Mage Training Arena already gives you further experience into the standard experience you earn, if it doesn't 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 simply employed for having the ability to obtain the"God" spells. There has to be some costs so as to find the Cape, and God Staves. Pest Control currently provides you experience but not as much as it used to, the encounter is already decreased. However if Runes were provided everyone would be ancienting because there's a slew of animals simultaneously.

I've had my ability cape for some time now and RS gold it seems to have no other purpose but to show off that you have a skill at 99. I discover my fire cape is better than it in pretty much every circumstance. So I was only thinking it would be nice if each individual skill cape had an effect or stat that could be advantageous to this stat. I really don't understand how to be fancy with the discussion things so I'll only make it simple. Attack- +5 to stab and slash (I had been thinking just slash like the warrior ring but that would limit it to particular weapons)

Power - +5 to strength bonus combined with +5 crush. Defence- An additional +5 to each of the defences. Agility- I had been believing lower your weight by 5kg however there might be better options I did not think about. Construction- Less cost for planks/rooms. Cooking- I had been thinking less chance to burn but at 99 you likely won't burn much anyway. (Cook quicker is also an good idea people have suggested). Any ideas?

Crafting- Less thread used. Fishing- Little opportunity on catching two fish at once. Any thoughts? Herblore- More opportunity for herb drops. (I could not consider anything better. Ideas?) Hunter- less opportunity for the hunter critters to watch you/escape.

Mining- Little opportunity to receive two ores simultaneously. (Mine quicker is probably a much better idea that was suggested.) (I was originaly thinking more probability of gems but not sure.) Runecrafting- Small prospect of doubling the runes you're making. Slayer- +3 stab, +3 crush, +3 slash, +3 magic, +3 range (if I overlooked one my bad, +3 to all) Smithing- Iron ore no longer impure.

Thieving- less opportunity to fail. (Could also be chance of getting a better reward not certain how thieving functions with rewards however ) Woodcutting- Small opportunity to get two logs at once. (Wc quicker is probably a much better idea that has been suggested) Firemaking- Fires last longer. (please note that these will be inserted on to OSRS buy gold this +9 defence that all the capes have and also the trimmed capes the + prayer)