I have a few ideas for skillcape perks:
Defence is excellent. Don't touch it! Or, maybe you could use rings of recoil on it to grant that functionality (max 2 at a time).
Attack: In addition to the teleports, when worn could synergize with the Slayer Helmet/melee void improving the accuracy bonus by an additional 5%
Strength: In addition to the teleports, when worn could synergize with the Slayer Helmet/Melee void improving the Strength bonus by an additional 5%.
Herblore: When worn, creating potions has a small chance (5-10% maybe?) of producing a 4 dose vial. Alternatively, the cape could be operated while herbs are in inventory to produce unf potions (max 56 per day?). Or you could have a chance to make 2 unfs/potions at once. To clarify this will not save any ingredients when this effect procs.
Farming: Using an Amulet of nature on the farming cape will consume the amulet, granting the cape functionality of said amulet. This is in addition to the herb perk.
Magic: Increase the spellbook swaps to 2 or 3 per day, and/or when worn alongside the full Magic void set, an additional 5% magic damage is granted.
Fletching: Always produce double Arrow shafts when fletching, and a chance to perform 2 flecthing actions at once (20-25% chance maybe?) It only makes sense for a seasoned Fletcher to perform such feats!
Smithing: Use up to 5 rings of forging on the cape, storing the respective charges in the cape itself. This would not affect the player variable for rings of forging. Double speed cannonball making, and able to craft hastae on any anvil. Could function as a worn hammer, too.
Crafting: In addition, increases the speed at which jewellery is crafted at a furnace by 1-2 ticks per action.
Hunter: Counts as an additional piece of camouflage, too.
I originally had the name Llama. It was stolen from me.
20-Sep-2015 00:01:19