Augmented elite sirenic chaps (blood)
![]() | |
Augmented elite sirenic chaps (blood) | |
---|---|
Release | 25 June 2018 (Update) |
Members | Yes |
Quest item | No |
Properties | |
Tradeable | No |
Stacks in bank | No |
Equipable | Yes |
Stackable | No |
Disassembly | Yes |
Destroy | You must augment another one using an augmentor. In addition, you will lose all the item's XP and gizmos. |
Actions [?] | |
Backpack | Wear, Check, Disassemble |
Equipped | Check |
Values | |
Value | 500,000 coins |
High alch | 300,000 coins |
Low alch | 200,000 coins |
On death | Reclaimable Value: 320,795,922 Reclaim: 1,674,479 Sacrifice: 6,697,916 |
Weight | 9.071 kg |
Examine | |
Made from sirenic scales and further imbued with greater power. Woven into chaps as part of a set of armour. | |
Advanced data | |
Item ID | 43145 |
Links | MRID • recipe |
FAQ • doc |
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]
Requirements | Degrades | ![]() | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
92 ![]() | 100,000 charges | ||||||||||
Class | Slot | ||||||||||
![]() | ![]() | ||||||||||
Tier | Type | ||||||||||
92 | Power armour | ||||||||||
Weapons | Main | Off | |||||||||
Damage | - | - | |||||||||
Accuracy | - | - | |||||||||
Style | - | ||||||||||
Range | - | ||||||||||
Attributes | Damage reduction | ||||||||||
![]() | 503.1 | PvM: 0% | PvP: 2.415% | ||||||||
![]() | 0 | Style bonuses | |||||||||
![]() | 2 | ![]() | ![]() | ![]() | |||||||
FAQ • docs |
Creation[edit | edit source]
Augmenting a pair of elite sirenic chaps (blood) can be done at an inventor's workbench with the following materials.
![]() | - | ![]() | ![]() | |
---|---|---|---|---|
100 XP | - | 5 (3s) | - | |
Requirements | ||||
![]() | 16 | |||
![]() | ||||
![]() | ||||
![]() | ||||
Materials | ||||
Item | Quantity | Price | Total | |
![]() | Elite sirenic chaps (blood) | 1 | 2,468,279,569 | [r 1]2,468,279,569 |
![]() | Augmentor | 1 | 308,705 | 308,705 |
![]() | Divine charge | 36 | 59,372 | 2,137,392 |
Total price | 2,470,725,666 |
- ^ Calculated value given on the item page (generally based on GE prices of ingredients): [show/hide formula]
Price(Elite sirenic chaps) + Price(Blood dye)
.
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.
![]() | - | ![]() | ![]() | |
---|---|---|---|---|
1,000 XP | - | ? | - | |
Requirements | ||||
![]() | 93 | |||
![]() | ||||
Materials | ||||
Item | Quantity | Price | Total | |
![]() | Augmented sirenic chaps (blood) | 1 | 2,157,694,912 | [r 1]2,157,694,912 |
![]() | Ancient scale | 280 | 814,358 | 228,020,240 |
![]() | Algarum thread | 2 | 497,849 | 995,698 |
![]() | Praesulic essence (ranged) | 3 | 6,768,181 | 20,304,543 |
Total price | 2,407,015,393 |
- ^ Calculated value given on the item page (generally based on GE prices of ingredients): [show/hide formula]
Price(Sirenic chaps) + Price(Augmentor) + 36 × Price(Divine charge) + Price(Blood dye)
.
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 |
---|---|---|---|---|
![]() |
![]() |
![]() |
25% | 31,926,548 |
Usage cost[edit | edit source]
Combat charges | 100,000 | |
---|---|---|
Item(s) consumed | 1 × ![]() 1 × ![]() 36 × ![]() | 4 × ![]() 24 × ![]() |
Total GE Price | 323,242,019 | 31,926,548 |
Per hour | ||
Average rate[uc 1] | 5,818,356 | 574,678 |
High rate[uc 2] | 11,636,713 | 1,149,356 |
Maximum rate[uc 3] | 19,394,521 | 1,915,593 |
Disassembly[edit | edit source]
Augmented elite sirenic chaps (blood) | |
---|---|
Disassembly category | Ranged armour |
Disassembly XP | 27.6 |
Item quantity required | 1 |
Material count | 8 |
Base junk chance | 0.0% |
Returned items | |
![]() | |
Special materials | |
5 × ![]() | Always |
Common materials | |
![]() | 35/100 |
![]() | 30/100 |
![]() | 30/100 |
Rare materials | |
![]() | 3/100 |
![]() | 2/100 |
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 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
|
Update history[edit | edit source]
Blood dyed equipment | |||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Armour |
| ||||||||||||||||||||||||||
Elite armour |
| ||||||||||||||||||||||||||
Weapons |
|
Ranged leg armour | |||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Tank | |||||||||||||
Power | |||||||||||||
Barrows | |||||||||||||
Minigame | |||||||||||||
Promotional | |||||||||||||
Treasure Trail |
|
- Items
- Members' items
- Items that can be disassembled
- Items that are reclaimable on death
- Untradeable items
- Equipment
- Tier 92 equipment
- Power armour
- Legs slot items
- Degrading equipment
- Ranged armour
- Items with a prayer bonus
- Augmented items
- Items that do not degrade in elite dungeons
- Items that disassemble into Cover parts
- Items that disassemble into Tensile parts
- Items that disassemble into Padded parts
- Items that disassemble into Evasive components
- Items that disassemble into Protective components
- Items that disassemble into Ascended components
- Disassemble category/ranged armour
- Items that can disassemble into special materials
- Items that cannot disassemble into Junk
- Dyed equipment
- Needs detailed item image