UPDATE: In response to feedback we have added some answers to your frequent questions. Click here to view the post.
Hey everyone,
We recently released a news post asking for your thoughts and ideas about master skillcape perks, including reworking some of the weaker 99 ones. Your responses have been fantastic and very useful in helping us to decide the direction of the project, so thank you.
There was a considerable amount of comments regarding adding perks to the virtual 120 skills and how that moves the goalpost to 120, rather than 99. Whilst we were very careful in designing how these virtual cape perks would function, we have had a chance to reflect on the situation and have decided not to pursue virtual skillcape perks for now. By doing this, the capes remain cosmetic only, and Team Eclipse can move onto another project much sooner, meaning even more content for you to get stuck into.
Remember though, this is only for the virtual skillcapes at level 120, meaning that Invention, Dungeoneering and Slayer will all be receiving new perks on their 120 skillcape, which will work in conjunction with the 99 skillcape perk of the same skill. The master quest cape is also going to get itself a shiny new perk too! Don’t want to wait to find out what these perks might be? Well, you’re in luck! Listed below are the likely perks for the above-mentioned capes, please feel free to give us your feedback on them.
• Dungeoneering – Has a chance to allow you to choose the boss you face in Dameonheim and increases the chance of receiving lore drops
• Invention – Increases the chance of receiving components when disassembling items
• Slayer – A chance that you can choose your next task from Slayer Masters
• Master Quest Cape – Teleports to a selection of locations including the Champions’, Heroes’ and Legends’ Guild, the Wise Old Man’s house and Tears of Guthix
So, what about existing 99 perks?
After looking at our internal data, and listening to you, we have devised a list of existing skillcape perks that look like they could do with a little bit of TLC. Again, we have listed below which capes we feel need some attention and what our plans are for the new perk:
• Agility – No longer fail obstacles
• Construction – A chance to save planks while building in your player-owned house
• Crafting – A chance to cut all gems in your inventory at once
• Divination – All wisps will last a fixed amount of time
• Firemaking – Fire spirits give better rewards and the cape acts as a light source
• Fletching – Has a chance to make extra bolts and arrows
• Hunter – Increased range for traps
• Thieving – All pickpocketed drops are noted
And that’s not all. We also have some quality of life fixes in mind that we would like to get out at the same time as these perks, so watch this space!
Want to get involved?
We are looking for feedback on the suggested perks listed above, so please let us know your thoughts.
Team Eclipse
Mod Daze and Mod Erator
Hey everyone,
We recently released a news post asking for your thoughts and ideas about master skillcape perks, including reworking some of the weaker 99 ones. Your responses have been fantastic and very useful in helping us to decide the direction of the project, so thank you.
There was a considerable amount of comments regarding adding perks to the virtual 120 skills and how that moves the goalpost to 120, rather than 99. Whilst we were very careful in designing how these virtual cape perks would function, we have had a chance to reflect on the situation and have decided not to pursue virtual skillcape perks for now. By doing this, the capes remain cosmetic only, and Team Eclipse can move onto another project much sooner, meaning even more content for you to get stuck into.
Remember though, this is only for the virtual skillcapes at level 120, meaning that Invention, Dungeoneering and Slayer will all be receiving new perks on their 120 skillcape, which will work in conjunction with the 99 skillcape perk of the same skill. The master quest cape is also going to get itself a shiny new perk too! Don’t want to wait to find out what these perks might be? Well, you’re in luck! Listed below are the likely perks for the above-mentioned capes, please feel free to give us your feedback on them.
• Dungeoneering – Has a chance to allow you to choose the boss you face in Dameonheim and increases the chance of receiving lore drops
• Invention – Increases the chance of receiving components when disassembling items
• Slayer – A chance that you can choose your next task from Slayer Masters
• Master Quest Cape – Teleports to a selection of locations including the Champions’, Heroes’ and Legends’ Guild, the Wise Old Man’s house and Tears of Guthix
So, what about existing 99 perks?
After looking at our internal data, and listening to you, we have devised a list of existing skillcape perks that look like they could do with a little bit of TLC. Again, we have listed below which capes we feel need some attention and what our plans are for the new perk:
• Agility – No longer fail obstacles
• Construction – A chance to save planks while building in your player-owned house
• Crafting – A chance to cut all gems in your inventory at once
• Divination – All wisps will last a fixed amount of time
• Firemaking – Fire spirits give better rewards and the cape acts as a light source
• Fletching – Has a chance to make extra bolts and arrows
• Hunter – Increased range for traps
• Thieving – All pickpocketed drops are noted
And that’s not all. We also have some quality of life fixes in mind that we would like to get out at the same time as these perks, so watch this space!
Want to get involved?
We are looking for feedback on the suggested perks listed above, so please let us know your thoughts.
Team Eclipse
Mod Daze and Mod Erator
16-May-2018 11:24:48 - Last edited on 13-Jun-2018 09:25:38 by Mod Daze