Shamelessly pinched from Bootie at
The Warhammer Forum, who appears to have obtained them from Milney at druchii.net.
"7th Edition Dark Elves
Army Specific:
Eternal Hatred: Dark Elves hate everyone. Against High Elves this hatred continues in subsequent rounds of combat.
Khainite: Non-Khainite characters are unable to join Khainite units. Khainite characters are free to join non-Khainite units however. (Replaces Sect enmity)
Repeater Crossbows: 24" range, 2x multiple shots, Strength 3, Armour Piercing
Repeater Handbows: 8” range, 2x Multiple shots, Strength 3. May always stand and shoot, no modifiers for long range or moving. Can take 2 for 4x multiple shots.
Magic:
Dark Elf Sorceresses are able to use Dark Magic or Lores of Shadow , Death , Fire and Metal .
Dark Elf Sorceresses no longer gain +1 to cast .
Dark Elf Sorceresses can use unlimited number of power dice to cast a spell.
Dark Magic:
*FREE SPELL* 4+ to cast, generates D3+1 Power Dice that can only be used by caster. Any dice unused cause Strength 4 hit on the caster.
1 – Chillwind 5+
D6 Strength 4 hits. Any casualties prevent shooting.
2- Doombolt 6+
D6 Strength 5 hits.
3 – Word of Pain 8+ Same as current
4 – Blade wind 8+
3D6 WS4 S3 (?) attacks on unit within range (12”?).
5 – Soul Stealer 10+ 12” range, Each model takes Strength 2 hit, No Armour Saves. Wounds go to caster (no more than double).
6 – Black Horror 11+ Large template, Strength test or take a wound.
Lords:
• Malekith
• Morathi
• Crone Hellebron (If taken, Witch Elves count as Core)
• Dreadlord
• High Sorceress
Heroes:
• Malus
• Shadowblade
• Sorceress
• “Master”
• Hag Queen
Character Mounts:
Manticore: Still a mount option. Each turn has to pass a
Ld test or becomes frenzied. If rider is killed it automatically suffers the “Raaargh” result – no test needed.
Dark Pegasus: Sorceresses can now be mounted on Dark Pegasus.
Cauldron of Blood: 110pts mount for Hag Queen. No mention of being immobile, so can move. All Khainite units within 12” are stubborn. Each turn 1 unit within 24" can gain an ability from the list below:
• +1 Attack
• 5+ Ward Save
• Killing Blow
This cannot be stopped/dispelled and lasts until the start of the next
DE players turn.
Core:
Dark Elf Warriors: 6pts basic, Shields (1pt), can have magic banner (25pts).
Dark Elf Crossbowmen: 10pts basic, Shields (1pt).
Corsairs: 10pts, can exchange 1 hand weapon for handbow for free, 2nd handbow costs 3pts, no shield option. Fleeing enemies roll
3D6 and use lowest.
Dark Riders: 17pts basic, Repeater crossbows (5pts), Shields (1pt – no fast cavalry). Herald has BS5 and A2!
Harpies: Don’t count towards minimum core. 5-10. Don’t cause panic in friendly units, but can use generals leadership.
Assassin: Neither Core, nor Hero. 90pts, always hidden in unit (pretty much any
DE infantry). Has poisoned attacks, 75pts allowed from Gifts of Khaine, Additional Hand Weapon 6pts, Repeater handbow 9pts. 1 per unit.
Special:
Witch Elves: 10pts, WS4, I6. 2 hand weapons, frenzied, poisoned attacks.
Shades: 16pts,
WS and BS5, can be upgraded to have 2 hand weapons or a great weapon. Can also take light armour.
Executioners: 12pts, S4, Great Weapons, Killing Blow.
Cold One Knights: 27pts, 1A, Stupidity.
Cold one Chariot: 100pts, T5 3+ Armour Save,
Ld 9.
Black Guard: 13pts, Stubborn, ItP,
Ld 9.
Special characters bought as Unit Champions.
Black Guard character has Crimson Death, and makes his unit unbreakable.
Executioner character makes his unit cause Fear.
Rare:
Reaper Bolt Thrower: 100pts, 2-for-1, no longer suffers -1 for multiple shots.
Hydra: 175pts, 5 wounds, Regeneration. Breath weapon has strength equal to number of wounds left.
Gifts of Khaine (main changes):
Shurikens: 3x Multiple Shots, Strength +1, 8”.
Rune of Khaine: +D3 attacks.
Venom Sword now Gift of Khaine (1 per army!)
Cloak containing Steed of Shadows bound spell. Power Level 3 (1 per army!).
Black Lotus: Re-roll 1’s to wound.
Dark Venom: All wounds caused in challenges (if enemy killed) are doubled for combat resolution.
Magic Items (changes to current items):
Deathmask now enchanted.
Seal of Ghrond now enchanted.
Crimson Death now cheaper (25pts).
Lifetaker now 30” range, Strength 4, 3x multiple shots, hits on 2+ (no re-roll to wound).
Armour of Darkness now 1+ (without shield).
Armour of Eternal Servitude: 35pts, Heavy Armour, Regen.
Ring of Hotek: 12” range.
Black Amulet: 70pts, 4+ Ward (against all attacks). Rebound in close combat.
Banner of Nagarythe: Cheaper, 125pts.
Dread Banner: Cheaper, 40pts.
Lots of new items!
There you go. I didn't go into detail over character stats as well remembering all the individual bits would have been a headache! I just tried to cover all the major rumour issues and took down those details. Things that aren't covered in detail you can assume remain the same (like Hydras still have 4+ Scaly Skin aswell as thier new Regen save, Crossbowmen still have Light Armour etc.).
If there's anything you want clarified just ask. I didn't cover the new items as there are *alot*. Suffice to say, the rumoured "Sacrificial Dagger" is in there. 25pts it allows a Sorceresses to remove one model to roll an extra dice to cast a spell after the original dice are rolled (but before dispel attempts).
If you want specifics on new items just ask but as I said there were alot and I was mainly focussing on the army list.

"
I will now attempt to trudge through the rest of the thread and see what else I can find.
EDIT: Multiple sources in the same thread identify the Cauldron as giving
WE within 24" stubborn in addition to the choice of effects.
From Dr. Who in the same thread and also lifted from druchii.net:
"Right I've cobbled together what I could remember from the Magic Item list (which I have to say I was very impressed with overall).
Some items I can't remember the name, the cost or perhaps the precise description. However I'll list the items in the order they appeared so in each section you can assume that even if I've omitted the price cost the top of each section is the most expensive and the bottom the least.
This list is neither complete nor probably entirely accurate (I may have muddled some item descriptions and have almost certainly ommited alot). So take this with a pinch of salt and don't run off making lists
Common Items:
Sword of Striking , Sword of Battle , Sword of Might :15pts
Biting Blade: 5pts
Staff of Sorcery: 35pts
Power Stone: 20pts
Enchanted Items:
Deathmask (50pts)
Same as in 6th Edition but moved from Talisman to Enchanted
Hydra's Teeth
Gives the bearer 5 teeth. Any number of these can be thrown, each one causing D3 WS2 S3 attacks on the target unit.
Black Dragon Egg (30pts)
One use only. Eaten at the start of either player's turn. Gives the user Toughness 6 and a Breath Weapon attack until the end of the turn.
Potion of Strength
One use only. Gives the bearer +3 strength until the end of the turn
Seal of Ghrond (25pts)
Same as in 6th Edition by moved from Talisman to Enchanted
I also remember another "One Use Only" item which made the bearer and his unit ItP until the end of the turn aswell. But for the life of me I can't remember the cost or it's name. I think it fell in between the Hydra Teeth and the Black Dragon Egg in terms of price.
Weapons:
Executioner's Axe
Same as in 6th Edition, still struggling to see the use of it.
Blade of Ruin (50pts)
Same as in 6th Edition
Chillblade (50pts)
Back from 6th Edition, and much improved. Each hit makes the target take a toughness test or take a wound with no armour save. If a model takes any wounds they cannot attack that turn.
Web of Shadows (50pts)
Same as in 6th Edition but with a points increase from 25pts to 50pts
Hydra Blade (35pts)
Same as in 6th Edition, but with a points decrease from 50pts to 35pts
Caledor's Bane
+3 strength on the charge (NB. It is not stated as a Lance, so can be used on foot - possibly will be errata'd). Ignores Scaly skin saves
Lifetaker (30pts)
30" range, Strength 4, 3x multiple shots. Always hits on a 2+
<<Dagger>>
Magic Dagger which can be combined with normal hand weapons for an additional attack. Grants the bearer the
ASF rule.
Crimson Death (25pts)
Same as in 6th Edition, just with a points decrease from 35pts to 25pts
Below the Crimson death were two or three other cheap items who's exact nature eludes me. One was a 25pts Lance with Killing blow, and I recall another Lance (whose exact effect escapes me ). I think one may have been a magic great weapon.
Armour:
Armour of Living Death (60pts)
Almost exactly the same as in 6th Edition, but with a points decrease. Added effect that at the start of the battle you roll a dice - on a 1 he is subject to stupidity for the game.
Armour of Eternal Servitude (35pts)
Heavy Armour, Regeneration
Shield of Ghrond
It's back! Same as int 6th Edition
Armour of Darkness (25pts)
Gives the beaer a 1+ armour save, that cannot be improved. No Shield component
Blood Armour
Same as in 6th Edition
Arcane:
<<Bound PoD Staff>> (55pts)
Contains the "free" Dark Elf spell, PoD. Power Level 4.
<<Familiar>>
At the beginning of the Magic Phase you can mark a point within 6" of the Sorceress and more than 1" away from the enemy. The Sorceress can use this point for the purpose of determining
LoS and Range for casting spells.
Darkstar Cloak
Same as in 6th Edition
Sacrificial Dagger (25pts)
After rolling the dice to cast a spell, the Sorceress may remove one model from the unit they are with to roll an extra dice before dispel attemtps, may be used once per spell cast. Causes panic test if unit loses more than 25%
Tome of Furion
Same as in 6th Edition
Talisman:
Black Amulet (70pts)
Gives the bearer a 4+ Ward Save. In Close Combat any succesful ward saves reflect the attack doing 1 wound with no saves.
<<Reverse Ward Save>> (35pts)
Gives the wearer a ward save. When wounded roll a dice - if the dice roll is under the strength of the attack the wound is negated. A 6 always fails.
Ring of Hotek (20pts)
Same effect as in 6th Edition, but with a range of 12"
Null Shard (15pts) Gives the bearer Magic Resistance 1. Multiple Null Shards can be bought and the effect stacks."