazing Sun / Black Guard: Reduces an enemy's movement speed by 30% for 10 seconds.

Ironbreaker / Chosen: Reduce incoming heals by 50% for 10 seconds on an enemy.
Healers
Sov Effect Off-Sov Effect
2 Pieces +80 Willpower +80 Intelligence
DoK/WP: +80 Strength
3 Pieces +88 Wounds +88 Wounds
4 Pieces +6% Reduced Armor Penetration +6% Reduced chance to be Disrupted
DoK/WP: +6% Reduced Armor Penetration
5 Pieces +6% Healing Critical chance +6% Magic Critical Chance
DoK/WP: +6% Block
6 Pieces +2 Mastery Tree Points.
(Path of Isha / Salvation / Grungni / Mork / Dark Rites / Alchemy)
+2 Mastery Tree Points.
(Path of Asuryan / Grace / Grimnir / Gork / Sacrifice / Dark Rites)
7 Pieces On Heal: 10% Chance to recover 60 Action Points over 3 seconds.

DoK/WP: On Casting Heal: 20% chance to recover 30 Soul Essence / Righteous Fury over 3 seconds.
On Hit: 10% chance to increase target's chance to be critically hit by 7% for 10 seconds.

DoK/WP: Any time you block an attack, you will gain 60 action points over 3 seconds.
8 Pieces Archmage/Shaman: Absolute Preservation - You and your defensive target cannot be critically hit for 10 sec.

DoK/WP - You instantly regain 120 Soul Essence/Righteous Fury.

Zealot/Runepriest - Increases your chance to critically hit and heal by 10% for 10 sec.
Gain Ability: Unshackled Freedom - You and your defensive targets abilities cost no Action Points for 10 seconds.

DoK/WP: Dispersion - For 10 seconds, your attacks will heal your allies within 30 feet for 200% of the damage done.
Melee DPS
Sov Effect Off-Sov Effect
2 Pieces +80 Strength +80 Strength
3 Pieces +88 Wounds +88 Toughness
4 Pieces +6% Armor Penetration
WH/WE: +15% Critical Damage
+96 Wounds
WH/WE: +367 Armor Bonus
5 Pieces +6% Melee Critical Chance +734 Armor
WH/WE: +6% Reduction in being Critically Hit
6 Pieces +2 Mastery Tree Points
(Path of the Skavenslayer / Judgment / Hunter / Da' Wrecka / Treachery / Savagery )
+2 Mastery tree Points
(Path of the Trollslayer / Confession / Guardian / Da' Savage / Carnage / Monstrosity )
7 Pieces On Hit: 10% chance to increase target's chance to be critically hit by 7% for 10 seconds. On Being Attacked: 10% chance to reduce incoming damage by 4% for 10 seconds.
8 Pieces Gain Ability: Desolation - Up to 3 nearby enemies within 10 feet immediately lose 1800 Morale

WH/WE: Enough! - You knock your target back a long distance.
Gain Ability: Inexorable Force - Your defensive target becomes immune to Stagger, Knockdown, Root and Knockback effects for 10 seconds.
Physical Ranged DPS
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.
Magic Ranged DPS
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.