PropertyValue
rdf:type
rdfs:label
  • Malevolent cuirass
rdfs:comment
  • The malevolent cuirass lasts for 100,000 charges of combat before degrading to nothing - it cannot be repaired. Once equipped, it instantly becomes untradeable, even if it has not been used in combat. Losing the malevolent cuirass by being killed in the Wilderness will result in a percentage of the original malevolent energy being dropped on death, equal to how degraded it was, rounded down. For example, if the cuirass had 100% of its charges remaining, 42 malevolent energy would be dropped on death, and if it had 52% of its charges remaining, 21 would be dropped. This can be used to refund most of the cost of the cuirass, although the reinforcing plates are not returned.
  • Losing the Malevolent cuirass by being killed in the Wilderness will result in a percentage of the original malevolent energy being dropped on death, equal to how degraded it was, rounded down. For example, if the cuirass had 100% of its charges remaining, 42 malevolent energy would be dropped on death, and if it had 52% of its charges remaining, 21 would be dropped. This can be used to refund most of the cost of the cuirass, although the reinforcing plates are not returned.
Level
  • 90
  • 93
Strength
  • 34
Version
  • new
  • worn
dcterms:subject
skillXP
  • 1500
mat2price
  • gemw
specialchance
  • yes
mat1price
  • gemw
noteable
  • Yes
store
  • No
low
  • 240000
Examine
  • Armour infused with malevolent energy.
mat1qty
  • 42
Tradeable
  • Yes
  • No
stacksinbank
  • No
Shadow
  • Malevolent cuirass
mainDamage
  • 0
Equipable
  • Yes
degrades
  • 100000
  • Yes
geValue
  • gemw
exchange
  • gemw
destroy
  • Drop
disassembly
  • Yes
Quest
  • No
offDamage
  • 0
kept
  • reclaimable
mat2qty
  • 3
dbkwik:darkscape/property/wikiPageUsesTemplate
dbkwik:rune-scape/property/wikiPageUsesTemplate
dbkwik:runescape/property/wikiPageUsesTemplate
Prayer
  • 3
Category
  • Melee body
Special
  • Undead components[5]
Stackable
  • No
Blood
  • Malevolent cuirass
Tier
  • 90
Slot
  • Body
MAT
  • Malevolent energy
  • Reinforcing plate
Magic
  • 0
Name
  • Malevolent cuirass
Type
  • power
Value
  • 600000
Caption
  • A player wearing the full Malevolent armour set
alchValue
  • 360000
storeValue
  • 180000
Members
  • Yes
Weight
  • 9.900000
  • 9.979000
Update
  • Barrows - Rise of the Six
Skill
  • Smithing
Armour
  • 500
Class
  • Melee
Image
Life
  • 0
ID
  • 30008
  • 30010
high
  • 360000
Release
  • 2013-11-13
Damage
  • 0
Ranged
  • 0
Requirements
  • 90
third age
  • Malevolent cuirass
barrows
  • Malevolent cuirass
abstract
  • The malevolent cuirass lasts for 100,000 charges of combat before degrading to nothing - it cannot be repaired. Once equipped, it instantly becomes untradeable, even if it has not been used in combat. Losing the malevolent cuirass by being killed in the Wilderness will result in a percentage of the original malevolent energy being dropped on death, equal to how degraded it was, rounded down. For example, if the cuirass had 100% of its charges remaining, 42 malevolent energy would be dropped on death, and if it had 52% of its charges remaining, 21 would be dropped. This can be used to refund most of the cost of the cuirass, although the reinforcing plates are not returned. A cuirass can be dyed using Barrows, Shadow, Third-Age, or blood dye to create the barrows, shadow, Third Age, or blood variants, respectively. Dyed armour will not crumble to dust when it fully degrades; rather, it can be repaired using malevolent energy.
  • Losing the Malevolent cuirass by being killed in the Wilderness will result in a percentage of the original malevolent energy being dropped on death, equal to how degraded it was, rounded down. For example, if the cuirass had 100% of its charges remaining, 42 malevolent energy would be dropped on death, and if it had 52% of its charges remaining, 21 would be dropped. This can be used to refund most of the cost of the cuirass, although the reinforcing plates are not returned. There was a bug/change causing 1 energy to be returned, regardless of percentage, when killed in the Wilderness. This was fixed. This armour can be dyed using barrows, shadow or third age dye to make the armour into the barrows, shadow or third age variants, respectively. This makes the armour untradeable, but it will not crumble to dust when it fully degrades; rather, it can be repaired for a monetary cost.
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