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99 Cape Bonus


rhupajiva

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Howdy folks.

 

 

 

Ive been gone a long time so sorry if this topic has come up.

 

 

 

I was discussing possible 99 achievement cape bonuses with a friend.

 

 

 

I came up with the following ideas for different Achievement cape bonuses

 

 

 

When wearing specific cape -

 

 

 

99 Slayer - Better Slayer monster drop tables.

 

99 Attack, 99 Strength, 99 Defense, 99 Range - 10% unstackable invisible level increase

 

99 Magic - 20% chance of free cast

 

99 Prayer - 20% lower drain rate.

 

99 Farming - Unlock one more guaranteed growth Herb allotment

 

99 Summoning - Increase special bar from 60/60 to 100/100

 

99 Smiting - 30% chance to use one less bar for all Smiting items requiring more than 3 bars

 

 

 

Id love to hear some more ideas.

 

 

 

Also, do you think these bonuses would change the game too much?

 

 

 

Cheers,

 

 

 

Rhupajiva

 

 

 

Submitted Ideas

 

Mining - 25% chance of two ores from one rock - Death7755

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Mining - 25% chance of two ores from one rock.

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I think there should be certain skill bonuses to capes like these, but only if it's a slim chance of getting it, and a lower percentage rate. Would be cool if when you're making pots wearing a herb cape, you would have a small chance of making a pot with 4 doses instead of 3.

 

 

 

 

 

Mining - 25% chance of two ores from one rock.

 

 

 

Already have the Varrock armour for that :o

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Farming: 20% chance you can get your seeds back when you harvest herb, tree, alloment, bush, ect.

 

Herblore: Able to make a new untradable potion the acts like a super defense, super attack and supper strength all in one.

 

Fishing: New tradable fish.

 

Cooking: Cook the new tradable fish and make it untradable thr fish heals 26hp and cures poison.

 

Woodcutting: New tree.

 

Fleching: Able to cut the new logs into speacil arrow shafts maybe 50 per log, these new arrow shafts act like normal ones but the final product has a 20% damage increase.

 

I.e if the arrow you made gave a 100 ranged bonus it would now give 120 ranged bonus.

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99 herbalaw - 25% chance to make 4 dose pots.

 

99 Strength - Chance to Critical hit.

 

 

 

I like the idea, though like any aspect of the game, they would get old fast and become a standard, and then noobs would cry for bonuses for getting lvl 60 in a skill.

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Mining - 25% chance of two ores from one rock.

 

 

 

Already have the Varrock armour for that :o

 

 

 

Only works up to Adamant. ;)

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This lack of discussion value..disturbs me.
English is the only language on this forum.

If you use another language, you need to include a traduction

bgok5jn dsgtalg

Oh wow, I hate everything -.-

Death kinda scares me.

your obsession with phallic objects shows quite clearly in your artworks.

Ffs, someone put this in their sig.

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Smithing - 10% chance of making 2 of the same items you are smithing.

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[hide=]Combat:

 

 

 

Attack, Ranged, Magic: Accuracy Bonus, Chance of dealing 2x damage while fighting players

 

Strength: Damage Bonus

 

Defense: Opponent accuracy reduction, Reduces chance of opponent attack/mage/range superhit occuring

 

Health: Opponent damage reduction

 

Prayer: Reduced drain rate

 

Slayer: Chance of dealing 2x damage while fighting monsters

 

Summoning: I don't know

 

 

 

Collection:

 

 

 

Mining: Chance of getting double ores. Acess to rune rock in mining guild.

 

Woodcutting: Reduced chance of felling tree

 

Fishing: Substantial fishing rate increase. Access to a fishing platform from fishing guild, with 1 deepsea (manta, turtle) spot.

 

Hunter: Animals less likely to spot you

 

Theiving: Chance of being caught reduced

 

Farming: Chance of harvesting seeds with usual produce

 

 

 

Creation:

 

 

 

Smithing: Chance of making mastersmithed items, with better stats (Like, Rune Scimitar (ms) has 50 slash bonus, 49 strength, etcetera). Access to furnace and Anvil in mining guild..

 

Fletching: Chance of making masterfletched items, with better stats

 

Herblore: Chance of making 4-dose potions

 

Cooking: Reduced chance of burning food, slight speed bonus while cooking.

 

Runecrafting: Chance of obtaining an extra rune per essence

 

Crafting: See smithing/fletching. Access to crafter's furnace and 2 gem rocks in Crafter's guild.

 

Construction: I don't know

 

 

 

Other:

 

Agility: Run speed increase

 

Firemaking: Fires last longer

 

 

 

Note on mastersmithed (etc) items: The only source is from players. Monsters don't drop them.[/hide]

 

Those above are my ideas. I especially like mastersmithed items.

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^ +1

 

 

 

99 Slayer - Better Slayer monster drop tables.

 

Ring of Wealth

 

99 Attack, 99 Strength, 99 Defense, 99 Range - 10% unstackable invisible level increase

 

Severely overpowered

 

99 Magic - 20% chance of free cast

 

Epic overpowered

 

99 Prayer - 20% lower drain rate.

 

So overpowered its not even funny

 

99 Farming - Unlock one more guaranteed growth Herb allotment

 

My Arm? Should be enough

 

99 Summoning - Increase special bar from 60/60 to 100/100

 

Reasonable...

 

99 Smiting - 30% chance to use one less bar for all Smiting items requiring more than 3 bars

 

Why the hell would you smith after lvl 99? Do you really need 200m exp?

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Here's some ideas-

 

 

 

Hitpoints- 2x health restore (4x? Seemed overpowered to me, with regen brace+Sup. Res. prayer (and the dream spell, if that stacks too). What do you think?)

 

 

 

Attack-5% accuracy increase, cape gives +4 accuracy to crush/stab/slash.

 

 

 

Strength-5% strength increase, cape gives +4 strength bonus.

 

 

 

Defence-5% defence bonus, the cape gives +12 defence instead of +9.

 

 

 

Range-5% accuracy, cape gives +4 range accuracy bonus, can be taken to the guy who sells accumulators to give the cape the same effect as accumulator for 100k (does not carry over to other Range Capes you buy).

 

 

 

Prayer-Negative 5% prayer drain, cape gives +3 prayer bonus

 

 

 

Magic-5% accuracy bonus, cape gives +4 magic bonus, can be enchanted by someone in the maging guild for 100k (does not carry over to other Magic capes you buy). Enchantment reduces amount of elemental runes used by half.

 

 

 

Runecrafting-15% chance of creating an additional rune for each essence.

 

 

 

Construction-Servants will work for free (funded by Guild of Constructors or something). Doesn't require cape, but upon 99 you can build three stories on your house! \'

 

 

 

Agility-Negates what you are wearing to weigh zero (so even if you have a full inventory of coal tar, you are carrying "zero"), impossible to fail any of the shortcuts.

 

 

 

Herblore-Every day, the druid you buy cape from will give you a random selection of 20 above-tarromin herbs.

 

 

 

Thieving-Drastic increase in success of pickpockets. Pickpockets give double the amount of loot.

 

 

 

Crafting-Dragon-hide armor requires on less hide (other than vambs, of course), Jewellery does not require bars (unless it's plain gold), amulets do not require string (I guess there could be a toggle on/off option, due to string amulet spell).

 

 

 

Fletching-??? logs make twice as many arrow shafts ??? bows are made pre-stringed ???

 

 

 

Slayer-20% damage bonus to assigned monsters, 5% damage bonus to monsters the require a Slayer level to kill.

 

 

 

Hunting-Counts as 3 camoflague effects for all areas.

 

 

 

Mining-Access to large mine in mining guild, chance of mining two ores at once.

 

 

 

Smithing-Small chance of using one less bar for anything (unless it only takes one bar, of course), smithing is a bit faster.

 

 

 

Fishing-More sharks and swordfish than tuna, faster fishing, chance of catching a trawler fish at any ocean fishing spot.

 

 

 

Cooking-Can't burn anything.

 

 

 

Firemaking-Fires last a good deal longer, and you can pick their color! \'

 

 

 

Woodcutting-Access to new woodcutting area somewhere with a bunch of high-end trees.

 

 

 

Farming-15% increased harvest, small chance of finding seeds when harvesting.

 

 

 

Summoning-BoB's carry three more items, combat familiars hit 20% more on NON-SPECIAL attacks.

 

 

 

I know Jagex won't release any bonuses to the skillcapes, but I think they're fun to make up.

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99 Runecrafting - 50% chance of creating an extra rune while runecrafting. Like the Explorer's Ring 3, but works on ALL runes.

 

 

 

(In case you don't know what it does, when it makes an extra rune, it gives you extra exp made for that rune, unlike other multiple crafted runes.)

 

 

 

Also, support.

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99 Runecrafting - 50% chance of creating an extra rune while runecrafting. Like the Explorer's Ring 3, but works on ALL runes.

 

 

 

(In case you don't know what it does, when it makes an extra rune, it gives you extra exp made for that rune, unlike other multiple crafted runes.)

 

 

 

Also, support.

 

 

 

Overpowered.

 

 

 

With a 50% chance, say you took 40 essence and made nats.

 

 

 

That's 80 from crafting itself, and probably about 20 more from the extra rune bonus. 100 Natures from 40 Essence.

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99 Runecrafting - 50% chance of creating an extra rune while runecrafting. Like the Explorer's Ring 3, but works on ALL runes.

 

 

 

(In case you don't know what it does, when it makes an extra rune, it gives you extra exp made for that rune, unlike other multiple crafted runes.)

 

 

 

Also, support.

 

 

 

Overpowered.

 

 

 

With a 50% chance, say you took 40 essence and made nats.

 

 

 

That's 80 from crafting itself, and probably about 20 more from the extra rune bonus. 100 Natures from 40 Essence.

 

99 RCing is tedious, they most definitely need a high reward.

 

 

 

Besides, without rewards then what's the point of a skillcape or even a 99 in general?

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