There are dozens of 'modifiers' that you can use to modify the
selected object in Blender. Modifiers can only be applied to
objects, not to parts of objects that you may have
selected in edit mode. In other words modifiers can only be
applied in object mode (it's possible to 'add' them in edit
mode, but not to finalise or 'apply' them there). Opening the modifier panel (click the
'spanner' button as shown in this image) and clicking on 'Add
Modifier' brings up a list of available modifiers:

It's possible to add several modifiers to the same object at the
same time. in that case the modifiers are applied in the same order
that they are stacked in in the modifier panel, starting with the
one at the top. Therefore there are buttons that allow you to change
the stacking order.
We will examine only the most useful modifiers such as Mirror
and Subdivision Surface (also called 'subsurf').
Modifiers apply to one object at a time, so if you turn on the
mirror modifier for one object in a scene, for example, it will not
affect any other objects.

Mirror Modifier
Many modelling tasks involve creating objects that are
symmetrical. Using the mirror modifier means you only have to
create one half of the model and the other half will be created
automatically, saving you a great deal of time.
The Mirror modifier automatically mirrors a mesh
along its local X, Y and/or Z axes, which pass through the object’s
centre. We will examine only mirroring along the X axis, which means
mirroring about a YZ (vertical) plane. Here is half of Suzanne's
head and its mirror image, mirrored along the X axis. A gap has been
left between the two halves to emphasise the mirror process, but
normally there would be no gap.

To use the mirror modifier on a selected object, open the
modifiers panel and click the 'Add Modifier' button then choose
'mirror'. The following panel will open:

You must be in Edit mode to use the mirror modifier. The
mirror modifier can be set to join vertices to their mirror images
if they are within a specified 'tolerance distance' (the 'merge
limit') of the mirror plane. This is called 'clipping' and is
recommended because
If you want to separate vertices that have been clipped together
then you must first turn off the clipping option.
Try it yourself
To experiment with the mirror modifier, start a new project,
delete the default cube, add the monkey mesh and rotate the monkey
mesh so that it is facing the front. One way to accomplish the
rotation would be to use the 3D rotation manipulator with the Ctrl
key held down while watching the lower left of the 3D window until
the angle is shown to be 90°.
Switch to Edit mode and unselect everything (A). Then switch to
front ortho view and vertex select mode
. We are about to
box select the vertices left of the centre line but box
select won't select surfaces that are hidden round the back so be
sure that the 'limit selection to visible' option
is turned off
(unselected) before you do the box select. Now use box select (B) to
carefully select all vertices left of the centre line. Delete
these vertices and you should see half of Suzanne's head like
this:

Note that the object centre (the orange dot) is correctly placed
on the plane that we are about to mirror about. It's a good idea to
keep the 'real' surfaces on one side of the mirror and the mirror
images on the other. Blender allows you to have real surfaces on
both sides but that's a bad idea. Now add the mirror
modifier as described above, with clipping turned on, and try moving
vertices, edges or faces. See what happens if you move a vertex to
the mirror plane - note how the vertex is clipped to its mirror
image. Try selecting vertices, edges or faces on the 'mirrored' side
- you will find it is impossible.
If you want to do anything to this object that would make it
unsymmetrical then you will first need to click the 'Apply'
button - the modifier will be applied and will then close. But if
you do not need to make the object asymmetric there is no particular
need to 'apply' the modifier - images can be rendered normally even
if the modifier has not been 'applied'.
For a fuller description of the mirror modifier, see
wiki.blender.org/index.php/Doc:Manual/Modifiers/Mesh/Mirror
Two other types of mirror (not modifiers)
Do not confuse the mirror modifier with the mirroring (Ctrl+M in
Object mode) that simply 'flips' the selected object. Do not confuse
the mirror modifier either with the 'X mirror' option in the tool
box. If you have an object that is already symmetrical along the X
axis and you want to modify it while keeping the symmetry then do
not use the mirror modifier, otherwise you will have to carefully
delete half the model first. Instead, while in Edit mode for the
object, turn on the 'X mirror' mesh option in the tool box:
.
To experiment with this, add the Monkey mesh (a.k.a. 'Suzanne')
to an empty project, rotate her vertical using the 3D rotation
manipulator with the control key held down so as to constrain the
rotation to 5° increments (watch the rotation angle at the bottom
left of the 3D window until the angle is 90°). Then switch to Edit
mode, turn on the X mirror option, select a vertex, edge or face and
try moving it.
Subdivision Surface Modifier
The smooth option in the tool shelf
adjusts the colours on each face to hide the edges between faces -
it does not increase the number of faces and this it not capable of
really smoothing the shape.
To increase the number of
faces and get a smoother shape we can use the subdivision surface
modifier (also called subsurf). Not only does the subsurf
modifier give you a smoother shape but it has another great feature
too – it lets you remove the additional faces at a much later time
if you want to, or add even more faces if you choose. This is much
better than the usual ‘undo’ option (Ctrl Z) which can only be done
immediately after you make a mistake. This ‘anytime undo’ feature
comes at a price – there are certain operations that you can’t do on
these new faces, such as ???????? If you need to do such operation
then you will have to ‘APPLY’ the subsurf modifier, which
makes the new surface into standard surfaces just like any other.
Once the sursurf modifier has been ‘applied’ you cannot adjust the
modifier so as to reduce or increase the number of faces because the
modifier panel closes once the modifier has been applied. However
you still have the UNDO option, Ctrl Z, to un-apply the modifier, or
‘bring the modifier back to life’, but you will have to undo every
step that you did since 'applying' the modifier.
When you open the Modifiers panel and add a
Subsurf modifier you will notice that you have the possibility of
setting the number of levels of subsurf divisions, both for viewing
and for rendering:

The higher the level the more surfaces there
will be and thus the smoother the model. Why not set the levels very
high then? Because the more surfaces there are the slower your
computer will become for it will have to do many more calculations.
'Viewing' refers to your work within Blender and Rendering refers to
the final rendering operation - you normally would set the Viewing
subsurf level to a number lower than the rendering level for you
want your work in Blender to be quick whereas when making the final
render the emphasis is on quality rather than speed. Start with
viewing subsurf level 2 and render subsurf level 3.
You’ve just learnt that the
subsurf modifier increases the number of surfaces, at least
temporarily – you might be wondering what is the difference between
subsurf and the subdivide option which you have
probably already used and which is available in the tool shelf. The
answer is that subdividing gives you more faces but WITHOUT
smoothing the shape (if you subdivide a cube, for example, it will
still be a perfect cube) and also subdivide does not give you the
option of removing the new faces at a much later time, as subsurf
does (provided you have not APPLIED the subsurf modifier).