Malevolent armour is tier 90 melee power armour from Barrows – Rise of the Six, requiring level 90 Defence to wear. It is smithed at an anvil using malevolent energy and reinforcing plates. It is the melee equivalent of tectonic and sirenic armour.
Malevolent armour degrades for 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.
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.
Creation and priceEdit
|Item||Malevolent energy||Reinforcing plate||Material price||GE Price|
|Mainhand info||Off-hand info||Attributes||Strength bonus|
- Malevolent armour (barrows)
- Malevolent armour (shadow)
- Malevolent armour (blood)
- Malevolent armour (third age)
Dyed malevolent armour also has 100,000 charges of combat, but degrades to a broken state instead. It can be repaired using malevolent energy - a full repair uses the same amount as making a new one would, but without the reinforcing plates.