Can You Repair Malevolent Armor
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Kirby and the Forgotten Land - The Loop
Malevolent armour is tier 90 melee power armour from Barrows – Rise of the Six, requiring level ninety Defence to wearable. Information technology is smithed at an anvil using malevolent energy and reinforcing plates. It is the melee equivalent of tectonic and sirenic armour. The reinforcing plates tin can be purchased at a toll of 500,000 coins each from Saro in Keldagrim or from the Grand Commutation, in the Quality Armour Shop directly southward-west of the Keldagrim bank.
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) tin be combined to consolidate the charges - e.thou. using a 90% charged helm on a 2% charged helm will result in a 92% charged helm. The armour is tradeable until information technology is commencement worn - a warning bulletin is given when attempting to first wear a tradeable part - and partially worn parts are non tradeable.
Dyed equipment instead turns into a broken land when fully degraded - merely adding malevolent energy to the broken slice volition repair it.
To broaden malevolent armour a new, fully charged item (practise not vesture the item), an augmentor, and 36 divine charges are needed to manufacture the armour at the Inventor'southward workbench. It cannot exist made from a partially used component. In one case it is worn it is no longer augmentable fifty-fifty if not used. Augmentation dissolvers cannot be used on these items.
Retrieving unprotected parts from a gravestone will cause the role to lose ten% of its charges. Dying in unsafe PvP will drop a fraction of the malevolent free energy used to create the part, based on how degraded information technology was, rounded down - e.k. a helm with 52% charges remaining will drop 7 malevolent energy.
The armour prepare may be paired with razorback gauntlets, which are level 90 melee power gloves, and 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, run across their corresponding page.
Creation and price
Item | Malevolent energy | Reinforcing plate | Material price | GE Toll | ||
---|---|---|---|---|---|---|
Lv | XP | |||||
Malevolent captain | 91 | 500 | 14 | 1 | v,662,024 | vi,086,571 |
Malevolent cuirass | 93 | one,500 | 42 | iii | 16,986,072 | 18,108,873 |
Malevolent greaves | 92 | 1,000 | 28 | ii | eleven,324,048 | 12,264,411 |
Totals | 3,000 | 84 | half-dozen | 33,972,144 | 36,459,855 |
Bonuses
Item | Principal-manus | Off-hand | Attributes | Style bonus | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Style | Dmg | Acc | Manner | Dmg | Acc | ||||||||
Malevolent captain | - | - | - | - | - | - | 435 | 0 | 2 | 23 | - | - | |
Malevolent cuirass | - | - | - | - | - | - | 500 | 0 | 3 | 34 | - | - | |
Malevolent greaves | - | - | - | - | - | - | 479 | 0 | 2 | 29 | - | - | |
Totals | - | - | - | - | - | - | 1414 | 0 | seven | 86 | - | - |
Dyed
Using dyes from Treasure Trails, malevolent armour can be recoloured.
Dyed malevolent armour also has 100,000 charges of combat, simply degrades to a broken state instead. It can be repaired using malevolent energy.
Office | Creation cost | Repair | Repair value | |||
---|---|---|---|---|---|---|
Barrows | Shadow | Third-age | Blood | |||
Helm (dyed) | 157,108,608 | 625,400,843 | 2,153,505,791 | 2,153,534,509 | 15 | 5,530,740 |
Cuirass (dyed) | 169,130,910 | 637,423,145 | 2,165,528,093 | two,165,556,811 | l | xviii,435,800 |
Greaves (dyed) | 163,286,448 | 631,578,683 | two,159,683,631 | 2,159,712,349 | 34 | 12,536,344 |
Totals | 489,525,966 | i,894,402,671 | 6,478,717,515 | 6,478,803,669 | 99 | 36,502,884 |
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Can You Repair Malevolent Armor,
Source: https://runescape.fandom.com/wiki/Malevolent_armour
Posted by: piercevaggrosen.blogspot.com
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