Augmented elite sirenic chaps (blood)

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For this item's standard variant, see elite sirenic chaps (blood).
For this item's (un)dyed variants, see undyed, Ice, Shadow, Barrows, Third Age.
For other variants of this item, see non-elite.

The blood-dyed augmented elite sirenic chaps are tier 92 Ranged power armour and part of the elite sirenic armour set. It is made by dyeing a pair of augmented elite sirenic chaps with a blood dye. This process is irreversible. It may also be made by augmenting a pair of elite sirenic chaps (blood) at an inventor's workbench. Alternatively, it may be created by upgrading a pair of augmented sirenic chaps (blood). Augmenting the chaps allows them to gain item experience through combat, and utilise up to two armour gizmos charged with perks.

Losing the augmented version by being killed in the Wilderness will result in a fraction of the 280 ancient scales (used to create the unaugmented version) being dropped on death, based on how degraded it was, rounded down. For example, if the chaps had 52% of its charges remaining, 145 ancient scales would be dropped on death. This can be used to refund some of the cost of the chaps, although the augmentor, praesulic essence, divine charges or dye are not returned.

Combat stats[edit | edit source]

Creation[edit | edit source]

Augmenting a pair of elite sirenic chaps (blood) can be done at an inventor's workbench with the following materials.

Augmented elite sirenic chaps (blood).png Augmented elite sirenic chaps (blood)
Invention-Hourglass.pngMake-X GE icon.png
100 XP-5 (3s) -
Requirements
Invention Invention level16
Blueprint (Invention).png Discover: Augmented armour
Blueprint (Invention).png Discover: Augmentor
P2P icon.png Members only
Materials
ItemQuantityPriceTotal
Elite sirenic chaps (blood).pngElite sirenic chaps (blood)12,435,621,8632,435,621,863
Augmentor.pngAugmentor1362,563362,563
Divine charge.pngDivine charge3666,2692,385,684
Total price2,438,370,110

Creating a pair of augmented elite sirenic chaps (blood) from a pair of augmented sirenic chaps (blood) can be done by using ancient scales on them with the following materials in the inventory, provided the chaps have 95.0% or greater charge remaining.

Augmented elite sirenic chaps (blood).png Augmented elite sirenic chaps (blood)
Crafting-Hourglass.pngMake-X GE icon.png
1,000 XP-?-
Requirements
Crafting Crafting level93
P2P icon.png Members only
Materials
ItemQuantityPriceTotal
Augmented sirenic chaps (blood).pngAugmented sirenic chaps (blood)12,162,928,2612,162,928,261
Ancient scale.pngAncient scale280870,789243,820,920
Algarum thread.pngAlgarum thread2496,687993,374
Praesulic essence (ranged).pngPraesulic essence (ranged)38,041,81724,125,451
Total price2,431,868,006

Degradation and repair[edit | edit source]

The Augmented elite sirenic chaps (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. 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.

When used inside elite dungeons no charges are used.

A pair of augmented elite sirenic chaps can be repaired by using elite sirenic repair patches along with divine charges on them. A total of six divine charges are required for each repair patch used. Alternatively, another pair of augmented elite sirenic chaps may be used on the chaps to combine charges between both chaps. Only one pair of chaps may have perks on them, which are retained, and the greater item experience of the two chaps is retained.

Any surplus charges from the repair material will be lost.

Item Patches required Divine charges required Durability restored per patch Total cost
Elite sirenic chaps (blood).png: RS3 Inventory image of Elite sirenic chaps (blood)Elite sirenic chaps (blood) Elite sirenic repair patch.png: RS3 Inventory image of Elite sirenic repair patch 4 Divine charge.png: RS3 Inventory image of Divine charge 24 25% 30,058,620

Disassembly[edit | edit source]

The Augmented elite sirenic chaps (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
Item
level
Item
experience
Invention experience (tier 92) Item effects
Disassembly Siphon GP/XP
1 0 0 N/A N/A
2 1,160 10,620 Disassembling this item has a 50% chance to return installed gizmos.
3 2,607 31,860 Disassembling this item gives double materials.
4 5,176 63,720 10,620 20.44 Disassembling this item never gives junk.
5 8,286 127,440 31,860 6.81 This item drains 10% less charge when used.
6 11,760 169,920 63,720 3.41 Disassembling this item gives triple materials.
7 15,835 233,640 127,440 1.70 Disassembling this item gives an extra random uncommon material.
8 21,152 318,600 169,920 1.28 Disassembling this item returns all installed gizmos.
9 28,761 446,040 233,640 0.93 Disassembling this item gives quadruple materials.
10 40,120 637,200 318,600 0.68 Disassembling this item gives the maximum extra Invention XP.
11 57,095 446,040 0.49 N/A
12 81,960 637,200 0.34 Siphoning this item gives the maximum extra Invention XP.
13 117,397 0.17 Siphoning this item has a 50% chance to not consume the siphon.
14 166,496 This item drains 12.5% less charge when used.
15 232,755 This item can now be used with an Equipment separator.
16 320,080 0.00 Siphoning this item no longer consumes the siphon.
17 432,785 Using the Equipment separator on this item has a 25% chance to not consume the separator.
18 575,592 This item drains 15% less charge when used.
19 753,631 Using the Equipment separator on this item has a 50% chance to not consume the separator.
20 972,440 Helpful perks will activate 10% (multiplicative) more frequently. See Perk benefits for a list of perks that are known to be affected.

Update history[edit | edit source]

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