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Cale's Leather Armor

In-Game Description


Armor of a light Mirrah foot soldier.
Belonged to Cale the Cartographer.

Apparently Cale procured this inexpensively
second-hand, but it's surprisingly well-made.

Availability


  • Obtained from Cale the Cartographer in the basement of the Majula mansion when his questline is completed.
  • Sold by Merchant Hag Melentia after killing Cale the Cartographer.

General Information


Part of Cale's Set.

Name Physical Defense Elemental Defense Resistance Poise Durability Weight Attributes Required Physical DEF Bonus
Cale's Leather Armor 39/38/38/40 11/12/9/11 17/11/0/0 0 60 6.4 -/-/-/- B

Upgrades


Requires Titanite.

Name Physical Defense Elemental Defense Resistance Materials Cost Souls Cost
Cale's Leather Armor +0 83/82/82/86 24/25/20/24 37/23/0/0 N/A N/A
Cale's Leather Armor +1 91/90/90/94 28/27/22/26 40/25/0/0 1x Titanite Shard 270
Cale's Leather Armor +2 99/98/98/103 28/30/24/28 44/27/0/0 2x Titanite Shard 330
Cale's Leather Armor +3 107/106/106/111 30/32/26/30 47/29/0/0 3x Titanite Shard 400
Cale's Leather Armor +4 116/114/114/120 33/35/28/33 51/31/0/0 1x Large Titanite Shard 530
Cale's Leather Armor +5 124/123/123/128 35/37/30/35 55/34/0/0 2x Large Titanite Shard 600
Cale's Leather Armor +6 132/131/131/137 37/40/32/37 58/36/0/0 3x Large Titanite Shard 660
Cale's Leather Armor +7 141/139/139/145 40/42/34/40 62/38/0/0 1x Titanite Chunk 790
Cale's Leather Armor +8 149/147/147/154 42/45/36/42 65/40/0/0 2x Titanite Chunk 860
Cale's Leather Armor +9 157/155/155/162 44/47/38/44 69/42/0/0 3x Titanite Chunk 920
Cale's Leather Armor +10 166/164/164/171 47/50/40/47 73/45/0/0 1x Titanite Slab 1050

Key


Physical Defense:

The Physical Defense attribute dictates how resilient the piece of armor is to a certain physical damage type.
The physical stats for a piece of armor are W / X / Y / Z:

  • W is base Physical DEF
  • X is defense vs. striking attacks
  • Y is defense vs. slashing attacks
  • Z is is defense vs. thrusting attacks
Elemental Defense:

The Elemental Defense attribute dictates how resilient the piece of armor is to a certain elemental damage type.
The magical stats for a piece of armor are W / X / Y / Z:

  • W is defense vs. magic attacks
  • X is defense vs. fire attacks
  • Y is defense vs. lightning attacks
  • Z is defense vs. dark attacks
Resistance:

The Resistance dictate how resilient the piece of armor is to status ailments.
The properties for a piece of armor are W / X / Y / Z:

  • W is resistance vs. poison
  • X is resistance vs. bleed
  • Y is resistance vs. petrification
  • Z is resistance vs. Hollowing curse
Poise: Dictates how resilient the piece of armor is to hitstun. A higher poise gives a greater chance that the player will not be interrupted or staggered when hit.
Durability: The durability of the armor. The effectiveness of the armor will severely deteriorate when the durability falls below a certain threshold, and the armor will become unusable and need to be repaired by a blacksmith once it reaches 0. Durability deterioration that does not reach 0 will be automatically repaired upon resting at a bonfire.
Weight: The weight of the piece of armor. Note that equipping over certain amounts of your equip burden may alter movement and roll speed, as well as other factors when playing the game.
Attribute Requirements:

Determines how high certain attributes must be in order to wear the armor effectively. Most pieces of armor do not have any such requirements.
The required attributes are W / X / Y / Z:

  • W is the Strength required
  • X is the Dexterity required
  • Y is the Intelligence required
  • Z is the Faith required
Physical DEF Bonus: The influence of the character's Physical DEF stat on the effectiveness of armor worn.
The possible ratings (from greatest bonus to least bonus) are: S, A, B, C, D, E.