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Master Skillcape Perks

Quick find code: 16-17-788-66008154

8InchDagger

8InchDagger

Posts: 600Steel Posts by user Forum Profile RuneMetrics Profile
Dungeoneering

A toggle option when the cape is owned. It doesn't need to be worn: Receive tokens in lieu of Dungeoneering XP from all sources including lamps, Goebie supply run, etc.

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27-Apr-2018 11:50:54

8InchDagger

8InchDagger

Posts: 600Steel Posts by user Forum Profile RuneMetrics Profile
Invention

A toggle option when the cape is owned. It doesn't need to be worn: Receive random materials in lieu of Invention XP from all sources including lamps, etc.

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27-Apr-2018 11:54:26

8InchDagger

8InchDagger

Posts: 600Steel Posts by user Forum Profile RuneMetrics Profile
Summoning

A perk granted on ownership, not requiring wearing the cape: The ability to apply a second instance of the same pouch to a familiar extending the duration by the full period up to 2 times normal duration.

For example, a Pack yak pouch applied to a pack yak with 5 minutes remaining would be extended to 63 minutes while a pack yak with 58 or more minutes remaining would be extended to a maximum of 116 minutes.

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27-Apr-2018 12:18:48

8InchDagger

8InchDagger

Posts: 600Steel Posts by user Forum Profile RuneMetrics Profile
G'day All,

In general, I think we should be looking at ways of optionally slowing down, not increasing, the XP rates once level 120 is achieved with a suitable increase in benefits from having achieved that level, trading more returns or functionality for less XP. Once level 120 is achieved what benefit, apart from bragging rights in high scores, is to be achieved from XP after level 120?

There will be some who will want even faster XP above level 120. Others may prefer the just enjoy the rewards while slowing the surge to 200M hence I suggest the perks be optional: a reward or faster XP but no both.

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27-Apr-2018 12:28:51

8InchDagger

8InchDagger

Posts: 600Steel Posts by user Forum Profile RuneMetrics Profile
Snarbolax said:
8InchDagger said:
I suggest it be possible to add all level 120 capes, not just 3, to a max cape, completionist cape, or trimmed completionist cape.

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If 120s become this strong, we might as well raise the level cap to 120 for all skills


I agree adding all the level 99 perks would be excessive. Perhaps the level 120 perks only while keeping the level 99 perks capped at 3.

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27-Apr-2018 12:35:14

8InchDagger

8InchDagger

Posts: 600Steel Posts by user Forum Profile RuneMetrics Profile
ELITE STACK said:
Skill: herblore

type: 99

Description: has a 0.5% chance to make an extra potion. (will be sent to the bank)

Skill: herblore:

type: master

Description: Has a 1% chance to make an extra potion.

This fails the "...Master Skillcape Perks should not affect XP or GP per hour" test.

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27-Apr-2018 12:37:51

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