Tectonic 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 mask on a 2% charged mask will result in a 92% charged mask. 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.
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rdfs:label
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rdfs:comment
| - Tectonic 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 mask on a 2% charged mask will result in a 92% charged mask. 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.
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dcterms:subject
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inv
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dbkwik:rune-scape/...iPageUsesTemplate
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dbkwik:runescape/p...iPageUsesTemplate
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Prayer
| - 2(xsd:integer)
- 3(xsd:integer)
- 7(xsd:integer)
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ge
| - Tectonic mask
- Tectonic robe top
- Tectonic robe bottom
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Magic
| - 23(xsd:integer)
- 29(xsd:integer)
- 34(xsd:integer)
- 86(xsd:integer)
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Type
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Armour
| - 435(xsd:integer)
- 479(xsd:integer)
- 500(xsd:integer)
- 1414(xsd:integer)
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abstract
| - Tectonic 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 mask on a 2% charged mask will result in a 92% charged mask. 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. To augment tectonic 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 tectonic energy used to create the part, based on how degraded it was, rounded down - e.g. a mask with 52% charges remaining will drop 7 tectonic energy. The armour set may be paired with celestial handwraps, which are level 90 magic power gloves, or with hailfire boots, which are level 90 magic power boots.
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