White Silk Robes are a Good Aligned Robe of the Archmagi
The small wooden rod is a rod of Lesser Enlarge Metamagic
The platinum thieves tools are Mindful Tools of the Watcher, they are Masterwork Thieves Tools that grant an additional +4 enhancement bonus to skill checks with them and they provide a warning if whatever you're using them on has a lingering magical aura
The Black Iron Bracer with a Silver Dagger is a Bladestorm Bracer; drawing the dagger from the bracer is a free action and draws a functional +2 dagger (the silver dagger remains in place), once the dagger leaves your possession it remains in existence for 1 round and then vanishes, When using the Bladestorm Bracer to throw daggers, you get 1 extra attack at your highest attack bonus.
Once per day, you can initiate a Bladestorm, making throwing attacks with the daggers as normal, but doubling your attacks, so if you have say +6/+1, you'd get +6/+6/+1 normally, and when using the Bladestorm you'd get +6/+6/+6/+6/+1/+1
The Longbow is the Seeker's Hope, a minor artefact built by the Mages of the Citadel, it's semi-intelligent but has no personality, rather the intelligence is used to aim itself. The bow is a +3 Longbow with the Distance, Keen and Seeking properties. A number of times per day equal to 3+the wielders Dex modifier, the wielder can declare an attack to be a Sure Shot, which automatically hits regardless of any defences.
The tarnished small silver dagger is exactly what it says on the tin and is worth 100 GP
The Goggles are Artificers Goggles, they grant a +2 circumstance and a +2 enhancement bonus to doing fiddly work with magical items, such as picking magical locks, disabling magical traps, constructing magical constructs etc
The tiger face is the Head of the Tiger, part of a set known as the Spirit of the Tiger, on it's own it provides a +4 bonus on saves against mind-affecting abilities and a +6 bonus to listen checks.
The Deep Red orb is a chunk of Crystallised Eternium with a bound Fire Elemental inside. Whenever the wielder of the Orb casts a spell with the Fire subtype the spell deals 1 extra point of damage per dice. Additionally, 3 times per day the Orb can cast Scorching Ray with a caster level of 7
The Diamond Orb with golden fire is a piece of stabilised Elemental Air bound in Divine energies. The wielder does not need to breathe.
The Black one is a tiny shard of an insatiable maw from the depths of the void, a great sphere of nothing that sucks in and devours all that comes close. The shard is normally imprisoned by powerful magical wards. With a standard action the wards can be raised or lowered, when lowered the orb causes a steady light wind towards the wielder as the air is sucked in and devoured by the orb. While active, the wielder is at the center of a warped reality field, any and all non-melee attacks and spells are sucked into the orb and never seen again. If the orb eats more than 50 points of damage in one round it partially collapses and the wards restore and cannot be dropped for 1 hour. If it eats more than 100 points of damage in a 10 round period then it collapses completely and evaporates.
The 2 clear crystal sword hilts are Mageblades, when held by a being capable of casting Arcane spells they project an energy field the approximate size and shape of a longsword. They are treated as longswords with the following exceptions: Anyone capable of casting Arcane spells is proficient in their use. As a swift action the wielder can determine what kind of energy the blades are (and thus what damage they cause). 'Physical' is an acceptable energy type. The wielder can channel magical energy into the blades, allowing him to cast spells with somatic componants despite the fact that his hands are full. The wielder uses a mental stat (Int, Wis, Cha) of his choice instead of his Str modifier when making attack and damage rolls with the blades, and while wielding the blades and no other weapon gains a BAB equal to his Arcane caster level. They are also considered to be light weapons.
The Lime Green potions are potions of Poison Immunity, drinking one grants the drinker complete immunity to all natural poisons for 24 hours. It will also protect against a single dose of supernatural or magical poison, but the immunity effect immediately ends.
The Butterscotch potions are Lesser Potions of Health, when drunk they give the drinker a permanent +1 Inherant bonus to his Constitution score.
The Purple potions are Potions of Emptiness, when drunk they turn the drinker into a shadow for 2 hours, making him almost impossible to see even in broad daylight. The drinker gets a +20 bonus to hide checks and is invisible in areas that are darker than 'well lit'.
Black Robe was a Master Necromancers Robe, it increases the caster level of the wearer by 2 when casing spells with the Necromantic or Evil types, allows the wearer to control an extra 2 HD per caster level of Undead created with the Animate Dead spell, grants the Corpsecrafter feat to the wearer and can produce 10 1st level Human Warrior corpses per day.
Blue Robe is a Robe of the Aquarian, the wearer can breathe indefinitely underwater and suffers no penalties while fighting underwater. Spells that use or create water are cast at a +2 caster level, spell with that use or create fire are cast at a -2 caster level. The wearer can speak with any creature with the Aquatic or Water subtype and if the wearer gains the ability to Turn or Rebuke creatures with the Aquatic or Water subtype as an Evil Cleric Turns or Rebukes Undead. Finally, if the wearer is at least half immersed in a body of water, he can summon a Large Water Elemental as a full round action. Only one Elemental can be summoned at a time and the elemental is not under the summoners control (although it is friendly towards him).