Item enchantments

Done:
 * Quest and raid loot - User:Mjoll/2nd
 * Not done yet:
 * Tarnished Blademark's Docent + Tarnished Deneith Heavy Chain (no enhancements)
 * Rune Arms - Rune Arm
 * Quest and chain end rewards - Named quest rewards
 * Not done yet:
 * The Grotto
 * The Voyage
 * Wilderness Adventure Areas loot - Wilderness adventure area
 * Not done yet:
 * Tourney Armor + Thornlord (who makes epicable items w/o putting some real enhancements on the base items?)
 * Named items with non-static locations - Named chest loot + Definitive Static Rewards and Unique Loot Thread
 * Not done yet:
 * Restorative gloves (random drop or from Redwillow's Ruins?)
 * Upgradeable items - Crafting
 * Not done yet:
 * check the Stone Prison ench. from items upgraded through the Cauldron of Sora Katra (buggy item descriptions? lack of consistency? standard prison on some items, greater prison on others)

Working on: DT armor

To do:
 * add links
 * table of contents
 * epic items
 * challenge items
 * event items
 * crafted/upgraded items
 * epic slots
 * items that drop when leaving quest?
 * The Tide Turns - check if chest loot = end reward loot
 * Dream Edge - random effects
 * Smoldering Cudgel - drops on leaving adventure?
 * Xachosian Eardweller
 * Anathema - hidden effect
 * Ring of Lies - hidden effect
 * Wrath of Siberys & Coronation Shield - blinding = blinding flash ?
 * Hallowed is similar to Silver Flame
 * Boots of Anchoring
 * make a table for important named items (epicable, upgradable) without enchantments; consider including the rest of the named items that lack enchantments

Legend: (C) = Chain End Reward (Cr) = Crafted Item (E) = Event Item (Q) = Quest End Reward (TI) = Turn In Reward (W) = Wilderness Area Item

Converted effects:


 * Adamantine Armor = Damage Reduction (DR/-)
 * Adamantine Shields = Damage Reduction (DR/-) + Material (Armor & Shields)
 * Arcane Casting Dexterity = Arcane Spell Failure
 * Arcane Sigil = Arcane Spell Failure
 * Archmagi = Spell Points
 * Blood = Healing Amplification (Blood) + Fortification
 * Blueshine = Hide
 * Blurry = Concealment
 * Command = Charisma Skills + Hide
 * Darkleaf = Arcane Spell Failure
 * Deception = Bluff (Enhancement) + Deception
 * Dusk = Concealment
 * Elemental Energy = Hit Points (Elemental Energy)
 * Everbright = Clicky (Offensive) (Blinding Flash) + Everbright
 * Faith = Damage Reduction (DR/Evil)
 * False Life = Hit Points
 * Fleshmaker = Healing Amplification (Insight)
 * Ghostly = Concealment + Ghostly + Hide (Enhancement) + Move Silently (Enhancement)
 * Good Luck = All Skills (Luck) + Resistance Save (Luck)
 * Heightened Awareness = AC (Insight)
 * Invulnerability = Damage Reduction (DR/Magic)
 * Litany of the Dead = All Stats (Profane)
 * Magi = Spell Points
 * Magical Null = Arcane Spell Failure
 * Mind Drain = Spell Points
 * Mind Turbulence = Concentration
 * Mithral = Arcane Spell Failure + Mithral + Nimbleness
 * Nightmares = Force Damage + Nightmares
 * Overfocus = Search + Spot
 * Parrying = AC (Insight) + Resistance Save (Insight)
 * Persuasion = Charisma Skills
 * Power = Spell Points
 * Power Drain = Spell Points
 * Shadow = Hide
 * Silent Moves = Move Silently
 * Single-Mindedness = Spell Focus (Enchantment)
 * Smoke Screen = Concealment
 * Songblade = Perform (Enhancement)
 * Symbiotic Flexibility = Nimbleness
 * Toughness = Hit Points (Toughness)
 * Twilight = Arcane Spell Failure
 * Wizardry = Spell Points

Merged effects:


 * Impact + Keen
 * Ethereal + Ghost Touch + Ghostly