Gaming How-To

Valheim: How to Get the Moose Hide Cape and Cape of the Caller

Both Deep North capes craft at the Artisan Table Level 4, granting 12 armor and Frost resistance.

Both Deep North capes craft at the Artisan Table Level 4, granting 12 armor and Frost resistance.

The Moose Hide Cape and Cape of the Caller are two of the new gear pieces tied to the Deep North set in Valheim 1.0. Each one adds 12 armor, protects against Frost, and layers on a movement or magic bonus that pairs well with the biome it comes from. Both rely on materials that only appear once you reach the far north, so the real work is gathering, not the crafting itself.

Quick answer: Craft both at the Artisan Table (Level 4). The Moose Hide Cape needs 6 Moose Hide, 2 Moose Sinew, and 5 Bloodgold. The Cape of the Caller needs 6 Seal Pelt, 2 Nornathread, 5 Bloodgold, and 15 Refined Eitr.

Image credit: Coffee Stain Publishing

Recipes and stats for both capes

Both capes come off the same station and share the Bloodgold requirement, but their other ingredients and their effects are different. The table below lays out what each one costs and what it does once equipped.

CapeMaterialsEffects
Moose Hide Cape6 Moose Hide, 2 Moose Sinew, 5 Bloodgold12 Armor, Resistance vs Frost, -20% Attack Stamina Usage, -20% Run Stamina Usage
Cape of the Caller6 Seal Pelt, 2 Nornathread, 5 Bloodgold, 15 Refined Eitr12 Armor, Resistance vs Frost, +20% Eitr Regen, -10% Dodge Stamina Usage

Where each material comes from

Most of these drops are locked to the Deep North biome and its two dungeons. Bloodgold takes an extra processing step, and Refined Eitr comes from the earlier Mistlands biome, so plan a trip back if your Eitr Refinery isn’t already running.

MaterialHow to get it
Moose HideDrops from killing Moose in the Deep North forests
Moose SinewAlso drops from Moose in the Deep North
Seal PeltDrops from adult seals found around the Deep North coast
NornathreadDrops from Hexen inside the Morkhalla dungeon
BloodgoldMade at a Black Forge from Petrified Tissue
Refined EitrProduced at an Eitr Refinery in the Mistlands

Do not bother with baby seals, as they drop nothing. Only adult seals give the Seal Pelt you need.

Image credit: Coffee Stain Publishing / SnazzyGames

How to make Bloodgold

Bloodgold is the ingot both capes share, and it starts with Gammeltrolls. These are the stone-bodied trolls that migrate to the far north, and defeating one leaves behind a petrified troll. Blow that petrified troll up with Ember Charges to collect Petrified Tissue, then process the Petrified Tissue at a Black Forge to produce Bloodgold. You will need at least 5 Bloodgold for each cape.


How to make Refined Eitr

Refined Eitr is only needed for the Cape of the Caller, and it comes from the Mistlands rather than the Deep North. If you do not have an Eitr Refinery yet, build one first.

Build an Eitr Refinery. It requires 20 Black Marble, 5 Black Metal, 10 Yggdrasil Wood, 5 Black Core, 3 Sap, and a nearby Workbench.
Feed Sap and Soft Tissue into the Refinery. It converts those inputs into Refined Eitr, and you need 15 units for the cape.
Image credit: Coffee Stain Publishing

Crafting the capes at the Artisan Table

Once every material is in your inventory, both capes are made the same way. You need an Artisan Table upgraded to Level 4 to see the recipes.

Stand next to an Artisan Table at Level 4 and open its crafting menu.
Select the Moose Hide Cape and craft it once you have 6 Moose Hide, 2 Moose Sinew, and 5 Bloodgold.
Select the Cape of the Caller and craft it once you have 6 Seal Pelt, 2 Nornathread, 5 Bloodgold, and 15 Refined Eitr.

The cape appears in your inventory as soon as the craft completes, ready to equip in the cape slot. If a recipe stays greyed out, you are either short on a material or your Artisan Table is not yet at Level 4.

Image credit: Coffee Stain Publishing

Between the two, the Moose Hide Cape leans toward mobility with its stamina reductions, while the Cape of the Caller supports magic builds through its Eitr regeneration and cheaper dodges. Both carry the same 12 armor and Frost resistance, so pick based on how you plan to fight the rest of the Deep North.