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Achievement cape special powers (diff for every cape)

Featured Replies

ATT, STR & HERBY edited.

 

 

 

Ppl have suggested skillcape operate option many times, but this is more like a bonus offered by the cape without you having to pay attention at it. Also the spec energy drain is a great addition compared to any suggestions I've seen before.

 

 

 

 

 

- There should be a small button to change between 'skillcape special - off' and 'skillcape special - on'.

 

- If you had the required energy, the cape would automatically use its special.

 

- Every time the cape uses the special you get the leveling sparkles above your head BRIGHT YELLOW.

 

- The "spec" means how much of special attack energy the cape draing / its special used

 

 

 

 

 

 

Attack: You use ranged weapon spec always when you got the energy --- spec att + 5% (only good for training since it drains more spec)

 

 

 

Srenght: You use ranged weapon spec always when you got the energy --- spec att + 5% (only good for training since it drains more spec)

 

 

 

Defence: You 50% prot vs DDS spec with any shield or book (not defender) --- 25% spec (good for melee, great for mages)

 

 

 

Prayer: You hit with melee/ranged/magic +50% vs undead --- 5% spec

 

 

 

Ranged: You use ranged weapon spec always when you got the energy --- spec att + 5% (only good for training since it drains more spec)

 

 

 

Magic: Your air strike is light yellow and hits up to 4 dmg --- 1% spec

 

 

 

Hitpoints: Your HP recovers by 1 --- 10% spec (not good in wildy but great elsewhere)

 

 

 

 

 

ALL THE NEW ITEMS WOULD BE UNTRADEABLE (gold trimmed bow, [bleep]ed armours, cooked big fish)

 

 

 

Runecrafting: You make 10x any basic elemental rune OR you make combination runes with 100% success --- 20% spec

 

 

 

Construction: You get 10% back from marble/leaf/crystal price when you build a piece of furniture --- 100% spec

 

 

 

Agility: You get +1 energy --- 5% spec

 

 

 

Herblore: You make a potions as 4 dose (not pray or suprest) --- 20% spec

 

 

 

Crafting: You can make [bleep]ed d'hide armours --- 100% spec/piece ([bleep]es are lost when dropped)

 

 

 

Theiving: Able to pickpocket the person who gives thieving capes for rogue kits --- 100% spec

 

 

 

Fletching: Able to make a gold trimmed bow with gold leaf --- 100% spec (the bow would appear as an usual bow if dropped)

 

 

 

Slayer: +20% damage vs all slayer monsters --- 2% spec

 

 

 

Hunter: Able to set 6 traps --- 5% spec

 

 

 

Mining: Able to mine 5x ore if u got 5 free space in inv (not mith, addy or rune) --- 100% spec

 

 

 

Smithing: Able to make [bleep]ed armours --- 100% spec/piece ([bleep]es are lost when dropped)

 

 

 

Fishing: Always get a big fish --- 100% spec

 

 

 

Cooking: Able to cook big fishes that then would heal normal fish+2 --- 100% spec

 

 

 

Firemaking: Able to make a fire without tinderbox --- 50% spec

 

 

 

Woodcutting: You get a log instantly --- 50% spec

 

 

 

Farming: Able to plant a 2nd or 3rd spirit tree --- 100% spec

 

 

 

QP: 10gp off from shop price --- 20% spec

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Erm, there are a few ideas here i find interesting, But the majority of them are riddled with problems.

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This has already been posted i think...

Luck be a Lady

This has already been posted i think...

 

 

 

yes it has use the search button next time zuomimiez.

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If you choose your beliefs/lifestyle simply based on what your parents want, then you are a weak minded individual and are not even worthy of calling yourself a person.

your quest cape idea is an insult to any one with it. -.- oh and it sounds like you have something against rangers for the att and str capes. :shame: also all these ideas are uneven the herblore one is to powerful and the ranger one is pointless.

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