Cape of the Caller
| Cape of the Caller | |
|---|---|
| A strange magic is woven into this cape, making it both light and warm. | |
| Type | Cape |
| Armor |
|
| Effects |
|
| Movement Speed | - |
| Weight | 4 |
| Durability | 1200 |
| Crafting Station | Galdr Table |
| Station Level | 4 |
| Crafting Materials |
|
| Biome | Deep North |
| Spawn ID | spawn CapeDeepNorthMage
|
The Cape of the Caller is the mage's cape of the Deep North. It gives 12 armour, frost resistance, 20% more eitr regeneration and cheaper dodges. It is made at a level 4 Galdr Table.
How to Craft
It is made at a level 4 Galdr Table from:
- 6x Seal Pelt, dropped by Seals on the Deep North coast.
- 2x Nornathread, dropped by Hexen in the Deep North.
- 5x Bloodgold, smelted from Petrified Tissue in a Blast Furnace.
- 15x Refined Eitr, refined from Sap and Soft Tissue at an Eitr Refinery.
| Name | Image | Biome | Crafting Station | Spawn ID |
|---|---|---|---|---|
| Seal Pelt | Deep North | - | spawn SealHide
| |
| Nornathread | Deep North | - | spawn NornThread
| |
| Bloodgold | Deep North | Blast Furnace | spawn Gold
| |
| Refined Eitr | Mistlands | Eitr Refinery | spawn Eitr
|
When to Use It
It is end-game gear, and progressing through the Deep North requires Fader to be dead.
Upgrades
You can upgrade it once at the Galdr Table, and each step needs the station one level higher than the last and costs the per-level amount. Quality 3, at twice the per-level amount, would need a level 6 Galdr Table, above the table's maximum of 5, so that row is out of reach.
| Quality | Crafting Station | Armor | Durability | Resources |
|---|---|---|---|---|
| 1 | Galdr Table (Level 4) | 12 | 1200 |
|
| 2 | Galdr Table (Level 5) | 14 | 1250 |
|
| 3 | Galdr Table (Level 6, not yet available) | 16 | 1300 |
|
| 4 | Galdr Table (Level 7, not yet available) | 18 | 1350 |
|
Properties
You craft it outright at a level 4 Galdr Table from six Deep North Seal Pelts, two Nornathread and five Bloodgold, plus fifteen Refined Eitr from a Mistlands Eitr Refinery. The same table repairs it.
As in the Mountains, all weather in the Deep North counts as freezing, day and night. Outdoors and away from a fire you are Freezing: no health regeneration, stamina and eitr regenerating 60% slower, and a point of damage every second. Near a fire or under a roof you are only Cold. Any frost resistance stops both.
Worn with the Caller set, it brings the eitr bonus up to +180%.
It gives 12 armour at quality 1 and 14 at quality 2. It weighs 4 and has 1200 durability, or 1250 at quality 2.
Quality 3 needs a level 6 Galdr Table, above the table's maximum of 5, so in practice the cape stops at quality 2.
Crafting it from scratch and taking it to quality 2 costs 20 Refined Eitr, 9 Seal Pelt, 7 Bloodgold and 3 Nornathread in total.
Notes
- The Galdr Table only goes up to level 5, so the cape can only be upgraded to quality 2.
- Its 12 armor, or 14 at quality 2, matches the Moose Hide Cape, so the choice between them comes down to their effects: this cape gives faster eitr regeneration and cheaper dodging, while the Moose Hide Cape makes attacking and running cheaper.
- Once it is fully upgraded, the Forge of Potential can raise it one more level with a Bloodgold Protection Idol.
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All Capes
*stats displayed are item's base values. See upgrades under each item for item stats per level.