Sirenic armour is tier 90 ranged power armour made from sirenic scales, which are drops from various high-level monsters, requiring level 90 Defence to wear. These scales, along with algarum thread bought from one of three places, (Ocellus, Bandit Duty Free, Grand Exchange) are used to create the sirenic armour, requiring level 91 to 93 Crafting for each piece. It is the ranged equivalent to malevolent and tectonic armour.
Sirenic armour degrades for 100,000 charges of combat before falling apart and vanishing completely ('degrades to dust'). It cannot be repaired normally, but two partially used parts (of the same type) can be combined to consolidate the charges - e.g. using a 90% charged mask on a 2% charged mask will result in a 92% charged mask. The armour is tradeable until it is first worn - a warning message is given when attempting to first wear a tradeable part - and partially worn parts are not tradeable.
Retrieving unprotected parts from a gravestone will cause the part to lose 10% of its charges. Dying in dangerous PvP will drop a fraction of the sirenic scales used to create the part, based on how degraded it was, rounded down - e.g. a mask with 52% charges remaining will drop 7 sirenic scales.
Creation and priceEdit
|Item||Sirenic scales||Algarum thread||Material price||GE Price|
|Mainhand info||Off-hand info||Attributes||Strength bonus|
Dyed sirenic armour also has 100,000 charges of combat, but degrades to a broken state instead. It can be repaired using sirenic scales.
|Part||Creation cost (GE)||Repair||Repair value|
|Sirenic mask (dyed)||325,066,058||1,094,180,992||2,154,514,213||2,132,791,564||15||6,768,495|
|Sirenic hauberk (dyed)||339,155,156||1,108,270,090||2,168,603,311||2,146,880,662||50||22,561,650|
|Sirenic chaps (dyed)||332,114,686||1,101,229,620||2,161,562,841||2,139,840,192||34||15,341,922|