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Skill capes

From Revival RSC Wiki

Skill capes are capes that show you have mastered a skill. They can be bought from the master of each skill once you reach level 99, and most of them give a perk while worn. Skill capes are exclusive to Revival RSC and were not available in the original RuneScape Classic.

Obtaining a cape

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  • You need level 99 in the skill, both to buy the cape and to wear it.
  • Every cape costs
    99,000 coins
  • Talk to the skill's master and choose the option about their cape. If you are not yet level 99 they will only tell you about it.
  • Capes are untradeable, so each player has to earn their own. You can buy a replacement at any time for the same price.
  • Every skill cape gives +6 armour.

List of skill capes

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Perks only apply while the cape is worn.

Cape Skill Sold by Location Perk
Attack cape
Attack Captain Rovin Varrock Palace, top floor of the north-west tower When a melee attack misses there is a 35% chance it is re-rolled, turning some misses into hits.
Strength cape
Strength Achetties Outside the Heroes' Guild Melee hits of at least half your max hit have a 35% chance to become a critical hit, adding a further 20% of your max hit.
Defense cape
Defense Sir Vyvin White Knights' Castle, Falador 35% chance to halve the damage of an incoming hit. The total damage blocked is shown after each kill.
Hits cape
Hits Doctor Orbon East Ardougne church Food heals more: each bite has an equal chance of healing an extra 2, 4 or 6 hits, or nothing extra.
Ranged cape
Ranged Lowe Lowe's Archery Emporium, Varrock 12% chance of a double-strength shot, followed by a much faster next shot. Only one arrow is used. Works with bows, crossbows and thrown weapons.
Prayer cape
Prayer Brother Jered Monastery west of Edgeville, upstairs Burying bones restores prayer points: 1 for bones and bat bones, 2 for big bones, 3 for elder big bones and 4 for dragon bones.
Magic cape
Magic Wizard Frumscone Wizards' Guild, Yanille 15% chance to cast a spell without using any runes.
Cooking cape
Cooking Head chef Cooks' Guild, Varrock Food cooks 30% faster. Lets you enter the Cooks' Guild without a chef's hat.
Woodcutting cape
Woodcutting Bob Bob's Axes, Lumbridge 35% chance that a tree does not fall when you get logs from it.
Fletching cape
Fletching Hickton Hickton's Archery Shop, Catherby 25% chance to make double the arrows or bolts, with double the experience, when attaching arrowheads or bolt tips.
Fishing cape
Fishing Master fisher Fishing Guild entrance 5% chance to catch two fish at once, with experience for both. Fishing Trawler rewards are increased by 50%. Teleport to the Fishing Guild. Each teleport uses one charge; the cape holds 10 charges, comes fully charged the first time, and is recharged by using raw sharks on it. Cannot be used above level 30 Wilderness.
Firemaking cape
Firemaking Candle maker Candle shop, Catherby Fires you light burn for twice as long. Combust lights a fire on the spot without logs or a tinderbox. The fire lasts 90 seconds and cannot be lit underground.
Crafting cape
Crafting Master crafter Crafting Guild No passive perk. Teleport to the Crafting Guild, and enter it without a brown apron. Cannot be used above level 30 Wilderness.
Smithing cape
Smithing Thurgo South of Port Sarim, near the Asgarnian ice dungeon 33% chance to use half the usual coal when smelting. Also works with the Superheat item spell.
Mining cape
Mining Nurmof Nurmof's Pickaxe Shop, Dwarven Mine 12% chance to mine two ores at once.
Herblaw cape
Herblaw Kaqemeex Druids' circle, Taverley 15% chance to keep the herb when making an unfinished potion, or the secondary ingredient when finishing one.
Agility cape
Agility Gunnjorn Barbarian Outpost agility course Agility shortcuts never fail. The obstacles on agility courses are not affected. Teleport to the Yanille agility dungeon. Very occasionally you trip on arrival and take 1 damage.
Thieving cape
Thieving Robin Banks Thieves' hideout beneath East Ardougne 17% chance that a failed pickpocket succeeds instead.
Gathering cape
Gathering Lily Farm north of Draynor Village 25% chance to receive double produce when gathering.
Slayer cape
Slayer Any slayer master See slayer masters No perk.

Cape abilities

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Four capes have a right-click option in the inventory as well as their passive perk.

Cape Option What it does
Fishing cape
Teleport Teleports you to the Fishing Guild. The cape stores up to 10 charges and uses one per teleport. It is fully charged the first time you use it; after that, use raw sharks on the cape to add charges, one shark per charge. Cannot be used above level 30 Wilderness.
Crafting cape
Teleport Teleports you to the Crafting Guild with no charges or cost. Cannot be used above level 30 Wilderness.
Agility cape
Teleport Teleports you to the Yanille agility dungeon with no charges or cost. Very occasionally – less than 1 time in 100 – you trip on landing and take 1 damage.
Firemaking cape
Combust Lights a fire where you stand without needing logs or a tinderbox. The fire burns for 90 seconds and leaves ashes. It does not work underground, as the cape needs direct sunlight, or on a tile that already has an object on it.

Like other teleports, the cape teleports are blocked while carrying Ana in a barrel, and the plague sample is destroyed by them.

Combat capes and boss capes

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The perks of the Attack, Strength and Defense capes are also built into the combined boss capes, which trigger all three effects at once. Their trigger chance replaces the skill capes' 35%.

Cape Trigger chance Critical hit bonus
Attack, Strength or Defense cape
35% 20% of max hit
Initiate boss cape
30% 25% of max hit
Elite boss cape
35% 32.5% of max hit
Champion boss cape
40% 37.5% of max hit
Legendary boss cape
42.5% 45% of max hit

See also

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