Update 21 named items

The Haunted Halls of Eveningstar
The various bosses can drop the following named loot (all ML26):
 * Giant Skeleton: Lantern Ring, Purple Dragon Shield
 * Mummy: Magestar, Manual of Stealthy Pilfering
 * Miior: Libram, Eidolon Necklace
 * White Dragon: all the items

- Trinket
 * Magestar Absorption: This effect absorbs harmful spells targeted at the wearer and heals the wearer by 20d10+200 Hit Points. 5 charges. Recharge 5/rest.
 * Exclusive
 * Upgrade:
 * 15 charges

- Necklace
 * Eidolon Summons: On Being Damaged: Summons a Shadow Puppeteer for 30 seconds and can be created once every 120 seconds. (CR30 Shadow which casts Hold Monster and Unholy Blight)
 * +3 Insightful Con
 * +3 Insightful Dex
 * Upgrade:
 * Lower cooldown to 80 seconds
 * +4 Insightful Con
 * +4 Insightful Dex
 * Upgrade:
 * Lower cooldown to 80 seconds
 * +4 Insightful Con
 * +4 Insightful Dex

- Ring
 * +1 Insightful WIS ??
 * 5% Chance On Harmful Spellcast: Do an additional 4d6 Light damage.
 * Upgrade:
 * 5% Chance On Harmful Spellcast: Do an additional 6d6 Light damage.
 * Upgrade:
 * 5% Chance On Harmful Spellcast: Do an additional 6d6 Light damage.

- Trinket
 * Upgrade:
 * (enhancement bonus)
 * Upgrade:
 * (enhancement bonus)
 * Upgrade:
 * (enhancement bonus)
 * Upgrade:
 * (enhancement bonus)
 * (enhancement bonus)
 * (enhancement bonus)
 * (enhancement bonus)
 * (enhancement bonus)

- Orb
 * +10 INT
 * +10 CHA
 * Upgrade:
 * +11 INT
 * +11 CHA
 * Upgrade:
 * +11 INT
 * +11 CHA
 * +11 INT
 * +11 CHA

- Tower Shield
 * Shield Bonus: +20, Max Dex: 2, DR: 16, 1.50[2d6]+8, 19-20/x2
 * +10 CHA
 * +10 CON
 * While blocking: 20% energy absorption
 * 20% chance to shield bash while attacking
 * Sovereign Vorpal
 * Upgrade:
 * Upgrade:

The Ruins of Thunderholme
These items (ML 27) are found in the chests of bosses of the halls of Thunderholme.

- Cloak
 * Permanent Nihil: +30 Alchemical Bonus to Negative Energy Spell Power
 * Force absorption 10%
 * 10% negative energy amp

- Returning Throwing Flask
 * AoE effect on hit:
 * Negative energy damage per hit (10d6)
 * 10% chance to add neg level

- Returning Throwing Hammer
 * Aligned (bypasses alignment-based DR)
 * Knee Cracker: On Hit: 15% chance to slow 25% (No Save) for 5 seconds (non bosses only)
 * Thunderbane: Vs Constructs and Undead, enhancement bonus increased by +8; extra 7d6 damage
 * Forged Lightning: 2% chance to do 300 to 500 damage in a blast radius
 * Forged Lightning: 2% chance to do 300 to 500 damage in a blast radius

Dwarven Forge crafting
See Wyrm-wrought Crafting.

Red Dragon Raid (Fire On Thunder Peak)
- Shield made of stone
 * Runic Revitalization: On Positive Energy Spell Cast: You have a 10% chance to gain 100 Temporary Hit Points and 50 Temporary Spell Points for 60 seconds. This effect can trigger once per 120 seconds
 * Stone Paws: In Animal Form, Gain +[W] and DR 15/Adamantine
 * some augment slot(s)
 * Runic Revitalization: On Positive Energy Spell Cast: You have a 10% chance to gain 100 Temporary Hit Points and 50 Temporary Spell Points for 60 seconds. This effect can trigger once per 120 seconds
 * Stone Paws: In Animal Form, Gain +[W] and DR 15/Adamantine
 * some augment slot(s)

- Helm
 * Shadow Spike: On Damage: Do an additional 2d6 Negative Energy damage
 * Shadow Spike: On Damage: Do an additional 2d6 Negative Energy damage
 * Shadow Spike: On Damage: Do an additional 2d6 Negative Energy damage
 * Shadow Spike: On Damage: Do an additional 2d6 Negative Energy damage

- Ring
 * Earthen Guard: On being hit, 5% chance that Stone Skin will be cast on you
 * Earth Grab Guard (new, higher DC)
 * Holding On: Your range of unconsciousness extends by 40 hit points
 * Holding On: Your range of unconsciousness extends by 40 hit points

- Orange Augment (unbound, only fits in orange augment slots)
 * -6 SP Cost to Maximized Spells
 * When damaged: +8 Psionic bonus to Universal Spell Power for 20 seconds; stacks up to three times.

Shadow Dracolich Raid (Temple of the Deathwyrm)
- Belt
 * Obvious Target: Increase all threat by 30%
 * Raging Focus: While raged, +4 Rage bonus to saves
 * Spiked: On melee/unarmed attack: Do an additional 1d4 Piercing damage
 * Vengeful Fury: On taking damage: Gain a 12% enhancement bonus to Doublestrike and a +4 Rage bonus to your Attack Bonus (duration: 45 cooldown: 60)
 * Spike Guard: On being hit in melee: Chance to do 10d20+500 piercing damage to the attacker
 * some augment slot(s)

- necklace from Bone Guardian chest of the Shadow Dragon raid
 * Occultation: decrease all threat by 20%
 * Assassination +4
 * some augment slot(s)
 * some augment slot(s)
 * some augment slot(s)
 * some augment slot(s)

- Bracers
 * 30 Elemental Resistance
 * some augment slot(s)
 * some augment slot(s)
 * some augment slot(s)

- Armor forged from shadow dragon scales. Costs for base version and upgrade roughly equivalent to first & second tier of Thunderholme forged weapons.
 * Shade Phase - clicky 20 seconds, 3 uses (same as Shadar-kai core enhancement)
 * From the Shadows: On being missed in Combat: chance to deal 10-60 Negative Damage to the Attacker
 * Upgrade
 * Additional abilities (choose any armor type and one set of abilities from below):
 * A: +3 Profane bonus to Concentration, +1 Profane bonus to Spell DCs
 * B: +1 Profane bonus to tactics DCs
 * C: 2d6 Sneak attack damage, +1 profane bonus to reflex saving throws
 * D: +3% Profane bonus to double strike, +15% alacrity, +20% ranged alacrity
 * E: 30 Dr/EPic, 60 DR/Epic while below 75% health
 * F: 10% Profane Repair/Rust Amp
 * Outfits and Robes can take A-B
 * Light Armor can take A-C
 * Medium Armor can take A-D
 * Heavy ARmor cank take A-E
 * Docents can take A-C, and also F.
 * F: 10% Profane Repair/Rust Amp
 * Outfits and Robes can take A-B
 * Light Armor can take A-C
 * Medium Armor can take A-D
 * Heavy ARmor cank take A-E
 * Docents can take A-C, and also F.

Other
- Augment from random treasure drops in all epic level content
 * Double-click to upgrade an item with a 2% Chance On Hit to cause a bolt of lightning to strike your target, dealing 1 to 20 damage per Minimum Level of the weapon to all nearby enemies.
 * This augment can go in a Red, Orange, or Purple Augment Slot.