Cape

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Capes increase your maximum energy and energy regeneration. The amounts depend on the tier, enchantment and quality of the cape. Capes must be equipped in order to benefit from the bonuses.

Normal Capes

Each enchantment increases the max energy and energy regeneration from a cape to the next tier, a cape T4.3 has the same max energy and energy regeneration from a cape T5.2, T6.1 and T7.0.

Max Energy and Energy Regeneration Values With Normal Quality
Energy
Novice's Cape Journeyman's Cape Adept's Cape Expert's Cape Master's Cape Grandmaster's Cape Elder's Cape
Max Reg. Tier 2 Tier 3 Tier 4 Tier 5 Tier 6 Tier 7 Tier 8
3 0.05 .0
5.5 0.08 .0
8.5 0.13 .0
10 0.15 .1 .0
12 0.18 .2 .1 .0
14 0.20 .3 .2 .1 .0
15 0.23 .3 .2 .1 .0
17 0.25 .3 .2 .1
18 0.27 .3 .2
20 0.3 .3

Each quality changes the base max energy and energy regeneration, a cape with tier T4.3, T5.2, T6.1 and T7.0 will have the same improvements with quality.

Capes Quality Changes
Normal Good Outstanding Excelent Masterpiece
Energy Energy Energy Energy Energy
Max Reg. Max Reg. Max Reg. Max Reg. Max Reg.
3 0.05 3.1 0.05 3.2 0.05 3.6 0.05 4.2 0.06
5.5 0.08 5.7 0.08 5.8 0.09 6.2 0.09 6.9 0.10
8.5 0.13 8.7 0.13 8.8 0.13 9.3 0.14 10 0.15
10 0.15 10 0.16 11 0.16 11 0.17 12 0.18
12 0.18 12 0.18 12 0.19 13 0.20 14 0.21
14 0.20 14 0.21 14 0.21 15 0.22 16 0.24
15 0.23 16 0.23 16 0.24 17 0.25 18 0.27
17 0.25 17 0.25 17 0.26 18 0.27 19 0.29
18 0.27 18 0.28 19 0.28 19 0.29 21 0.31
20 0.3 20 0.3 20 0.3 21 0.32 22 0.34

City Faction Capes

City Faction capes are the first set of special capes that were introduced in Albion. They differ from the regular capes through their unique passive abilities and through their crafting recipes. Their max energy and energy regeneration stats are different from the normal capes of the same tier. City Faction Capes require a crest, a normal cape, and a heart to be crafted.

Name Image Spell Name Condition Effect Cooldown*
Martlock Cape Shield of Protection Activates when you take damage and your health is below 25% Increases your defense by 50% for 5 seconds 190-158s
Fort Sterling Cape Untouchable Automatically activates when you get stunned, silenced or rooted Removes any movement-impairing and debuff effects from you. (Doesn't remove damage over time spells.) 118-98s
Thetford Cape Chain Lightning Activated by normal attack Releases a Chain Lighting, dealing -233 magic damage to up to 4 enemies. 15s
Lymhurst Cape Energy Reserve Activates when you cast a spell and your energy drops below 40% Restores 8% energy per second for 10 seconds. 164-128s
Bridgewatch Cape Sandstorm Activated by normal attack. Creates a 4m radius sandstorm at the enemy position. Slows enemies by 50% and reduces their damage by 50%. 64-54.4s

*For most of the capes cooldowns may scale from 700ip to 1340ip. Where there's an interval the first number represents the number for the lowest ip (700) and the second number the highest ip (1340)

Mob Faction Capes

Introduced with Nimue, these capes offer an additional spell slot, that is triggered in a certain situation. Their max energy and energy regeneration stats are different from the normal capes of the same tier. City Faction Capes require a crest, a normal cape, and a heart to be crafted.

Nimue Mob Faction Capes
Name Image Spell Name Condition Effect Cooldown*
Heretic Cape Devious Trap Activates when you cast a shoe slot spell. Drops a trap below your feet, which is activated once an enemy steps onto it. Roots and deals physical damage. 95-79s
Undead Cape Vanisher Activates when you take damage and your health is below 25%. Turns you invisible for 6s. (The caster can still attack / use abilities without breaking the invisibility, but the damage and heal power are reduced by 50%) 154-128s
Keeper Cape Berserk Activates when your health drops below 70%. Increases your damage by 40% for 6s. 95-79s
Morgana Cape Mark of the Raven Activates when you use an E-slot ability. Increases your cast- and attack speed by 50% for 8s. 118-98s
Demon Cape Opening to Hell Activated by normal attack. Creates a 3m radius lava area below the enemy. Deals magic damage every 0.5s. 60s

*For most of the capes cooldowns may scale from 700ip to 1340ip. Where there's an interval the first number represents the number for the lowest ip (700) and the second number the highest ip (1340)

Vanity Capes

The Vanity Capes are Vanity Items and they are not usually recommended for combat. Here's a list of the Vanity Capes: