Update 19 named items

A Lesson in Deception

 * Glorious Dawn - Ring
 * Heroic Elite (ML16):, ,
 * Epic Elite (ML27):, ,

Friends in Low Places

 * The Morning Star - Returning Shuriken
 * Heroic Normal (ML14): [1d2]+4,, , , , ,
 * Epic Normal (ML25): 2[1d2]+7,, , , , ,
 * Epic Hard (ML26): 2[1d2]+8,, , , , ,
 * Epic Elite (ML27): 2[1d2]+8,, , , , ,

Army of Shadow
(preslotted with Power +200),
 * The Shade's Hood - Helmet:, Random Elemental Resistance +45 (acid, cold, fire, electricity or sonic), , Note Says "green" but actually a yellow slot

The Thrill of the Hunt

 *  Bastard Sword
 * Heroic Normal (ML14):  1[1d10]+4, +4 Enhancement Bonus,, Doublestrike 8%, Keen I
 * Heroic Hard  (ML15):   ?[1d10]+?, +? Enhancement Bonus, Bloodletter V, Doublestrike 9%, Keen ?
 * Heroic Elite (ML16): 1.5[1d10]+5, +5 Enhancement Bonus, Bloodletter V, Doublestrike 10%, Keen II
 * Epic Normal  (ML25): 2.5[1d10]+7, +7 Enhancement Bonus, Bloodletter VII, Doublestrike 13%, Keen II
 * Epic Hard    (ML26): 2.5[1d10]+8, +8 Enhancement Bonus, Bloodletter VII, Doublestrike 14%, Keen II
 * Epic Elite   (ML27):   3[1d10]+8,, , ,

Through a Mirror Darkly

 * Shadowsight - Goggles (End chest)
 * Heroic Normal (ML14): Ethereal,, ,
 * Heroic Elite (ML16): Ethereal,, ,
 * Epic Normal (ML25): Ethereal,, ,
 * Epic Hard (ML26): Ethereal,, ,
 * Epic Elite (ML27): Ethereal,, ,


 * Trapsmith's Crossbow - Heavy Repeating Crossbow
 * Epic Normal (ML 25): 3[1d10]+0, (7d3 poison damage, on crit: 1 str, dex or con damage),  Doubleshot 8%,
 * Epic Hard (ML26): 3[1d10]+0, (8d3 poison damage, on crit: 1 str, dex or con damage),  Doubleshot 8%,
 * Epic Elite (ML27): 3[1d10]+0, (8d3 poison damage, on crit: 1 str, dex or con damage),  Doubleshot 9%,
 * already calculated in base damage profile

Lines of Supply

 *  - Maul
 * Epic Normal (ML26):, , , ,
 * Epic Hard  (ML27):, , , ,
 * Epic Elite (ML28):, , ,   ,

Breaking the Ranks

 * Elemental Fury - Short Sword
 * Epic Elite: 2[1d6] +5,, , , ,

A Break in the Ice

 * Gloves of the Master Illusionist Gloves
 * Heroic Normal (ML17):, ,
 * Heroic Hard (ML18):, ,
 * Heroic Elite (ML19):, ,
 * Epic Normal (ML26):, ,
 * Epic Hard (ML27):, ,
 * Epic Elite (ML28):, ,
 * Frostbite Blade - Scimitar
 * Epic Elite (ML28): 2[1d6] +7,, , Frostbite (stacking vulnerability that stacks up to 20 and provide 1% more damage per stack), ,

What Goes Up

 * Consuming Darkness - Ring
 * Epic Normal (ML26):, Combat Mastery +5,
 * Epic Hard (ML27): Seeker +11, Combat Mastery +5,
 * Epic Elite (ML28): Seeker +12, Combat Mastery +5,
 * Thunder and Lightning - Handwraps
 * Epic Elite (ML28): (Total unarmed dice increase: +1,5[W]),, , , ,

The High Road
Heroic level items? If any.

 - Bracers made of Leather (A Stay at the Inn, end chest)
 * Heroic Normal (ML 16) : Disable Device +15, Search +15,, Blurry,

New/changed random enhancements

 * Cursed items, Masterful Craftsmanship, Wondrous Craftsmanship: This item's enchantments are more powerful than is normal for an item of this level.
 * Lowers the minimum level of the item
 * Replaces race restriction (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-VII: 3-15d6/d8/d10 damage on critical hits, depending on multiplier
 * 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
 * Eldritch: 1d6 Force damage
 * 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
 * Caustic, Blazing, Boreal, Voltaic, Impellent, Shrieking, Coruscating remain 2d6 damage
 * 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 Sundering level.
 * VI-VIII: Increases Sunder DC by 5 + Sundering 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

Absolute Minimum Level Replaced
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.

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.