Armor enchantment summary

There are two types of armor in DDO, Standard Armor and Named Armor. Standard Armor (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 enhancements that any Standard Armor type (see light armor, medium armor, or heavy armor) can be found with. The enhancements can be categorized into several groups. While a piece of magical armor can have an enhancement from one or more of these groups, it will never have more than one enhancement from the same group.

For Standard Armor, the enhancements are grouped as follows:
 *    Base Armor Type <"of" Suffix [Suffix Modifier]>

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 character level to equip a piece of armor is calculated as ((Base Price Modifier * 2) - 2). Race restricted items reduce this minimum level by another two levels. A suit of armor cannot have an effective bonus (enhancement plus prefix/suffix bonus equivalents) higher than +8 (+9 if it is a race restricted item) or it will not be equipable by a level 14 character.

See also: Weapon Enhancements, Clothing Enhancements.

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 [Suffix Modifier]>
 * +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 [Suffix Modifier]>
 * +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 [Suffix Modifier]>
 * +2 Fire Guard Mithral Chainshirt of Power III

Base Armor Type

 *    Base Armor Type <"of" Suffix [Suffix Modifier]>
 * +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 Dex Bonus that is counted from the wearers Dexterity
 * (Some Dwarven and fighter Enhancments may increase the Maximum Dex Bonus)
 * (Medium encumberance will cap the Maximum Dex bonus to 3)
 * ACP    = Armor Check Penalty (Penalty when checking against the following skills)
 * Jump, Tumble, Move Silently, Hide in Shadows. the Swim Skill has a double penalty.
 * ASF    = Arcane Spell Failure (Chance for causing failure when casting arcane spells)
 * Jump, Tumble, Move Silently, Hide in Shadows. the Swim Skill has a double penalty.
 * ASF    = Arcane Spell Failure (Chance for causing failure when casting arcane spells)

Magic Armor Suffix

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


 * Energy Resistance - confers resistance to one energy damage type, either Fire, Cold, Acid, Electricity, 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.