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Cale's Set

ImageNamePhysical DefenseElemental DefenseResistancePoiseDurabilityWeightSouls on selling
Cale's Helm39/38/38/4011/12/9/1117/11/0/00603.0500
Cale's Leather Armor39/38/38/4011/12/9/1117/11/0/00606.4550
Cale's Shoes83/82/82/8624/25/20/2437/23/0/00603.0520
Total161/158/158/16646/49/38/4671/45/0/00-12.41,570
Fully Upgraded Total322/318/318/33191/96/78/91141/87/0/00-12.41570
LocationObtained from Cale the Cartographer in the mansion basement in Majula after lighting all the flames on the map.
Alternatively, kill him to get the helm as a drop and rest of set from Merchant Hag Melentia.
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Description


Cale's Helm


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

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

Cale's Leather Armor


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.

Cale's Shoes


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

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

Upgrades


Requires Titanite.


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.