m (→Disassembly: returned item) Tag: apiedit |
m (→top: ikod) Tag: apiedit |
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|destroy=You must augment another one using an augmentor. In addition, you will lose all the item's XP and gizmos. |
|destroy=You must augment another one using an augmentor. In addition, you will lose all the item's XP and gizmos. |
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|kept=reclaimable |
|kept=reclaimable |
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+ | |ikod={{GEP|Malevolent cuirass}} |
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|examine=Armour infused with malevolent energy. |
|examine=Armour infused with malevolent energy. |
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|weight=9.979 |
|weight=9.979 |
Revision as of 14:36, 14 May 2017
The blood-dyed augmented malevolent cuirass is level 90 Melee body slot power armour, created by using an augmentor and divine charges on a malevolent cuirass (blood), or by using blood dye on an augmented malevolent cuirass.
Augmented dyed equipment does not feature the cogs associated with most augmented items (they look identical to non-augmented versions). Disassembling augmented dyed items does not return the dye. Dying in unsafe PvP with this item drops a broken malevolent cuirass - the dye, augmentor, and gizmos are lost.
Armour gizmos charged with perks can be used to enhance the armour's abilities. As a body slot item, the Augmented malevolent cuirass (blood) can hold 2 gizmos, allowing up to 4 perks (2 on each).
Using this armour in combat can gain experience to increase its level. Levelling the armour will have no effect on its ability in combat, but it will improve the experience and materials gained for disassembling it.
The Augmented Malevolent cuirass (blood) uses charges stored within the item (not in the universal charge pack). It degrades exactly as the non-augmented version does: it has 100,000 charges of combat. These charges can be replenished by combining it with a non-dyed, augmented variant of the same item. This will combine the charges of both items but any excess charge will be lost, furthermore only one version may have perks on it. When combining two items the greater item experience of the two items is retained.
The item can be trained and siphoned as normal while it has charges. Once it runs out of charges, it will retain its equipment bonuses until it reaches equipment level 10, where it will become unusable and has to be recharged or be disassembled. This will return an un-augmented, broken Malevolent cuirass (blood). It can then be repaired and re-augmented as normal. A dye can be used on an augmented, undyed version to produce this item.
Unlike normal augmented items, this item is made at an Inventor's workbench from a new, fully charged item, an augmentor, and 36 divine charges. It cannot be made from a partially used component. Augmentation dissolvers cannot be used on this item.
Requirements | |||||||||||
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90 | |||||||||||
Class | Slot | ||||||||||
Melee | |||||||||||
Tier | Type | ||||||||||
90 | Power armour | ||||||||||
Weapons | Main | Off | |||||||||
Damage | - | - | |||||||||
Accuracy | - | - | |||||||||
Style | - | ||||||||||
Range | - | ||||||||||
Attributes | Damage reduction | ||||||||||
Armour | 500 | PvM: 0% | PvP: 2.7% | ||||||||
Life points | 0 | Style bonuses | |||||||||
Prayer | 3 | 34 | 0 | 0 | |||||||
[FAQ] • [doc] |
Disassembly
Disassembly XP | 27.0 |
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Item quantity required | 1 |
Material count | 8 |
Base junk chance | 0.0% |
Returned items | |
Malevolent cuirass (blood, broken) | |
Possible materials | |
Special | |
7 × Undead components | 100% |
Often | |
Cover parts | 35% |
Plated parts | 30% |
Deflecting parts | 30% |
Rarely | |
Strong components | 3% |
Protective components | 2% |
The Augmented Malevolent cuirass (blood) can be levelled up by using it. The equipment experience required for each level and the effect of disassembly is as follows:
Table of experience and effect | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Augmented body armour | |||||||||||
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Melee |
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Magic |
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Ranged | |||||||||||
Hybrid |
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Treasure Trail |
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