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.
Creation and price
|Item||Malevolent energy||Reinforcing plate||Material price||GE Price|
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|