Armors are the most important part of your gear, they decide how much damage you'll take from monster attacks and how much damage you'll deal with weapon attacks (but not with spells).
Adventurers start with the Cloth Robes, which is an armor that might work for you in the early levels of the game, but becomes completely unusable in the late levels due to it's bad scaling and the no-elemental alignment, as such, adventurers will always need to carry a compression armor in their inventory to compensate for the Cloth Robes.
Guardians once again have more options to choose from.
Guardian Robes - Neutral (N) lean armor, Guardians start with it, has a chance of healing MP when casting spells and a chance for your spells to deal increased damage. It's not bad, but nothing impressive either, should be swapped for one of the other options when possible.
Deft UltraGuardian Leathers - Mid-Offensive (MO) lean armor, only good for FO mages that will use a dagger or rapier for the opposite element of the armor, as it will have a chance of paralyzing the enemy, which is a pretty good effect. If you do not intend to use a dagger or rapier for the opposite element of your No-Drop, or do not like the paralysis ability, choose the next option instead.
Insightful UltraGuardian Robes - MO lean armor, the recommended one for most FO mages, it has a chance of increasing your spell damage and heals your MP whenever you attack.
Insightful Armor of Awe - Mid-Defensive (MD) lean (It is actually an armor that was made before the lean system existed, so it receives a bit less damage than a neutral armor, but not exactly *0.9 as it's supposed to receive.) armor, the recommended one for FD mages, it heals your MP every round and has a small chance of giving a big damage boost to your spells.
Temporary Armors (Guardians Only)
Water: Hippocampus - MO armor with nothing really special about it. Can be quite useful as the selection of water armors is one of the worst ones around for FO players.
Fire or Wind or Earth or Light or Darkness: Jousting Armors (Location: Guardian Tower » Stables » Talk to Wun-Eye » See the animals!) - There are 5 different armors, the only thing that changes between them are the elements, everything else is the same for them, they aren't really special, but are different options in case you don't like your No-Drops. They are all N armors.
Light/Darkness Contradictory Armors (Location: Mystery! AQ Live) - N armor, useful for the compression in No-Drops, the downside is that the skill is completely useless and that you need to do a long quest to get it.
Class armors are one of the most fun items in the game, usually coming with 10 skills that have lots of different effects, most of them are intended for either the lower or mid-levels, with few meant for high level players.
For mages it's mostly important to focus on the mage and wizard classes, as they have an incredibly useful array of skills for mage characters, that does not mean that other classes aren't useful for mages, plenty of them are quite usable and should be trained as well.
Tier 1 Armors
The tier 1 classes are intended for the lower levels of the game (about 0-30), they aren't very strong, but it's good to train them as they are pre-requisites for other classes.
Fighter: Fighter Armor - Not really strong, has some skills that are not half bad, really simple to play with, just use the actives and let the passives do their job. You most likely won't use this class much since you can use mage instead.
Rogue: Rogue Outfit - This armor has only one skill that shines out, which is black cat, it reduces your enemies chance of hitting, everything else is just bad, so you shouldn't bother much with them.
Mage: Mage Robes - The armor you'll use the most for the earlier levels of the game, the elemental sphere skill will probably serve as a substitute for spells for some time, the empower, focus and wild bonuses are also useful, this should last you until you can actually grab the wizard robes.
Scholar: Explorer's Outfit - This armor only has one salvageable skill, which is zard prism, with it you can choose the element of your next attack, meaning that on the earlier levels if you don't have one weapon for each element, you can compensate with this... the skill is kinda moot with mage robes though.
Tier 2 Armors
The tier 2 classes are intended until Level 70 or so, some will last more, some will last less, but this is the intended range, remember to also take care to upgrade your other armors while leveling your class armors as they will be needed later.
Beastmaster: Feral Garb; Primal Garb (Guardians Only) - The ability to summon guests without upkeep is the main selling point of this armor, aside from this, there isn't much that is specially good about it, might still worth a slot during the mid levels though.
Berserker: Berserker Hides - The main point of this armor is dealing more damage when you're in low health, it's specially good with wands as this armor in specific (and only this one) actually boosts the damage of wands, making them stronger in this armor than in any other... the bad side is of course, the horrible resists and the necessity of being in low health to use it properly, it's a high-risks high-rewards thing, too risky to use at high levels, but should be fun to play with in the mid-levels.
Dracomancer: Dracomancer Armor - Quite an old class and in dire need of an update, it's not completely useless though, the dragon wings is a passable wind spell, the great dragon is a source of harm damage which might be useful against one or another mob and the half dragon does a good amount of damage. It can be used and played around with, but you'll do a lot better if you simply stick with the wizard robes.
Dragonslayer: Dragonslayer; Elite Dragonslayer (Guardians Only); Golden Dragonslayer; Golden Dragonslayer Eclipse (Guardians Only) - As the name says, an armor specialized at killing dragons, lots of fun skills to use, most of them are quite useful, even if the SP costs are quite big, the only downside is that it's quite bad against non-dragons, but it's meant to be used against dragons anyway. The golden variants are good against both undeads and dragons, but not as good as the normal dragonslayer against standard dragons. This armor won't last in the later levels of the game, but during the mid-levels make sure to try it out on it's full power against dragons, it's definitely fun to play around with.
Knight: Squire's Training Armor - The Knight class is the most developed class in the game by a large margin, with 4 different paths for you to choose in your advanced training and armors that go all the way up to lv 90, it's definitely a good pick for you to use and enjoy playing around with, it also has a pretty awesome storyline, so I highly advise going through the whole of this class training. It uses MD armors that can be toggled to go FD. The info for the 4 specialized knight classes were never posted due to some problems in finding their info, so I recommend looking for yourself and choosing the one you like the most lore-wise.
Martial Artist: White Gi - With 4 different specialization classes, this class is about as big as Knight, it's not as useful as the former though, the good part is that it doesn't require you to train all paths to use them, only need to train one of them, it also has some of skills that might be fun to play with... the first part of it doesn't have much to it, so adventurers won't enjoy much of martial artist.
Ancient Spirit Gi (Guardians Only) - Almost all this class have are pure damage skills, they cost both SP and MP and are all INT based, might do some damage.
Mountain Cudgel Gi (Guardians Only) - All skills are melee based, quite hard to use as a mage, better skip this one.
Serpent Fang Gi (Guardians Only) - This one does have some nice mechanics with counterattack and poison, since they all work with ranged they might be usable for a mage, they won't deal much damage, but you'll be able to hit at the very least, might be fun to play with.
Swift Talon Gi (Guardians Only) - Another one that uses only melee, better to skip it with a mage.
Ninja: Shinobi Shozoku - A class mostly focused on dealing damage with some dodging and paralyzing skills as well, most of them cost SP with a few costing MP, can be quite useful overall. Won't be very useful at later levels as well.
Pirate: Sea Scourge; (Guardians Only) - An armor with plenty of utility skills that can make enemies bleed, afraid, burn, entagled and even steal potions, it's quite a huge array of effects, pretty nice overall, really fun to play with. Intended for Mid-levels only as well.
Shadowslayer/Nighthunter: [link=http://forums2.battleon.com/f/tm.asp?m=435761]Shadowslayer; Nighthunter - Both armors are specialized in defeating vampires, werewolves and any other darkovian creature, they receive damage bonus against them, but deal less against normal enemies, just like dragonslayer, this shouldn't be a problem if you're using them against the right monsters. Both armors have a huge variety of effects and utilities which are really nice and can be used quite well against darkovian creatures in general, definitely a good class to pick. If you're in doubt in which to pick, choose the one you like the most for roleplay reasons, they are both pretty good, so it's a lot better to choose based on the story than in the skills themselves. Those as well shouldn't be used in the later levels of the game.
Wizard: Generalist's Robe; Pyromancer's Robe; Hydromancer's Robe; Aeromancer's Robe; Cryomancer's Robe; Geomancer's Robe; Dynamancer's Robe; Lumenomancer's Robe; Tenebromancer's Robe - The best class for mages by a large margin, it gives a big boost to the damage of your spells and make them cost less MP if your active class is Wizard, the specialized robes give a bigger bonus, while the generalist gives a smaller that affects all spells. Just by those effects it's already the best for mages, but they also have plenty of damage skills, and skills that inflicts effects, guest summons and even a MP regenerating skill, they are great in every aspect. It's usually recommended to use mainly the specialized robes, and not the generalist due the amazing boost they give, you can also carry more than one of them with no penalty at all, if you want, you can even make your inventory solely of wizard robes and your no-drop (I don't particularly recommend this, as the other classes are also pretty fun to play with, but you can if you want). Wizard is also the best class for farming in the game. This class can easily last until lv 90 and maybe even later in the game, it's quite hard to use them past lv 120 though.
Tier 3 Armors
The tier 3 classes intended range is a bit weird, sometimes they've said that there were supposed to be tier 3.5 classes as well for later levels, others just to stick at only up to tier 3. The current idea is for the tier 3 classes to last from lv 70 all the way to level 150 (or maybe only 130, since making a class with 10 skills for lv 150 players would most likely break a lot things regarding the game balance), maybe with some advanced forms or so just like Knight, currently, there is no class armor that lasts this far into the game, the current armors should last from lv 70 to 90 or maybe 110.
Assassin: Whispering Raiment - Assassin is a pretty useful class with tons of nice skills, including one that increases your chance of going first in battle, one that gives harm damage and one that instantly kills the enemy among many others, it's pretty good overall and pretty fun to play with as well, the storyline of the class is also very well made.
Necromancer: Necromancer Cloak; Obsidian Cloak (Guardians Only) - Has some reasonably strong damage skills, most of them don't cost much MP, fear skill also permanently removes 3 MRM from the opponent, which can be useful from time to time, specially useful if you use it before the intended level. This class is not up to standards and will receive a huge revamp in due time.
Paladin: Holy Armor; Golden Holy Armor - Not much shines in the paladin class, the skills aren't as strong as necromancer, and it certainly lacks the utility of the tier 2 classes, the strongest skils are also locked at light element, which can be quite annoying. The best skill in the class is the Lay On Hands one which can fully heal you, the others are quite unremarkable. This class is not up to current standards and will receive a huge revamp in due time.
Basic Elemental Coverage
Aside from the class armors, the other armors you should have in your inventory are all armors focused on defending against one specific element, those armors while not really important in the early to mid-levels of the game become fundamental later on and you're required to have at least one armor with a good resistance to each element in order to play the game properly. You should start worrying about this at around lv 75, before that it's not really necessary and you can play mainly with the class armors.
On Yulgar's shop ( Beginner; Intermediate; Advanced), you can find the basic elemental plates, these armors should give you some basic coverage that will help you finish the quests to get the actual good armors in the game in case you don't have the elements covered. They are mainly there to cover what you don't have, so don't stick too much to them.
The shapeshifter armors are actually spells that summon an armor for you (doesn't cost a turn nor does it cost MP), the good part of them, is that they don't use an armor slot, that means you can put an utility armor in the slot you'd use for an elemental armor. The bad part, is that they consume one of your few precious spell slots, so it's quite hard to decide when it's a good idea to use them or not for mages, I'll list them here, and it will be up to you to decide whether or not to use them.
The main advice for picking or not picking a shapeshifter armor, is seeing if you have a good armor for that specific element, if you do, you probably won't need a shapeshifter, if you don't, the shapeshifter might be a good substitute.
Another important thing to know about the shapeshifter armors, is that you can't buy them whenever you want, you can only buy armors of one specific element per day, the elemental armors sold always change in a specific rotation that is the following.
The following table was shamelessly copied from the Ultimate Warrior Guide (with TRB1965's permission)Once you have bought a shapeshifter spell, you can use it whenever you want.
Armors For Each Element
On this section I'll suggest the best armors for each element according to your playstyle, make sure to start carrying them after lv 75 or so, as it will become quite hard to keep up with the game without a proper armor selection from this point onwards.
Some armors will have skills or attacks that are locked to a specific element, these skills/attacks will deal extra damage to compensate the lock to an element, this will be refereed to on the entries as "EleComp", elecomp is bigger the closer the skills' element is to the armor's element.
You can see how close one element is to another by looking at the Elemental Wheel:
Good: This is the way your armor is elementized. If you picked Fire, Fire is your "Good".
Ally: These are the two elements that are closest to your elementization on the element wheel. For example, if you picked Fire, your Allies are Energy and Earth.
Neutral: These are the elements that are two spaces away from your elementization. For Fire, they'd be Light and Darkness.
Poor: These are the two elements that are closest to your "Opposite" resistance. For Fire, they'd be Water and Wind.
Opposite: This is the element opposite your elementization on the element wheel. For Fire, that would be Ice.
FO: Overlord Series - A FO armor that came before the lean system existed, meaning that it deals *1.25x damage, but takes the same damage as a N armor, making it the top FO armor for Fire. It also has a chance of giving you celerity (extra turn).
FD: Dragon Knight Series - MD armor with no effect, has a reasonable secondary to Earth.
FO: Black Pirate Costume or Snide Transformation - Both are FO armors, Pirate Costume is Water/Wind compression and has it's strongest attack locked to Water element; Snide Transformation comes through a misc, both aren't that good, but are the only offensive options for Water.
FD: Celtic Series (Location: Hunt For The 5 Treasures) or Flawfish (Location: Transmorphers: Beast Hostilities) - Both are FD armors, Celtic has a built-in spell, Flawfish has a built-in skill, there isn't much else that differs the 2, I personally recommend Celtic, but both are good.
FO: Horde's Series or Black Pirate Costume - Both are FO armors, Horde's MC gives extra damage against truphmas, also has a reasonable Earth secondary; Pirate Costume is Wind/Water compression and has it's strongest attack locked to Water element.
FD: Fujin Series - FD armor, has a skill that gives you a high blocking chance and doesn't cost a turn.
FO: Horo-Show Void Vigilante - Pre-lean FO that has a built-in Ice Skill.
FDA: Horo-Show Void Vigilante or Blizzard Plate - Sadly there is no permanent defensive Ice armor in the game, so you kinda need to either use Horo-Show or the basic Ice plate. Horo-show is a possibility because it's old enough so that you don't take the *1.25 damage, it also has a strong skill, if you do use this armor, it's recommended to use a low-proc fire weapon as well for better synergy with the armor. If you opt for Blizzard Plate instead, you can stick to your normal Fire weapon.
FDC: Blizzard Plate - As there are no permanent defensive armors in the game, your best bet would be the Blizzard Plate.
FO: Morningstar Series or Chimeran Series or Rust Raider (Location: War of the Giants part 3) - Morningstar is a pre-lean FO, deals extra damage if your last hit connected, top tier is Level 135; Chimeran is a MO armor with 2 skills, one deals Fire damage, the other attempts to Poison the enemy. Rust Raider is a FO armor with a trigger on "Metal" and "Armor" monsters, also has good secondaries for Energy and Darkness. This armor does not have a permanent location yet.
FD: Gaia Plate - Earth has basically no permanent gold option at all for FD players, the best one available is the gaia plate from yulgar, which is a N armor, guardians still have the option of using the Shapeshifting spell for Stone Golem if they are willing to sacrifice a spell slot for this, adventurers will have to stick to Gaia Plate.
FO: Taladosian Series - Pre-lean FO armor, has a built-in Energy Skill
FD: Quester's Heavy Gunner (Location: Warp Wars - Today's Events » Warpforce Crossover Quests » Warp Wars!) - FD armor, has a built-in ranged skill and a built-in mana shield Spell.
FO: Osiris Series (Location: Explore The Pyramid) or Solaris Series or Ultimon's Armour - Osiris is a FO Light armor that has a nice backlash passive, Solaris pre-lean FO armor, Guardians can use a built-in skill, maximum tier is lv 130. Ultimon is a FO Light/Dark compression armor, has a Built-In Skill that seeks between Light and Dark.
FD: Communicant's Series - Pre-lean FD armor has good all-round resistances, and a chance of boosting the damage of Spells.
FO: Antiguardian or Legendairy (Location: Transmorphers: Beast Hostilities) or Ultimon's Armour - Antiguardian is a Pre-lean FO armor, has a cheap and strong skill, big Level gaps between Levels 5 and 52, as well as with 65 and 105, top tier is Level 125; Legendairy is a FO armor that has a Built-In Darkness Skill, receives a damage penalty to compensate for it; Ultimon is a FO Dark/Light compression armor has a Built-In Skill that seeks between Light and Dark.
FD: Twilight Series - Pre-lean FD armor, has a secondary Light resistance and acceptable all-round resistances, also has a passive chance of dodging any attack.
Just like with compression weapons, compression armors are essentially good for allowing space for utility armors and compensating for adventurer's bad No-Drops.
Light/Dark: Ultimon's Armour or Shadow of Doubt - Ultimon is a FO armor that has a Built-In Skill that seeks between Light and Dark; Shadow of Doubt is a N armor that has a Built-In skill that can paralyze the enemy.
Earth/Energy: Hunter Series - N compression armor with a Built-In Earth skill, sadly, maximum tiers are 119 and 134G.
Water/Wind: Pirate Costumes ( Black (FO); Red (N); Yellow (FD)) - Has the strongest attack locked to Water element, FD players can ignore this by attacking with wands or by casting spells.
Fire/Light: Avenger - N armor with no effect.
Wind/Ice: Stiltwalker - N armor with no effect.
Ice/Dark: Nemesis Series - N armor with a chance to reflect damage to the enemy, top tier is Level 135.
Fire/Dark: Falerin Suits - N armor with no effect, top tiers are lv 136 and 116.
As the name says, armors that have some specific utility that you might want to use aside from your standard armors.
Fire: Time-Twisted Carnax Fighter (Location: Rise Of The Shadow Council) - N armor with Earth and Energy secondaries, the strongest hit follows weapon element and the other 2 will be locked to Fire and Energy.
Energy: Asguardian Steeds (Guardians Only) - N armor that has all attacks locked to Energy, also has a chance of paralyzing enemies on one of the attacks.
Darkness: Algern's Carapace - N armor that with Fire Secondary, has all attacks locked to Darkness, also has a drain HP skill that is weaker than the normal attack but heals you equal to the damage dealt, top tiers for levels 124 and 131G.
Darkness: Brilhado Necromancer Armour (Location: Past Unraveled V) - Spellcaster Lean armor (takes *1.25 damage and deals *0.8 damage on attacks, gives a huge damage boost to Darkness spells).
Non-Elemental: Whispering Raiment - The assassin class armor at the later levels of the game will only be useful for the initiative boost, since you can't equip snide or the shapeshifter armors before the battle starts the extra initiative might help you with that (only useful if you have 200 LUK).
Non-Elemental: Wizard Robes - As the main spell boosters of the game, they give a wonderful burst potential to mages, it's quite hard to use them normally though, their main use would be to cast a spell when the enemy is close to dying for assuring the kill, or when the enemy is paralyzed, making it not possible for him to hit you back. As earlier in the game, it's still recommended to use specialized robes and not the generalist, for extra boost in damage, but now you can't carry many wizard robes with you, so choose with care the element(s) you want boosted.
As with weapons, armors listed for one playstyle may be used as utility armors for another.
< Message edited by Brasca123 -- 7/11/2016 9:14:33 >