Update 19 named items

Wheloon
New items (epic elite versions):
 * The Shade's Hood - a Helmet:, Random Elemental Resistance +45 (acid, cold, fire, electricity or sonic), , (preslotted with Power +200),
 * Shadowsight - Goggles: Ethereal,, ,
 * Glorious Dawn - a Ring:, Solar Guard VIII,
 * Trapsmith's Crossbow - a Heavy Repeating Crossbow: 3[1d10]+0, Poison VIII (8d3 poison damage, on crit: 1 str, dex or con damage),  Doubleshot 9%,  Keen III (+1[W] damage, doubles crit-range (not stacking with Improved Critical feat)
 * The Morning Star - a returning Shuriken: 2[1d2]+8, Returning,, Flaming VI,  Solar V,  Ghostbane V,
 * First Blood - a Bastard Sword: 3[1d10]+8,, Bloodletter VII (15d6 on crit), ,  Keen III (+1[W] damage, doubles crit-range (not stacking with Improved Critical feat)

A Lesson in Deception
Prison Break (Dwarven War Axe) -
 * Heroic Normal, 1.5[1d10], +4 Enhancement Bonus, Random Effect, Random Effect
 * Heroic Hard, 1.5[1d10], +5 Enhancement Bonus, Random Effect, Random Effect
 * Heroic Elite 2[1d10], +5 Enhancement Bonus, Random Effect, Random Effect
 * Epic Normal, 2[1d10], +6 Enhancement Bonus, Random Effect, Random Effect
 * Epic Hard, 2[1d10], +7 Enhancement Bonus, Random Effect, Random Effect
 * Epic Elite, 2[1d10],, Random Effect1, Sundering VIII,

1Random Effect:
 * 6d4 Elemental damage ( Acid VI, Frost VI,  Flaming VI or  Shock VI)
 * 5d4 Alignment damage ( Axiomatic V or Anarchic V)
 * 5d4 Sonic damage ( Shrieking V)
 * 4d4 Light or force damage ( Solar IV or Eldritch IV)
 * 4d4 Good damage ( Holy IV)
 * Improved Banishing
 * Improved Vorpal

Army of Shadow
Prisoner’s Manacles (Bracers) -
 * Heroic Normal, Incite +20%, Reinforced Fists, Random Effect
 * Heroic Hard, Incite +20%, Reinforced Fists, Random Effect, Empty Colorless Augment Slot
 * Heroic Elite, Incite +30%, Reinforced Fists, Random Effect, Empty Yellow Augment Slot
 * Epic Normal, Incite +30%, Reinforced Fists, Random Effect, Empty Yellow Augment Slot
 * Epic Hard, Incite +30%, Reinforced Fists, Random Effect, Empty Green Augment Slot
 * Epic Elite,, Reinforced Fists, Random Effect2, ,

2Random Effect:
 * Attribute +9 (, or )
 * Any elemental resist +45 (acid, cold, fire, electric or sonic)
 * Fortification 120%
 * Fortification 120%

Friends in Low Places
Stolen Necklace (Necklace) -
 * Heroic Normal, Charisma +6, Random Effect, Empty Colorless Augment Slot
 * Heroic Hard, Charisma +6, Random Effect, Empty Yellow Augment Slot
 * Heroic Elite, Charisma +7, Random Effect, Empty Yellow Augment Slot
 * Epic Normal, Charisma +8, Random Effect, Empty Yellow Augment Slot
 * Epic Hard, Charisma +9, Random Effect, Empty Yellow Augment Slot
 * Epic Elite,, Random Effect3,

3Random Effect:
 * Accuracy IX
 * Skills:, , , , , Spellcraft +19 or
 * Skills:, , , , , Spellcraft +19 or
 * Skills:, , , , , Spellcraft +19 or
 * Skills:, , , , , Spellcraft +19 or

Thrill of the Hunt
Fell Shiv (Dagger) -
 * Heroic Normal, 2[1d4], +1 Enhancement Bonus, Improved Vorpal, Empty Red Augment Slot
 * Heroic Hard, 2[1d4], +2 Enhancement Bonus, Improved Vorpal, Empty Red Augment Slot
 * Heroic Elite, 2.5[1d4], +2 Enhancement Bonus, Improved Vorpal, Empty Red Augment Slot
 * Epic Normal, 2.5[1d4], +3 Enhancement Bonus, Greater Vorpal, Random Effect, Empty Red Augment Slot
 * Epic Hard, 2.5[1d4], +4 Enhancement Bonus, Greater Vorpal, Random Effect, Empty Red Augment Slot
 * Epic Elite, 3[1d4],, Greater Vorpal, Random Effect4,

4Random Effect:
 * Dazing VI (Will debuff on hit, +11 Stunning Blow and Stunning Fist DC)
 * (5% chance for automatic bluff, on sneak attack: +6 attack, +12 damage)
 * Ghostbane VI (6d6 bane damage vs. undead, ghost touch)
 * Heartseeker VI (on critical: 13d6 for x2, 13d8 for x3 and 13d10 for x4 weapons)
 * Improved Disruption
 * Improved Smiting
 * Riposte VI (on getting missed in melee: 6d4 damage to attacker, +3 insight bonus to AC and saves)
 * Stumbling VI (Reflex debuff on hit, +11 to trip DC)
 * Stumbling VI (Reflex debuff on hit, +11 to trip DC)

Through a Mirror
Skullduggery Kit (Belt) -
 * Heroic Normal, Intelligence Skills – Exceptional Bonus +2, Dexterity Skills – Exceptional Bonus +2, Random Effect, Empty Colorless Augment Slot
 * Heroic Hard, Intelligence Skills – Exceptional Bonus +4, Dexterity Skills – Exceptional Bonus +2, Random Effect, Empty Colorless Augment Slot
 * Heroic Elite, Intelligence Skills – Exceptional Bonus +4, Dexterity Skills – Exceptional Bonus +4, Random Effect, Empty Colorless Augment Slot
 * Epic Normal, Intelligence Skills – Exceptional Bonus +4, Dexterity Skills – Exceptional Bonus +4, Random Effect, Empty Colorless Augment Slot
 * Epic Hard, Intelligence Skills – Exceptional Bonus +6, Dexterity Skills – Exceptional Bonus +4, Random Effect, Empty Yellow Augment Slot
 * Epic Elite, Intelligence Skills – Exceptional Bonus +6, Dexterity Skills – Exceptional Bonus +6, Random Effect5,

5Random Effect:
 * Hit Points +50
 * Speed X
 * Skills:, , , , , or
 * Speed X
 * Skills:, , , , , or
 * Skills:, , , , , or

Storm Horns
New items (epic elite versions):
 * Frostbite Blade - a Scimitar - 2[1d6] +7,, Frost VIII, Frostbite (stacking vulnerability that stacks up to 20 and provide 1% more damage per stack), ,
 * Thunder and Lightning - Handwraps - (Total unarmed dice increase: +1,5[W]),, Shock VIII,  Shrieking VIII,  Impact II,
 * Elemental Fury - a Short Sword: 2[1d6] +5,, Acid V,  Flaming V,  Frost V,  Shock V (5d4 damage each)
 * Giant's Fist - a Maul: 4[1d10] +4,, Impact V,  Sundering IX, Dazing IX,
 * Nether Orb - an Orb/Shield: 2[1d6] +0, Cha/Int for Attack/Damage, Orb Bonus +8, random +5 spell focus (conjuration, enchantment, evocation, necromancy or transmutation), Spell Lore X (10%),  Energy Siphon XII (a 60 temp SP proc on hit that can only proc once a minute),
 * Consuming Darkness - Ring:, Combat Mastery +5,

Prismatic Cloak (Cloak)
 * Heroic Normal, Elemental Absorption – 16% (Acid, Cold, Electric, Fire, Sonic Absorption), Random Effect, Empty Green Augment Slot
 * Heroic Hard,  Elemental Absorption – 18% (Acid, Cold, Electric, Fire, Sonic Absorption), Random Effect, Empty Green Augment Slot
 * Heroic Elite, Elemental Absorption – 20% (Acid, Cold, Electric, Fire, Sonic Absorption), Random Effect, Empty Green Augment Slot
 * Epic Normal,  Elemental Absorption – 26% (Acid, Cold, Electric, Fire, Sonic Absorption), Random Effect, Empty Green Augment Slot
 * Epic Hard,    Elemental Absorption – 28% (Acid, Cold, Electric, Fire, Sonic Absorption), Random Effect, Empty Green Augment Slot
 * Epic Elite,   Elemental Absorption – 30% (Acid, Cold, Electric, Fire, Sonic Absorption), Random Effect6,

6Random Effect:
 * Accuracy X
 * Skills: (,, , , , , , or )
 * Skills: (,, , , , , , or )
 * Skills: (,, , , , , , or )

The Tracker's Trap
Magistrate's Scepter (Heavy Mace)
 * Heroic Normal, +3 Enhancement Bonus, Axiomatic II, Random Effect, Empty Red Augment Slot
 * Heroic Hard, +4 Enhancement Bonus, Axiomatic II, Random Effect, Empty Red Augment Slot
 * Heroic Elite, +4 Enhancement Bonus, Axiomatic III, Random Effect, Empty Red Augment Slot
 * Epic Normal, +6 Enhancement Bonus, Axiomatic IV, Random Effect, Empty Red Augment Slot
 * Epic Hard, +7 Enhancement Bonus, Axiomatic IV, Random Effect, Empty Red Augment Slot
 * Epic Elite, 2[1d8] +7,, Axiomatic V (5d4), Random Effect7,

7Random Effect:
 * (5% chance target gets bluffed, on sneak attack: +8 attack, +16 damage)
 * Ribcracker VIII (17d6 on crit)
 * Riposte VIII (on getting missed in melee: 8d4 damage to attacker, +4 insight bonus to AC and saves)
 * Greater Smiting
 * Greater Smiting

Lines of Supply
Master's Riposte (Longsword)
 * Heroic Normal, +1 Enhancement Bonus, Parrying VI, Random Effect, Empty Red Augment Slot
 * Heroic Hard, +1 Enhancement Bonus, Parrying VII, Random Effect, Empty Red Augment Slot
 * Heroic Elite, +1 Enhancement Bonus, Parrying VIII, Random Effect, Empty Red Augment Slot
 * Epic Normal, +1 Enhancement Bonus, Parrying X, Random Effect, Empty Red Augment Slot
 * Epic Hard, +1 Enhancement Bonus, Parrying XI, Random Effect, Empty Red Augment Slot
 * Epic Elite, 2,5[1d8] +1,, Riposte XII, Random Effect8,

8Random Effect:
 * 8d4 Elemental damage ( Acid VIII, Flaming VIII,  Frost VIII or  Shock VIII)
 * 7d4 Alignment damage ( Axiomatic VII or Anarchic VII)
 * 7d4 Sonic damage ( Shrieking VII)
 * 6d4 Good or light damage ( Holy VI or Solar VI)
 * Greater Vorpal

Breaking the Ranks
Shield of Morning (Large Shield)
 * Heroic Normal, +3 Enhancement Bonus, Solar Guard III, Random Effect, Empty Blue Augment Slot
 * Heroic Hard, +4 Enhancement Bonus, Solar Guard III, Random Effect, Empty Blue Augment Slot
 * Heroic Elite, +4 Enhancement Bonus, Solar Guard IV, Random Effect, Empty Blue Augment Slot
 * Epic Normal, +6 Enhancement Bonus, Solar Guard VI, Random Effect, Empty Blue Augment Slot
 * Epic Hard, +7 Enhancement Bonus, Solar Guard VI, Random Effect, Empty Blue Augment Slot
 * Epic Elite (Shield Bonus +9, DR 8, ACP -1, ASF 15%),, Solar Guard VII, Random Effect9,

9Random Effects (on epic elite version):
 * Riposte VII
 * Bashing VII
 * Spearblock VII
 * Hammerblock VII
 * Axeblock VII
 * Deathblock VII
 * Combat Mastery + 4
 * Vitality + 35

A Break in the Ice
Gloves of the Master Illusionist (Gloves)
 * Heroic Normal, Intelligence +7, Illusion Focus III, Empty Colorless Augment Slot
 * Heroic Hard, Intelligence +7, Illusion Focus III, Empty Yellow Augment Slot
 * Heroic Elite, Intelligence +8, Illusion Focus III, Empty Yellow Augment Slot
 * Epic Normal, Intelligence +10, Illusion Focus IV, Empty Yellow Augment Slot
 * Epic Hard, Intelligence +10, Illusion Focus V, Empty Yellow Augment Slot
 * Epic Elite,, Illusion Focus V,

What Goes Up
Goatskin Boots (Boots)
 * Heroic Normal, Speed VIII, Empty Yellow Augment Slot
 * Heroic Hard, Speed X, Empty Yellow Augment Slot
 * Heroic Elite, Speed XI, Empty Green Augment Slot
 * Epic Normal, Speed XII, Random Effect, Empty Green Augment Slot
 * Epic Hard, Speed XIV, Random Effect, Empty Green Augment Slot
 * Epic Elite, Speed XV, Random Effect10, ,

1Random Effect:
 * Attribute +8 (, or )
 * Fortification 115%
 * Random Elemental Resistance 40 (acid, cold, electricity, fire or sonic)
 * Random Elemental Resistance 40 (acid, cold, electricity, fire or sonic)

Quest/chain rewards somewhere
Wheloon: Chain Endreward (Armor):
 * Sage's Vestment: ML27,, Greater Heroism (permanent)
 * ... (other armor types as well - with permanent GH)

The Tracker's Trap (Cloak):
 * Skirmisher's Cloak: ML25, Acid Resistance +40, Electric Resistance +40
 * Sage's Mantle: ML27, Enchantment Focus V, Illusion Focus IV
 * Guardian's Cloak: ML27, Axeblock VI, Spearblock VI, Accuracy VI

Breaking the Ranks (Helm):
 * Skirmisher's Circlet: ML27, Fortification 120%, Combat Mastery +4,
 * Sage's Skullcap: ML27, Fortification 110%, Radiance Lore IX, ,
 * Guardian's Helmet: ML27, Fortification 120%, Hammerblock VII,

? (Belt):
 * Guardian's Girdle: ML26, Hit Points +50, Lightning Guard VII
 * Sage's Sash: Wizardry X, Hit Points +35
 * Skirmisher's Belt: Speed IX,

? (Ring):
 * Guardian's Ring: ML?, Sheltering 24, ,
 * Skirmisher's Ring: ML27,, ,

? (Boots):
 * Guardian's Boots: ML27,, Speed IX

? (Bracers):
 * Skirmisher's Bracers: ML26, ,

? (Goggles):
 * Skirmisher's Lenses: ML27,, ,

Friends in Low Places (Necklace):
 * Sage's Locket: ML26, Evocation Focus V,
 * Skirmisher's Locket: ML26,, Deadly VIII

? (Gloves):
 * Guardian's Gauntlets: ML26,, Acid Guard VIII

The High Road
Heroic level items? If any.

List of random effects on named items

 * ML14: Armor Bonus +8, Resistance +5, Speed VI
 * ML15: Fort 105%, NA +5, P 50
 * ML16: Con 6, Spellcraft +11, Protection +6
 * ML25: Acid Resistance 45, Wizardry IX, HP 50
 * ML26: Fort 120%, NA +9, Protection 10
 * ML27: Armor Bonus +11, Wiz 9, Seeker 10

New/changed random enhancements

 * Wondrous Craftsmanship: This item's enchantments are more powerful than is normal for an item of this level. (+2 total enhancement value)
 * Lowers the ML of the item by two
 * Replaces Race Restricted (old RR items remain, however)

Weapons

 * Alignment Damage (prefix): Chaos/Law/Good damage; like-aligned creatures immune to damage. Neg level if equipped by opposite-aligned user
 * Affects neutrals, unlike old version
 * Anarchic, Axiomatic, Holy - 1d6
 * Old versions remain unchanged (2d6 vs. opposite-aligned creatures)
 * II-V: 1d4 per level
 * Bloodletting, Heartseeking, Ribcracking (Suffix)
 * former Bloodletter, Heartseeker, Ribcracker
 * I-VI: 3-13d6/d8/d10 damage on critical hits, depending on multiplyer
 * Deception I-VIII (suffix) - 5% chance on hit: Your target becomes bluffed for four seconds. (Bluffed enemies can be affected by Sneak Attacks even when targeting you.)
 * On sneak attack: +1 attack & +2 damage per level
 * Elemental attacks (prefix)
 * Acid, Flaming, Frost, Shocking remains 1d6 damage
 * Caustic, Blazing, Boreal, Voltaic, Shrieking, Coruscating remain 2d6 damage
 * Screaming renamed Shrieking: 1d6 sonic damage
 * Yes, Shrieking can now list as 1d6 or 2d6, for extra confusion!
 * Solar: 1d6 light damage
 * II-VII: 1d4 damage per level
 * Ghostbane (suffix): bane damage vs. Undead; bypasses incorporeality
 * Ghostbane - 1d6
 * II-VII - 1d4 per level
 * Impact I-III (prefix): double crit threat range for bludgeoning weapons; doesn't stack with Improved Critical
 * II: +0.5[W] damage
 * III: +1[W] damage
 * Improved Banishing/Disruption/Smiting: 4d4 bane damage; on vorpal: Target instantly slain if fewer than 1500 HP left, 150 damage if greater than 1500 HP
 * "Improved" is only in the detailed description, not the weapon name, and so won't show up in AH search
 * Keen I-III (prefix): double crit threat range for piercing/slashing weapons; doesn't stack with Improved Critical
 * II: +0.5[W] damage
 * III: +1[W] damage
 * Riposte I-V (Suffix): When missed in combat, deals 1d4 per level damage to your attacker.
 * Insight Bonus to AC & Saves; even levels are half the level to each, while odd levels are 0.5(level+1) to AC and 0.5(level-1) to saves.
 * Also appears on shields
 * Shattering (Suffix) - Sundering: On hit: -1 penalty to Fortitude saves for 6 seconds; stacks 5 times. Effect can occur every 3 seconds.
 * I-V: Increases Sunder DC by twice the Dazing level.
 * VI-VIII: Increases Sunder DC by 5 + Dazing level
 * Old Shatter +2 to +10 remain
 * Stunning (Suffix) - Dazing: On hit: -1 penalty to Will saves for 6 seconds; stacks 5 times. Effect can occur every 3 seconds.
 * I-V: Increases Stunning Blow/Fist DC by twice the Dazing level.
 * VI-VIII: Increases Stunning Blow/Fist DC by 5 + Dazing level
 * Old Stunning +2 to +10 remain
 * Vertigo (Suffix) - Stumbling: On-hit: -1 penalty to Reflex saves for 6 seconds; stacks 5 times. Effect can occur every 3 seconds.
 * I-V: Increases Trip DC by twice the Stumbling level.
 * VI-VIII: Increases Trip DC by 5 + Stumbling level
 * Old Vertigo +2 to +10 remain

Armor/Shields

 * Acidproof, Fireproof, Frostproof, Shockproof, Soundproof (Prefix): 10-18% Absorption
 * Damage Reduction I-VII (suffix): Reduces physical damage by 2 per level
 * Axeblock vs. slashing; Hammerblock vs. bludgeoning; Spearblock vs. piercing
 * Deathblock I-VI (suffix): as Deathblock, plus 3% Enhancement Bonus to Negative Energy Absorption per level
 * Flurry (prefix): +1-5% Enhancement Bonus to Doublestrike/Doubleshot
 * Retributive (Prefix) - formerly Guard
 * Guard I-VI: 1d4 damage per level
 * Light Guard, Sonic Guard, Thorn Guard, & Undead Guard remain unchanged, as did Minor elemental guards
 * Vitality (suffix): +5-30 Vitality bonus to HP
 * Vitality (suffix): +5-30 Vitality bonus to HP

Clothing/Jewelry

 * Acidproof, Fireproof, Frostproof, Shockproof, Soundproof (Prefix): +10-50 Resistance
 * I-X (suffix): +1 competence bonus to attack rolls per level
 * Cursed (secondary prefix): -1 to a stat, but lowered ML
 * Helms have a new graphic
 * I-X (prefix): +1 competence bonus to melee and ranged damage per level
 * Fortified (Prefix): 20-120% Enhancement Bonus to Fortification
 * - (suffix): +5% Movement + 1% ranged/melee attack speed per level
 * Movement speed tops at 30% at Speed VI

Other

 * Parrying I-VIII (suffix) - Bracers, Shields, Weapons: Insight Bonus to AC/Saves
 * I: +1
 * IV: +2
 * VIII: +4

Automatically granted new enhancements (replacing absolute minimum level):

 * Paragon Weapon - Weapons and shields with a total enhancement value of +6 or higher gain an additional +0.5[W] damage dice.
 * Epic Weapon - Weapons and shields with a total enhancement value of +11 or higher gain an additional +1.0[W] damage dice.
 * Epic Weapon: Tier 2 - Weapons and shields with a total enhancement value of +21 or higher gain an additional +1.5[W] damage dice.
 * Note: Cannith Crafted weapons based on a 2[W] blank will be reduced to 1.5[W] if the total enhancement value is less than +11.
 * Note 2: Items placed on the AH prior to update (and in TR cache) will still show as 2[W] but may change when added to your inventory. Blanks (weapons that have been disjuncted) retain their 2[W] damage (presumably because they have no enhancements at all) but now have no ML.

Existing items - minimum level recalculated

 * The minimum level of random loot (existing and new) is now automatically updated to match the total enhancement value. Many BtA twink items from Sharn Syndicate and Harbinger of Madness had their minimum level increased.
 * The "Festival Frost" and "Festival Icy Burst" effects do not add to the total enhancement value of an item, so they do not affect the item's minimum level.
 * Early Risia items (without the word "Festival") increase the ML.
 * Cannith Crafted items are also affected. Weapons have reduced ML by 1.