About: Sacred clay equipment   Sponge Permalink

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

Sacred clay items have 'charges', which is consumed as the player receives combat experience. When the items run out of charge, they will not yield the double experience bonus, and will not be able to transform until they are recharged. Each piece will give an experience boost until about 24,450 bonus experience is received, with time being irrelevant. Players will always get 24,450 bonus experience per piece no matter how many pieces they equip, but if you are wearing more than once piece, the bonus experience will degrade the charges of all pieces at the same time but divided by the amount of charged pieces the player is wearing. This means that wearing three fully charged pieces of sacred clay equipment for the whole training time will make them degrade three times as slow, without affe

AttributesValues
rdfs:label
  • Sacred clay equipment
rdfs:comment
  • Sacred clay items have 'charges', which is consumed as the player receives combat experience. When the items run out of charge, they will not yield the double experience bonus, and will not be able to transform until they are recharged. Each piece will give an experience boost until about 24,450 bonus experience is received, with time being irrelevant. Players will always get 24,450 bonus experience per piece no matter how many pieces they equip, but if you are wearing more than once piece, the bonus experience will degrade the charges of all pieces at the same time but divided by the amount of charged pieces the player is wearing. This means that wearing three fully charged pieces of sacred clay equipment for the whole training time will make them degrade three times as slow, without affe
  • Sacred clay armour is a reward bought for 145 thaler or with points earned by playing the Stealing Creation minigame. While wearing any charged piece of sacred clay armour or weapons, any amount of experience you receive in Attack, Strength, Defence, Magic, Ranged and Constitution will be doubled. __TOC__ As of the 8th October 2013, sacred clay equipment no longer has to be wielded/worn in order to receive an XP boost. All XP that they offer is now stored and applied automatically, in a similar way to the Refer a Friend XP rewards.
dcterms:subject
macc
  • 850(xsd:integer)
inv
  • yes
dbkwik:darkscape/p...iPageUsesTemplate
dbkwik:rune-scape/...iPageUsesTemplate
dbkwik:runescape/p...iPageUsesTemplate
rows
  • 4(xsd:integer)
Name
Type
  • Magic
  • Melee
  • Ranged
Caption
  • A player wearing full sacred clay magic set.
  • A player wearing full sacred clay melee set.
  • A player wearing full sacred clay ranged set.
mstyle
  • Slash
  • None
  • Arrow
tot
  • 1(xsd:integer)
mdmg
  • 438(xsd:integer)
  • 612(xsd:integer)
Armour
  • 170(xsd:integer)
  • 187(xsd:integer)
  • 195(xsd:integer)
  • 259(xsd:integer)
  • 552(xsd:integer)
Class
  • Magic
  • Melee
  • Ranged
  • Mixed
abstract
  • Sacred clay items have 'charges', which is consumed as the player receives combat experience. When the items run out of charge, they will not yield the double experience bonus, and will not be able to transform until they are recharged. Each piece will give an experience boost until about 24,450 bonus experience is received, with time being irrelevant. Players will always get 24,450 bonus experience per piece no matter how many pieces they equip, but if you are wearing more than once piece, the bonus experience will degrade the charges of all pieces at the same time but divided by the amount of charged pieces the player is wearing. This means that wearing three fully charged pieces of sacred clay equipment for the whole training time will make them degrade three times as slow, without affecting the amount of experience each of them gives (24,450). As of the 8th October 2013, sacred clay equipment no longer has to be wielded/worn in order to receive an XP boost. All XP that they offer is now stored and applied automatically, in a similar way to the Refer a Friend XP rewards. With Constitution receiving double experience as well, one training a combat skill such as Strength will receive 18350 bonus experience in that skill before their piece of equipment degrades. You can switch between each type by operating them. This can be done an infinite number of times, granted you have any percent of charge left. Operating one piece of armour while wearing a full set will cause all the pieces to transform. They are also remarkably lightweight, at only 2 kg each. In addition, sacred clay armour is extremely light (the weight of the melee set can be fully counteracted by Boots of lightness and a Spotted cape). * Level 50 Defence is required to wield the melee armour, and 50 Attack is needed for the scimitar. * Level 50 Magic and Defence is required to wear/wield the mage armour and staff (sans defence requirement). * Level 50 Ranged and Defence is required to wear/wield the range armour and bow (sans defence requirement). * Level 65 Defence is required to wield any of the shields. It is less expensive (point-wise) to repair your gear, rather than buying multiple sets. Recharging a piece only costs 20 points whereas buying a piece costs over 20 points, with the exception of shields where both buying and recharging cost 200 points.
  • Sacred clay armour is a reward bought for 145 thaler or with points earned by playing the Stealing Creation minigame. While wearing any charged piece of sacred clay armour or weapons, any amount of experience you receive in Attack, Strength, Defence, Magic, Ranged and Constitution will be doubled. __TOC__ Sacred clay items have 'charges', which is consumed as the player receives combat experience. When the items run out of charge, they will not yield the double experience bonus, and will not be able to transform until they are recharged. Each piece will give an experience boost until about 24,450 bonus experience is received, with time being irrelevant. Players will always get 24,450 bonus experience per piece no matter how many pieces they equip, but if you are wearing more than once piece, the bonus experience will degrade the charges of all pieces at the same time but divided by the amount of charged pieces the player is wearing. This means that wearing three fully charged pieces of sacred clay equipment for the whole training time will make them degrade three times as slow, without affecting the amount of experience each of them gives (24,450). As of the 8th October 2013, sacred clay equipment no longer has to be wielded/worn in order to receive an XP boost. All XP that they offer is now stored and applied automatically, in a similar way to the Refer a Friend XP rewards. With Constitution receiving double experience as well, one training a combat skill such as Strength will receive 18350 bonus experience in that skill before his piece of equipment degrades. You can switch between each type by operating them. This can be done an infinite number of times, granted you have any percent of charge left. Operating one piece of armour while wearing a full set will cause all the pieces to transform. They are also remarkably lightweight, at only 2 kg each. In addition, sacred clay armour is extremely light (the weight of the melee set can be fully counteracted by Boots of lightness and a Spotted cape). * Level 50 Defence is required to wield the melee armour, and 50 Attack is needed for the scimitar. * Level 50 Magic and Defence is required to wear/wield the mage armour and staff (sans defence requirement). * Level 50 Ranged and Defence is required to wear/wield the range armour and bow (sans defence requirement). * Level 65 Defence is required to wield any of the shields. It is less expensive (point-wise) to repair your gear, rather than buying multiple sets. Recharging a piece only costs 20 points whereas buying a piece costs over 20 points, with the exception of shields where both buying and recharging cost 200 points.
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