Herblore: X% chance when adding herbs to water vials to not consume the herb? (a REALLY small %, like 1% maybe?)
Fletching: X% chance when fletching to produce double the items (again super small). For example, when making a bow a tiny chance of making 2 bows out of 1 log [the log icons are a set of 3 logs afterall]
Why don't you introduce 24hr or 7day cool downs on the capes.
something you can only do once a day or once a week.
Attack Cape: 100% hit Chance
Strength Cape: 100% More damage
Defense Cape: 50% damage taken for 30 seconds
Hits: when reaching 0 health instantly heals to full
Ranged: for the next 5/10 seconds shoot double the amount of ammo
Prayer: Prayer doesn't degrade for 60 seconds
Magic: 30% faster cast rate for 30 seconds
Runecrafting: 10x's any rune
Construction: no tools needed for 1 hour
Agility: run doesn't degrade for 2 minutes
Herblore: Buffs your stats to what ever potion you use on it so you could have infinite super combats only useable once a day
Thieving: Thieving in front of guards and not getting caught for 10 minutes
Crafting: ability to cut an uncut gem into 2 gems 50% for sapphires 25% emeralds rubes diamonds dragons and onyx slowly getting more difficult to double.
Flecthing: idk.... I'm making these up as I go at work
Slayer:
Hunter
Mining
Smithing
Fishing
Cooking
Firemaking
Woodcutting
Farming
The idea is fun, but the effects should be equalized more in my view. The herblore cape gives you a pestle and mortar, the farming cape gives you a +5% yield on herblore patches (which means 5% more money). Somewhere in the middle for all (or most) capes would be better I think.
Will game for food!
I do NOT want a skill cape to simulate an achievement diary item unless you already have the achievement item. That would defeat the purpose of doing the achievement Diaries (e.g., thieving skill cape acting like the ardougne for thieving).
-Herblore Cape: Whenever the player creates a potion, they have a 1/8 chance of making that potion twice as fast, as well as a 1/10 chance of receiving a herb or a secondary ingredient back, (Just like the Scroll of Cleaning)
-Fletching Cape: Whenever a player is fletching a log, there is a chance the log will be saved and being sent to the bank.
-Smithing Cape: Whenever the player is smithing an item which requires three bars or more, there is a small chance, a single bar will be saved.
-Fishing Cape: Gives a small chance of fishing double fish, with XP included (Similar to the Mining cape perk).
"There's no mystery to what people want. The whole idea though is to serve it up to you in a way which is unique, different and better than you had ever have before". Steve Wynn.
WYNN PALACE
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Herblore: acts as pestle and motor so you don't need one in your inventory. so when your* wearing cape with nests in your inventory it has a crush option. And no you dont use cape on nests it simply adds crush option.
Fletching: same as the above posted about herblore but instead a cut option will appear while wearing the cape for logs. this is nice because your ratios will stay the sane as 28/2 I 14 and while stringing its 14+14.
Herblore: small chance of making a 4 dose potion, when mixing potions.
Fletching: small chance of receiving enchanted bolts when fletching gem tipped bolts.
Smithing: acts as ring of forging, provided you have rings in the bank.
Gen D- Head B0ner at Bone Cats 8============ D
Well im not one to usually make suggestions but what if the herblore skill had a chance to make 4 dose pots instead of 3... annnnd just saw the guy above me suggested same exact thing -.-
01-Oct-2015 10:03:18
- Last edited on
01-Oct-2015 10:04:20
by
GuiltySparc