RuneScape Wiki
Register
Advertisement
For this item's standard variant, see sirenic chaps (ice).
For this item's (un)dyed variants, see Shadow, Barrows, blood, Third Age, undyed.

The ice-dyed augmented sirenic chaps are level 90 Ranged legs slot power armour, created by using an augmentor and divine charges on a sirenic chaps (ice), or by using ice 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 (Ice) 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 (Ice) 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 (Ice). 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
RequirementsSirenic armour set (ice) equipped
90 Defence
ClassSlot
Ranged RangedLegs slot
TierType
90Power armour
WeaponsMainOff
Damage--
Accuracy--
Style-
Range-
AttributesDamage reduction
DefenceArmour479PvM: 0%PvP: 2.3625%
ConstitutionLife points0Style bonuses
PrayerPrayer2Strength0Ranged29Magic0
[FAQ][doc]

Disassembly[]

[FAQ] • [doc]

The Augmented Sirenic chaps (Ice) 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 90) Item effects
Disassembly Siphon GP/XP
1 0 0 N/A N/A
2 1,160 10,350 Disassembling this item has a 50% chance to return installed gizmos.
3 2,607 31,050 Disassembling this item gives double materials.
4 5,176 62,100 10,350 28.69 Disassembling this item never gives junk.
5 8,286 124,200 31,050 9.56 This item drains 10% less charge when used.
6 11,760 165,600 62,100 4.78 Disassembling this item gives triple materials.
7 15,835 227,700 124,200 2.39 Disassembling this item gives an extra random uncommon material.
8 21,152 310,500 165,600 1.79 Disassembling this item returns all installed gizmos.
9 28,761 434,700 227,700 1.30 Disassembling this item gives quadruple materials.
10 40,120 621,000 310,500 0.96 Disassembling this item gives the maximum extra Invention XP.
11 57,095 434,700 0.68 N/A
12 81,960 621,000 0.48 Siphoning this item gives the maximum extra Invention XP.
13 117,397 0.24 Siphoning this item has a 50% chance to not consume the siphon.
14 166,496 This item drains 12.5% less charge when used.
15 232,886 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.
Advertisement