Now, this is not exactly a tradeskill guide on making alien armors, but more like, what you need to know to get your own armor made. It's been often asked from me what you need for what armors and at what QLs, so I'm going to list the basics here. AO Universe got more complete guide if you are after that.

Combined armors

Before I go to the lists, I'll tell a bit about the combined armors. As the name suggests, it is combined from pieces, in this case, 2 different alien armors are combined into a single set. Armors cannot be combined on random!

Now, what can be combined, and with what? Here is the table:

MainSupportResult
Lead viralbots
Arithmetic
+ Lead viralbots
Observant
= Armor
Combined Scout (CS)
Lead viralbots
Arithmetic
+ Lead viralbots
Spiritual
= Armor
Combined Officer (CO)
Lead viralbots
Enduring
+ Lead viralbots
Spiritual
= Armor
Combined Paramedic
Lead viralbots
Enduring
+ Lead viralbots
Strong
= Armor
Combined Mercenary (CM)
Lead viralbots
Supple
+ Lead viralbots
Observant
= Armor
Combined Sharpshooter (CSS)
Lead viralbots
Supple
+ Lead viralbots
Strong
= Armor
Combined Commando (CC)

As you see, I did group the leadbots into 2; main and support. That is because the main ones are the ones deciding the resulting QL of the armor. The QL of the support armor must be at least 80% of the main armor QL, but there is no higher cap; for example you can use QL 300 Spiritual Armor to make QL 1 Combined Officer armor.

For easy way to check the QL range, most bots in the game got the !oe command. Just use !oe <desired QL> to get the minimum QL for the support armor. Like, for QL 225 Sharpshooter you would use !oe 225 which results to 180; meaning the observant armor would need to be at least QL180 to be made into 225 Sharpshooter.

Single armor

Now that you know both armor types for your combined armor as well as the QL of those, it is time to move to the main part, the alien armors.

Lead Viralbots
The main and usually most expensive piece, make sure it is of correct type, same as you want your armor to be.
  • QL: 80% of Bio-Material
  • Drops from alien generals and admirals.
Kyr'Ozch Viralbots / Memory-Wiped Kyr'Ozch Viralbots / Formatted Kyr'Ozch Viralbots
There's 3 stages in tradeskiling this item, so it can be found with 3 different names from markets. Aliens always drop it as Kyr'Ozch Viralbots.
  • QL: 80% of Bio-Material
  • Drops from alien generals and admirals.
Pristine Kyr'Ozch Bio-Material / Mutated Kyr'Ozch Bio-Material
This item is found as Solid Clump of Kyr'Ozch Bio-Material and comes in 2 varieties; Pristine is easier to tradeskill than Mutated but both work in same way. Make sure your Solid Clump is of correct type with bot commands such as !identify or !bio before getting armor made.
  • QL: This decides the QL of the armor!
  • Drops from aliens.
Basic Armor Piece
Basic Gloves, Basic Boots etc., these are tradeskilled items from short quests and are of QL 1. This piece decides which slot armor goes in.
Essential Human DNA and Uncle Bazzit's Generic Nano-Solvent
Uncle Bazzit's credit sink. These are only items you need to buy, and price is around 1M - 1.5M credits for both depending on your computer literacy.
  • QL: QL100
  • From Uncle Bazzit's Miscellany shop in Meetmedere, shop is near the Grid inside the village

Now that should be all the necessary items for a armor piece. Remember that the Bio-Material decides the QL of the armor, and both bots need to be at least the 80% of the bio-material QL. As it is with combined armors, easy way to check the QL range, most bots in the game got the !oe command. Just use !oe <desired QL> to get the minimum QL for the support armor. Like, for QL 225 Sharpshooter you would use !oe 225 which results to 180; meaning the observant armor would need to be at least QL180 to be made into 225 Sharpshooter.

Last thing you need is someone with wide variety of tradeskills to put the thing together. For QL300 armor there are plenty of close to 2000 tradeskill requirements.