Mage Training Arena already provides you further experience into the normal experience you earn, if it does not cost you whatever everyone would be here before they obtained 99 Mage, had full Infinite, several Mage Books and all wands. The Wilderness Mage Arena is only used for being able to acquire the"God" spells. There needs to be some costs in order to get the Cape, and God Staves. Pest Control already gives you expertise but not as much as it used to, the encounter is already decreased. However if Runes were supplied everyone could be ancienting because there is a ton of animals simultaneously.
I have had my ability cape for some time now and it seems to have no other purpose but to show off that you have a skill at 99. I discover my passion cape is far better than it in pretty much every situation. So I was only thinking it would be nice if each individual skill cape had a result or stat that could be advantageous for that stat. I really don't know the way to be all fancy with all the forum stuff so I'll just make it simple. Attack- +5 to stab and slash (I was thinking just slash such as the warrior ring but that would confine it to certain weapons)
Strength- +5 to power bonus combined with +5 crush. Defence- An additional +5 to all the defences. (that is inserted on to the 9 so a total of +14 on all defences) Hitpoints- Heal somewhat faster. Agility- I was believing lower your weight by 5kg though there might be better options I didn't think about. Structure - Less cost for planks/rooms. Cooking- I had been thinking less chance to burn off but at 99 you probably won't burn much anyway. (Cook quicker is also an good idea people have suggested). Any ideas?
Crafting- Less thread used. Farming- Less chance for a plant to die/become diseased when implanted wearing this cape. Fishing- Small chance on catching two fish simultaneously. Any ideas? Herblore- More opportunity for herb drops. (I couldn't think of anything better. Ideas?) Hunter- less opportunity for the hunter animals to see you/escape.
Mining- Small opportunity to get two ores simultaneously. (Mine faster is probably a better idea that has been suggested.) (I was originaly thinking more chance of gems but not certain.) Runecrafting- Little prospect of doubling the runes you're making. Slayer- +3 stab, +3 conquer, +3 slash, +3 magic, +3 range (if I missed one my bad, +3 to all) Smithing- Iron ore no more impure.
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