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Skill Cape Update.


Abyssalwhip

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Ok you know operating it raises the level by one, honestly how useless is that, I came up with new ideas for the operate button, note these effects can only be activated once an hour. Note: Unless it's a pure teleporting cape it can't be used in the wilderness.

 

 

 

Attack:

 

Gives you a red sword equivalent of a rune long that breaks after 1 minute of combat.

 

 

 

Strength:

 

Boosts strength to 110, drains at normal stat drain rate.

 

 

 

Defence:

 

Gives you a blue shield the equivalent of a rune kite, breaks after 1 minute of combat.

 

 

 

Ranged:

 

Gives you a green crossbow with the stats of a mage short that has 10 free shots then breaks (hour starts after the bow breaks)

 

 

 

Magic:

 

Unlocks a new spell in the spell book equivalent to fire blast, 10 shots as usual.

 

 

 

Prayer:

 

Able to use smite and protect from_____ at once ( one time activate)

 

 

 

Runecrafting:

 

Doubles the rune amount (1 time each hour cape used)

 

 

 

Construction:

 

Gives you 25 rooms rather than 20 (only has to be activated once permanently)

 

 

 

HP:

 

Boosts HP to 110, does NOT drain like normal stats down or up to normal level.

 

 

 

Agility:

 

Opens up a menu with the option to teleport to any of the courses.

 

 

 

Herblore:

 

You make a 4 dose potion rather than 3 - Jonte135

 

 

 

Thieving:

 

No fails at any traps or pickpockets for 10 minutes. Teleports to rogues den (unlimited charges)

 

 

 

Crafting:

 

Spawns any crafting tool (can be used more than once an hour) - credit to Voldmort0 for the idea.

 

Also teleports to crafting guild (unlimited charge)

 

 

 

Fletching:

 

Arrows do 10% more damaged, arrows made by a 99 fletcher are marked by a (f)

 

 

 

Slayer:

 

Black mask effect on all slayer monsters while wearing a black mask (permanent effect)

 

 

 

Hunter:

 

Spawn any trap out of nowhere.

 

 

 

Mining:

 

Spawns a pickaxe equivalent to rune, can be used to mine 10 ores then it breaks.

 

Teleports to mining guild ( UC)

 

 

 

Smithing:

 

Spawns a anvil (if you walk away from it, it dissapears)

 

 

 

Fishing:

 

Spawns a harpoon, lobster pot or any net, breaks after 20 fish caught.

 

Teleports to fishing guild (UC)

 

 

 

Cooking:

 

Spawns a mini range in front of you if you walk away it dissapears - chams10

 

Teleports to cooking guild (UC)

 

 

 

Firemaking:

 

Spawns a silver tinderbox, 10 log burns then it breaks (fire lasts 2x as long)

 

 

 

Woodcutting:

 

See mining but with an axe.

 

 

 

Farming:

 

Gives 20% more crops when picked - credit to Sir_Erderik

 

 

 

Quest:

 

When operating it (can be used as much as you want in an hour) you can teleport to either, TzHaar, Pest control, Relleka, shilo village, burthope, taverly or the grand tree. After 10 uses has to be recharged for 1k by the WOM

 

 

 

From now on so I don't get confused if you support please put a (-) in the beginning of your post.

 

 

 

 

 

Now skill capes have a use ::'

 

 

 

Supporter List:

 

 

 

1. dippymister

 

2. [bleep]erkid

 

3. zaaps1

 

4. Dalcyte

 

5. Sir_Erderik

 

6. Profslughorn

 

7. drapit

 

8. Voldmort0

 

9. chams10

 

10. penguingeek3

 

11. kinggabe

 

12. marineguyfla

 

13. Darkpoop0

 

14. Jonte135

 

15. Gehackte

 

16. netron28

Your name is "bet you fail", and you're starting a business with your mom? I'm not even going to touch that.....
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These should be for trimmed capes only, or at least make it more powerful for trimmed capes. Think about it, they are the better cape, there should be a better effect.

 

 

 

If this is an update, you should also raise the price of the capes.

 

 

 

Otherwise great idea!

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i like it, great suggestions...

 

however, you might wanna make the combat ones a little nicer...seems like it'd be pointless for all but strength if you already had a weapon, thats better than rune. Say for defence, block 10 random hits within a minute say? attack, do not miss 10 random hits? hm...

 

 

 

anyway, same goes with wc and mining...great suggestions!

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I like the ideas, the farming skill cape effect you described would be useless though, as every farming patch has a leprechaun... Mabey make it so it increases crop yeald by 20% on one plot.

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I like the ideas, the farming skill cape effect you described would be useless though, as every farming patch has a leprechaun... Mabey make it so it increases crop yeald by 20% on one plot.
Ok I'll change it to that and credit you, thanks to everyone else too, I'll be making a support list.
Your name is "bet you fail", and you're starting a business with your mom? I'm not even going to touch that.....
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These should be for trimmed capes only, or at least make it more powerful for trimmed capes. Think about it, they are the better cape, there should be a better effect.

 

 

 

If this is an update, you should also raise the price of the capes.

 

 

 

Otherwise great idea!

Thanks but I think a +4 prayer bonus on the cape is enough.
Your name is "bet you fail", and you're starting a business with your mom? I'm not even going to touch that.....
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(-) A great idea. I totally support. :)

 

 

 

Yet, I think some skill capes have a beneficial which would unbalance things alot.

 

Thieving cape - Good idea yet 10mins every 1hour would be too easy. I think 2/3 minutes would be right time.

 

Slayer - The permanent of the Black Mask effect would make it very unfair. I'd say 30mins of being able to have Black Mask effect on any slayer-only monster without wielding it. 24h to operate.

 

Prayer - Too unfair for wildy. I think that if the player operates it and gets his prayer fully charged. 12/6hours to operate.

 

Crafting - I think this one is under rated. In my opinion it's alot of hard work there. Maybe by operating a menu would come up with useful crafting material chisel and needles like you said, moulds, thread, etc.

 

 

 

:thumbsup:

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(-) A great idea. I totally support. :)

 

 

 

Yet, I think some skill capes have a beneficial which would unbalance things alot.

 

Thieving cape - Good idea yet 10mins every 1hour would be too easy. I think 2/3 minutes would be right time.

 

Slayer - The permanent of the Black Mask effect would make it very unfair. I'd say 30mins of being able to have Black Mask effect on any slayer-only monster without wielding it. 24h to operate.

 

Prayer - Too unfair for wildy. I think that if the player operates it and gets his prayer fully charged. 12/6hours to operate.

 

Crafting - I think this one is under rated. In my opinion it's alot of hard work there. Maybe by operating a menu would come up with useful crafting material chisel and needles like you said, moulds, thread, etc.

 

 

 

:thumbsup:

I understand what you mean by this and I'll change the crafting and credit you, though the rest are going to stay and I'll make it so NONE of these capes can be used in the wildy (other than agility and quest)/
Your name is "bet you fail", and you're starting a business with your mom? I'm not even going to touch that.....
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(+) I like it, although--it seems a little imbalanced meaning some capes have a significantly better use than others

 

 

 

Construction- One time use is kinda lame. Any other ideas for this one?

 

 

 

Fishing- Why limited uses? The items being spawned aren't that valuable anyway

 

 

 

Cooking- Useless IMO... how about some type of fire or mini range with same effect as smithing anvil?

 

 

 

Mining- Unlimited charges to teleport to mining guild? I smell a metal market crash. 99 miners would be pulling in coal/iron 2x as fast. Not good for the economy.

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(+) I like it, although--it seems a little imbalanced meaning some capes have a significantly better use than others

 

 

 

Construction- One time use is kinda lame. Any other ideas for this one?

 

 

 

Fishing- Why limited uses? The items being spawned aren't that valuable anyway

 

 

 

Cooking- Useless IMO... how about some type of fire or mini range with same effect as smithing anvil?

 

 

 

Mining- Unlimited charges to teleport to mining guild? I smell a metal market crash. 99 miners would be pulling in coal/iron 2x as fast. Not good for the economy.

1. the mining guild is like 30 second walk from the bank but I'll change some of them and credit you. Oh and there is very few 99 miners so it wouldn't affect the economy much.
Your name is "bet you fail", and you're starting a business with your mom? I'm not even going to touch that.....
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Mining- Unlimited charges to teleport to mining guild? I smell a metal market crash. 99 miners would be pulling in coal/iron 2x as fast. Not good for the economy.

 

 

 

Not that many people have, or are willing to get 99 Mining anyway. Mining Rune would still be faster than them, they'd only save like 30 seconds.

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(-)

 

Supported.

 

I'm pretty sure some are a little less powerful and some are overpowered, but I'm not bored right now. I'll analyze each one of them later.

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Ithil luin eria vi menel caran...Tîn dan delu.

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Analyzing time...! Prepare to have your ideas ripped apart. That could be good or bad. :-$

 

 

 

Attack - Why can't you just buy a rune longsword...? Or in fact, how about a dragon longsword? Then this wouldn't really have a point...

 

 

 

Strength - Meaning you hit higher...Right? Nothing wrong with that.

 

 

 

Defence - Same question as attack.

 

 

 

Ranged - Perhaps...If you don't have to use arrows.

 

 

 

Magic - Without runes?

 

 

 

Prayer - Good enough.

 

 

 

Runecrafting - Er...Yeah...

 

 

 

Construction - Yep...Support this one, no questions.

 

 

 

HP - So it's permanent? Or does it just automatically go back down to 100 after an hour? Either way, it's good enough.

 

 

 

Agility - Teleporting = More area covered w/less energy used = The point of agility + Agility Training area transportation = Awesome. No questions.

 

 

 

Herblore - Since it's one of the hardest to get high, why not.

 

 

 

Thieving - Yes.

 

 

 

Crafting - Once again, yes. Saves a lot of bank space.

 

 

 

Fletching - I suppose...

 

 

 

Slayer - I don't slay enough to understand this, I'll just go along with it.

 

 

 

Hunter - Since you already have the automatic teleports,, why not have an automatic teleport to the eagles near Piscatoris, meaning you can get to the major hunting areas quickly. But the trap spawn could work.

 

 

 

Mining - Same as attack and defense. How about...Automatically one hitting coal for 10 rocks?

 

 

 

Smithing - Awesome. Anyone who can do superheat and has 99 smithing will be able to smith like crazy, not as if they're tired of it. :wink:

 

 

 

Fishing - Attack/Defense/Mining. I can't think of anything that would work.

 

 

 

Cooking - Yes.

 

 

 

Firemaking - Yes.

 

 

 

Woodcutting - Seemining/attack/defense/fishing.

 

 

 

Farming - Or quicker growing times...?

 

 

 

Quest - Why not...

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Cenin pân nîd, istan pân nîd, dan nin ú-cenich, nin ú-istach.

Ithil luin eria vi menel caran...Tîn dan delu.

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the quest cape is broken, in a good way. Why not there be a good effect from an otherwise useless cape? (i have one, so i support)
I remember you PMing me during fight caves... lost it at jad...
Your name is "bet you fail", and you're starting a business with your mom? I'm not even going to touch that.....
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fletchin, herby, and mage need changin in my opinion

 

 

 

the marked boosted pots/arrows would hurt the economy as every1 would want them and the prices of normal things would crash, leaving people that dont have 99 of those skills (99% of rs) stranded with "worthless potions".

 

 

 

mage one is a bit worthless. my suggestion is the ability to use spells that need staffs without them?

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