# Cloak
A cloak covers many other pieces of armor and is an important part of one's armor equipment. You can  wear only one cloak.
A popular cloak to carry is the cloak of magic resistance. This provides magic resistance and magic cancellation of 1. If you already possess both magic resistance and reflection, a cloak of displacement or a stealthy elven cloak may be used. Typically, an adventurer will also have access to an oilskin cloak, for working around water, and a mummy wrapping if invisible.
Any cloak will block rust traps and rust monsters from harming the armor underneath.  Furthermore, destroy armor effects, whether from the scroll or the spell, will destroy a cloak before it destroys the suit.  A cloak also gives players wishing to avoid consorting with foocubi an extra chance to say no.  For all of these reasons, any non-cursed cloak of not less than +0 enchantment is better than none.

Cloaks

Name

Cost

Weight

AC

Material

Effect

MC

Appearance

mummy wrapping
2
3
0
cloth
Overrides invisibility
1

orcish cloak
40
10
0
cloth

1
coarse mantelet

dwarvish cloak
50
10
0
cloth

1
hooded cloak

leather cloak
40
15
1
leather

1

cloak of displacement
50
10
1
cloth
Displacement
1
randomized

oilskin cloak
50
10
1
cloth
Immunity from all grabbing and drowning attacks; protects body armor from rusting
2
slippery cloak

alchemy smock
50
10
1
cloth
Poison and acid resistance
1
apron

cloak of invisibility
60
10
1
cloth
Invisibility
1
randomized

cloak of magic resistance
60
10
1
cloth
Magic resistance
1
randomized

elven cloak 
60
10
1
cloth
Stealth
1
faded pall

robe
50
15
2
cloth
Spellcasting bonus
2

cloak of protection
50
10
3
cloth
Protection
3
randomized

Four cloaks have an appearance that is randomized each game from the following options: tattered cape, ornamental cope, opera cloak, and piece of cloth. The cloak of magic resistance is the only one of these that does not auto-identify on being worn, though the cloak of invisibility will not auto-identify if you are already invisible when you put it on.

dNetHack
In dNetHack, player vampires get a +1 charisma boost for wearing an opera cloak.

Encyclopedia entry

Cloaks are the universal outer garb of everyone who is not a
Barbarian.  It is hard to see why.  They are open in front
and require you at most times to use one hand to hold them
shut.  On horseback they leave the shirt-sleeved arms and
most of the torso exposed to wind and Weather.  The OMTs
[ Official Management Terms ] for Cloaks well express their
difficulties.  They are constantly _swirling and dripping_
and becoming _heavy with water_ in rainy Weather, _entangling
with trees_ or _swords_, or needing to be _pulled close
around her/his shivering body_.  This seems to suggest they
are less than practical for anyone on an arduous Tour.

[ The Tough Guide to Fantasyland, by Diana Wynne Jones ] 