Because armor in Kos appears in so many types and combinations, it would be a futile effort to attempt to categorize them all. Instead, armor is as follows:
Common Garb: +0
Traveler's Garb: +1
Thick Garb: +2
War Harness: +3, movement rate decreases by 1
Heavy Harness: +4, movement rate decreases by 1
Panoply of War: +5, movement rate decreases by 2
Full Panoply: +6, movement rate decreases by 2
Cost*: 30 Lunars
Encumbrance**: 1 Item
A thick cloak, a layer of fur, swathes of silk, a pauldron and loincloth with warrior's rings, or light leather clothing - any or all would qualify as traveler's garb, and provide minimal protection with maximum ease of use.
Cost: 80 Lunars
Encumbrance: 2 Items
A leather fighting-cape, padded armor, thick leather jack and breeches, swathes of fur - thick clothing with an eye towards protection, like motorcycle leathers in the real world. This is the most that a wizard can wear without suffering terrible consequences when casting spells****.
Cost: 400 Lunars
Encumbrance: 3 Items
A light breastplate, a thin chain-hauberk, a metal-lined half-cape and warrior's fighting-torques, sturdy baldric and open helmet, etc. This is common apparel for a warrior, and will mark one as such.
Cost: 850 Lunars
Encumbrance: 4 Items
Breastplate with greaves, pauldron and helmet; doubled chain hauberk; coat-of-plates with tabard; for those who desire safety on the battlefield and have the strength and wealth to bear extra protection.
Panoply of War
Cost: 1100 Lunars
Encumbrance: 5 Items
Partial plate armor; war-cape, closed helmet and arms thick with fighting-torques. This is the accoutrements of a knight or warlord; field-ready combat armor designed to provide protection against multiple attackers and missiles.
Cost: 4000 Lunars
Encumbrance: 6 Items
Full plate armor. Closed helmet with protective plume, coat of plates, thick fighting torques on arms and legs and back-banner. This is the accoutrements of a master of the shield-wall and a baron of corpses.
*: All costs are entirely approximate and may vary by 10 - 200% or more
**: "Maximum Items Carried" is equal to Endurance.
***: Movement rates are as follows:
3: Normal human rate
For every 2 points above 10 Endurance, you may discount one point of negative movement.
If Wizards are reduced to Bulky movement, they will suffer terrible consequences when casting spells****.
****: you don't want to know what these are.