Update 14 named items

Beta

Beyond the Rift

 * Planar Focus of Erudition - Trinket: Random Ability Score, Planar Focus: Erudition Set Bonus [ML:22,BtCoE] (Chest Loot)

Trial by Fury

 * Hide of the Goristro - Leather Armor: +6, Constitution +8, Toughness, Rough Hide, Melee Alacrity 10%, Vertigo +10 [ML:22] (End Chest)
 * Planar Focus of Subterfuge - Trinket: Random Ability Score, Planar Focus: Subterfuge Set Bonus [ML:22,BtCoE]
 * Spidersilk Robes - Robe: Insightful Charisma +3, Armor Bonus +9, Potency, Wizardry IX, Resistance +6, Concentration +15, Toughness [ML:22]

Commendation Turn-Ins
(Not all sets are available in Beta yet, please refrain from posting that your particular set is missing)

Clerics of Amaunator Druids of the King's Forest Purple Dragon Knights Villager War Wizards
 * Star of Day - Shortsword: 2[1d10]+6, Brilliance, Fiery Detonation, Flaming Burst [ML:20] [15 Clerics of Amaunator Commendations]
 * Breastplate of the Shining Sun - Breastplate: +6, Resistance +6, Efficient Metamagic - Empower Healing II, Toughness, Amaunator's Blessing Set Bonus [ML:20] [10 Clerics of Amaunator Commendations]
 * Signet of the Shining Sun - Ring: Charisma +7, Exceptional Wisdom +2, Superior Healing Lore, Amaunator's Blessing Set Bonus [ML:20] [5 Clerics of Amaunator Commendations]
 * Symbol of the Shining Sun - Necklace: Wisdom +7, Exceptional Charisma +2, Concentration +15, Amaunator's Blessing Set Bonus [ML:20] [5 Clerics of Amaunator Commendations]
 * Potions of Shield of Faith +5 - Potion: Shield of Faith [CL:20] [ML:18] [1 Clerics of Amaunator Commendation]
 * Implement of the Deep Woods - Quarterstaff: 2[1d6]+6, Devotion +90, Magnetism +90, Combustion +90, Superior Fire Lore, Superior Lightning Lore, Inherent Elemental Resistance - 5, Spell: Restoration [CL:7,1/Charge] [ML:20,BtCoA] [15 Druids of King's Forest Commendations]
 * Leathers of the Woodsman - Leather Armor: +6, Dexterity +7, Melee Alacrity 10%, Hide +15, Woodsman's Guile Set Bonus [ML:20,BtCoA] [10 Druids of King's Forest Commendations]
 * Lenses of the Woodsman - Goggles: True Seeing, Attack Bonus +3, Seeker +6, Woodsman's Guile Set Bonus [ML:20,BtCoA] [5 Druids of King's Forest Commendations]
 * Boots of the Woodsman - Boots: Striding +30%, Insightful Dexterity +2, Move Silently +15, Woodsman's Guile Set Bonus [ML:20,BtCoA] [5 Druids of King's Forest Commendations]
 * Potion of Barkskin (+5)
 * Docent Upgrade: Woodsman's Guile
 * Oathblade - Longsword: 2[1d10]+6, Superior Parrying, Absolute Law, Vorpal, Keen, Maiming, Bleed [ML:20] [15 Purple Dragon Knight Commendations]
 * Purple Dragon Armor - Full Plate: +6, Heavy Fortification, Superior False Life, DR 5/-, Knight's Loyalty Set Bonus [ML:20] [10 Purple Dragon Knight Commendations]
 * Purple Dragon Helm - Helm: Constitution +7, Exceptional Strength +2, Intimidate +15, Knight's Loyalty Set Bonus [ML:20] [5 Purple Dragon Knight Commendations]
 * Purple Dragon Gauntlets - Gloves: Strength +7, Exceptional Constitution +2, Healing Amplification +30%, Knight's Loyalty Set Bonus [ML:20] [5 Purple Dragon Knight Commendations]
 * Draught of Greater Heroism - Potion: Greater Heroism [CL:20] [ML:18] [1 Purple Dragon Knight Commendation]
 * Stout Oak Walking Stick - Quarterstaff: 2[2d6]+6, Aligned, Impact, Fracturing, Felling the Oak, Immunity to Slippery Surfaces [ML:20] [15 Villager Commendations]
 * Vestments of the Sun Soul - Outfit: Armor Bonus +9, Resistance +6, Enhanced Ki +1, Reinforced Fists, Way of the Sun Soul Set Bonus [ML:20] [10 Villager Commendations]
 * Bracers of the Sun Soul - Bracers: Wisdom +7, Exceptional Constiution +2, Superior Parrying, Way of the Sun Soul Set Bonus [ML:20] [5 Villager Commendations]
 * Belt of the Sun Soul - Belt: Constitution +7, Exceptional Wisdom +2, Concentration +15, Way of the Sun Soul Set Bonus [ML:20] [5 Villager Commendations]
 * Draught of Sparkling Apple Cider - Potion: Recovers Spell Points over 20 Seconds [CL:20] [ML:19] [1 Villager Commendation]
 * Draught of Hearty Apple Cider - Potion: Recovers Hit Points over 20 Seconds [CL:20] [ML:19] [1 Villager Commendation]
 * Alarphon's Staff - Quarterstaff: 2[1d6]+6, Elemental Manipulation (+90 Equipment Bonus to Acid, Cold, Electric, Fire Spell Power), Greater Arcane Lore, Spells: Lightning Bolt, Fireball, Cone of Cold, Hold Monster [CL:20,25/Charges,Recharge Over Time] [ML:20] [15 War Wizards Commendations]
 * War Wizard's Robe - Robe: +6, Archmagi, Elemental Absorption 5%, Concentration +15, Battle Arcanist Set Bonus [ML:20] [10 War Wizards Commendations]
 * War Wizard's Bracers - Bracers: Armor Bonus +9, Spell Penetration VIII, Elemental Spell Power, Greater Elemental Energy, Battle Arcanist Set Bonus [ML:20] [5 War Wizards Commendations]
 * War Wizard's Amulet - Necklace: Protection +6, Spell Focus Mastery +1, Greater Elemental Spell Power, Battle Arcanist Set Bonus [ML:20] [5 War Wizards Commendations]
 * Potion of Lasting Haste - Potion: Haste [CL:20] [ML:18] [1 War Wizards Commendation]

Impossible Demands

 * Sacrificial Dagger - Dagger: 2[1d4]+6, Poison Burst, Dexterity Poison (Virulent), Negative Energy Spike, Life Stealing, Lesser Vampirism [ML:20,BtCoA]

The Battle for Eveningstar

 * Drow Piwafwi - Cloak: Hide +15, Move Silently +15, Invisibility Guard, Sneak Attack Bonus +5 [ML:20]
 * Drow Smoke Goggles - Goggles: Blindness Immunity, Manslayer, Seeker +6, Spot -5 [ML:20] (Chest Loot: End Chest)

Grove of the Great Tree: Defenseless

 * Eveningstar Challenge Ingredient: Fey Toadstool

Grove of the Great Tree: The Great Tree

 * Eveningstar Challenge Ingredient: Enchanted Moss

The Ruined Keep: The Sunset Ritual

 * Eveningstar Challenge Ingredient: Platinum Tricrowns

Underdark Arena: Fight to the Finish

 * Eveningstar Challenge Ingredient: Silver Falcons

Underdark Arena: The Ring of Fire

 * Eveningstar Challenge Ingredient: Golden Lion

Ruins of Gianthold (Eberron)
Dragonscale Armor Base Statistics White (Defensive Melee) Blue (Arcane DPS/Healer) Black (Melee DPS)
 * Heavy Armor: Armor Bonus 22, MDB 2, ACP -3, ASF 35%
 * Medium Armor - Armor Bonus 17, MDB 6, ACP -1, ASF 25%
 * Light Armor - Armor Bonus 11, MDB 12, ACP 0, ASF 10%
 * Robe - Armor Bonus 8
 * Docent - Armor Bonus 6/12/17 (Composite/Mithril/Adamantine)
 * +5, Protection +5, Heavy Fortification, Cold Resistance 30, Shield Bonus to AC: 4
 * +5, Potency 52, Greater Arcane Lore, Spell Penetration VII, Electricity Resistance 30
 * +5, Haste Guard, Armor Piercing 10%, Acid Resistance 30, Relentless Fury

Explorer Area - Rare Encounters

 * Commendation: Clerics of Amaunator
 * Commendation: Purple Dragon Knights
 * Commendation: Villagers of Eveningstar
 * Commendation: War Wizards

The Lost Thread

 * Ancient Gemstone - Docent: Adamantine Body +20, Mithral Body +14, Composite Plating +7, +6, Resistance +6, Constitution +7, Good Luck +2 [ML:20] (Chest Loot: End Chest)
 * Archaic Device - Runearm: Force Shot, Max Charge Tier V, Rune Arm Imbue: Force IV, Potency +60, Protection +6, Elemental Absorption 5% [ML:20] (Chest Loot: End Chest)

The Unquiet Graves

 * Grave Wrappings - Handwraps: +6, Entropic, Soul Eating, Improved Destruction, Stunning +10, Taint of Evil [ML:20,BtCoE] (Chest Loot: End Chest)
 * Pale Rod - Club: 2[1d6], +6, +18 Universal Spell Power, Nullification, Superior Void Lore, Improved Light Resistance [ML:20,BtCoE] (Chest Loot: End Chest)

The Collaborator

 * Flintan's Bite - Scimitar: 1d6+0, Bodyfeeder, Swim +3, Jump +3 (End Reward)

Pet Certificates

 * Fruit Bat
 * Obsidian Elemental
 * Rust Monster

Three Barrel Cove (Eberron)

 * Brine's Shaman Staff - Quarterstaff: +2, Cha/Int Attack, Str Damage, Spellcasting Implement, Glaciation, Magnetism, Minor Ice Lore, Minor Lightning Lore, Tidal, Spell: Gust of Wind [3/Charges,Eternal] [ML:6]
 * Chieftain's Spear - Quarterstaff: +2, Bleed, Maiming, Puncturing [ML:4]
 * Corsair's Bandana - Helm: Spot +5, Swim +5, Resistance +2, Corsair's Cunning Item Set [ML:5]
 * Corsair's Cufflinks - Bracers: Armor Bonus +5, Haggle +5, Attack Bonus +1, Corsair's Cunning Item Set [ML:5]
 * Corsair's Galoshes - Boots: Balance +5, Jump +5, Striding +15%, Corsair's Cunning Item Set [ML:5]
 * Orcish Privateer's Plate - Full Plate: +3, Mithral, Feat: Mobility, Intimidate +5 [ML:4] (Chest Loot: Captain Dustdyn)
 * Scorching Wraps - Handwraps: +2, Flaming Burst, Spiked, Bleed [ML:4] (Chest Loot: Scorchtusk)
 * Scoundrel's Cutlass - Scimitar: 1d8+2, Frost, Anarchic [ML:6]
 * Scoundrel's Greatsword - Greatsword: 2d8+2, Flaming, Anarchic [ML:6]
 * Scoundrel's Longsword - Longsword: 1d10+2, Shock, Anarchic [ML:6]
 * Scoundrel's Repeating Heavy Crossbow - Repeating Heavy Crossbow: 1d12+2, Acid, Anarchic [ML:6]
 * Strinati's Hand Cannon - Runearm: Exploding Cannon Shot, Max Charge Tier 3, Wizardry II, Rune Arm Imbue: Fire II, Craftable +3 [ML:5] (Chest Loot: Strinati)
 * Tiefling Assassin's Blade - Short Sword: 1d6+2, Keen, Wounding, Poison [ML:4] (Chest Loot: Ithun Orenah)
 * Treasure Map Piece - Consumable: +1 to Loot for 15 Seconds

In the Belly of the Beast

 * Earthcarver - Great Sword: 4[2d6]+10, Brilliance, Radiant Blast, Disintegration, Greater Ooze Bane, Greater Aberration Bane, Greater Magical Beast Bane, Superior Acid Resistance, Acid Absorption - 20% [ML:20] (Drops on Leaving Adventure)

Slaver House

 * Seal of House Avithoul - Ring: Insightful Wisdom +2, Sneak Attack Bonus +5, Exceptional Sneak Attack Bonus +3, Improved Deception [ML:21] (Hidden Chest)

The House of Broken Chains

 * Slaver's Hand Crossbow - Repeating Light Crossbow: 2[1d8]+6, Poison Burst, Bleed, Nightshade Venom, Exceptional Sneak Attack Bonus +3, Constitution Poison (Virulent) [ML:22,BtCoE] (End Reward)

The House of Death Undone

 * Staff of the Necromancer - Quarterstaff: 2[1d6]+6, +18 Spellcasting Implement, Potency +68, Nullification +102, Spell Penetration IX, Lesser Arcane Augmentation IX, Major Necromancy Focus [ML:21,BtCoE] (End Chest)

The House of Rusted Blades

 * Seal of House Dun'Robar - Ring: Strength +7, Dodge +4%, Stunning +10

Unknown

 * Blade of the High Priestess - Dagger: 2[1d4]+6, +18 Universal Spell Power, Potency, Improved Paralyzing, Wisdom, Wounding, Slay Living [ML:21,BtCoE] (Chest Loot: The Portal Opens)
 * Holy Symbol of Lolth - Trinket: Spellcasting Implement +15, Nullification +102, Radiance +102, Impulse +102, Exceptional Charisma +1, Exceptional Wisdom +1, Embrace of the Spider Queen [ML:21,BtCoE]
 * Icerazor - Sickle: 2[1d6]+6, Spellcasting Implement +18, Glaciation +102, Major Ice Lore, Slicing, Icy Burst, Freezing Ice [ML:21,BtCoE]
 * Planar Focus of Prowess - Trinket: Random Ability Score, Planar Focus: Prowess Set Bonus [ML:22,BtCoE] (Chest Loot: Deal and the Demon?)
 * Spider-spun Caparison - Outfit: Random Ability Score, Armor Bonus +9, Resistance +6, Enhanced Ki +1, Reinforced Fists, Concentration +15, Toughness, Upgradeable? [ML:22] (Chest Loot: The Deal and the Demon)
 * Stone Heart - Docent: Adamantine Body +22, Mithral Body +10, Composite Plating +4, +6 Enhancement Bonus, Random Ability Score, Resistance +6, Protection +6, Toughness [ML:22,BtCoE]

Set Item Bonus Descriptions

 * Amaunator's Blessing 3 Items: -10% Spell Point Cost
 * Battle Arcanist 3 Items: -10% Spell Point Cost
 * Corsair's Cunning 2 Items: Underwater Action
 * Corsair's Cunning 3 Items: Feather Falling
 * Knight's Loyalty 3 Items: +3 To-Hit, +3 Damage, +3 Insight Natural Armor Bonus
 * Planar Focus: Erudition 2 Items: Spell Penetration IX, +250 Spell Points, +15 Psionic Universal Spell Power
 * Planar Focus: Prowess 2 Items: +4 To Hit, +4 Damage, +15 Physical Resistance
 * Planar Focus: Subterfuge 2 Items: Exceptional Sneak Attack Bonus +5, True Seeing, Dodge +3%
 * Way of the Sun Soul 3 Items: Centered +2 To-Hit, +2 Damage. Natural 20 Confirmed Critical Hit Temporary Elemental Stance Bonus
 * Fire ~ Form of the Rising Sun - The Form of the Rising Sun practices renewal of body and spirit. When you roll a natural 20 on an attack roll and confirm it as a critical hit, you will gain the benefits of the Cure Moderate Wounds and Restoration spells.
 * Earth ~ Form of the Mid-Day Sun - The form of the Mid-day Sun practices resilience in times of hardship. When you roll a natural 20 on an attack roll and confirm it as a critical hit, you will be protected by a field of ki energy that will reduce all incoming damage by 25% for the next ten seconds. This ability cannot trigger more than once every twenty seconds.
 * Wind ~ Form of the Evening Sun - The Form of the Evening Sun practices adaption to changing circumstances. When you roll a natural 20 on an attack roll and confirm it at a critical hit, you will benefit from the effects of Freedom of Movement. and a 6% Morale bonus to Doublestrike chance for the next ten seconds. This ability cannot trigger more than once every twenty seconds
 * Ocean ~ Form of the Setting Sun - The Form of the Setting Sun prepares for battle, when all other options have been exhausted. When you roll a natural 20 on an attack roll and confirm it as a critical hit, you will gain the benefits of a Fire Shield (Cold) spell for the next ten seconds. This ability cannot trigger moe than once every twenty seconds.
 * Woodsman's Guile 3 Items: +4 To Hit on Sneak Attack, +6 To Damage on Sneak Attack

Special Item Effects Descriptions

 * Relentless Fury - When you strike a killing blow against a foe, you have a chance to gain a +5% enhancement bonus to melee, ranged and unarmed damage for 30 seconds. Reduced proc rate against weak foes.
 * Random Ability Score: Random Chance of an Ability Score +8 or Insightful Ability Score +3

New item enchantments
Weapon prefixes
 * Absolute Chaos - 2d6 damage to all non-chaotics. UMD: 26 to use if not Chaotic
 * Acid Burst - Weapon Prefix...yes, lootgen acid burst.
 * Aligned - Good/Evil/Law/Chaos DR bypass.
 * Annihilating - Disintegration Proc, description matches a Dust II greensteel.
 * Cremation/Cremating - Greater Incineration
 * Desert Sand - Flaming Blast, Slicing Winds
 * Drow - extra 1W, Maiming?
 * Erosive - Greater Stone prison + Disintegration
 * Force Burst - on bows
 * Lacerating = Slicing, Tendon slice 2%
 * Magma (+6 equivalent) - Magma Surge
 * Night's Grasp (+3 effect) - Negative Energy Spike, Maladroit
 * Orderly - True Law, Strength Sapping
 * Pandemonium - Screaming, Thundering, Roaring
 * Riptide - Tidal, Slowburst
 * Searing - Blinding Embers, Incineration
 * Telekinetic - On Crit, DC 17 or be knocked down

Weapon suffixes
 * Combat Mastery (like on Spare Hand)
 * Crusader - Good blast, Absolute Law
 * Debilitation - Weakening, Enfeebling, Shatter +10
 * Destroyer - Absolute Chaos, Evil Blast (like Good Blast on Tier3 greensteel, but works on all non-evils).
 * Dynamo - Lightning Strike
 * Greater Good
 * Icy Depths - Tidal (1d4 damage per hit, fire subtypes take double), and Icy Blast (as Greensteel)
 * Mauling - Slicing, Bleed and Maiming
 * Poison - 1d6 poison damage per hit, applies "lesser dex poison" - 1d6 dex damage on a critical hit
 * Rebel - Absolute Chaos, Good Blast
 * Sun's Fury - Flaming Burst, Brilliance
 * The Sun - Incandescence, Flaming
 * Tyrant - Absolute Law, Evil Blast
 * Virulent Poison - 1d6 poison damage per hit. +1d10 poison on a crit for x2 weapons (etc), Strength Poison, Virulent: 1d6 strength damage on crit
 * ??? - Weakening, enfeebling, Vertigo +10

Armor prefixes
 * Buttressing - Armor Prefix, Gives: DR 2/-, False Life, Natural Armor +2
 * Elemental - Armor (Docent) Prefix - Gives: +10 Inherent resist to Fire/Cold/Acid/Lightning. Stacks with everything except Inherent Resist +10.
 * Energy Ablation - Armor prefix, 10% absorb, found Acid, Fire, Cold so far (not on the same item though). Same prefix name.
 * Energy Deflection - Armor Prefix - The version I saw gave 5% acid damage absorption, this may come in other flavors.
 * Frozen - armor prefix - Freezing Ice Guard
 * Light Guard - Armor Prefix, 1d6 light damage to attackers when hit
 * Potency - Armor Prefix (this one may be bugged): Universal Spell Power - Increases damage of 8th level and below spells by 30%, does not stack with other items or potions.
 * Slaying: (Armor Prefix) Slay Living Guard
 * Soul-stealing (Prefix, seen on armor, +6 equivalent): Trap the Soul Guard (as Greensteel so presumably 1%, Will DC 30 negates, no HD cap)
 * Thorn Guard - Armor Prefix - Like bramblecasters
 * +3 Bracing Robe: +3 armor, DR 2, False Life

Armor suffixes
 * Alertness - armor suffix dodge +3%, heightened awarness +4
 * Glowing Prisms - Armor Suffix, Gives: Fire/Cold Resistance (the 10 point versions)
 * Prisms (armor suffix) Lesser acid and cold resist
 * Radiant Prisms (armor suffix) Improved sonic, lightning, and acid resist
 * Warding - Armor Suffix - Gives: Spell Resistance (22), and Resistance +4

Other/unknown
 * +15 Minute Seeing...Prefix, on GLOVES
 * +3 Natural Armor - Ring suffix
 * Ambushing +2 (goggle prefix) : Exceptional sneak attack bonus +2
 * Force Burst - Shield Prefix ...yea, force burst. The one I saw also had Pure Good as a suffix.
 * Glowing Prisms: Acid and Light Resistance 10, shield suffix
 * Lesser Regeneration: shield suffix
 * Superior Sonic Resistance
 * Wariness: Dodge Bonus 1%, Heightened Awarness2, Resistance +3

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