Attack: +5% boost to attack, stacks with any other boost
Strength: +5% boost to strength, stacks with any other boost
Defence: +5% boost to defence, stacks with any other boost
Ranged: Cape acts as an Accumulator, Ammunition is now 15% less likely to break (excluding Bolt racks, Crystal Bow, Chinchompas, etc) (Only in PvM/Normal stiuations)
Prayer: All prayers drain 10% slower (only in PvM/Normal situations)
Magic: If an elemental rune is required for a spell, only 1 is required (If more than 1 type of elemental rune is required, then the elemental rune using the least runes is reduced to 1). Cape can be used to Charge any God Spell, in place of the cape. +5% Magic Damage Bonus (only in PvM/Normal situations)
Constitution: Food heals +10% more (only in PvM/Normal situations)
Summoning: Pouches require 25% less Spirit Shards to make, Familiars get an extra 5 minutes of time on their clock
Agility: Obsticles (course/shortcuts) can never be failed
Construction: Furnature can be built without need of Hammer/Saw/Watering Can
Cooking: Food heals an extra 20 hp, can be traded, but has no value.
Crafting: Crafting costs 1 less of the required material (Green D'hide bodys would only require 2 Green D'hides rather than 3) (Items requiring only 1 of the material used still require that 1)
Dungeoneering: Rewards cost 5% less to buy (Increases to 15% after True Skill Mastery)
Farming: Extra 15% produce when collected
Firemaking: Logs can be Left-Click lighted
Fishing: 15% chance for an extra fish per catch
Fletching: Instead of requiring a Bow-String to make a strung bow, only flax is required
Herblore: Vials are not required to be filled with water, effects from potions will last 15% longer (Excluding Overloads)
Hunter: Traps are 15% less likely to fall, and will not fall after time.
Mining: +15% chance to recieve 2 ores per mine (Excluding Rune)
Runecrafting: 10% more runes crafted anywhere (Increases to 20% after completion of Ardougne Diary Medium[Only on ZMI alter])
Slayer: Ability to pick 4 monsters. These monsters are now less likely to be chosen, but when wearing the cape, you recieve a +5% bonus to Attack, Strength, Defence, Ranged, and Magic bonus while killing them.
Smithing: Bars only require half the coal to make, Iron has 100% smithing rate
Thieving: +15% chance of succesful pickpocket anywhere (Increases to +30% after completing Ardougne Hard Diary)
Woodcutting: 15% chance to recieve 2 logs per tree (Excluding Magic Trees)
I've had a go at re-balancing them, please tell me what you think now.
Edited by Lt Rhapthorn, 26 September 2010 - 01:39 PM.