Armor enchantment summary

Armor Enchantment Overview
There are two types of armor in DDO, Randomly-generated Armor and Named Armor. Armor that is randomly generated by loot tables follows a particular naming format, while Named Armor (given as rewards from completing particular quests or defeating a particular enemy monster) does not follow regular naming conventions.

There are many different enchantments that any Standard Armor type (see light armor, medium armor, or heavy armor) can be found with. The enchantments can be categorized into several groups. While a piece of magical armor can have an enchantment from one or more of these groups, it will never have more than one enchantment from the same group.

For Standard Armor, the enchantments are grouped as follows:    Base Armor Type <"of" Suffix [Suffix Modifier]> +2     Fire Guard [+2]            Mithral   Chainshirt        of Power III [+2]

Each of these categories is optional, except the Base Armor Type, and are described below. A suit of armor must have at least a +1 bonus to qualify for a prefix or suffix.

The minimum level to equip a piece of armor is calculated as ((Base Price Modifier * 2) - 2). On the case above it would be level 10. Race restricted items reduce this minimum level by another two levels. A suit of armor cannot have an effective bonus (enchantment plus prefix/suffix bonus equivalents) higher than +11 (+12 if it is a race restricted item) or it will not be equipable by a level 20 character.

See also: Weapon Enchantments, Clothing Enchantments.

Bonus
In general, magic armor protects the wearer to a greater extent than nonmagical armor. Magic armor grants an armor enhancement bonus to armor class ranging from +1 to +5. Armor enhancement bonuses stack with regular armor bonuses (and with shield and magic shield enhancement bonuses). All magic armor is also masterwork armor.
 *   Base Armor Type <"of" Suffix>
 * +2 Fire Guard Mithral Chainshirt of Power III

Prefix
Note that none of the armor prefixes include a prefix modifier.
 *    Base Armor Type <"of" Suffix>
 * +2 Fire Guard Mithral Chainshirt of Power III

Material
Materials have no effect on the Base Price Modifier of armor.
 *    Base Armor Type <"of" Suffix>
 * +2 Fire Guard Mithral Chainshirt of Power III

Base Armor Type

 *    Base Armor Type <"of" Suffix>
 * +2 Fire Guard Mithral Chainshirt of Power III

The following list identified the base armor types avaiable. Mithril and Elven have been added as this is the only material type that alters the class and basic properties of armor.

Abbreviations Used;
 * Base AC = The Protection provided by the armor, without the magical + bonus
 * MDB    = Maximum Dexterity Bonus that is counted from the wearers Dexterity. Some Dwarven and fighter Enhancments may increase the Maximum Dex Bonus. Medium encumbrance will cap the Maximum Dex bonus to 3.
 * ACP    = Armor Check Penalty. Penalty when checking against the following skills: Jump, Tumble, Move Silently, and Hide. The Swim skill has a double penalty.
 * ASF    = Arcane Spell Failure. Chance for causing failure when casting arcane spells.


 * * Docent is for Warforged only, and is the only type of armor warforged are allowed to wear.

Magic Armor Suffix

 * <Prefix> <Material> Base Armor Type <"of" Suffix>
 * +2 Fire Guard Mithral Chainshirt of Power III


 * Energy Resistance - confers resistance to one energy damage type, either acid, cold, electricity, fire, or sonic
 * Weaponblock - confers damage reduction to one weapon damage type, either Hammerblock, Axeblock, or Spearblock
 * of Command - increases all Charisma based Skills (e.g. Haggle, Intimidate, Use Magic Device) checks by +2, but puts a -6 penalty on Hide checks. This does not affect things like Paladin auras or Sorcerer casting
 * Some items have charges of a spell on them and allow the user to cast the spell a few times every rest period. Generally, the items have 3 charges and the base value modifier is equal to the level of the spell. Every 2 extra charges increase the modifier by 1, and 2 less charges decrease it by 1.
 * e.g. Bull's Strength 5/Rest would have a modifier of +3 while Fireball 1/Rest would have a modifier of +2.