Update 14 named items

Note:
 * The list is quite large here, please note the list is sorted by the following order.
 * Forgotten Realms contents, in the order of storyline
 * Forgotten Realms contents, collectable turn-ins
 * Eberron contents, by the general level of the contents
 * Other generic stuff
 * (not really a named item but, ) newly added random prefixes and suffixes
 * Many update 14 items have random components in them.

Murder by Night

 * Random Commendation [BTCoA] (Chest Loot: End Chest)

The King's Forest Explorer Area - Rare Encounters
(See below for turn-in rewards)
 * Commendation: Clerics of Amaunator
 * Commendation: Purple Dragon Knights
 * Commendation: Villagers of Eveningstar
 * Commendation: War Wizards

Impossible Demands

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

The Lost Thread

 * Ancient Gemstone - Docent: (Adamantine Body +20 / Mithral Body +9 / Composite Plating +3) +6, Constitution +7, Resistance +6, Good Luck +2 [ML:20, BTAoA] (Chest Loot: End Chest) (upgradeable to add Eveningstar item set effects)
 * Archaic Device - Runearm: Force Shot, Max Charge Tier V, Rune Arm Imbue: Force IV, Potency +60, Protection +6, Elemental Absorption 5% [ML:20, BTAoA] (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 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)

Don't Drink the Water

 * Flawless Green Dragon Scale [BTCoA] (Chest Loot: End Chest)

The House of Broken Chains

 * Seal of House Avithoul - Ring: Insightful Wisdom +2, Sneak Attack Bonus +5, Exceptional Sneak Attack Bonus +3, Improved Deception [ML:21] (Chest Loot: Matron Chest)
 * Slaver's Hand Crossbow - Repeating Light Crossbow: 2[1d8]+6, Poison Burst, Bleed, Nightshade Venom, Exceptional Sneak Attack Bonus +3, Constitution Poison (Virulent) [ML:21,BtCoE] (Chest Loot: End Chest)
 * Icerazor - Sickle: 2[1d6]+6, Spellcasting Implement +18, Glaciation +102, Major Ice Lore, Slicing, Icy Burst, Freezing Ice [ML:21,BtCoE] (Chest Loot: End Chest)

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] (Chest Loot: End Chest)
 * 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] (Chest Loot)
 * Seal of House Szind - Ring: Lesser Random Ability Score (enhancement +7 or insightful +2), Potency +68, Wizardry IX [ML:21, BtCoE] (Chest Loot: Matron Chest)

The House of Rusted Blades

 * Seal of House Dun'Robar - Ring: Lesser Random Ability Score (enhancement +7 or insightful +2), Dodge +4%, (Shatter +10 or Stunning +10 or Exceptional Combat Mastery +5 or Tendon Slice 10% or Maiming or Vertigo +10), and can have +6 Enhancement (though to what is unclear).

Trial by Fury

 * Hide of the Goristro - Leather Armor: +6, Random Ability Score +8/+3(STR/DEX/CON?), Toughness, Rough Hide, Melee Alacrity 10%, Vertigo +10 or Stunning +10 or Tendon Slice 10% [ML:22, BTCoE] (Grulemith Chest)
 * Planar Focus of Subterfuge - Trinket: Random Ability Score, Planar Focus: Subterfuge Set Bonus [ML:22, BtCoE] (Chest Loot: Grulemith Chest, Bottom Chest)
 * Spidersilk Robes - Robe: Random Ability Score, Armor Bonus +9, Potency, Wizardry IX, Resistance +6, Concentration +15, Toughness [ML:22] (Chest Loot: Shufarix Chest)
 * Stone Heart - Docent: (Adamantine Body +21 / Mithral Body +10 / Composite Plating +4) +6, Random Ability Score +8?, Resistance +6, Protection +6, Toughness [ML:22, BtCoE] (Chest Loot: Red Named Minibosses - Shufarix (+8 Int) and [insert named spider] (+8 Con))

The Deal and the Demon

 * Planar Focus of Prowess - Trinket: Random Ability Score, Planar Focus: Prowess Set Bonus [ML:22, BtCoE] (Chest Loot: End Chest)
 * Spider-spun Caparison - Outfit: Random Ability Score, Armor Bonus +9, Resistance +6, Enhanced Ki +1, Reinforced Fists, Concentration +15, Toughness [ML:22, BtCoE] (Chest Loot: Hidden Chest)
 * Terrorweb Chitin Breastplate - Medium Armor: Armor Bonus +21, Random Ability Score, Toughness, Superior Nimbleness, Resistance +6, Inherent Elemental Resistance 5 [ML:22, BtCoE] (Chest Loot: Hidden Chest)

Reclaiming the Rift

 * Planar Focus of Erudition - Trinket: Random Ability Score, Planar Focus: Erudition Set Bonus [ML:22, BtCoE] (Chest Loot: End Chest)
 * Embrace of the Spider Queen - Plate Armor: +6, Random Ability Score, Toughness, Proof Against Poison +6, Heavy Fortification, Exceptional Fortification (10%), DR5/- [ML:22, BtCoE] (Chest Loot: End Chest)

Caught in the Web (Raid)

 * Twilight, Element of Magic (quarterstaff ML23): +7, 2[1d8], 20x2, +21 implement bonus to USP, +80 equipment bonus to Universal Spell Power, +120 equipment bonus to Force spell power, Major Spell Focus to Enchantment and Evocation (+3 DC), Arcane Augmentation IX, Greater Arcane Lore
 * Breach, The Dividing Blade (falchion ML23): +7, 2.5[2d6], 18-20x2, Screaming, Thundering, Disintegration, Shatter +10, Doublestrike 6%
 * Dagger - Relic Dagger "Agony"
 * Shortsword - Relic Shortsword "Celestia"
 * Longsword (title text says longbow, but mouseover text and icon indicate longsword). Relic Longsword "Tinah"
 * Rapier - Relic Rapier "Balizarde"
 * Bastard Sword - Relic Bastard Sword "Nightmare"
 * Warhammer - Relic Warhammer "Mornh"
 * Pinion, Cloud-piercer - Long Bow, 2.5[2d6]+7; 19-20x3; Ranged Alacrity 20%, Shrieking (2d6 sonic per hit), Seeker +10 [ML:23, BtC]
 * Crossbow - Relic Crossbow "Needle" (not repeating)
 * Polearm - Relic Polearm "Sireth"
 * Greataxe - Relic Greataxe "Cleaver"

Eveningstar Commendation Turn-Ins
Clerics of Amaunator
 * 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]
 * Ancient Gemstone Docent Upgrade: Amaunator's Blessing Set Bonus [ML:20,BtCoA] [5 Clerics of Amaunator Commendations]
 * Signet of the Shining Sun - Ring: Charisma +7, Insightful 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, Insightful 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]

Druids of the King's Forest
 * 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]
 * Ancient Gemstone Docent Upgrade: Woodsman's Guile Set Bonus [ML:20,BtCoA] [5 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)

Purple Dragon Knights
 * 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]
 * Ancient Gemstone Docent Upgrade: Knight's Loyalty Set Bonus [ML:20,BtCoA] [5 Purple Dragon Knight Commendations]
 * Purple Dragon Helm - Helm: Constitution +7, Insightful Strength +2, Intimidate +15, Knight's Loyalty Set Bonus [ML:20] [5 Purple Dragon Knight Commendations]
 * Purple Dragon Gauntlets - Gloves: Strength +7, Insightful 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]

Villagers of Eveningstar
 * 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]
 * Ancient Gemstone Docent Upgrade: Way of the Sun Soul Set Bonus [ML:20,BtCoA] [5 Villager Commendations]
 * Bracers of the Sun Soul - Bracers: Wisdom +7, Insightful Constiution +2, Superior Parrying, Way of the Sun Soul Set Bonus [ML:20] [5 Villager Commendations]
 * Belt of the Sun Soul - Belt: Constitution +7, Insightful 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]

War Wizards
 * 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]
 * Ancient Gemstone Docent Upgrade: Battle Arcanist Set Bonus [ML:20,BtCoA] [5 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]

Eveningstar Challenges
Main article - Eveningstar Challenge Pack

Grove of the Great Tree: Defenseless Grove of the Great Tree: The Great Tree The Ruined Keep: The Sunset Ritual Underdark Arena: Fight to the Finish Underdark Arena: Ring of Fire
 * Eveningstar Challenge Ingredient: Fey Toadstool
 * Eveningstar Challenge Ingredient: Enchanted Moss
 * Eveningstar Challenge Ingredient: Platinum Tricrowns
 * Eveningstar Challenge Ingredient: Silver Falcons
 * Flawless Red Dragon Scale
 * Eveningstar Challenge Ingredient: Golden Lion
 * Flawless Red Dragon Scale

The Collaborator

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

Three Barrel Cove

 * Brine Shaman's 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, can use both STR/DEX as atk/dmg, 19-20/x2, also deals piercing damage [ML:4] (Chest loot: Brine, sahuagin chieftain)
 * 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] (End Reward: Garl's Tomb)
 * Greatbow of the Scrag - Longbow: +2, 2d8+2, Blunted Ammunition BtCoE [ML:4] (Chest loot : Dulse, rare scrag)
 * Kobold Admiral's Uniform - +3 Leather armor, +6 AC, +6 max dex, 10% asf, axeblock, spearblock [ML:4] (Chest loot: Admiral Ancker)
 * Moonhowl Axe - Greatclub: +2 (1d12), Proficiency: Greatclub granted, Screaming, 20/x3, can use both STR/CHA (yes, this one charisma) as atk/dmg. ML:4 (Moonhowl Bugbear rare chest)
 * Orcish Privateer's Plate - Full Plate: +3, Mithral, Feat: Mobility, Intimidate +5 [ML:4] (Chest Loot: Captain Dustdyn)
 * Pirate Treasure Map - Consumable: +1 to Loot for 15 Seconds (Possible chest loot at Dybesh Relix, moderate drop rate, and yes each quest in 3BC can drop map, but 100% drop on 3rd completions.
 * 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] (End Reward: The Legend of Two-Toed Tobias)
 * Scoundrel's Longsword - Longsword: 1d10+2, Shock, Anarchic [ML:6]
 * Scoundrel's Repeating Heavy Crossbow - Repeating Heavy Crossbow: 1d12+2, Acid, Anarchic [ML:6]
 * Sky Pirate's Dagger - Dagger: +2, Keen, can use STR/DEX for both atk/dmg, 17-20/x3 (rare chest loot : Ilmarin Tychonn)
 * 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, can use both STR/DEX as atk/dmg, 15-20/x2 BtCoE [ML:4] (Chest Loot: Ithun Orenah)

Note: Treasure map and the 3-set items along with 'scoundrel type' weapons are available every 3rd completion of a quest, they are always BTC. (Ghost of a chance, Scoundrel's run, Legend of Two-toed Tobias, Fire cavesI-II, Garl's tombI-II, Prove your worth.)

Ruins of Gianthold
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 3/8/17 (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

Drop location 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)
 * Shining Cormyrian Greataxe - Adamantine, +6, 2[1d12], Brilliance, Incineration, Weakening

Pet Certificates

 * Spotted Wolf Pup [BTCoA] (250 Purple Draogn Knight favor reward)

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.
 * Lesser Random Ability Score: Random Chance of an Ability Score +7 or Insightful Ability Score +2
 * Random Ability Score: Random Chance of an Ability Score +8 or Insightful Ability Score +3

New item enchantments
Many variations withing the enhancements themselves exist (for example, Desert Sand can have Flaming Blast or Improved Roaring) along with possible "hidden" enhancements (i. e. a "+5 Absolute Chaos Kopesh" with a hidden Metalline enhancement or a "+5 True Law Scimitar" with a hidden Forceful effect) which make it possible to have weapons with multiple prefixes (and possibly suffixes).

Weapon prefixes

 * Absolute Chaos - 2d6 damage to all non-chaotic. 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.
 * Chaotic - True Chaos, Cursespewing
 * Cremation/Cremating - Greater Incineration
 * Desert Sand - Flaming Blast or Improved Roaring, Slicing Winds
 * Drow - extra 1W, Maiming?
 * Dynamo - Lightning Strike
 * Erosive - Greater Stone Prison + Disintegration
 * Force Burst - on bows
 * Forceful (+4 effect) - Force Burst, Telekinetic
 * Frozen - Freezing Ice
 * Incinerating - Incineration
 * Lacerating - Slicing, Tendon slice 2%
 * Magma (+6 equivalent) - Magma Surge
 * Night's Grasp (+3 effect) - Negative Energy Spike, Maladroit
 * Nightmares - Nightmare, Phantasmal Killer (3x) (as Terror)
 * Orderly - True Law, Strength Sapping
 * Pandemonium (+4 effect) - Screaming, Thundering, Roaring
 * Riptide - Tidal, frost
 * Searing - Blinding Embers, Incineration
 * Scintillating - Shocking Burst, Stunning +10
 * Superior Lore - Superior lore of any type
 * Telekinetic - On Crit, DC 17 or be knocked down (available before only with Cannith Crafting)
 * Wintry - Icy Burst, Freezing Ice

Weapon suffixes

 * Acid Torrent - Vorpals cause 15d6 acid damage to target and nearby enemies; Reflex save (DC 39) reduces by half
 * Combat Mastery (like on Spare Hand)
 * the Crusader - Good Blast, Absolute Law (required trait: Lawful; UMD 26-28)
 * Debilitation - Weakening, Enfeebling, Shatter +10
 * Destroyer - Absolute Chaos, Evil Blast (like Good Blast on Tier3 Greensteel, but works on all non-evils) (Required trait: Chaotic; UMD 26)
 * Divine Light - Pure Good, Brilliance
 * Electric Storm - Vorpals cause 15d6 electric damage to target and nearby enemies; Reflex save (DC 39) reduces by half
 * Fiery Detonation - Vorpals cause 15d6 fire damage to target and nearby enemies; Reflex save (DC 39) reduces by half
 * Freezing Gale - Vorpals cause 15d6 cold damage to target and nearby enemies; Reflex save (DC 39) reduces by half
 * Greater Good - 2d6 Good damage to non-good (required trait: Good; UMD 26)
 * Greater Poison - Poison Burst; (Constitution, Dexterity, or Strength) Poison, Greater (1 point of (CON/DEX/STR) damage with every hit)
 * The 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; (Constitution, Dexterity, or Strength) Poison (1 point of (CON/DEX/STR) damage with every hit)
 * Radiance - on critical hit 4d6 light damage and blindness,no save (same as green steel Radiance .and unlike a PREFIX radiance which is the light damage powerup)
 * the Rebel - Absolute Chaos, Good Blast (Required trait: Chaotic; UMD 26)
 * Steam - Can discharge to deal an extra 2 to 16 +8 points of untyped damage "periodically" (exact stats unknown)
 * the Sun's Fury - Flaming Blast, Brilliance
 * the Sun - Incandescence, Flaming Blast
 * Superior Lore - Superior lore of any type
 * the Tyrant - Absolute Law, Evil Blast
 * Virulent Poison - Poison Burst; (Constitution, Dexterity, or Strength) Poison, Virulent (1 point of CON/DEX/STR damage with every hit & additional 1d6 CON/DEX/STR damage on crits)
 * Debilitation - Weakening, enfeebling, Vertigo +10

Armor prefixes

 * Bracing - DR 2, Natural Armor +1
 * Bolstering - DR 3/-, Natural Armor +2
 * Buttressing - DR 4/-, Natural Armor +3 or DR 2/-, False Life, Natural Armor +2
 * Convalescent - 20% heal amp (+6 effect, also on bracers)
 * Lesser Convalescent - 10% heal amp (+5 effect, also on bracers)
 * Elemental - +10 Inherent resist to Fire/Cold/Acid/Lightning. Stacks with everything except Inherent Resist +10.
 * Energy Ablation - 10% absorb, found Acid, Fire, Cold so far (not on the same item though). Same prefix name.
 * Energy Deflection - The version I saw gave 5% acid damage absorption, this may come in other flavors.
 * Frozen - Freezing Ice Guard
 * Greater Twilight - reduces Arcane Spell Failure by 20% (available before only with Cannith Crafting)
 * Light Guard - 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.
 * Silver Flame - turn undead booster
 * Slaying - Slay Living Guard
 * Soul-stealing (+6 equivalent) - Trap the Soul Guard
 * Superior Lore - Superior lore of any type
 * Thorn Guard - like Bramblecasters
 * Windswept - Air Guard

Armor suffixes

 * Alertness - dodge +3%, heightened awareness +4
 * Glowing Prisms - fire, cold resistance
 * Greater Warding - Spell Resistance (25), Resistance +5
 * Incineration - Incineration Guard
 * Prisms - Lesser acid and cold resistance
 * Radiant Prisms - Improved sonic, lightning, and acid resistance
 * Shimmering Prisms - lightning, acid, and sonic resistance
 * Superior Acid/Cold/Fire/Lightning/Sonic resistance
 * Superior Lore - Superior lore of any type
 * Warding - Spell Resistance (22), and Resistance +4

Other/unknown

 * +15 Minute Seeing...Prefix, on GLOVES
 * +1 - +6 Natural Armor - Ring suffix
 * Ambushing +1/+2 (gloves, goggle, ring prefix, +7/+8 BPM): Exceptional sneak attack bonus +1/+2
 * Doublestrike 3% ring
 * Exceptional stat +1 (e.g., Exceptional Strength +1 Bracers)
 * +7 Enhancement bonus to stat (Wise 7 Goggles of the Eagle +15 = +14 item))
 * Force Burst - Shield Prefix ...yea, force burst. The one I saw also had Pure Good as a suffix.
 * Greater Luck - suffix, good luck +1, resistance +5 (shield, ring, necklace,...; +6 BPM)
 * Glowing Prisms: Acid and Light Resistance 10, shield suffix
 * Lesser Regeneration: shield suffix
 * Tough: ring, cloak prefix: Toughness
 * Wariness: Dodge Bonus 1%, Heightened Awarness2, Resistance +3

Sources: ,