Augmented elite sirenic chaps (blood)
|Augmented elite sirenic chaps (blood)|
|Release||25 June 2018 (Update)|
|Stacks in bank||No|
|Destroy||You must augment another one using an augmentor. In addition, you will lose all the item's XP and gizmos.|
|Backpack||Wear, Check, Disassemble|
|High alch||300,000 coins|
|Low alch||200,000 coins|
|Made from sirenic scales and further imbued with greater power. Woven into chaps as part of a set of armour.|
|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]
|Armour||503.1||PvM: 0%||PvP: 2.415%|
|Life points||0||Style bonuses|
|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)||-|
|Discover: Augmented armour|
|Elite sirenic chaps (blood)||1||2,468,279,569||[r 1]2,468,279,569|
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 sirenic chaps (blood)||1||2,157,694,912||[r 1]2,157,694,912|
|Praesulic essence (ranged)||3||6,768,181||20,304,543|
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)||4||24||25%||31,926,548|
Usage cost[edit | edit source]
|Item(s) consumed||1 × Elite sirenic chaps|
1 × Augmentor
36 × Divine charge
|4 × Elite sirenic repair patch|
24 × Divine charge
|Total GE Price||323,242,019||31,926,548|
|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|
|Item quantity required||1|
|Base junk chance||0.0%|
|Elite sirenic chaps (blood)(broken)|
|5 × Ascended components||Always|
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
Ranged leg armour