Update 19 named items

Location unknown in Wheloon
New items (epic elite versions):
 * The Shade's Hood - Helmet:, Random Elemental Resistance +45 (acid, cold, fire, electricity or sonic), , (preslotted with Power +200),
 * Shadowsight - Goggles: Ethereal,, ,
 * Glorious Dawn - Ring:, Solar Guard VIII,
 * Trapsmith's Crossbow - Heavy Repeating Crossbow: 3[1d10]+0, Poison VIII (8d3 poison damage, on crit: 1 str, dex or con damage),  Doubleshot 9%,  Keen III (+1[W] damage, doubles crit-range (not stacking with Improved Critical feat)
 * The Morning Star - Returning Shuriken: 2[1d2]+8, Returning,, Flaming VI,  Solar V,  Ghostbane V,
 * First Blood - Bastard Sword: 3[1d10]+8,, Bloodletter VII (15d6 on crit), ,  Keen III (+1[W] damage, doubles crit-range (not stacking with Improved Critical feat)

A Break in the Ice

 * Gloves of the Master Illusionist Gloves
 * Heroic Normal, Intelligence +7, Illusion Focus III, Empty Colorless Augment Slot
 * Heroic Hard, Intelligence +7, Illusion Focus III, Empty Yellow Augment Slot
 * Heroic Elite, Intelligence +8, Illusion Focus III, Empty Yellow Augment Slot
 * Epic Normal, Intelligence +10, Illusion Focus IV, Empty Yellow Augment Slot
 * Epic Hard, Intelligence +10, Illusion Focus V, Empty Yellow Augment Slot
 * Epic Elite,, Illusion Focus V,

Location unknown in Storm Horns
New items (epic elite versions):
 * Frostbite Blade - Scimitar - 2[1d6] +7,, Frost VIII, Frostbite (stacking vulnerability that stacks up to 20 and provide 1% more damage per stack), ,
 * Thunder and Lightning - Handwraps - (Total unarmed dice increase: +1,5[W]),, Shock VIII,  Shrieking VIII,  Impact II,
 * Elemental Fury - Short Sword: 2[1d6] +5,, Acid V,  Flaming V,  Frost V,  Shock V (5d4 damage each)
 * Giant's Fist - Maul: 4[1d10] +4,, Impact V,  Sundering IX, Dazing IX,
 * Nether Orb - Orb: 2[1d6] +0, Cha/Int for Attack/Damage, Orb Bonus +8, random +5 spell focus (conjuration, enchantment, evocation, necromancy or transmutation), Spell Lore X (10%),  Energy Siphon XII (a 60 temp SP proc on hit that can only proc once a minute),
 * Consuming Darkness - Ring:, Combat Mastery +5,

List of random effects on named items

 * ML14: Armor Bonus +8, Resistance +5, Speed VI
 * ML15: Fort 105%, NA +5, P 50
 * ML16: Con 6, Spellcraft +11, Protection +6
 * ML25: Acid Resistance 45, Wizardry IX, HP 50
 * ML26: Fort 120%, NA +9, Protection 10
 * ML27: Armor Bonus +11, Wiz 9, Seeker 10

Friends in Low Places

 * Guardian's Locket Necklace
 * Epic: ML26, ?
 * Heroic: ML15,
 * Sage's Locket Necklace
 * Epic: ML26, Evocation Focus V,
 * Heroic: ML15, Evocation Focus IV
 * Skirmisher's Locket Necklace
 * Epic: ML26,, Deadly VIII
 * Heroic: ML15,

A Lesson in Deception

 * Guardian's Girdle Belt
 * Epic: ML26, Hit Points +50, Lightning Guard VII
 * Heroic: ML15, Hit Points +40
 * Sage's Sash Belt
 * Epic: ML26, Wizardry X, Hit Points +35
 * Heroic: ML15,
 * Skirmisher's Belt Belt
 * Epic: ML26, Speed IX,
 * Heroic: ML15, Speed VIII

Thrill of the Hunt

 * Guardian's Gauntlets Gloves
 * Epic: ML26,, Acid Guard VIII
 * Heroic: ML15,
 * Sage's Gloves Gloves
 * Epic: ML26, ?
 * Heroic: ML15, Healing Lore V, Repair Lore IV
 * Skirmisher's Gloves Gloves
 * Epic: ML26, ?
 * Heroic: ML15,

Army of Shadow

 * Guardian's Bracers Bracers
 * Epic: ML26, ,
 * Heroic: ML15, Riposte VIII
 * Sage's Cuffs Bracers
 * Epic: ML26, ?
 * Heroic: ML15, Kinetic Lore VIII
 * Skirmisher's Bracers Bracers
 * Epic: ML26, ?
 * Heroic: ML15,

Through a Mirror

 * Hero's Breastplate Medium Armor
 * Epic: ML27, ?
 * Heroic: ML16,, Heroism (permanent)
 * Hero's Leathers Light Armor
 * Epic: ML27, ?
 * Heroic: ML16,, Heroism (permanent)
 * Hero's Plate Heavy Armor
 * Epic: ML27, ?
 * Heroic: ML16,, Heroism (permanent)
 * Martial Outfit Outfit
 * Epic: ML27, ?
 * Heroic: ML16,, Heroism (permanent)
 * Outsider's Fur Docent
 * Epic: ML27, ?
 * Heroic: ML16,, Heroism (permanent)
 * Sage's Vestment Robe
 * Epic: ML27,, Greater Heroism (permanent)
 * Heroic: ML16,, Heroism (permanent)

Note: These armors can be their enchantments stripped at Cannith Crafting chamber and still retain their armor bonuses as ML1 craftables. Probably not WAI.

The Tracker's Trap

 * Guardian's Boots Boots
 * Epic: ML27, ,
 * Heroic: ML19,
 * Sage's Shoes Boots
 * Epic: ML27, ?
 * Heroic: ML19,, Vitality +20
 * Skirmisher's Boots Boots
 * Epic: ML27, ?
 * Heroic: ML19, ,

Lines of Supply

 * Guardian's Cloak Cloak
 * Epic: ML27, Axeblock VI,, Accuracy VI
 * Heroic: ML19, Axeblock V,
 * Sage's Mantle Cloak
 * Epic: ML27, ,
 * Heroic: ML19, ,
 * Skirmisher's Cloak Cloak
 * Epic: ML25, ,
 * Heroic: ML19, ,

Breaking the Ranks

 * Guardian's Helmet Helm
 * Epic: ML27, Fortification 120%, Hammerblock VII,
 * Heroic: ML19, Fortification 100%, Hammerblock V
 * Sage's Skullcap Helm
 * Epic: ML27, Fortification 110%,, ,
 * Heroic: ML19, Fortification 100%, ,
 * Skirmisher's Circlet Helm
 * Epic: ML27, Fortification 120%, Combat Mastery +4,
 * Heroic: ML19, Fortification 100%, Combat Mastery +3

A Break in the Ice

 * Guardian's Glasses Goggles
 * Epic: ML27, ?
 * Heroic: ML19, Vitality +35,
 * Sage's Spectacles Goggles
 * Epic: ML27, ?
 * Heroic: ML19, ,
 * Skirmisher's Lenses Goggles
 * Epic: ML27,, ,
 * Heroic: ML19, ,

What Goes Up

 * Guardian's Ring Ring
 * Epic: ML27,, ,
 * Heroic: ML19, ?
 * Sage's Ring Ring
 * Epic: ML27, ?
 * Heroic: ML19, ?
 * Skirmisher's Ring Ring
 * Epic: ML27,, ,
 * Heroic: ML19, ?

The Secret of the Storm Horns Chain Endreward:
Selection of 5 random heroic normal / epic normal named items or guild renown

The High Road
Heroic level items? If any.

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 Dazing level.
 * VI-VIII: Increases Sunder DC by 5 + Dazing 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

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.

Existing items - 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.