Mayhem Set: Difference between revisions
(Created page with "== The Mayhem Set == '''The Mayhem Set''' is a high-tier armor set within Return of Reckoning. This set comes after the Havoc Set, and requires Renown Rank 60-63 to equip. Mayhem features 7 pieces, and unlike sets prior to it, all pieces of Mayhem are bound on pick-up, so you cannot trade or buy Boots or Gloves for this set on the Auction House. Mayhem is also the first major RvR Set to introduce an Accessory piece. This piece is optional for unlocking The Mayhem war...") |
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== How to equip Mayhem Armor == | == How to equip Mayhem Armor == | ||
[[File:Mayhem | [[File:Mayhem Merchant2.png|thumb|Speak to the Mayhem Armor Quartermaster in the south of your Capital City to purchase Mayhem Armor.]] | ||
To wear Mayhem Armor, you'll first need the [[Scout Ward]] granted by equipping five pieces of Havoc Armor or equivalent sets. | To wear Mayhem Armor, you'll first need the [[Scout Ward]] granted by equipping five pieces of Havoc Armor or equivalent sets. | ||
Once that's done, it's time to head | Once that's done, it's time to head south in your capital city to either east of the War Quarter in Altdorf or The Slaanesh Chambers within the Inevitable City. | ||
Look for ''''' | Look for '''''Adam Quetror''''' (Order) or '''''Lysa Khai''''' (Destro) and speak to them to begin purchasing the Armor set. | ||
You'll need [[Renown| Renown Rank]] 60 to start equipping pieces, and Renown Rank 63 to finish the set. | You'll need [[Renown| Renown Rank]] 60 to start equipping pieces, and Renown Rank 63 to finish the set. | ||
Revision as of 04:27, 12 September 2025
The Mayhem Set
The Mayhem Set is a high-tier armor set within Return of Reckoning.
This set comes after the Havoc Set, and requires Renown Rank 60-63 to equip.
Mayhem features 7 pieces, and unlike sets prior to it, all pieces of Mayhem are bound on pick-up, so you cannot trade or buy Boots or Gloves for this set on the Auction House.
Mayhem is also the first major RvR Set to introduce an Accessory piece. This piece is optional for unlocking The Mayhem ward.
How to equip Mayhem Armor
To wear Mayhem Armor, you'll first need the Scout Ward granted by equipping five pieces of Havoc Armor or equivalent sets.
Once that's done, it's time to head south in your capital city to either east of the War Quarter in Altdorf or The Slaanesh Chambers within the Inevitable City.
Look for Adam Quetror (Order) or Lysa Khai (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.
Mayhem Armor Costs
- Mayhem Belt: 312 War Crests, Renown 60 (Optional for Ward)
- Mayhem Boots: 515 War Crests, Renown 61
- Mayhem Gloves: 444 War Crests, Renown 61
- Mayhem Shoulders: 701 War Crests, Renown 62
- Mayhem Helm: 772 War Crests, Renown 62
- Mayhem Body: 936 War Crests, Renown 63
- Mayhem Accessory: 887 War Crests, Renown 63 (Optional for Ward)
Total War Crest cost for Full Set: 4,567.
Is the Mayhem Set good for my class?
As with all sets, this is situational, depending on your class and build.
Check out the Mayhem 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 Mayhem will grant your character additional set bonuses.
- For Tanks and Healers, The first 6 bonuses are always the same, and the 7 piece bonus is shared by one class per faction.
- For DPS Sets, if you see an ←, it means this class gains the same benefit listed in the left column.
To see full details on the set bonuses for Mayhem, 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. | ← | ← |
| 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, Sorcerer, & Magus | Shadow Warrior, Squig Herder, & Engineer | |
|---|---|---|
| 2 Pieces | +66 Intelligence | +66 Ballistic Skill |
| 3 Pieces | +73 Toughness | +73 Wounds |
| 4 Pieces | +5% reduced chance to be disrupted. | +80 Weapon Skill |
| 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 | Bright Wizard: All your Path of Immolation abilities have a 10% chance to increase your critical hit rate by 9% and your critical damage by 12% for 9 seconds. Sorcerer: All your Path of Calamity abilities have a 5% chance to increase your critical hit rate by 9% and your critical damage by 12% for 9 seconds. Magus: Each time you critically hit an enemy with Path of Havoc abilities, 20% chance to reduce their initiative by 80 for 5 seconds. |
Shadow Warrior: Increases the critical hit rate of all Path of the Skirmisher abilities by 10% Squig Herder: Increases the critical hit rate of all Path of Quick Shootin' abilities by 10% Engineer: Each time you critically hit an enemy with Path of Rifleman abilities, 20% chance to reduce their initiative by 80 for 5 seconds. |
Unlocking the Mayhem Ward
The Mayhem 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.
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