Flamboyant Cape

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Flamboyant Cape
Gold1,000,000
Market2,300,000,000
Level Required40 enchanting
Slotcape
Enchantment Slots1
EnchantmentsDanger Zone
Augment
Aug BonusAug Cost
+0.5 mining
+0.5 foraging
+0.5 fishing
+0.5 fishingBaitPower
+0.5 fishingRarityPower
+0.5 fishingReelPower
25 Restored ClothRestored Cloth
10 Major ClothMajor Cloth
30 Rough ClothRough Cloth
20 Lesser ClothLesser Cloth
15 Imbued ClothImbued Cloth
5 Greater ClothGreater Cloth
Tooltip
A bright, flamboyant cape designed to catch the eye of monsters. Increases your combat ability in dangerous gathering encounters and gathering dungeons.

A Flamboyant Cape is a piece of equipment that can be equipped to the cape slot that aids the playing in dangerous gathering encounters and gathering dungeons. It requires level 40 Enchanting to equip.

Wearing the Flamboyant Cape gives the player an extra 50% chance of a dangerous encounter occurring while gathering in dangerous locations, a gathering delay reduction of 10%, and a 1 in 25 chance to have an elite variant of the monster simulated instead. This can result in better mob drops at the cost of more time spent delayed while gathering.

How to Acquire

It is acquired through Crafting.

Crafting Level Crafting Exp Materials
Flamboyant Cape
60
20,250
300 Rough Cloth Rough Cloth
250 Restored Cloth Restored Cloth
200 Lesser Cloth Lesser Cloth
150 Imbued Cloth Imbued Cloth
100 Greater Cloth Greater Cloth
50 Major Cloth Major Cloth

Enchanting

Flamboyant Cape has one enchantment slot which is pre-enchanted with Danger Zone upon creation. Danger Zone increases the chance of a dangerous encounter by 50%. Reduces dangerous gathering delay by 10% and during dangerous gathering encounters, reduces damage taken and increases damage done by the same amount. The enchantment can be replaced but there is no way to re-enchant the cape with Danger Zone when this is done.

List of useful Enchantments.

Scrollcrafting Scroll Slot Level Silver Amount Rune Amount Runes Effect per scroll
Scroll of Endless Ammo Scroll of Endless Ammo Cape, Weapon 29 400 40 Chaos, Nature, Mind Gain a 17% chance to not consume ammo (resulting in 20% more uses from each ammo piece on average). Works on ranged projectiles, melee whetstones, and magic charms.
Scroll of Rune Reserves Scroll of Rune Reserves Cape, Weapon 35 500 50 Water, Chaos, Mind Gain a 33% chance to not consume runes when using abilities (resulting in 50% more ability uses for the same rune cost).

See also