Malevolent Armor Repair Mechanics in RuneScape The repair mechanics for malevolent armor are rather difficult and different than the ones present in normal gameplay. This post covers an in-depth look at the repair process, what it cannot do and how gameplay may be affected.
Repair Limitations
Evil armour is unrepairable by normal means. Rather, it degrades following 100,000 charges of combat (but loses 2 costs per hit) before degenerating to nothing once totally depleted. This degradation is what the player must be careful of and prevent from losing their investment on armor1.malevolent armor (ad)
Combining Charges
One of the more vicious qualities possessed by blackguard armor is its intrinsic ability to fuse two half-used pieces of like make. In one example, two helms at different charging levels are combined into a new helm with an overall charge of 92% — you can take that as either way: A median or the average. This means that players can make the most out of their armor durability, rather than removing it completely and replacing with higher level items12.
Alternative Repair Methods
The original, unaugmented malevolent armor is unrepairable itself but can be increased anew from a broken state (the loaded dye) using the Bound to you energy. This process involves 50 units of energy to repair in full, drilling the importance of maintaining these items (4).
Strategic Implications
Malevolent gear cannot be repaired, for example; this affects how players form strategies in combat and where they put their resources. This will force players to choose whether or not they want to invest in new pieces, and encourages effective charge consolidation management. This conflict provides a strategic component to gameplay as it forces players into deciding whether they want new items or stay the same3.
In the end, malicious armor is a totally different animal when it comes to repairing and care, but being able to really get towards that can support with general gameplay plus strategic decisions.