|This information relates to content added by the Royalty DLC. Please note that it will not be present without the DLC enabled.|
"A long cape of elegant design. It hangs over one side of the torso."
- Armor Factor - Sharp
- Armor Factor - Blunt
- Armor Factor - Heat
- Torso, Neck, Left Shoulder, Left Arm, Right Shoulder, Right Arm, Left Leg, Right Leg
- Work To Make
- 16,000 ticks (
- Leathery, Fabric
- Cape, Royal, RoyalTier2, RoyalTier5
The Cape is a clothing item added in the Royalty DLC. Nobles of Acolyte rank and above require either one of these, or either a Prestige or Eltex robe, to consider themselves properly dressed and avoid a negative moodlet. Moral guides (introduced in Ideology DLC) can also similarly require them.
As a complicated garment, Capes can only be made at tailor benches. The cape itself does not technically require research but constructing the tables requires that Complex Clothing has been researched. A Cape requires 80 of any textile, and 16,000 ticks ( of work.
Statistically, Capes are identical to Dusters. Like dusters, capes are great hot-weather garments, and either item is necessary to survive in very hot biomes (e.g. Arid Shrubland, Tropical Rainforest, Desert, etc.), and recommended for temperate biomes (i.e. Temperate Forest), as both are susceptible to heat waves, reaching up to or even exceeding 60 °C (140 °F) at the peak of summer. Again, like a duster, capes provides reasonable sharp damage protection when made of tough materials, and can be paired with a flak vest for a strong early and mid game armor set.
They are usually seen as preferable to jackets, since they provide identical armor bonuses, also cover the neck and legs, and have slightly higher hit points (200 vs. 160). Insulation wise, capes offer significantly better insulation from heat (85% vs. 30%), but worse insulation from cold (60% vs. 80%) and require slightly more resources to craft. In cold biomes, parkas are usually preferable. While parkas offer less armor (20% vs. 30%) and don't cover the legs, they are significantly better at insulating from cold (200% vs. 60%)
Compared to dusters, capes have the same stats, but require longer to craft. In colonies without nobles, there is little reason to chose them over dusters besides aesthetics. However, in colonies with nobles which will likely already require capes, switching means production can be simplified to a single type of outer layer for all pawns, reducing redundancy at the cost of additional crafting time.
|Material||Sharp||Blunt||Heat||Item HP||Insulation - Cold||Insulation - Heat||Market Value|
|Chinchilla fur Cape||20.1%||4.2%||45%||200||-18°C||+13.6°C||580|
|Dog leather Cape||24.3%||7.2%||45%||260||-8.4°C||+13.6°C||220|
|Elephant leather Cape||33.6%||7.2%||45%||300||-8.4°C||+10.2°C||250|
|Guinea pig fur Cape||20.1%||4.2%||45%||120||-22.8°C||+15.3°C||460|
|Heavy fur Cape||37.2%||7.2%||45%||300||-18°C||+11.9°C||320|
|Human leather Cape||19.2%||7.2%||45%||260||-7.2°C||+10.2°C||395|
|Panthera fur Cape||27.9%||7.2%||45%||260||-9.6°C||+20.4°C||300|
|Rhinoceros leather Cape||38.7%||7.2%||45%||300||-8.4°C||+11.9°C||395|
|Alpaca wool Cape||10.8%||0%||33%||200||-18°C||+13.6°C||360|
|Bison wool Cape||10.8%||0%||33%||200||-15.6°C||+10.2°C||275|
|Megasloth wool Cape||24%||0%||33%||200||-20.4°C||+10.2°C||275|
|Muffalo wool Cape||10.8%||0%||33%||200||-16.8°C||+10.2°C||275|
|Sheep wool Cape||10.8%||0%||33%||200||-15.6°C||+8.5°C||275|
- 1.2.2753 - Added.
- ? - no longer requires Noble Clothing research