Skip to content
View in the app

A better way to browse. Learn more.

Tip.It Forum

A full-screen app on your home screen with push notifications, badges and more.

To install this app on iOS and iPadOS
  1. Tap the Share icon in Safari
  2. Scroll the menu and tap Add to Home Screen.
  3. Tap Add in the top-right corner.
To install this app on Android
  1. Tap the 3-dot menu (⋮) in the top-right corner of the browser.
  2. Tap Add to Home screen or Install app.
  3. Confirm by tapping Install.

Dev Blog: QP master cape

Featured Replies

  • Author

My biggest issue with it being so close to comp requirements is the fact that it will have the MC stats and not bonus stats. Give it special stats(3 kiln capes bc you sacrifice for enhanced fc) and maybe it makes sense. But for the time requirement, if I'm already getting 90+ base and 117 DG I might as well grind out comp bc it has the bis stats + perks of other capes (kiln, accumulator, etc)

 

Yea, I'd have no problem with them boosting the stats, I think bare minimum it should have the Ava's ability.

R.I.P. The olde nite. A legend is gone but not forgotten.

 

a Faction Related Item Sink for Rune Labs. https://[LikelyScam]/m=player-proposal/a=13/c=VcG-Ir5Ijno/view-idea?idea=19

 

 

  • Replies 280
  • Views 28.9k
  • Created
  • Last Reply

Top Posters In This Topic

Most Popular Posts

  • Saradomin_Mage
    Saradomin_Mage

    I'm pretty sure you can just wait in the room before Nex's Prison and wait for the team inside to get an item, then jump in and scoop up the lore book. That's how I got mine bc lazy (and everyone was

  • Saradomin_Mage
    Saradomin_Mage

    Guessing because it's a post quest "reward" you unlock from finishing Lunar Diplomacy.

  • Sy_Accursed
    Sy_Accursed

    Claim enhanced fire cape - ew   I don't wanna give up my three useful combat capes for a sucky override just to trim quest cape.   Enhanced fire cape isn't even really quest related, sure beat the Kil

 

 

My biggest issue with it being so close to comp requirements is the fact that it will have the MC stats and not bonus stats. Give it special stats(3 kiln capes bc you sacrifice for enhanced fc) and maybe it makes sense. But for the time requirement, if I'm already getting 90+ base and 117 DG I might as well grind out comp bc it has the bis stats + perks of other capes (kiln, accumulator, etc)

Yea, I'd have no problem with them boosting the stats, I think bare minimum it should have the Ava's ability.

Time wise (and not crazy expensive) for the MC stats it would be easiest to get DG, Combat stats or theive. If going for the MQPC it would be best to target Comp and get this as a side goal.

Quest cape = all quests

Quest cape (t) = all quests, all tasks

Master quest cape = all quests, all tasks, all post quest activities related to and unlocked via quests

I'm very much into this. The tasks don't bother me so much, right now with how you've worded it the (t) cape would be baller

All_My_Love.png Bun_Dem.png


 


max.png 50.png

I think the easiest way to figure out post quest content for the trimmed cape would be if it's listed as post quest content on the RS wiki. :p

Back after a 5 year TIF hiatus. Please don't mind me too much.

 

 

Quests involve both Bosses and Skills though, so is there any particular reason the requirements shouldn't as well?

In quests you will defeat a boss once, you will use skills but won't train those in the quests. So yeah a req that involves killing a boss once or maybe a few times is fine, a req that involves the near mastering of a skill is not imo (level 90 base for broken home was already high imo, but I could live with that).

 

What you are saying is that if we would make a "master"-mining cape it would fit to add quest-reqs because you get the best pickaxes from quests... That is not what you do while mining (note this is just an example, to explain why I find it strange to add 117 dung)

 

 

 

Except in this case the req is exactly like Quests. The req isn't train to 117 dunge, its get the journal and that happens to take 117 dunge. The req isn't the dunge requirement, its the journal. Just like for quest cape, the requirement would be to complete the Plague's End, and that happens to require 75 dungeoneering.

 

Its possible if we ever get Floor 61 we will even have level 120 Post-Quest content. Plus any future quests involving Inventor. Quests don't have an upper limit on the level reqs they can go to, I don't think the Mastery should

 

My point is, that 117 is just a step to high right now. Maybe an option would be to cap it to level 90 dungeoneering right now (so all the lore you can find in dungeoneering till level 90). Imo a master quest cape should be something quest cape holders will strive for. But I think many will not with reqs like 117 dungeoneering, because level 90 base is already far beyond the reqs for quest cape (which is around 75 base, with a few higher levels). So long story short, the skill req difference between quest cape and master quest cape is to big imo.

http://sign.tip.it/1/2/79/260/essiw.png

Retired item crew

I would like to be credited as essiw at the website update & corrections forum. Thanks!

  • Author

 

 

 

Quests involve both Bosses and Skills though, so is there any particular reason the requirements shouldn't as well?

In quests you will defeat a boss once, you will use skills but won't train those in the quests. So yeah a req that involves killing a boss once or maybe a few times is fine, a req that involves the near mastering of a skill is not imo (level 90 base for broken home was already high imo, but I could live with that).

 

What you are saying is that if we would make a "master"-mining cape it would fit to add quest-reqs because you get the best pickaxes from quests... That is not what you do while mining (note this is just an example, to explain why I find it strange to add 117 dung)

 

 

 

Except in this case the req is exactly like Quests. The req isn't train to 117 dunge, its get the journal and that happens to take 117 dunge. The req isn't the dunge requirement, its the journal. Just like for quest cape, the requirement would be to complete the Plague's End, and that happens to require 75 dungeoneering.

 

Its possible if we ever get Floor 61 we will even have level 120 Post-Quest content. Plus any future quests involving Inventor. Quests don't have an upper limit on the level reqs they can go to, I don't think the Mastery should

 

My point is, that 117 is just a step to high right now. Maybe an option would be to cap it to level 90 dungeoneering right now (so all the lore you can find in dungeoneering till level 90). Imo a master quest cape should be something quest cape holders will strive for. But I think many will not with reqs like 117 dungeoneering, because level 90 base is already far beyond the reqs for quest cape (which is around 75 base, with a few higher levels). So long story short, the skill req difference between quest cape and master quest cape is to big imo.

 

 

 

One problem with that though is that they want the Guidelines to be as permanent as possible, so a temporary cap that may change in the future wouldn't work. They intend to never change the guidelines in the future once they're set in place

R.I.P. The olde nite. A legend is gone but not forgotten.

 

a Faction Related Item Sink for Rune Labs. https://[LikelyScam]/m=player-proposal/a=13/c=VcG-Ir5Ijno/view-idea?idea=19

 

 

yeah, it's much easier to ignore the guidelines when it's convenient, like they're already doing now

8f14270694.jpg

The Master Quest Cape should have high requirements, there's no doubt about it. 117 Dungeoneering is rather extreme though, as was many of the other requirements before Mod Manti revised them. There's also all those RNG lore journal drops. After all these revisions the cape have become more of what I would like to call a "Master Lore Cape" than a Master Quest Cape. All fine with me though, as I am a comped lorehound myself, but I do imagine (and know as well) that many lower leveled lorehounds doesn't like all the further high leveled content requirements that for example includes GWD bossing at all. Still though the general lore and questing community seems to be much happier with these revised requirements and guidelines. Especially the removal of Livid Farm. And I can agree fully with that change, Livid Farm makes sense for Comp, but not for this cape. It really isn't very well related to the lore and quest activities as such. Not to mention that its design and repetitivness is very far from a "quest atmosphere" in lack of better words.

 

No matter what though, Mod Manti certainly hasn't taken on an easy task. The lore and questing community of this game is in many ways rather split, and there's going to be a rather large minority who won't be happy with the finalised requirements for the Master Lore Quest Cape no matter what happens. I am myself however very pleased with its current development.

lGxorje.png

 

Add me if you so wish: SwreeTak

 

 

 

 

Quests involve both Bosses and Skills though, so is there any particular reason the requirements shouldn't as well?

In quests you will defeat a boss once, you will use skills but won't train those in the quests. So yeah a req that involves killing a boss once or maybe a few times is fine, a req that involves the near mastering of a skill is not imo (level 90 base for broken home was already high imo, but I could live with that).

 

What you are saying is that if we would make a "master"-mining cape it would fit to add quest-reqs because you get the best pickaxes from quests... That is not what you do while mining (note this is just an example, to explain why I find it strange to add 117 dung)

 

 

 

Except in this case the req is exactly like Quests. The req isn't train to 117 dunge, its get the journal and that happens to take 117 dunge. The req isn't the dunge requirement, its the journal. Just like for quest cape, the requirement would be to complete the Plague's End, and that happens to require 75 dungeoneering.

 

Its possible if we ever get Floor 61 we will even have level 120 Post-Quest content. Plus any future quests involving Inventor. Quests don't have an upper limit on the level reqs they can go to, I don't think the Mastery should

 

My point is, that 117 is just a step to high right now. Maybe an option would be to cap it to level 90 dungeoneering right now (so all the lore you can find in dungeoneering till level 90). Imo a master quest cape should be something quest cape holders will strive for. But I think many will not with reqs like 117 dungeoneering, because level 90 base is already far beyond the reqs for quest cape (which is around 75 base, with a few higher levels). So long story short, the skill req difference between quest cape and master quest cape is to big imo.

 

 

 

One problem with that though is that they want the Guidelines to be as permanent as possible, so a temporary cap that may change in the future wouldn't work. They intend to never change the guidelines in the future once they're set in place

 

Ok then don't make it temporary and add to the guidelines:

The Master Quest cape is NOT:

The near-mastery of skills (poorly worded)

 

Fits perfectly with the other exceptions and vague guidelines ;)

http://sign.tip.it/1/2/79/260/essiw.png

Retired item crew

I would like to be credited as essiw at the website update & corrections forum. Thanks!

  • Author

Except that quests may end up going near mastery for skills like dunge or invention in the future, and it would be ridiculous to have the normal cape require more than the Mastery. Quests have no real upper boundary on reqs, so neither should the Mastery Cape.

R.I.P. The olde nite. A legend is gone but not forgotten.

 

a Faction Related Item Sink for Rune Labs. https://[LikelyScam]/m=player-proposal/a=13/c=VcG-Ir5Ijno/view-idea?idea=19

 

 

Except that quests may end up going near mastery for skills like dunge or invention in the future, and it would be ridiculous to have the normal cape require more than the Mastery. Quests have no real upper boundary on reqs, so neither should the Mastery Cape.

Fair point, however I think it's likely to maintain upkeep similar to a normal quest cape or Comp.

 

Also, I don't think it's likely for skill requirements to go much higher than they are. To do so would mean making content that would be too disproportionate to how many can play it vs how much time to develop it. To do so would be to waste resources and be very thick headed. Which obviously means they will do it and this point is moot.

Back after a 5 year TIF hiatus. Please don't mind me too much.

 

Except that quests may end up going near mastery for skills like dunge or invention in the future, and it would be ridiculous to have the normal cape require more than the Mastery. Quests have no real upper boundary on reqs, so neither should the Mastery Cape.

Fair point, however I think it's likely to maintain upkeep similar to a normal quest cape or Comp.

 

Also, I don't think it's likely for skill requirements to go much higher than they are. To do so would mean making content that would be too disproportionate to how many can play it vs how much time to develop it. To do so would be to waste resources and be very thick headed. Which obviously means they will do it and this point is moot.

 

They will, slowly, like they always did. I first got my questcape when level 70 cooking was the highest skill req, and that was seen as really high. And we will probably reach a stage where skills will reach level 120 (it is not really an "will it happen" but "when will it happen" imo).

 

@Hellring, you are right. Though my main concern, that this should be a cape to strive for for quest cape holders, stands, as right now this is more of a mini-comp cape, I still think this cape will miss the intended target audience.

http://sign.tip.it/1/2/79/260/essiw.png

Retired item crew

I would like to be credited as essiw at the website update & corrections forum. Thanks!

The other difference ofc is that the mqpc doesn't have the pvm requirements that hlf soccermoms so hate.

best drops (reasonably accurate/up to date): 1x Elysian Sigil (LS), 1x Arcane Sigil (cs), 4x Armadyl Hilt (solo at 100m, 100m, 50m, and 5m), 2x Saradomin Hilt (solo at 25m), 5x Draconic Visage (34m,1.2m,1.2m) and various cs/ls/ffa Nex splits.
Drygore Drops: 7 Longswords, 3 Maces, 3 Rapiers, 3 Off-hand Rapiers,  5 Off-hand Maces, 3 Off-hand Longswords

ROTS Shields: 12  Seismics: 16

Ascension Crossbows: 6  Spider Legs: 10

Countless Armadyl armour pieces, Saradomin amulets, Dragon Hatchets, and Fremenik Rings.
Range~Herblore~Construction~Constitution~Defence~Farming~Magic~Attack~Prayer~Strength~Summoning~Slayer~Mining~Dungeoneering~Firemaking~Agility~Magic Mastery~Summoning Mastery~Cooking~Smithing~Fletching~Thieving~Hunter~Woodcutting~Fishing~Runecrafting

 

The other difference ofc is that the mqpc doesn't have the pvm requirements that hlf soccermoms so hate.

 

 

Correction it doesn't yet have them. Just wait until they decide to follow the GWD suit and give most boss mobs a lore book to expand their story - oh look all the pvm is now part of being a master "quester"

Plv6Dz6.jpg

Operation Gold Sparkles :: Chompy Kills ::  Full Profound :: Champions :: Barbarian Notes :: Champions Tackle Box :: MA Rewards

Dragonkin Journals :: Ports Stories :: Elder Chronicles :: Boss Slayer :: Penance King :: Kal'gerion Titles :: Gold Statue

Also, the comparison between MQPC and Comp Cape is inevitable if the former can get overshadowed by the latter. I fear that is what is happening at the moment.

 

By simply pointing out how much they have in common in terms of requirement, disregarding Skills as future skills probably will bump up the requirements making them closer, proves easily how much they match and thus gets overshadowed.

Our deepest fear is not that we are inadequate. Our deepest fear is that we are powerful beyond measure. It is our light, not our darkness that most frightens us. We ask ourselves, 'Who am I to be brilliant, gorgeous, talented, fabulous?' Actually, who are you not to be?~ Marianne Williamson

 

For account help/issues, please follow this link:

Account Help

. If you need further assistance, do not hesitate to PM me or post here.

No Jagex, I want my [bleep]ing journals not this thing.

 

jv0TP.png

 

Only need these and KBD lastriders... -_-

douvdFX.jpg


 


Blog


Trimmed | Master Quester | Final Boss


Boss pets: Bombi | Shrimpy | Ellie | Tz-Rek Jad | Karil the Bobbled | Mega Ducklings


120s: Dungeoneering | Invention

 

 

Except that quests may end up going near mastery for skills like dunge or invention in the future, and it would be ridiculous to have the normal cape require more than the Mastery. Quests have no real upper boundary on reqs, so neither should the Mastery Cape.

Fair point, however I think it's likely to maintain upkeep similar to a normal quest cape or Comp.

 

Also, I don't think it's likely for skill requirements to go much higher than they are. To do so would mean making content that would be too disproportionate to how many can play it vs how much time to develop it. To do so would be to waste resources and be very thick headed. Which obviously means they will do it and this point is moot.

They will, slowly, like they always did. I first got my questcape when level 70 cooking was the highest skill req, and that was seen as really high. And we will probably reach a stage where skills will reach level 120 (it is not really an "will it happen" but "when will it happen" imo).

 

@Hellring, you are right. Though my main concern, that this should be a cape to strive for for quest cape holders, stands, as right now this is more of a mini-comp cape, I still think this cape will miss the intended target audience.

Perhaps, but Jagex is very obsessed with numbers, even if no one can apparently do math over there. Depending on the type of quest, the difficulty, the resource budget, etc, they probably have a target amount of people they want to be able to do the quest. I think that's what determines the level requirements for the most part. That's why I don't think it'll get too high.

Back after a 5 year TIF hiatus. Please don't mind me too much.

Last time they put up a high req, it was screamed out by complainers who forced them to drop it by 17 levels.

6Ij0n.jpg

In real life MMO you don't get 99 smithing by making endless bronze daggers.

Last time they put up a high req, it was screamed out by complainers who forced them to drop it by 17 levels.

Um yeah, that's how the internet works.

Back after a 5 year TIF hiatus. Please don't mind me too much.

Sometimes it's better to just stick to your guns and refuse to make a change simply because of player outrage and not feedback.

6Ij0n.jpg

In real life MMO you don't get 99 smithing by making endless bronze daggers.

On the bright side, after Squeal and EoC every protest feels tame... :rolleyes:

"Fight for what you believe in, and believe in what you're fighting for." Can games be art?

---

 

 

cWCZMZO.png

l1M6sfb.png

My blog here if you want to check out my Times articles and other writings! I always appreciate comments/feedback.

 

 

 

Except that quests may end up going near mastery for skills like dunge or invention in the future, and it would be ridiculous to have the normal cape require more than the Mastery. Quests have no real upper boundary on reqs, so neither should the Mastery Cape.

Fair point, however I think it's likely to maintain upkeep similar to a normal quest cape or Comp.

 

Also, I don't think it's likely for skill requirements to go much higher than they are. To do so would mean making content that would be too disproportionate to how many can play it vs how much time to develop it. To do so would be to waste resources and be very thick headed. Which obviously means they will do it and this point is moot.

They will, slowly, like they always did. I first got my questcape when level 70 cooking was the highest skill req, and that was seen as really high. And we will probably reach a stage where skills will reach level 120 (it is not really an "will it happen" but "when will it happen" imo).

 

@Hellring, you are right. Though my main concern, that this should be a cape to strive for for quest cape holders, stands, as right now this is more of a mini-comp cape, I still think this cape will miss the intended target audience.

Perhaps, but Jagex is very obsessed with numbers, even if no one can apparently do math over there. Depending on the type of quest, the difficulty, the resource budget, etc, they probably have a target amount of people they want to be able to do the quest. I think that's what determines the level requirements for the most part. That's why I don't think it'll get too high.

 

 

Everything is relative though, and with time even level 90+ will be required in several skills to do a quest. Let's just wait and see what the requirements will be for FotG2, now shouldn't we?

lGxorje.png

 

Add me if you so wish: SwreeTak

  • Author

Even "The Light Within" will be pushing several skills up to 80. They seem to be taking it slow and not jumping any skills straight to the 90's but Quest Reqs are definitely increasing over time.

R.I.P. The olde nite. A legend is gone but not forgotten.

 

a Faction Related Item Sink for Rune Labs. https://[LikelyScam]/m=player-proposal/a=13/c=VcG-Ir5Ijno/view-idea?idea=19

 

 

Indeed, FOTG2 will probably be some sort of high-end culmination of the Mahjarrat, thus Kharsai would play a part most likely. This bumps the reqs into level 90 zone, as the Koschei's Troubles miniquest (and also the Mahjarrat Memories) require 90 prayer and strength.

A mid 90 stat for a quest is still a far cry from 117

Create an account or sign in to comment

Important Information

By using this site, you agree to our Terms of Use.

Account

Navigation

Search

Search

Configure browser push notifications

Chrome (Android)
  1. Tap the lock icon next to the address bar.
  2. Tap Permissions → Notifications.
  3. Adjust your preference.
Chrome (Desktop)
  1. Click the padlock icon in the address bar.
  2. Select Site settings.
  3. Find Notifications and adjust your preference.