About: Malevolent armour   Sponge Permalink

An Entity of Type : owl:Thing, within Data Space : 134.155.108.49:8890 associated with source dataset(s)

Malevolent armour degrades after 100,000 charges of combat before falling apart and vanishing completely ('degrades to dust'). It cannot be repaired normally, but two partially used parts (of the same type) can be combined to consolidate the charges - e.g. using a 90% charged helm on a 2% charged helm will result in a 92% charged helm. The armour is tradeable until it is first worn - a warning message is given when attempting to first wear a tradeable part - and partially worn parts are not tradeable.

AttributesValues
rdfs:label
  • Malevolent armour
  • Malevolent armour
rdfs:comment
  • Malevolent armour is op dit moment de sterkste melee uitrusting in het spel en behoort tot het 'power armour': het geeft 10% bonus bij de melee schade die je toebrengt als je de hele set draagt. De defensieve bonussen van power armour zijn echter iets lager dan normaal, waardoor het superior tetsu armour iets hogere defensieve bonussen heeft dan het malevolent armour.
  • Malevolent armour degrades after 100,000 charges of combat before falling apart and vanishing completely ('degrades to dust'). It cannot be repaired normally, but two partially used parts (of the same type) can be combined to consolidate the charges - e.g. using a 90% charged helm on a 2% charged helm will result in a 92% charged helm. The armour is tradeable until it is first worn - a warning message is given when attempting to first wear a tradeable part - and partially worn parts are not tradeable.
Strength
  • 23(xsd:integer)
  • 29(xsd:integer)
  • 34(xsd:integer)
  • 86(xsd:integer)
dbkwik:resource/TURYH9FKEL_G0qSTtGl7sQ==
  • 8(xsd:integer)
  • 10(xsd:integer)
  • 15(xsd:integer)
dbkwik:resource/k3-gz_u7286xnankIZNxzQ==
  • 17(xsd:integer)
  • 21(xsd:integer)
  • 30(xsd:integer)
dcterms:subject
inv
  • yes
dbkwik:nl.runescap...iPageUsesTemplate
dbkwik:rune-scape/...iPageUsesTemplate
dbkwik:runescape/p...iPageUsesTemplate
Prayer
  • 2(xsd:integer)
  • 3(xsd:integer)
  • 7(xsd:integer)
ge
  • Malevolent greaves
  • Malevolent cuirass
  • Malevolent cuirass
  • Malevolent greaves
  • Malevolent helm
  • Malevolent helm
  • Malevolent kiteshield
Slot
  • head
  • legs
  • shield
  • torso
Type
  • melee
dbkwik:resource/rsYw2i0miunCbWPVLp8gpA==
  • member
Armour
  • 435(xsd:integer)
  • 479(xsd:integer)
  • 491(xsd:integer)
  • 500(xsd:integer)
  • 1414(xsd:integer)
Life
  • 960(xsd:integer)
  • 1350(xsd:integer)
  • 1440(xsd:integer)
  • 1920(xsd:integer)
abstract
  • Malevolent armour is op dit moment de sterkste melee uitrusting in het spel en behoort tot het 'power armour': het geeft 10% bonus bij de melee schade die je toebrengt als je de hele set draagt. De defensieve bonussen van power armour zijn echter iets lager dan normaal, waardoor het superior tetsu armour iets hogere defensieve bonussen heeft dan het malevolent armour. De helm, cuirass en greaves kunnen gemaakt worden met malevolent energy, verkrijgbaar als drop van de Barrows - Rise of the Six boss fight, en reinforcing plates, verkocht door Saro in Keldagrim. Hiervoor is 91-93 Smithing vereist. Het schild is verkrijgbaar als drop van Barrows - Rise of the Six. De helm, cuirass en greaves zullen bovendien na 10 uur volledig kapotgaan en verdwijnen: deze onderdelen kunnen niet gerepareerd worden. Het schild zal ook kapotgaan, maar kan wel gerepareerd worden door Bob in Lumbridge of op een armour stand in een player-owned house.
  • Malevolent armour degrades after 100,000 charges of combat before falling apart and vanishing completely ('degrades to dust'). It cannot be repaired normally, but two partially used parts (of the same type) can be combined to consolidate the charges - e.g. using a 90% charged helm on a 2% charged helm will result in a 92% charged helm. The armour is tradeable until it is first worn - a warning message is given when attempting to first wear a tradeable part - and partially worn parts are not tradeable. To augment malevolent armour a new, fully charged item (do not wear the item), an augmentor, and 36 divine charges are needed to manufacture the armour at the Inventor's workbench. It cannot be made from a partially used component. Once it is worn it is no longer augmentable even if not used. Augmentation dissolvers cannot be used on these items. Retrieving unprotected parts from a gravestone will cause the part to lose 10% of its charges. Dying in dangerous PvP will drop a fraction of the malevolent energy used to create the part, based on how degraded it was, rounded down - e.g. a helm with 52% charges remaining will drop 7 malevolent energy. The armour set may be paired with razorback gauntlets, which are level 90 melee power gloves, or with emberkeen boots, which are level 90 melee power boots. Of this set the cuirass and greaves can be augmented to create an augmented malevolent cuirass and an augmented malevolent greaves. For how to augment these items, see their respective page.
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