Difference between revisions of "Cape"

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| production facility 1 = Hand tailor bench
 
| production facility 1 = Hand tailor bench
 
| production facility 2 = Electric tailor bench
 
| production facility 2 = Electric tailor bench
|work to make = 16000
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|work to make = 16020
 
|resource 1 = Stuff
 
|resource 1 = Stuff
 
|resource 1 amount = 80
 
|resource 1 amount = 80
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| tags = Cape, Royal, RoyalTier2, RoyalTier5
 
| tags = Cape, Royal, RoyalTier2, RoyalTier5
 
}}</onlyinclude>
 
}}</onlyinclude>
The '''Cape''' is a clothing item added in the [[Royalty DLC]]. [[Titles|Nobles]] of Acolyte rank and above require either one of these, or either a [[Prestige robe|Prestige]] or [[Eltex robe]], to consider themselves properly dressed and avoid a negative moodlet.
+
The '''Cape''' is a clothing item added in the [[Royalty DLC]]. [[Titles|Nobles]] of Acolyte rank and above require either one of these, or either a [[Prestige robe|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.
  
 
== Acquisition ==
 
== Acquisition ==
As a complicated garment, Capes can only be made at [[Hand tailor bench|tailor]] [[Electric tailor bench|benches]], and requires both [[Research#Complex clothing|Complex Clothing]] & [[Research#Noble apparel|Noble Apparel]] to be researched in order to be constructed. A Cape requires 80 of any [[textile]], and {{ticks|16000}} of work.
+
As a complicated garment, Capes can only be made at [[Hand tailor bench|tailor]] [[Electric tailor bench|benches]], and requires that [[Research#Complex clothing|Complex Clothing]] has been researched. A Cape requires 80 of any [[textile]], and {{ticks|16020}} of work.
  
 
It can also be found on [[Empire#Pawns|Imperial Nobles]], for sale at [[traders]] and as a [[quest]] reward.
 
It can also be found on [[Empire#Pawns|Imperial Nobles]], for sale at [[traders]] and as a [[quest]] reward.
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They are usually seen as preferable to [[jacket]]s, 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, [[parka]]s 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%)
 
They are usually seen as preferable to [[jacket]]s, 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, [[parka]]s 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 and require additional research. 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.   
+
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.   
  
 
{{Apparel Material Table}}
 
{{Apparel Material Table}}

Revision as of 14:34, 17 August 2021

Cape

Cape

"A long cape of elegant design. It hangs over one side of the torso."

Base Stats

Type
GearClothing
Mass
2.0 kg
HP
200

Apparel

Insulation Factor - Cold
0.6×
Insulation Factor - Heat
0.85×
Armor Factor - Sharp
0.3
Armor Factor - Blunt
0.3
Armor Factor - Heat
0.3
Coverage
Torso, Neck, Left Shoulder, Left Arm, Right Shoulder, Right Arm, Left Leg, Right Leg
Layer
Outer

Creation

Crafted At
Hand tailor bench / Electric tailor bench
Work To Make
16,020 ticks (4.45 mins)
Stuff Tags
Leathery, Fabric
Resources to make
Stuff 80
Technical
thingCategories
ApparelNoble
tags
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.

Acquisition

As a complicated garment, Capes can only be made at tailor benches, and requires that Complex Clothing has been researched. A Cape requires 80 of any textile, and 16,020 ticks (4.45 mins) of work.

It can also be found on Imperial Nobles, for sale at traders and as a quest reward.

Analysis

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 table

  • Material Sharp Blunt Heat Item HP Insulation - Cold Insulation - Heat Market Value
    Bearskin Cape 33.6% 7.2% 45% 260 -12 °C (-21.6 °F) +17 °C (30.6 °F) 330 Silver
    Birdskin Cape 20.1% 4.2% 45% 200 -6 °C (-10.8 °F) +8.5 °C (15.3 °F) 200 Silver
    Bluefur Cape 24.3% 7.2% 45% 260 -12 °C (-21.6 °F) +13.6 °C (24.5 °F) 240 Silver
    Camelhide Cape 24.3% 7.2% 45% 260 -9.6 °C (-17.3 °F) +20.4 °C (36.7 °F) 240 Silver
    Chinchilla fur Cape 20.1% 4.2% 45% 200 -18 °C (-32.4 °F) +13.6 °C (24.5 °F) 580 Silver
    Dog leather Cape 24.3% 7.2% 45% 260 -8.4 °C (-15.1 °F) +13.6 °C (24.5 °F) 220 Silver
    Dread leather Cape 38.1% 7.2% 45% 260 -12 °C (-21.6 °F) +10.2 °C (18.4 °F) 340 Silver
    Elephant leather Cape 33.6% 7.2% 45% 300 -8.4 °C (-15.1 °F) +10.2 °C (18.4 °F) 250 Silver
    Foxfur Cape 24.3% 6.3% 45% 200 -12 °C (-21.6 °F) +13.6 °C (24.5 °F) 340 Silver
    Guinea pig fur Cape 20.1% 4.2% 45% 120 -22.8 °C (-41 °F) +15.3 °C (27.5 °F) 460 Silver
    Heavy fur Cape 37.2% 7.2% 45% 300 -18 °C (-32.4 °F) +11.9 °C (21.4 °F) 320 Silver
    Human leather Cape 19.2% 7.2% 45% 260 -7.2 °C (-13 °F) +10.2 °C (18.4 °F) 395 Silver
    Lightleather Cape 16.2% 4.2% 45% 200 -7.2 °C (-13 °F) +10.2 °C (18.4 °F) 210 Silver
    Lizardskin Cape 24.3% 8.1% 45% 200 -7.2 °C (-13 °F) +10.2 °C (18.4 °F) 225 Silver
    Panthera fur Cape 27.9% 7.2% 45% 260 -9.6 °C (-17.3 °F) +20.4 °C (36.7 °F) 300 Silver
    Patchleather Cape 13.5% 5.7% 27% 200 -5.4 °C (-9.7 °F) +7.65 °C (13.8 °F) 178 Silver
    Pigskin Cape 19.2% 7.2% 45% 260 -7.2 °C (-13 °F) +10.2 °C (18.4 °F) 210 Silver
    Plainleather Cape 24.3% 7.2% 45% 260 -9.6 °C (-17.3 °F) +13.6 °C (24.5 °F) 225 Silver
    Rhinoceros leather Cape 38.7% 7.2% 45% 300 -8.4 °C (-15.1 °F) +11.9 °C (21.4 °F) 395 Silver
    Thrumbofur Cape 62.4% 10.8% 45% 400 -20.4 °C (-36.7 °F) +18.7 °C (33.7 °F) 1180 Silver
    Wolfskin Cape 30.6% 7.2% 45% 260 -14.4 °C (-25.9 °F) +13.6 °C (24.5 °F) 300 Silver
    Alpaca wool Cape 10.8% 0% 33% 200 -18 °C (-32.4 °F) +13.6 °C (24.5 °F) 360 Silver
    Bison wool Cape 10.8% 0% 33% 200 -15.6 °C (-28.1 °F) +10.2 °C (18.4 °F) 275 Silver
    Cloth Cape 10.8% 0% 5.4% 200 -10.8 °C (-19.4 °F) +15.3 °C (27.5 °F) 178 Silver
    Devilstrand Cape 42% 10.8% 90% 260 -12 °C (-21.6 °F) +20.4 °C (36.7 °F) 500 Silver
    Hyperweave Cape 60% 16.2% 86.4% 480 -15.6 °C (-28.1 °F) +22.1 °C (39.8 °F) 780 Silver
    Megasloth wool Cape 24% 0% 33% 200 -20.4 °C (-36.7 °F) +10.2 °C (18.4 °F) 275 Silver
    Muffalo wool Cape 10.8% 0% 33% 200 -16.8 °C (-30.2 °F) +10.2 °C (18.4 °F) 275 Silver
    Sheep wool Cape 10.8% 0% 33% 200 -15.6 °C (-28.1 °F) +8.5 °C (15.3 °F) 275 Silver
    Synthread Cape 28.2% 7.8% 27% 260 -13.2 °C (-23.8 °F) +18.7 °C (33.7 °F) 380 Silver

    Assuming Normal quality, for the effect of other qualities, see Quality.
  • Version History

    • 1.2.2753 - Added.