#4427
Priests get a +1 bonus to Charisma when they wear whichever cloak has the “ornamental cope” appearance.
Priests get a +1 bonus to Charisma when they wear whichever cloak has the “ornamental cope” appearance.
Snow golems occasionally drop one or more of the following when killed:
An artifact cloak (the base type is unspecified, likely a normal nonmagic cloak) that you can apply towards an adjacent monster. If that monster has less HP than your current experience level, it dies and is consumed by the cloak, which can grant the cloak extrinsics it confers to the wearer. Every additional extrinsic added may remove out one or more existing extrinsics on the cloak.
Not specified whether you need to take the cloak off to apply it at things.
Artifact cloak Mantle of the Manta Ray, inspired by a similar D&D cloak. It confers magical breathing and swimming when worn.
If you are wearing a greased cloak, it should not count as one of your carried items for purposes of determining if you can squeeze through a diagonal choke point.
Occasionally when a pit or hole is generated, generate a random cloak on top of it (it’s poorly covering the opening and the hero doesn’t notice until they either search while next to it or step onto it).
New shop type “thief shop”. Contains blindfolds, lockpicks, thiefstones (if implemented), rogue/pickpocket gloves (if implemented), cloaks and daggers. Something special should happen when you directly steal from a thief shop.
A cloak of flying.
If a cloak is on top of an item pile, it will protect anything underneath it from burning up in a fire blast on that space (though the cloak itself might burn).
Artifact Shade Cloak: cloth cloak that is always tattered (has 1 level of unfixable erosion), confers (not-very-fast) speed and drain resistance. Invoke effect is temporary phasing and the incorporeality of a shade.