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Found, fixed, and the items are back. Same defect as #312.
It is in the save guard, the server-side check that refuses a save it believes was tampered with. The guard holds a bounds table: the highest each stat can legitimately reach on an item (catalog base + every upgrade slot landing the best scroll). 7,523 of its 10,485 entries were generated WITHOUT base stats: the generator knew category, stack size and slot count, not attack. For those the check treated the item as zero-attack armour and invented a ceiling of 21 attack.
The Brazilian items are exactly that: Indigenous Bow and Dom Pedro I's Sword are 35 attack, Pajé's Staff 25 — all legitimately above a cap we made up, so every save carrying one was judged tampered.
What made it destructive: one rejected item reverted the WHOLE collection to the last stored copy — the entire bag, not just that item. With autosave every few seconds, everything gained since the last clean save was discarded, over and over. It was a deadlock too: the guard forgives an item once it has seen it stored, and the revert meant these never could be.
Both halves are fixed and live: an entry with no real stat data no longer gets a fabricated cap, and a rejected entry is corrected in place instead of reverting the collection.
Restored by hand, stats taken from the catalog:
Evil — Pajé's Staff, Indigenous Bow, Maple Bow, Pink Flower Tube, Stolen Fence, Maple Claw, Dom Pedro I's Glove, Blood Snowboard, Dom Pedro I's Sword, The Stars and Stripes
Love — Dom Pedro I's Sword, Steel Shield
I swept all 661 characters against the old rule rather than trust the reports to be the full list. Five were ever affected — Evil, Love, Red, Nothing, Aeris — and all five now save cleanly with those items. Verified on the live database: one each, no duplicates.
The VIP Teleport Rock I could not action: cash item 5041000 has no catalog entry in this build, so it cannot be obtained here. Tell me the name as it read in your inventory and I will grant it.