The Bell Toils: Linked effect. Weapon and weapon, armor, or shield. By striking the two enhanced items, the user's weapon begins to glow brightly. Afterwards, five sounds will ring out with each louder than the prior. It starts with a soft bell chime and ends with a loud church bell. It takes five seconds or the user taking a certain amount of damage before the next sound rings forth. Each sound causes mobs within the area to aggro the user, with each progressive noise drawing more aggro than before. The church bell instead deafens and stuns all mobs in the area for a brief moment. Should the user attack at any point during the effect, the effect ends and their damage is amplified based on how many sounds were able to ring.
tl;dr - Linked effect, requires two items one of which is a weapon. 5 rings of increasing volume. First 4 draw aggro, 5th stuns and deafens mobs in AoE. Any attack from user stops effect, and attack deals increased damage based on number of rings.
Bloodstarved: Melee weapon. This weapon hungers for the blood of not only its enemies, but its user as well. Each successful hit does increased damage against the same target, but the user also begins to suffer a DoT effect as the weapon draws on their life. If an attack would do enough damage to slay an enemy, the weapon nullifies any sort of protection or effect that would otherwise prevent their death and the DoT ends immediately without further effect. However if the user should attack another enemy before an enemy already damaged by this weapon is killed, the DoT effect runs down instantly and inflicts all remaining damage. This effect does not occur if combat ends.
tl;dr - Each successive attack on an enemy deals more damage, but user is affected by a DoT. Anti-death effects and abilities are nullified when enemy is slain with this weapon. If user switches targets while first enemy is still alive, DoT effect explodes for massive damage.
Legacy of the Kill: Deals increased damage to unique monsters and bosses, and when such an enemy is killed the item gains a charge. Charges can be expended for a powerful self-buff.
Into the Night: Active. Plunges an area around the user into complete darkness that nullifies even magical forms of darkvision. Casts a light that only the user and their allies can see with.
Lionheart's Roar: Passively decreases movement speed of enemies within a few meters of usage. Active ability forces enemies to focus on the user, or be stunned momentarily.
Twinned Striking: Only available on dual weapons. Passive effect that activates if two hits are made against an enemy. Inflicts a status or elemental damage.
Dance of Steel: Can conjure a phantasmal image of the weapon to fight at its user side, or the weapon itself can be loosed for greater effectiveness.
Spiked Magic: Increases casting time of magic, but reduces MP usage and increases effectiveness and critical range of spells.
Do Unto Others: Charges build up during combat, and are expended to reflect negative statuses towards the source. Wearer experiences slight effect of healing spells against others, and healing is more effective on user.