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Not to be confused with Malevolence.
For the kiteshield, see malevolent kiteshield.
Malevolent armour set equipped

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. The reinforcing plates can be purchased at a cost of 500,000 coins each from Saro in Keldagrim or from the Grand Exchange, in the Quality Armour Shop directly south-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) 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.

Dyed equipment instead turns into a broken state when fully degraded - simply adding malevolent energy to the broken piece will repair it.

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, 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, see their respective page.

Creation and price[]

Item Smithing Malevolent energy Reinforcing plate Material price GE Price
Lv XP
Malevolent helm Malevolent helm 91 500 Malevolent energy 14 Reinforcing plate 1 5,662,024 6,086,571
Malevolent cuirass Malevolent cuirass 93 1,500 Malevolent energy 42 Reinforcing plate 3 16,986,072 18,108,873
Malevolent greaves Malevolent greaves 92 1,000 Malevolent energy 28 Reinforcing plate 2 11,324,048 12,264,411
Totals 3,000 Malevolent energy 84 Reinforcing plate 6 33,972,144 36,459,855

Bonuses[]

Attack
Item
Main-hand Off-hand Attributes Style bonus
Style Dmg Acc Style Dmg Acc Defence Constitution Prayer Attack-icon Ranged-icon Magic-icon
Malevolent helm Malevolent helm - - - - - - 435 0 2 23 - -
Malevolent cuirass Malevolent cuirass - - - - - - 500 0 3 34 - -
Malevolent greaves Malevolent greaves - - - - - - 479 0 2 29 - -
Totals - - - - - - 1414 0 7 86 - -

Dyed[]

Using dyes from Treasure Trails, malevolent armour can be recoloured.

Dyed malevolent armour also has 100,000 charges of combat, but degrades to a broken state instead. It can be repaired using malevolent energy.

Part 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 Malevolent energy 15 5,530,740
Cuirass (dyed) 169,130,910 637,423,145 2,165,528,093 2,165,556,811 Malevolent energy 50 18,435,800
Greaves (dyed) 163,286,448 631,578,683 2,159,683,631 2,159,712,349 Malevolent energy 34 12,536,344
Totals 489,525,966 1,894,402,671 6,478,717,515 6,478,803,669 Malevolent energy 99 36,502,884

Gallery[]

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