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Many recent games also somewhat justify and/or enforce this, with said "mage-friendly armor" granting increased bonuses to their magic casting ability, such that a mage would ''want'' to wear the less protective armor anyways.



* In ''VideoGame/EtrianOdyssey'', the only body armor that mage-type classes can equip are cloth-based armor. Out of the three armor types (alongside light armor and heavy armor), it gives the best magic defense and the worst physical defense.

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* In ''VideoGame/EtrianOdyssey'', the only body armor that mage-type classes can equip are cloth-based armor. Out of the three armor types (alongside light armor and heavy armor), it armor, which is gives the best worst DEF bonuses (though starting in ''VideoGame/EtrianOdysseyV'', they give the highest bonus to magic defense and the worst physical defense.defense).
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*** The explanation provided in the 4[[superscript:th]] edition of the game is that wearing certain kinds of protection interferes with the Winds of Magic while repelling the rest - wizards in this setting being living conduits for magical energy that blows across the world. Wearing metal armour naturally attracts ''Chamon'', the Gold Wind. Leather armour meanwhile draws ''Ghur'', the Amber Wind. For wizards attuned to the [[ExtraOreDinary Lore of Metal]] or the [[{{Druid}} Lore of Beasts]], this is no problem, but for those attuned to the other six winds...

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* In ''VideoGame/EverQuest'' and ''VideoGame/EverQuestII'', as well as the spinoff ''VideoGame/ChampionsOfNorrath'', all the mage classes are restricted to wearing cloth armor, though ''[=EQ2's=]'' appearance armor slots have allowed for them to at least ''appear'' to be wearing full platemail while wielding giant flaming swords.
* In ''VideoGame/FinalFantasyXIV'', the science of [[FantasticScience aetherology]] explains that aether, the building blocks of the universe and the basis of magic, is easily conducted through cloth but faces resistance when trying to weave it through metal armor. This explains why mages primarily wear robes and other woven garments in combat despite the lack of protection.
* ''VideoGame/GuildWars'': Pure spellcaster classes (Elementalist, Mesmer, Monk, Necromancer) are restricted to lower armor ratings than fighter type classes.
* ''VideoGame/GuildWars2'': Scholar type professions (Elementalist, Mesmer, Necromancer) can only wear light armor.
* In ''VideoGame/{{Rift}}'': Mages can only wear cloth armor. Justified as follows:
--> "The art of weaving magic does not favor heavy armors that distract the senses and restrict movement."
* ''VideoGame/StarTrekOnline'' has a starship variant of this in space combat, with the "wizard" class being the science vessel family of ships (essentially anything with a Commander Science bridge officer slot). Typically a science vessel mounts fewer weapons and has a weaker hull than a cruiser or escort, though they often have better DeflectorShields. One of the better examples is the popular ''Nova''-class, capable of tremendous {{Technobabble}} but with little staying power in a slugging match. It gets played with considerably, though, since the game typically lumps carriers in with science vessels, and [[GlassCannon escorts]] often have even weaker hull and shield values than science vessels, at least in theory (equipment makes a big difference).



* In ''VideoGame/StarWarsTheOldRepublic'', the more Force-oriented Jedi/Sith classes (Consulars and Inquisitors) were only proficient with light armor at first. The game has since added adaptive armor, which once equipped becomes functionally equivalent to the heaviest armor the character can normally wear, which can allow them to wear armor that looks heavier (though a lot of players tend to go [[{{Stripperiffic}} the opposite direction]]).
* Played with in ''VideoGame/TricksterOnline''. Every character can wield any type of equipment provided they're the appropriate level. However, the ''thief'' class analogues can't wield guns and shields at the same time, and it's only Guns that are mutually exclusive with shields (which are your main source of defense in the game). Similarly, magic-reliant classes have to choose between hats that can be refined for DP (raw physical defense) and hats that can be compounded for MA (raw magical attack).



* In ''VideoGame/{{Rift}}'': Mages can only wear cloth armor. Justified as follows:
--> "The art of weaving magic does not favor heavy armors that distract the senses and restrict movement."
* ''VideoGame/GuildWars'': Pure spellcaster classes (Elementalist, Mesmer, Monk, Necromancer) are restricted to lower armor ratings than fighter type classes.
* ''VideoGame/GuildWars2'': Scholar type professions (Elementalist, Mesmer, Necromancer) can only wear light armor.
* Very early in ''VideoGame/UltimaOnline'' there was no such restriction in place. This was changed with an update because it created serious balance issues.
* In ''VideoGame/EverQuest'' and ''VideoGame/EverQuestII'', as well as the spinoff ''VideoGame/ChampionsOfNorrath'', all the mage classes are restricted to wearing cloth armor, though ''[=EQ2's=]'' appearance armor slots have allowed for them to at least ''appear'' to be wearing full platemail while wielding giant flaming swords.
* In ''VideoGame/StarWarsTheOldRepublic'', the more Force-oriented Jedi/Sith classes (Consulars and Inquisitors) were only proficient with light armor at first. The game has since added adaptive armor, which once equipped becomes functionally equivalent to the heaviest armor the character can normally wear, which can allow them to wear armor that looks heavier (though a lot of players tend to go [[{{Stripperiffic}} the opposite direction]]).
* Played with in ''VideoGame/TricksterOnline''. Every character can wield any type of equipment provided they're the appropriate level. However, the ''thief'' class analogues can't wield guns and shields at the same time, and it's only Guns that are mutually exclusive with shields (which are your main source of defense in the game). Similarly, magic-reliant classes have to choose between hats that can be refined for DP (raw physical defense) and hats that can be compounded for MA (raw magical attack).
* ''VideoGame/StarTrekOnline'' has a starship variant of this in space combat, with the "wizard" class being the science vessel family of ships (essentially anything with a Commander Science bridge officer slot). Typically a science vessel mounts fewer weapons and has a weaker hull than a cruiser or escort, though they often have better DeflectorShields. One of the better examples is the popular ''Nova''-class, capable of tremendous {{Technobabble}} but with little staying power in a slugging match. It gets played with considerably, though, since the game typically lumps carriers in with science vessels, and [[GlassCannon escorts]] often have even weaker hull and shield values than science vessels, at least in theory (equipment makes a big difference).
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** Averted in second edition, arcane spellcasters have no chance of spell failure while armored, they're just not proficient in armor except for bards and magi. But because proficiency bonus is added to armor class in PF2 and all classes are proficient in unarmored defense, they'd be better off naked than wearing armor they're not proficient with.

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