Man armour class
From LSWiki
Description
Consult the table below for how valuable and rare armour of a given class should be. The examples given are for reasonable-quality human-made armour of ordinary-grade materials (until such is no longer applicable). Enchantment or superior craftsmanship and materials will give better ACs along with higher value.
Remember that value is generally HALF of cost. Armour should cost twice the amount listed to buy if not more. The values given are those recommended for full suits, hauberks (chest, arms, and legs), helms, and gloves. Breastplates should cost as much as helms and boots as much as gloves; estimate other types from there.
Also consider any special bonuses associated with the armour in the calculation of value, like immunities granted and other special powers.
NOTE: If you change your armour value by more than +-50% you must include a comment explaining why you have changed the value so much.
Class Suit Hauberk Helm Glove Comments
1 25 15 5 3 Very low-grade, cheap armour, usually of cloth or soft leather. 2 50 30 10 6 Hardened leather armour. 3 100 60 20 12 Studded leather or hide armour. 4 150 90 30 18 Low-grade leather/metal composite armour, like ringmail. 5 200 120 60 36 Medium-grade composite armour, like scalemail or brigandine. 6 250 150 75 45 Low-grade metal armour such as chainmail or medium-high grade composite. 7 350 210 105 63 High-grade composite armour such as banded or splint mail and mid-grade metallics like platemail (a chain/ plate composite). The limit of many smiths' abilities. 8 500 300 150 90 High-grade metallics like field plate armour (difficult and time-consuming to create or acquire, but available from some smiths). 9 750 450 225 135 Very-high-grade metallics such as full plate armour (only produced by master smiths and then very time-consuming). Generally the limit of human ability. 10 1000 600 300 180 Enchanted metallics or those produced by dwarven mastersmiths using mithril or adamantium alloys (and then usually the limit of their abilities). Rare. 11 1500 900 450 270 Enchanted metallics produced using mithril or adamantium alloys, or master-crafted pure adamantium. Sometimes may have penalties to use. Quite difficult to find. 12 2000 1200 600 360 Heavily enchanted armour, difficult to find and often with drawbacks to use. May be unique. 13 2500 1500 750 450 Very heavily enchanted armour, very rare and often with penalties to use. Often is unique, and must be approved by an elder wizard before being added. 14 3500 2100 1050 630 Extremely heavily enchanted armour, very difficult to find and almost always unique. Quite often has drawbacks to use, must be approved. 15 5000 3000 1500 900 Artifact-grade armour, always unique and usually with drawbacks or pre- requirements to use. Must be approved by an elder.