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|Hunter = increases the effective range of traps by two squares
 
|Hunter = increases the effective range of traps by two squares
 
|Invention = provides a 2% charge drain reduction, which stacks multiplicatively with other reductions
 
|Invention = provides a 2% charge drain reduction, which stacks multiplicatively with other reductions
|Invention master = increases the chance of receiving uncommon and rare components when disassembling by 20% {{CiteGeneral|url=https://www.reddit.com/r/runescape/comments/94a3l1/patch_notes_teasers_3rd_august/|title=Patch_Notes_Teasers_3rd_August|accessdate=2018-09-10|quote=20%}}.
+
|Invention master = increases the chance of receiving uncommon and rare components when disassembling by 20% {{CiteGeneral|url=https://reddit.com/r/runescape/comments/94a3l1/patch_notes_teasers_3rd_august/|title=Patch_Notes_Teasers_3rd_August|accessdate=2018-09-10|quote=20%}}.
 
|Magic = provides the ability to change your [[spellbook]] at banks, which is the same as an unlimited [[book switcher]]
 
|Magic = provides the ability to change your [[spellbook]] at banks, which is the same as an unlimited [[book switcher]]
 
|Mining = provides an invisible +2 [[Mining]] levels
 
|Mining = provides an invisible +2 [[Mining]] levels
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Up to three perks of the capes of accomplishment can be added to the [[max cape]], the [[completionist cape]], and the [[trimmed completionist cape]] and up to two perks of the capes of accomplishment of a specific [[Skills#Skill types|skill type]] can be added to the respective [[expert cape of accomplishment]]. This can be done by using a [[cape of accomplishment]] with the desired perk on one of the capes. The cape of accomplishment is then lost in the process. To make space for other perks, it is possible to later remove the added perks, but with no reimbursement. All of the added perks are shared among [[max cape]], [[completionist cape]], and [[trimmed completionist cape]], thus it is not possible to have different configurations of perks on the different capes.}}</includeonly><noinclude>{{/doc}}</noinclude>
 
Up to three perks of the capes of accomplishment can be added to the [[max cape]], the [[completionist cape]], and the [[trimmed completionist cape]] and up to two perks of the capes of accomplishment of a specific [[Skills#Skill types|skill type]] can be added to the respective [[expert cape of accomplishment]]. This can be done by using a [[cape of accomplishment]] with the desired perk on one of the capes. The cape of accomplishment is then lost in the process. To make space for other perks, it is possible to later remove the added perks, but with no reimbursement. All of the added perks are shared among [[max cape]], [[completionist cape]], and [[trimmed completionist cape]], thus it is not possible to have different configurations of perks on the different capes.}}</includeonly><noinclude>{{/doc}}</noinclude>
 
==References==
 
{{Reflist}}
 

Revision as of 22:31, 9 September 2018

Documentation icon.png Template documentation[edit] [purge]
This documentation is transcluded from Template:Skill cape perks/doc.

This template is used to show the perk of a Cape of Accomplishment.

The template is used by entering the name of the skill capitalised, or in case of the quest point cape, the word "Quest". The template's output, by default, uses the page's name. This is generally correct on the item pages and incorrect on general pages, so the text should be replaced when the page's name is incorrect. Currently, the relevant pages where the text should be replaced are the general skillcape / master skillcape pages.

A Master cape of Accomplishment inherits the perk(s) of its base cape. In order to clarify which perks come from the base cape, the source code should use the argument "mode=inherits". To indicate which new perks a master cape has, one should use the argument "mode=gains". This argument should be omitted for the base capes.

Examples

These examples show the output as if the template were called on the pages for the respective items.

Level 99 cape: full

{{Skill cape perks|Agility}}

The Agility cape's perk means the player no longer fails any Agility obstacle, except the Agility Pyramid sliding block.

Up to three perks of the capes of accomplishment can be added to the max cape, the completionist cape, and the trimmed completionist cape and up to two perks of the capes of accomplishment of a specific skill type can be added to the respective expert cape of accomplishment. This can be done by using a cape of accomplishment with the desired perk on one of the capes. The cape of accomplishment is then lost in the process. To make space for other perks, it is possible to later remove the added perks, but with no reimbursement. All of the added perks are shared among max cape, completionist cape, and trimmed completionist cape, thus it is not possible to have different configurations of perks on the different capes.

Level 99 cape: Just the perk

{{Skill cape perks|Agility|hide=yes}}

The Agility cape's perk means the player no longer fails any Agility obstacle, except the Agility Pyramid sliding block.

Master cape: inherited perk

{{Skill cape perks|Dungeoneering|mode=inherits}}

The Dungeoneering master cape inherits the perk of the base cape, so it provides unlimited teleports to any available resource dungeon.

Up to three perks of the capes of accomplishment can be added to the max cape, the completionist cape, and the trimmed completionist cape and up to two perks of the capes of accomplishment of a specific skill type can be added to the respective expert cape of accomplishment. This can be done by using a cape of accomplishment with the desired perk on one of the capes. The cape of accomplishment is then lost in the process. To make space for other perks, it is possible to later remove the added perks, but with no reimbursement. All of the added perks are shared among max cape, completionist cape, and trimmed completionist cape, thus it is not possible to have different configurations of perks on the different capes.

Master cape: new perk

{{Skill cape perks|Dungeoneering Master|mode=gains}}

The Dungeoneering master cape gains a new perk that .

Up to three perks of the capes of accomplishment can be added to the max cape, the completionist cape, and the trimmed completionist cape and up to two perks of the capes of accomplishment of a specific skill type can be added to the respective expert cape of accomplishment. This can be done by using a cape of accomplishment with the desired perk on one of the capes. The cape of accomplishment is then lost in the process. To make space for other perks, it is possible to later remove the added perks, but with no reimbursement. All of the added perks are shared among max cape, completionist cape, and trimmed completionist cape, thus it is not possible to have different configurations of perks on the different capes.

Master cape: Just the perk

{{Skill cape perks|Dungeoneering|mode=inherits|hide=yes}}

The Dungeoneering master cape inherits the perk of the base cape, so it provides unlimited teleports to any available resource dungeon.

Replacing the text

{{Skill cape perks|Agility|txt=cape|hide=yes}}

The cape's perk means the player no longer fails any Agility obstacle, except the Agility Pyramid sliding block.

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