Update 9 named items

New Items

 * Axe of Famine- +5 Dwarven War Axe: Life-Devouring, Strength Sapping, Weakening [ML:14, BtA]
 * Beholder Plate Armor Armor - +5 Heavy Armor, Antimagic Spike, Telekinesis Guard, Trace of Madness, Metal Fatigue [ML:14, BTA]
 * Beholder Plate Docent - +5 Docent: Antimagic Spike, Telekinisis Guard, Trace of Madness, Metal Fatigue [ML:14, BtA]
 * Bow of Sinew- +5 Longbow: (crit range 19-20) Ranged Alacarty 10%, Stealth Strike, Seeker +8, Aligned, Overfocus [ML:14, BtA]
 * Bracelet of Thaarak - Bracers: Toughness, DR 3/Lawfull, Dodge Bonus +2, Acid Breath (CL10, 3/Day) (You breathe a cone of potent acidic energy. Enemies hit by the cone take acid damage and suffer additional acid damage over time. 30 seconds, no SR) [ML: 15 BtA]
 * Infused Chaosrobe- Robe: Spell Turmoil, Lesser Evocation Augmentation IX, Trace of Madness, Power Drain [ML:14, BtA]
 * Insanity- +5 Greatsword: Wild Frenzy, Bewildering, Unbalancing, Unwieldy [ML:14, BtA]
 * Polycurse Dagger - +5 Dagger: Polycurse, Sneak Attack +3, Deception, Curse Vector [ML:14, BtA]
 * Living Breastplate- +5 Brestplate: [Armor Bonus 10, Max DexBonus 8] Symbiotic Flexibility, Diehard, Trace of Madness, Symbiotic Backlash, Natural Armor Bonus +4 [ML:14, BtA]
 * Quivering Quiver- Quiver: [Holds 10 types, in 300 stack] Arrow Spitting
 * Scepter of Mad Trickery - +5 Club: Greater Illusion Focus, Greater Enchantment Focus, Spell Penetration VII, Mind Turbulence [ML:14, BtA]
 * Staff of Fleshshaping - +5 Quarterstaff: Superior Devotion VI, Major Healing Lore, Superior Nullification VI, Major Void Lore, Efficient Metamagic - Empower Healing II [ML:14, BtA on Equip, BTA on Aquire] (Glitch?)
 * Turbulent Epee- +5 Rapier: Turbulent Burst, Treason, Metalline [ML:14, BtA]

New Effects

 * Aligned: This weapon transmutes into a form that is able to bypass any alignment-based Damage Reduction. (Chaotic, Good, Evil, Lawful)
 * Antimagic Spike: This item was made from a beholders antimagic materials. When scoring a critical hit on an enemy with your ranged or melee weapons, the target must make a DC 28 Fortitude save of be unable to cast spells for a brief duration
 * Arrow Spitting: While this item is equipped and an enemy hits you, there is a chance that this item will produce a stack of 20 arrows of a random type. Where exactly the arrows come from remains a mystery.
 * Bewildering: Targets of this weapon can feel their willpower slipping away. They lose -1 Wisdom on a successful attack
 * Curse Vector: This item is a carrier of curses. It can apply them to your foes, but also to you- when you are damaged there is a small chance that you will have a Bestow Curse cast on you.
 * Diehard: If you are incapacitated while this item is equipped, it will automatically stabilize you as though you had the Diehard feat.
 * Lesser Evocation Augmentation IX: (Self explanitory...)
 * Life Devouring: This weapon deprives an enemy of its energy and passes it on to you. When you roll a 20 on an attack, that enemy must make a DC 28 Fortitude save or be subjected to a -6 penalty to all stats. At the same time you will beel your power return, as though Greater Restoration were cast on you.
 * Metal Fatigue: The metal plates of this armor sometimes tire you out. When you are damaged there is a small chance you will become Exhausted
 * Mind Turbulence: This item fills your mind with chaos, disrupting your thoughts and causing a -10 Concentration penalty.
 * Overfocus: This item helps you focus your attention, but it makes you somewhat oblivious to your surroundings, causing a -10 penalty to Search and Spot
 * Polycurse: This weapon is enchanted with many diverse curses. On a vorpral strike an enemy may be hit with one of these effects at random: Blindness, Exhaustion, Bestow Curse, or Enervation
 * Power Drain: This item reserves some of your power in order to function. You lose 30 maximum spell points (or upto 60 if you are a Sorcerer or Favored Soul)
 * Spell Turmoil: This item pops and buzzes with suppressed energy. When casting any damaging Fire, Cold, Acid or Electric spells, there is a chance that your spell damage for of one of those energy types will be boosted by 75% for 30 seconds
 * Stealth Strike: Reduces the threat generated by ranged attacks and spells by 15%.
 * Symbiotic Backlash: This item is symbiotic and grants you benifits, but also deals 2d6 extra damage when enemies roll a 20 on an attack against you.
 *  Symbiotic Flexibility: Because this suit of armor merged with your body, the flexibility it affords you is practically unparalleled. A suit of armor that has this property has a maximum Dexterity Bonus 4 higher then normal, and its armor check penalty is reduced by 4.
 * Telekinisis Guard: The telekinetic abilities of a beholder are stored within this item. When enemies hit you, they may be assulted by these psychic forces, falling to the ground unless they make a DC 35 Reflex save.
 * Trace of Madness: You can almost hear faint, panicked voices when this item is close to you. Perhaps the latent power of this item's hint of madness could be brought out by some catalyst (New form of Suppressed Power?)
 * Turbulent Burst: This weapon is enchanted with wild, unpredictable energy. It will do 1d8 damage of a random energy type 9fire/cold/electric/acid) on a sucessful hit, and 3d8 damage of a random energy type on critical hits
 * Unwieldy: This weapon is very large and makes you clumsier as you wield it, causing a -2 Dexterity penalty
 * Wild Frenzy: This weapon has a tendency to drive those it strikes insane. On vorpral strikes the target will do wild and attack its own allies for 15 seconds if it fails a DC 25 Will save. Enemies driven wild this way, however, have a chance of coming to their senses if damaged

Item Fixes
From Update 9 Release Notes; From Dev tracker;
 * The Righteousness weapon enchantment now turns a weapon "Good" for damage reduction purposes.
 * The Bloodstone magical item from the Menechtarun desert has been renamed "The Blood Stone", and now has a unique icon.
 * The Epic Ring of the Buccaneer from Euphonia's Barter Box will now have Protection +5. An Epic Ring of the Buccaneer upgraded via the device to tier 2 will have its Dexterity +6 property removed when Dexterity +7 is added. Rings already bought or upgraded will not be changed, but any future rings from the device will work as described.
 * Eternal wands have been upgraded.
 * Life Stealing (Dreamspitter, Staff of Shadows)
 * Anthem (Stromsinger's Cloak)
 * Epic Telekinetic (Epic Sirocco, Epic Whirlwind)
 * Greater Poison Guard (Epic Envenomed Cloak)
 * Epic Might of the Abishai set bonus