Augmented sirenic chaps (shadow)
|Augmented sirenic chaps (shadow)|
|Release||19 September 2016 (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.|
|High alch||300,000 coins|
|Low alch||200,000 coins|
|Made from sirenic scales and strengthened by algarum thread. Woven into chaps as part of a set of armour.|
|Links||MRID • recipe|
|FAQ • doc|
The shadow-dyed augmented sirenic chaps are level 90 Ranged legs slot power armour, created by using an augmentor and divine charges on a sirenic chaps (shadow), or by using shadow dye on an augmented sirenic chaps.
Augmented dyed equipment do not feature the cogs associated with most augmented items (they look identical to non-augmented versions). Disassembling augmented dyed items does not return the dye. Dying in unsafe player-versus-player (PvP) combat with this item drops a broken sirenic chaps - the dye, augmentor, and gizmos are lost.
Armour gizmos charged with perks can be used to enhance the item's abilities. As a legs slot item, the Augmented sirenic chaps (shadow) can hold 2 gizmo's, allowing up to 4 perks (2 perks each).
Using this item in combat can gain experience to increase its level. Levelling the weapon will have no effect on its ability in combat, but it will improve the experience and materials gained for disassembling it.
The Augmented sirenic chaps (shadow) 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. This will return an un-augmented, broken sirenic chaps (shadow). It can then be repaired and re-augmented as normal. A dye can be used on an augmented, undyed version to produce this item.
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.
Combat stats[edit | edit source]
|Armour||479.1||PvM: 0%||PvP: 2.3625%|
|Life points||0||Style bonuses|
|FAQ • docs|
Disassembly[edit | edit source]
|Disassembly category||Ranged armour|
|Item quantity required||1|
|Base junk chance||0.0%|
|Sirenic chaps (shadow, broken)|
|5 × Ascended components||Always|
The Augmented sirenic chaps (shadow) 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|
Shadow dyed equipment
Ranged leg armour