Armor enchantment summary

There are many different magical properties that any base armor type (see Light armor, Medium armor, or Heavy armor) can be found with. The properties can be categorized into several groups. While a piece of magical armor can have properties from one or more of these groups, it will never have more than one property from the same group.

Material Types

 * Mithril - 50% lighter, +2 max dex, -2 armor check penalty
 * Adamantine - more durable, extra damage reduction, penetrates damage reduction (rarely useful on armor)
 * Darkwood - non-metal, immune to Rust Monsters, yet harder than wood.
 * Flametouched Iron - +2 saves versus Evil Outsiders

Magical Modifications

 * Masterwork - reduces the Armor check penalty by one, but does not affect the armor class.
 * +1, +2, etc. - Like masterwork, reduces the Armor check penalty by 1, but also increases the armor class of the item by +1, +2, etc.

Magical Enchantments & Resistances

 * Spell Resistance - casters roll ability check to affect you.
 * Elemental Resistance - confers resistance to one given elemental damage, either Fire, Cold, Acid, Electricity, or Sonic.
 * Hammerblock - confers 5 points of damage reduction to bludgeoning attacks, 2 points for the Lesser version.
 * Axeblock - confers 5 points of damage reduction to slashing attacks, 2 points for the Lesser version.
 * Spearblock - confers 5 points of damage reduction to piercing attacks, 2 points for the Lesser version.
 * Bane - confers an attack and damage roll bonus against a specific type of creature. Also comes in Lesser and Greater forms. See linked page for the creature type list and more details.