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Valheim Capes & Resistances Guide — Frost, Fire, Poison and Fall Protection

How Valheim capes and resistances work — every cape by biome (Wolf Fur, Lox, Feather Fall, Asksvin), where elemental resistance comes from, and how to survive the Mountains and Ashlands.

Verified Valheim 1.0

By Valheim Field Guide Editorial Team

Why capes matter

Armor only handles physical damage. Fire, frost, poison and lightning are handled by a separate resistance system, and capes are the main place that resistance comes from. A cape is the fourth armor slot: most capes give very little armor and are worn entirely for their effect.

Verified (1.0): the per-quality armor values and cape effects below are confirmed against valheim.wiki (1.0). The two Deep North capes (Moose Hide, Cape of the Caller) carry 12 base armor each, confirmed by four independent community sources (valheim.wiki’s pages for them are still work-in-progress) — so the “12 armor” figure is now verified, not merely community-sourced. See our verification workflow.

Confirmed cape values (valheim.wiki, 1.0)

Armor at quality 1/2/3/4. Every cape gains +1 armor per upgrade level, except the Ashen cape, which gains +2.

Cape Armor (Q1–Q4) Confirmed effects
Deer Hide 1 / 2 / 3 / 4
Troll Hide 1 / 2 / 3 / 4 Troll set bonus: +15 Sneak
Wolf Fur 1 / 2 / 3 / 4 Frost resistance (0.5x)
Lox 1 / 2 / 3 / 4 Frost resistance (0.5x)
Linen 1 / 2 / 3 / 4
Feather 1 / 2 / 3 / 4 Fall damage −100%, fall speed capped at 5 m/s, −20% jump stamina; frost resistance (0.5x), weak to fire (2x)
Asksvin 1 / 2 / 3 / 4 Frost resistance (0.5x), −15% dodge stamina
Ashen 12 / 14 / 16 / 18 Frost resistance (0.5x), −10% attack stamina, −20% block stamina
Moose Hide (Deep North) 12 / 13 / 14 / 15 Frost resistance (0.5x), −20% attack stamina, −20% run stamina
Cape of the Caller (Deep North) 12 / 13 / 14 / 15 Frost resistance (0.5x), +20% Eitr regeneration, −10% dodge stamina

The two Deep North capes carry 12 base armor each (confirmed by four independent community sources; valheim.wiki’s pages for them are still work-in-progress), so they follow the standard +1-per-upgrade rule to 15 at Q4. Both are frost-resistant, not fire-resistant — the Deep North’s hazard is the cold, and its fires are handled separately.

Every cape by biome

Cape Biome What it is for
Deer Hide Cape Meadows Early cosmetic/light cape, no special resistance
Troll Hide Cape Black Forest Pairs with the Troll set for a sneak bonus
Wolf Fur Cape Mountain Frost resistance — the cape that makes the Mountains survivable
Lox Cape Plains Frost resistance from Plains materials
Linen Cape Plains General late-mid cape
Feather Cape Mistlands Feather Fall — removes fall damage on the vertical Mistlands terrain
Asksvin / Ashen Cape Ashlands Frost resistance (not fire — counterintuitive) plus the highest cape armor; Ashlands fire/heat is handled by meads, the Fenris set and Flametal
Moose Hide Cape Deep North (1.0) Frost resistance from Deep North moose hides — the cold-hazard cape for the final biome
Cape of the Caller Deep North (1.0) Frost resistance + 20% Eitr regeneration for magic builds in the Deep North, with 10% reduced dodge stamina cost; 12 armor

The pattern: each biome has a cape that helps with a hazard. Frost in the Mountains, fall damage in the Mistlands — and, counterintuitively, the Ashlands capes (Asksvin/Ashen) also give frost rather than fire. Match the cape to the biome you are entering, and cover Ashlands fire separately (see below).

All the sources of resistance

You rarely rely on the cape alone. Resistance comes from combining sources:

  • Capes — the primary, always-on source (Wolf Fur for frost, Asksvin/Ashen also for frost, Feather for fall damage).
  • Armor set effects — the Wolf Armor chest grants frost resistance; the Fenris set grants fire resistance.
  • Meads — fire, frost and poison resistance meads give temporary protection, ideal as a bridge before your cape is ready.
  • Food — a small number of dishes contribute resistances.

Because these stack and overlap, you can cover a hazard more than one way. In the Mountains, for example, a Wolf Fur Cape and a Wolf Armor chest both push your frost resistance up.

Practical survival by hazard

  • Mountains (frost): Craft a Wolf Fur Cape or Lox Cape, or wear the Wolf Armor chest. Carry a frost mead for the trip up before you have the cape. See the Mountain biome guide.
  • Ashlands (fire and heat): Fire resistance comes from the Fenris set, a fire mead and (for boss fights) Fader’s power — not from a cape; the Asksvin/Ashen capes here give frost. Heat damage from lava and boiling water is cut by Flametal’s heat resistance. High armor alone will not keep you alive here. See the Ashlands biome guide.
  • Mistlands (fall damage): The Feather Cape’s Feather Fall removes fall damage, which matters on the steep, vertical terrain. See the Mistlands biome guide.
  • Deep North (frost, 1.0): The Moose Hide Cape gives you the frost resistance the cold requires, and the Cape of the Caller is the pick for magic builds — it stacks frost resistance with Eitr regeneration. See the Deep North biome guide.
  • Swamp (poison): Poison resistance meads help against the poison-heavy enemies until your gear catches up.

Frequently asked questions

What do capes do in Valheim?
Capes are the fourth armor slot. Most give only a small amount of armor — you wear them for their special effect, usually an elemental resistance (frost, fire) or a utility bonus like fall protection or sneak. Pick the cape for the biome hazard you are facing, not for armor value.
How do I survive the cold in the Mountains?
You need frost resistance. A Wolf Fur Cape or Lox Cape provides it, and the Wolf Armor chest piece also grants frost resistance. Before you have those, a frost resistance mead buys time. Without frost resistance the cold drains your health continuously.
Where does elemental resistance come from?
From several sources that you combine: capes, armor set effects (Fenris gives fire resistance, Wolf gives frost), meads (fire/frost/poison), and some foods. Armor value itself does not resist elements — that is a separate system.

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