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skill cape improvements

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After spending some time thinking about skill capes, I've come up with some suggestions about them, and special effects they give. Some skill capes should also be avialable for free users. Like barrows items, the capes should only give the bonus when you wear the hood as well. All capes should have the same stats unless otherwise specified.

 

 

 

Finally, I know that some people will complain that the bonuses are overpowered, but when you spend so much time and effort on getting a level 99 skill, you'll want the rewards to be good.

 

 

 

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Attack: hidden +15% bonus when hood and cape are worn, as well as +4 stab, slash, and crush bonuses.

 

 

 

Defense: hidden +15% bonus when hood and cape are worn, as well as +13 stab, slash, and crush bonuses.

 

 

 

Strength: hidden +15% bonus when hood and cape are worn, as well as a +6 strength bonus.

 

 

 

Hitpoints: HP heals twice as fast when cape and hood are worn. This could be compounded with the "rapid heal" prayer.

 

 

 

Prayer: Prayer lasts twice as long, and regenerates like HP. Players also get +2 additional prayer and praying at an altar. Regular altars would give 101/99, and special altars would give 103/99 prayer.

 

 

 

Stats of regular prayer cape would have +6 prayer, and trimmed prayer capes would have +10 prayer.

 

 

 

Magic: hidden +15% bonus when hood and cape are worn, as well as +15 magic defense and attack.

 

 

 

Ranged: hidden +15% bonus when hood and cape are worn, as well as +5 stab, slash, and crush bonuses.

 

 

 

Cooking: guaranteed 100% success rate when cooking. Food heals a bit more if you eat while wearing the hood and cape. Low level food like shrimp would heal 4 instead of 3, but high-level pies would heal 26 instead of 22, etc.

 

 

 

Woodcutting: more effecient cutting speeds, as well as more nests.

 

 

 

Fletching: Ability to make more bolt and arrow tips per gem, pearl, and wolf bone, as well as more shafts from wood.

 

 

 

Fishing: Faster fishing speed, and more chances of getting a casket if the player uses a big net.

 

 

 

Firemaking: Fires that you make last twice as long.

 

 

 

Crafting: Half as likely to crush semi-precious gems.

 

 

 

Smithing: 75% success rate when smelting iron, and reduced amount of coal when smithing as follows:

 

 

 

regular furnace: steel - 2 coal, mithril - 3 coal, adamantite - 4 coal, rune - 5 coal

 

 

 

with blast furnace: steel - no coal, mithril - 1 coal, adamantite - 2 coal, rune - 3 coal

 

 

 

Mining: faster ores, as well as more gems. This could be compounded with a glory amulet.

 

 

 

Herblore: Potions more effect if used when the player is wearing the cape and hood. For example, fishing potions would give +5 instead of +3.

 

 

 

Agility: No fail at any obstacles; energy restores twice as fast.

 

 

 

Thieving: Increased success rate when pickpocketing and picking locks.

 

 

 

Slayer: +15% attack, strength, and defense to all combat types (melee, magic, range) when fighting slayer monsters.

 

 

 

Farming: If the player plants a seed while wearing the cape and hood, then they have half the likelihood to become diseased.

 

 

 

Runecrafting: Cape and hood acts as an elemental talisman. Also, players can teleport to outside any altar with the cape.

 

 

 

Construction: Ability to teleport to outside any portal, regardless of the player's house's location.

 

 

 

Quest: As the player has done many favors for NPCs, they should return the favor. Possible rewards include reduced prices to NPC services or better chances to get valuable items from random events, and can be compounded with the Ring of Charos (a). Players should also be able to teleport to certain locations (Crandor, Miscellania, etc). The cape has 10 charges; after that, the player has to get it recharged by the wise old man for 1,500 gp.

 

 

 

Comments and constructive criticism welcome.

ixfd64.png

 

ARENAscape:

 

Baratus [AS] max hit: 166 with Moon Battle Hammer

ixfd64 [AS] max hit: 116 with (untitled spell #2)

 

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Crafting: Half as likely to crush semi-precious gems.

 

 

 

Smithing: 75% success rate when smelting iron, and reduced amount of coal when smithing as follows:

 

 

 

regular furnace: steel - 2 coal, mithril - 3 coal, adamantite - 4 coal, rune - 5 coal

 

 

 

with blast furnace: steel - no coal, mithril - 1 coal, adamantite - 2 coal, rune - 3 coal

 

 

 

Make a more valuabe crafting reward, you wouldn't get 99 crafting to cut opals and jades better. :anxious:

 

 

 

Just a note on the regular furnace for steel, it currently uses 2 coal to smelt steel bars, so no bonus? :uhh:

Mamong.png

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Also, players can teleport to outside any altar with the cape

 

 

 

Umm yeah right. And some of the capes are clearly over/underpowered in yours.

 

 

 

Firemaking and crafting look amazing -.-

I think they're fine how they are. Overpowering the capes isn't good.

I like everyone of them apart from the runecrafting one...

 

 

 

It would be much easier to power craft the natures/deaths/laws making a major decrease in rune prices... and an extremely big rise in pure essence.

 

 

 

i think the smithing cape should be used as a permanent ring of forging so its 100% success rate but i mean... come on... who smiths iron at lvl 99?

 

 

 

Herblore -

 

When making a potion you have a 50% chance of making a potion with four doses. that sounds better

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