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List of bugged equipment: Difference between revisions

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As this list deals with problems that have a high likelihood of being changed in patches and hotfixes, it is likely that entries will be incorrect following an update.
As this list deals with problems that have a high likelihood of being changed in patches and hotfixes, it is likely that entries will be incorrect following an update.


All entries are currently correct as of '''Hotfix 17'''.
All entries are currently correct as of '''Hotfix 29'''.
__TOC__


==Weapons==
==Amulets==
 
{{TableHeaderBugs}}
;{{MdRarityItem|Greatsword +1 (Common)|alias = Greatsword +1}}: Does not provide a +1 bonus to attack and damage.
{{#cargo_query: tables = equipment
;{{MdRarityItem|Syringe (+1)}}: Does not provide any of its listed weapon actions to the character wielding it.
| fields = _pageName=page, name, uid, icon, rarity, bugs
;{{MdRarityItem|Trepan (+1)}}: Does not provide any of its listed weapon actions to the character wielding it.
| order by = name
;{{MdRarityItem|Artificial Leech (+1)}}: Does not provide any of its listed weapon actions to the character wielding it.
| where = bugs IS NOT NULL AND type = "Amulets" AND legacy IS NULL
;{{MdRarityItem|Bonesaw (+1)}}: Does not provide any of its listed weapon actions to the character wielding it.
| default = {{TableEmpty}}
;{{MdRarityItem|Hellrider Longbow}}: The [[Faerie Fire]] effect caused by this weapon's [[Fiendish Fire]] passive can be triggered by attacking with spells, both those with attack rolls and those with saves - including area of effect spells.
| format = template
;{{MdRarityItem|Faithbreaker}}: The [[Absolute Power]] weapon action deals unlisted additional damage equal to your strength modifier.
| template = OtherEquipmentTableRowBugs
;{{MdRarityItem|Ironwood Club}}: Grants [[Ironwood Harmony (Condition)|Ironwood Harmony]] when [[Shillelagh]] is cast on it, dealing 1d4 additional bludgeoning damage, which is not shown on the weapon's tooltip anywhere.
| named args = yes
;{{MdRarityItem|Shadow Blade (Weapon)|alias = Shadow Blade}}: The [[Shadow Blade (Passive Feature)|Shadow Blade]] passive granted by this weapon does not give advantage against obscured targets.
}}
;{{MdRarityItem|Shining Staver-of-Skulls}}: The [[Light]] effect granted by this item works differently to all other equipment that provides light, and cannot be toggled off by the wielder.
{{TableFooterBugs}}
;{{MdRarityItem|Staff of Arcane Blessing}}: The description of [[Mystra's Blessing]] is incorrect, it only provides an additional 1d4 to spell attack rolls, giving 1d4 to attack rolls, 1d4 to saving throws and 2d4 to spell attack rolls in total. Mystra's Blessing is also only applied when casting bless as a first or second level spell.
;{{MdRarityItem|Wulbren's Hammer}}: Deals an additional 2d4 force damage to objects which is not listed on the tooltip.
;{{MdRarityItem|Dolor Amarus}}: The bonus damage on critical hits from [[Dolor Amarus (passive feature)|Dolor Amarus]] effects crits with any equipped weapon, not just the dagger.
;{{MdRarityItem|Vicious Shortbow}}: The bonus damage on critical hits from [[Dolor Amarus (passive feature)|Dolor Amarus]] effects crits with any equipped weapon, not just the shortbow.
;{{MdRarityItem|Vicious Battleaxe}}: The bonus damage on critical hits from [[Dolor Amarus (passive feature)|Dolor Amarus]] effects crits with any equipped weapon, not just the battleaxe.
;{{MdRarityItem|Dread Iron Dagger}}: The bonus damage from [[Dread Iron Ambush]] effects attacks with any equiped weapon, not just the dagger.
;{{MdRarityItem|Infernal Mace}}: The [[Infernal Weapon]] passive does not apply [[Poisoned (Condition)|Poison]].
;{{MdRarityItem|Infernal Spear}}: The [[Infernal Weapon]] passive does not apply [[Poisoned (Condition)|Poison]].
;{{MdRarityItem|Monster Slayer Glaive}}: The [[Monsterslayer]] passive provides bonus damage and attack to all attacks targeting monstrosities, instead of just damage when attacking with the weapon itself.
;{{MdRarityItem|Rat Bat}}: Deals an additional 1d6 piercing damage, which is not shown on the weapon's tooltip.
;{{MdRarityItem|The Long Arm of the Gur}}: The [[Revenant Scourge]] passive does nothing.
;{{MdRarityItem|Thermodynamo Axe}}: Gaining heat is limited to once per attack, additional stacks are not granted by attacks that hit multiple enemies such as cleave.
;{{MdRarityItem|Hellfire Greataxe}}: Gaining heat is limited to once per attack, additional stacks are not granted by attacks that hit multiple enemies such as cleave. The [[Roiling Hellfire (Condition)|Roling Hellfire]] created by [[Hellflame Cleave]] weapon action does not ignore fire resistance despite stating it does.
;{{MdRarityItem|Justiciar's Scimitar}}: Has no proficiency requirement, allowing it to be wielded properly by any character. This weapon also has a hidden variant of the [[Shadow Blade (Passive Feature)|Shadow Blade]] passive called Illusion Blade, this effect does not function as the base Shadow Blade passive also does not function.
;{{MdRarityItem|Knife of the Undermountain King}}: The [[Shadow Blade (Passive Feature)|Shadow Blade]] passive granted by this weapon does not give advantage against obscured targets.
;{{MdRarityItem|Staff of Cherished Necromancy}}: The [[Life Essence Harvest]] passive does not correctly remove charges of [[Life Essence (Condition)|Life Essence]] when a spell is cast for free, allowing unlimited free spellcasting of necromancy spells.
;{{MdRarityItem|Crimson Mischief}}: Despite being a shortsword, characters with scimitar proficiency are also able to wield this weapon proficiently. This may be an intended mechanic.
;{{MdRarityItem|Gontr Mael}}: The [[Bolt of Celestial Light]] weapon action incorrectly refers to Gontr Mael as Gontre Motte, it also states it will not use a superiority dice on a miss, but doesn't use superiority dice at all regardless of hitting or missing.
;{{MdRarityItem|Shar's Spear of Evening}}: The bonus damage from [[Shar's Blessing (Condition)|Shar's Blessing]] effects attacks with any equipped weapon, not just the spear.
;{{MdRarityItem|The Blood of Lathander}}: The [[Lathander's Light]] passive does not count as a light source for certain situations, such as applying damage from the [[Coruscation Ring]]. It does still count as being in bright light for the purpose of stealth. The Lathander's Light passive also directly searches for the [[Sunlight Hypersensitivity]] passive to apply sunlight to creatures with it, rather than directly acting as a source of sunlight.
;{{MdRarityItem|Unseen Menace}}: This weapon reduces your critical hit threshold by 1, even though it is not mentioned in the item's description.
 
==Clothing==
 
;{{MdRarityItem|Bided Time}}: The [[Time Thoroughly Bided]] passive grants 2 charges of [[Arcane Charge (Condition)|Arcane Charge]], not one as the tooltip implies.
;{{MdRarityItem|Bloodguzzler Garb}}: The [[Grievous Retribution]] passive grants 2 charges of [[Wrath (Condition)|Wrath]], not one as the tooltip implies.
;{{MdRarityItem|Cloth Armour}}: The [[Grievous Retribution]] passive grants 2 charges of [[Wrath (Condition)|Wrath]], not one as the tooltip implies.
;{{MdRarityItem|Drunken Cloth}}: The [[Snowy Liver]] passive does not provide any temporary hit points.
;{{MdRarityItem|Enraging Heart Garb}}: The [[Ruintamer Heart]] passive does nothing.
;{{MdRarityItem|Garb of the Land and Sky}}: The [[Breezeswift Speed]] passive grants it's advantage and bonus damage to all attack rolls but is only removed on a successful weapon attack, meaning multiple unarmed or thrown attacks per turn can be made with the bonuses.
;{{MdRarityItem|Moon Devotion Robe}}: The [[Produce Flame]] cantrip granted by this robe always uses Wisdom as it's casting ability, unlike other spells provided by items which use the character's current spellcasting modifier. The version of produce flame granted to Asmodeus Tieflings works the same way, so this item may be using that version of the spell.


==Armour==
==Armour==
{{TableHeaderBugs}}
{{#cargo_query: tables = equipment
| fields = _pageName=page, name, uid, icon, rarity, bugs
| order by = name
| where = type LIKE "%Armour" AND bugs IS NOT NULL AND legacy IS NULL
| default = {{TableEmpty}}
| format = template
| template = ArmourTableRowBugs
| named args = yes
}}
{{TableFooterBugs}}


;{{MdRarityItem|Armour of Landfall}}: The [[Green Bed Regeneration]] passive does nothing.
==Cloaks==
;{{MdRarityItem|Bhaalist Armour}}: While it may not be a bug, the [[Aura of Murder]] passive causing creatures to flee from you is similar to how civilians would react to wild shape and summons, which was changed due it being frustrating.
{{TableHeaderBugs}}
;{{MdRarityItem|Elven Chain}}: This armour functions the way it does by simply not having a proficiency requirement, the [[Elven Chain (passive feature)]] effect is purely visual and appears to have no effect. Due to this the item allows many passives that should not work when wearing armour to work regardless. This also has a secondary effect, the armour has a hidden passive to emulate the effect of the [[Defence]] fighting-style, because otherwise it would not count as armour, this hidden passive incorrectly stacks with the fighting style, allowing +2 ac if you're wearing this armour and another armour piece.
{{#cargo_query: tables = equipment
;{{MdRarityItem|Unwanted Masterwork Scalemail}}: The [[Exotic Material]] passive does not function if a character has the [[Medium Armour Master]] feat, limiting them to +3 AC from dexterity.
| fields = _pageName=page, name, uid, icon, rarity, bugs
;{{MdRarityItem|Yuan-Ti Scale Mail}}: The [[Exotic Material]] passive does not function if a character has the [[Medium Armour Master]] feat, limiting them to +3 AC from dexterity.
| order by = name
;{{MdRarityItem|Adamantine Scale Mail}}: The [[Adamantine Backlash]] passive will apply more than 2 turns of [[Reeling]] if the attack deals multiple types of damage, e.g. if an attack does piercing + fire damage, the passive will activate twice causing 4 turns of reeling.
| where = bugs IS NOT NULL AND type = "Cloaks" AND legacy IS NULL
;{{MdRarityItem|Armour of Agility}}: The [[Exotic Material]] passive does not function if a character has the [[Medium Armour Master]] feat, limiting them to +3 AC from dexterity.
| default = {{TableEmpty}}
;{{MdRarityItem|Sharpened Snare Cuirass}}: The [[Exotic Material]] passive does not function if a character has the [[Medium Armour Master]] feat, limiting them to +3 AC from dexterity. While it may not be a bug, the list of sources effected by [[Sharpened Snare]] is extremely limited.
| format = template
;{{MdRarityItem|Adamantine Splint Armour}}: The [[Adamantine Backlash]] passive will apply more than 2 turns of [[Reeling]] if the attack deals multiple types of damage, e.g. if an attack does piercing + fire damage, the passive will activate twice causing 4 turns of reeling.
| template = OtherEquipmentTableRowBugs
;{{MdRarityItem|Helldusk Armour}}: This armour functions the way it does by simply not having a profiency requirement, the [[Helldusk Armour (passive feature)]] effect is purely visual and appears to have no effect. Due to this the item allows many passives that should not work when wearing armour to work regardless. This also has a secondary effect, the armour has a hidden passive to emulate the effect of the [[Defence]] fighting-style, because otherwise it would not count as armour, this hidden passive incorrectly stacks with the fighting style, allowing +2 ac if you're wearing this armour and another armour piece.
| named args = yes
}}
{{TableFooterBugs}}


==Shields==
==Clothing==
{{TableHeaderBugs}}
{{#cargo_query: tables = equipment
| fields = _pageName=page, name, uid, icon, rarity, bugs
| order by = name
| where = bugs IS NOT NULL AND type = "Clothing" AND legacy IS NULL
| default = {{TableEmpty}}
| format = template
| template = OtherEquipmentTableRowBugs
| named args = yes
}}
{{TableFooterBugs}}


The [[Shield Bash]] reaction granted by the following shields has no effect but still consumes your reaction if used.
==Footwear==
{{div col|colwidth=18em|gap=2em}}
{{TableHeaderBugs}}
:{{MdRarityItem|Absolute's Protector}}
{{#cargo_query: tables = equipment
:{{MdRarityItem|Adamantine Shield}}
| fields = _pageName=page, name, uid, icon, rarity, bugs
:{{MdRarityItem|Justiciar's Greatshield}}
| order by = name
:{{MdRarityItem|Ketheric's Shield}}
| where = bugs IS NOT NULL AND type = "Boots" AND legacy IS NULL
:{{MdRarityItem|Sentinel Shield}}
| default = {{TableEmpty}}
:{{MdRarityItem|Shield of Scorching Reprisal}}
| format = template
:{{MdRarityItem|Shield of Shielding}}
| template = OtherEquipmentTableRowBugs
:{{MdRarityItem|Abdel's Trusted Shield}}
| named args = yes
:{{MdRarityItem|Shield of Devotion}}
}}
:{{MdRarityItem|Shield of the Undevout}}
{{TableFooterBugs}}
:{{MdRarityItem|Swires' Sledboard}}
{{div col end}}
<br>
;{{MdRarityItem|Shield of the Undevout}}: The [[Dreadful Hewer]] passive also works for abilities and spells that apply [[Frightened (Condition)]].
;{{MdRarityItem|Swires' Sledboard}}: The [[Shield Conduit]] passive grants 2 turns of [[Force Conduit (Condition)|Force Conduit]], not one as the tooltip implies.
;{{MdRarityItem|Viconia's Walking Fortress}}: Like shield bash, [[Rebuke of the Mighty]] does nothing but still consumes a reaction.
 
==Headwear==
 
;{{MdRarityItem|Hat of Storm Scion's Power}}: The [[Thunderous Acuity]] passive grants 2 turns of [[Arcane Acuity (Condition)|Arcane Acuity]], not one as the tooltip implies.
;{{MdRarityItem|Marksmanship Hat}}: The [[Marksmanship]] passive effects spell attack rolls and also does not affect off-hand ranged attack rolls.
;{{MdRarityItem|Bonespike Helmet}}: The [[Fury In The Marrow]] passive actually deals no damage on a succesful save instead of half damage.
;{{MdRarityItem|Horns of the Berserker}}: The [[Blood Thirst]] passive deals it's damage even at full hp for unarmed strikes. It also does not deal damage unless you are in combat.
 
==Cloaks==
 
;{{MdRarityItem|Cloak of Elemental Absorption}}: The bonus damage granted by [[Absorb Elements]] only works for weapon attacks, despite the tooltip implying it should work for any attack.
;{{MdRarityItem|Cloak of the Weave}}: The bonus damage granted by [[Absorb Elements]] only works for weapon attacks, despite the tooltip implying it should work for any attack.


==Handwear==
==Handwear==
{{TableHeaderBugs}}
{{#cargo_query: tables = equipment
| fields = _pageName=page, name, uid, icon, rarity, bugs
| order by = name
| where = bugs IS NOT NULL AND type = "Gloves" AND legacy IS NULL
| default = {{TableEmpty}}
| format = template
| template = OtherEquipmentTableRowBugs
| named args = yes
}}
{{TableFooterBugs}}


;{{MdRarityItem|Gloves of Baneful Striking}}: The [[Baneful Strike]] passive reduces all of an enemies saving throws for its duration, not just against the wearer's next spell. It also applies without a saving throw.
==Headwear==
;{{MdRarityItem|Ichorous Gloves}}: The [[Noxious Fumes (Condition)]] generated by the [[Ichorous Corrosion]] passive imply they will only effect enemies, this does not seem to be the case and they appear to damage anyone inside.
{{TableHeaderBugs}}
;{{MdRarityItem|Craterflesh Gloves}}: The [[Craterous Wounds]] passive has it's damage increased due to being a critical hit, meaning it will always deal at least 2d6 force damage and not the listed 1d6.
{{#cargo_query: tables = equipment
;{{MdRarityItem|Gloves of Battlemage's Power}}: The [[Battlemage's Power]] does give any stacks of [[Arcane Acuity (Condition)|Arcane Acuity]].
| fields = _pageName=page, name, uid, icon, rarity, bugs
;{{MdRarityItem|Flawed Helldusk Gloves}}: The bleeding effect applied by the [[Lesser Infernal Touch]] passive does not show a saving throw in the combat log, it does however appear to function correctly.
| order by = name
;{{MdRarityItem|Gloves of The Duellist}}: The description of the [[Duelling Gloves]] passive is incorrect, the passive still functions if a shield is equipped in your off-hand, much like the [[Duelling]] fighting style.
| where = bugs IS NOT NULL AND (type = "Helmets" OR type = "Headwear") AND legacy IS NULL
;{{MdRarityItem|Helldusk Gloves}}: The [[Infernal Acuity]] passive also grants an unlisted +1 to weapon and unarmed attack rolls.
| default = {{TableEmpty}}
;{{MdRarityItem|Spellmight Gloves}}:The [[Spellmight]] passive grants it's bonus damage to smites that count as spells (Such as [[Thunderous Smite]]) while not reducing their accuracy.
| format = template
;{{MdRarityItem|Legacy of the Masters}}: The +2 to attack rolls from [[Arming Enhancement]] also applies to spells despite the description specific weapon attacks. The +2 damage is not added to spells.
| template = OtherEquipmentTableRowBugs
| named args = yes
}}
{{TableFooterBugs}}


==Footwear==
==Musical Instruments==
{{TableHeaderBugs}}
{{#cargo_query: tables = equipment
| fields = _pageName=page, name, uid, icon, rarity, bugs
| order by = name
| where = bugs IS NOT NULL AND type = "Musical Instruments" AND legacy IS NULL
| default = {{TableEmpty}}
| format = template
| template = OtherEquipmentTableRowBugs
| named args = yes
}}
{{TableFooterBugs}}


;{{MdRarityItem|The Speedy Lightfeet}}: The [[Speedy Sparks]] passive can only activate once per turn, despite the description not stating this.
==Rings==
{{TableHeaderBugs}}
{{#cargo_query: tables = equipment
| fields = _pageName=page, name, uid, icon, rarity, bugs
| order by = name
| where = bugs IS NOT NULL AND type = "Rings" AND legacy IS NULL
| default = {{TableEmpty}}
| format = template
| template = OtherEquipmentTableRowBugs
| named args = yes
}}
{{TableFooterBugs}}


==Amulets==
==Shields==
{{TableHeaderBugs}}
{{#cargo_query: tables = equipment
| fields = _pageName=page, name, uid, icon, rarity, bugs
| order by = name
| where = bugs IS NOT NULL AND type = "Shields" AND legacy IS NULL
| default = {{TableEmpty}}
| format = template
| template = OtherEquipmentTableRowBugs
| named args = yes
}}
{{TableFooterBugs}}


;{{MdRarityItem|Amulet of Elemental Torment}}: While not necessarily aa bug, in earlier versions of the game this necklace could be sold by various Act 1 [[Traders]], after Patch 3 however it is only available as a drop from [[Hope]].
==Weapons==
;{{MdRarityItem|Amulet of the Drunkard}}: The [[Booze Remedy]] passive only grants it's healing when [[Drunk (Condition)]] is applied, not at the start of each turn while drunk.
{{WeaponsTableHeaderBugs}}
;{{MdRarityItem|Magic Amulet}}: While not necessarily a bug, the [[Innate Fortitude]] passive will prompt you to use it on every single roll, even if it is already successful, making this item very frustrating to use.
{{#cargo_query: tables = weapons
;{{MdRarityItem|Sentient Amulet (Very Rare)|alias = Sentient Amulet}}: The tooltip for this item states it grants [[Shatter]] as a second level spell, but the damage dealt is actually that of shatter cast as a third level spell.
| fields = _pageName=page, icon, name, uid, rarity, bugs
;{{MdRarityItem|Unflinching Protector Amulet}}: While not necessarily a bug, the [[Unflinching Protection]] passive will prompt you to use it on every attack, even if it would already miss, making this item very frustrating to use.
| order by = name
| where = bugs is not NULL AND Legacy IS Null
| default = {{TableEmpty}}
| format = template
| template = WeaponsTableRowBugs
| named args = yes
| limit = 500
}}
{{TableFooterBugs}}


==Rings==
[[Category:Bugs]]
;{{MdRarityItem|Ring of Absolute Force}}: The [[Absolute's Tempest]] passive granted by this item functions even if the character wearing it is not branded by the Absolute.
[[Category:Lists]]
;{{MdRarityItem|Sunwalker's Gift}}: The [[Sunwalker's Gift (passive feature)|Sunwalker's Gift]] passive granted by this ring appears to do nothing.
;{{MdRarityItem|Ring of Feywild Sparks}}: This ring also grants +1 to spell save DC that is not listed anywhere in its description.

Latest revision as of 13:47, 31 January 2025

This list aims to catalogue equipment which does not function as would be expected based on its tooltip, or that has other problems - or missing information - in its description, function, or location. This list is unlikely to be comprehensive as it is likely there are many issues with items of which we are unaware.

As this list deals with problems that have a high likelihood of being changed in patches and hotfixes, it is likely that entries will be incorrect following an update.

All entries are currently correct as of Hotfix 29.

Amulets[edit | edit source]

Name Bugs


Amulet of Bhaal


Amulet of the Devout

  • The additional Channel Divinity Charge granted by Godswill restores on a Short rest contrary to the text. However if the extra charge is expended, and then the amulet is unequipped, the extra charge will not reappear if the amulet is re-equipped before a Long rest, and at this point cannot be restored with a Short rest.


Amulet of the Drunkard

  • The healing effect from Booze Remedy works only once, on the first turn of the inebriation duration.


Fireheart

  • The fire damage from the Heat status applied by Fervent Flames will retrigger Fervent Flames, which will then reapply the Heat status.


Sentient Amulet (Very Rare)

  • Although the tooltip says the Shatter spell granted by this amulet is level 2, this upgraded version actually deals 4d8Damage TypesThunder damage, in line with the level 3 version of Shatter.


Spell Savant Amulet

  • Spell Amplification can grant an extra spell slot once per character per long rest, despite the Spell Slot Depleted condition on the item.

Armour[edit | edit source]

Name Bugs


Armour of Moonbasking

  • Lunar Bestial Fortitude states it provides a +1d4 bonus to Armour Class, but it is actually a flat +2 bonus.


Dark Justiciar Half-Plate (Rare)

  • Due to a coding error, the damage reduction portion of Sharran Retribution Sharran Retribution will be applied to the wearer of this armour if they cast Shar's Aegis on themselves.


Elven Chain

  • This item does not have a Proficiency Group (in order for all classes to be 'proficient' with it). As a result, items such as Bracers of Defence, Bonespike Boots, and Corellon's Grace that are not supposed to give their bonuses while wearing armour still provide their benefits with the Elven Chain equipped. The extra movement speed granted to monks by Unarmoured Movement is also not lost when wearing this armour.
  • The Defence Defence fighting style can grant up to +2 AC when used with this armour. For the same reason as above, Defence does not normally work with the Elven Chain as it is not properly considered armour. To work around this, the armour has a hidden passive that grants +1 AC if the wearer has Defence. But if the wearer also has another piece of armour equipped (e.g. a helmet), the normal +1 AC from Defence will also be applied for a total of +2 AC.


Flawed Helldusk Armour

  • The required saving throw for Lesser Infernal Retribution is attributed in the combat log to the wearer of the armour, rather than the attacker, but is correctly rolled by the attacker.
    • Though Lesser Infernal Retribution states an attacker must be within 2m, it actually only triggers on a melee attack.


Helldusk Armour

  • This item does not have a Proficiency Group (in order for all classes to be 'proficient' with it). As a result, items such as Bracers of Defence, Bonespike Boots, and Corellon's Grace that are not supposed to give their bonuses while wearing armour still provide their benefits with the Helldusk Armour equipped. The extra movement speed granted to monks by Unarmoured Movement is also not lost when wearing this armour.
  • The Defence Defence fighting style can grant up to +2 AC when used with this armour. For the same reason as above, Defence does not normally work with the Helldusk Armour as it is not properly considered armour. To work around this, the armour has a hidden passive that grants +1 AC if the wearer has Defence. But if the wearer also has another piece of armour equipped (e.g. a helmet), the normal +1 AC from Defence will also be applied for a total of +2 AC.


Shadeclinger Armour

  • Shadeclinger grants the Clinging Shadows Clinging Shadows condition, which is not removed when taking off the armour. This can be exploited to get this condition applied to an entire party by having each character equip and then remove the armor one by one.


The Jolty Vest

  • Countershock displays a saving throw in the combat log even when the wearer is without Lightning Charges, but Shocked Shocked is not applied in this case.

Cloaks[edit | edit source]

Name Bugs


Cindermoth Cloak

  • Despite the tooltip stating that an attacker receives Burning Burning, Flaming Shroud requires a DC 12  Dexterity saving throw before Burning will be applied.
    • The required saving throw is attributed to the wearer of the cloak, rather than the attacker.
    • Though Flaming Shroud states an attacker must be within 2m, it actually only triggers on a melee attack.


Cloak of Elemental Absorption

  • Due to a coding error, the passive Absorb Elements will only function once per Long Rest.
  • Absorb Elements can apply its damage bonus multiple times to a single weapon attack.


Cloak of the Weave

  • This items lacks the necessary passives in the game code to allow Absorb Elements to function properly.


Shade-Slayer Cloak

  • Due to a coding error, the effect from Stealthy Critical is removed instantly unless the wearer is hiding in a Clear Area Clear Area.


The Deathstalker Mantle

  • There is a bug involving this item with the Illithid power Cull the Weak Cull the Weak. If the equipping character has the passive feature activated and kills a target, the effect won't activate (or immediately gets cancelled).


Wavemother's Cloak

  • The description on Water Layer Protection incorrectly uses the same description as Wet Wet, despite the two conditions having different effects.

Clothing[edit | edit source]

Name Bugs


Bloodguzzler Garb

  • Grievous Retribution states that it grants 1 turn of Wrath, but it actually grants 2 turns of the condition.


Cloth Armour

  • Grievous Retribution states that it grants 1 turn of Wrath, but it actually grants 2 turns of the condition.


Enraging Heart Garb

  • Ruintamer Heart has no effect, and does not function in-game.


Garb of the Land and Sky

  • Breezeswift Speed is only removed when making a weapon attack, as opposed to the next attack roll.

Footwear[edit | edit source]

Name Bugs


Boots of Psionic Movement

  • Flying Strike can apply its damage bonus multiple times to a single melee weapon attack.


Boots of Speed

  • Due to a scripting error, Click Heels applies the disadvantage on opportunity attacks to the wearer.


Boots of Stormy Clamour

  • Due to a hidden condition that gets applied when a ranged weapon attack misses, Arcane Echomalefaction will apply even though it appears it should not.


Linebreaker Boots

  • The in-game tooltip stating that Adrenaline Rush grants 2 turns of Wrath is incorrect, it actually grants 3 turns of the condition.
  • The in-game tooltip states that Adrenaline Rush is once per turn. It is not.

Handwear[edit | edit source]

Name Bugs


Craterflesh Gloves

  • Craterous Wounds actually deals an additional 2d6Damage TypesForce damage, as the damage is doubled due to being a Critical Hit.
    • When damage is added to a spell or unarmed attack, it is not listed as Craterous Wounds in the combat log.


Gloves of Baneful Striking

  • Baneful Strike applies a 1d4 penalty to all Saving Throws for its duration, not just the wearer's next spell.


Gloves of Battlemage's Power

  • Battlemage's Power is nonfunctional.


Gloves of Belligerent Skies

  • Though stated "upon the target(s)", Thunderous Conversion can only trigger once per attack.


Gloves of Crushing


Gloves of the Growling Underdog

  • Despite stating that it applies to "melee attack rolls", Underdog's Bravery is limited to weapon attacks and will not function with unarmed melee attacks.


Helldusk Gloves

  • Infernal Acuity grants the wearer +1 all attack rolls.


Ichorous Gloves

  • Despite the description stating it affects targets, Ichorous Corrosion only applies once per turn and thus only affects one target.


Jhannyl's Gloves

  • Due to a coding error, it is possible for Defy Villainy to trigger in combat before it actually has a noticeable gameplay effect, and with the Long Rest cooldown it will not trigger again.


Legacy of the Masters

  • The +2 bonus to attack rolls granted by Arming Enhancement also affects spell attacks, unarmed attacks, and throw attacks; however, except for throw attacks involving weapons with the Thrown property, those attacks do not receive the +2 damage.


Spellmight Gloves

  • Spellmight will add its damage bonus to any melee weapon attack that counts as a spell (all smite spells except Divine Smite) yet not apply the -5 to hit penalty.


Swordmaster Gloves

  • Sword Mastery does not increase the damage of off-hand melee attacks.


The Reviving Hands

  • Aegis Palms will not apply Death Ward when casting Revivify on an already dead ally. Casting it on an ally who is downed, but not yet dead, will apply Death Ward.


Wondrous Gloves

  • When equipped to a Bard that has exhausted all Bardic Inspiration points, Troubadour's Wonder will grant a new point. This effectively allows for infinite Bardic Inspiration points from un-equipping and re-equipping the gloves after spending said points.

Headwear[edit | edit source]

Name Bugs


Bonespike Helmet

  • Fury in the Marrow will have its Damage Typespsychic damage totally nullified on a successful Wisdom save instead of halved.


Cap of Wrath

  • Last Stand only applies 1 turn of Wrath.


Coldbrim Hat

  • Due to a hidden condition that gets applied when a ranged weapon attack misses, Coldbrim Chill will apply even though it appears it should not.


Dark Justiciar Helm

  • Swathed in Shadow passively adds its Saving Throw bonus at all times, not just when attacked.


Diadem of Arcane Synergy

  • Due to a hidden condition that gets applied when a ranged weapon attack misses, Synergetic Moments will apply even though it appears it should not.


Helldusk Helmet

  • Infernal Sight does not see through magical darkness; it only grants immunity to Blinded Blinded and does not provide the cone of light that could otherwise be aqcuired by obtaining the Darkvision effect from a different source, such as a spell or from having the passive innately via race.


Helm of Balduran


Helmet of Smiting


Marksmanship Hat

  • Marksmanship only applies to ranged weapons in the main hand, thus Hand Crossbows equipped in the off-hand are unaffected.


Pyroquickness Hat


Shapeshifter Hat

  • The additional Wild Shape Charge granted by Nature's Embrace restores on a Short rest contrary to the text. However if the extra charge is expended, and then the helmet is unequipped, the extra charge will not reappear if the helmet is re-equipped before a Long rest, and at this point cannot be restored with a Short rest.


Steelwatcher Helmet

  • Artificial Sight does not provide the cone of light that could otherwise be acquired by obtaining the Darkvision effect from a different source, such as a spell or from having the passive innately via race.

Musical Instruments[edit | edit source]

Name Bugs
None known so far

Rings[edit | edit source]

Name Bugs


After Death Do Us Part

  • Shadow Possession Shadow Possession is removed instantly from the wearer upon leaving the downed state.


Callous Glow Ring

  • Callous Glow does not specify the damage type, but it is Damage TypesRadiant.


Coruscation Ring

  • Arcane Radiance inflicts Radiating Orb Radiating Orb regardless of the wearer's light level.


Ring of Absolute Force

  • Absolute's Tempest will function even if the wearer is not branded.


Ring of Elemental Infusion

  • Elemental Infusion can apply its damage bonus multiple times to a single weapon attack.


Ring of Evasion

  • The description for Dextrous Evasion in-game is incorrect. It states "When you make" instead of "When you fail" a Dexterity saving throw.


Ring of Feywild Sparks

  • The bonus to Spell Save DC is not indicated by the in-game tooltip.


Ring of Spiteful Thunder

  • Spiteful Thunder triggers on any damage, not just Damage TypesThunder.
    • The saving throw is hidden and not shown in the combat log.


Sunwalker's Gift

  • Sunwalker's Gift does not provide the cone of light that could otherwise be acquired by obtaining the Darkvision effect from a different source, such as a spell or from having the passive innately via race

Shields[edit | edit source]

Name Bugs


Ironvine Shield

  • Ironvine activates on any attack, not just melee attacks.


Shield of Devotion

  • Additional Spell Slot can grant an extra spell slot once per character per long rest, despite the Spell Slot Depleted condition on the item.


Shield of the Undevout

  • Additional Spell Slot can grant an extra spell slot once per character per long rest, despite the Spell Slot Depleted condition on the item.

Weapons[edit | edit source]

Weapon Bugs


Artificial Leech (+1)

None of the weapon actions provided by this weapon are actually availiable to the player when the weapon is equipped.

  • When wielded by any nurse this weapon deals an additional 1d6 Necrotic damage. A coding error causes a misplaced '1d6' to appear in the weapon's list of properties.


Bonesaw (+1)

None of the weapon actions provided by this weapon are actually availiable to the player when the weapon is equipped.

  • When wielded by any nurse this weapon deals an additional 1d6 Necrotic damage. A coding error causes a misplaced '1d6' to appear in the weapon's list of properties.


Charge-Bound Warhammer

  • If this weapon is bound by an Eldritch Knight or Pact of the Blade Warlock, the weapon will retain its Favoured Weapon passive until the next long rest even if the character binds another weapon. The weapon will even retain this passive if the weapon is used by another character, different from the one who bound it.
  • If this weapon is bound by an Eldritch Knight or Pact of the Blade Warlock, this weapon will permanently retain the lightning damage bonus from Shocking Bound even if the character binds another weapon. The weapon will even retain this passive if the weapon is used by another character, different from the one who bound it.


Cruel Sting

  • When this sword is first looted from Kar'niss it is listed as dealing an additional 1d6 Damage TypesPsychic damage, however this is due to a bug that causes the weapon to retain the Spindleweb Fanaticism (Granting 1d6 Damage TypesPsychic damage to him and his allies) effect from Kar'niss. This extra damage is removed if the player completes a Long Rest with the weapon in their inventory. Dropping the weapon on the ground or stashing it in a container prior to each long rest will allow it to retain Spindleweb Fanaticism indefinitely. The effect is also overwritten by Elemental Weapon if applied.


Dolor Amarus

  • Dolor Amarus does not deal an additional 7 damage on unarmed attack critical hits (includes Throw attacks).


Dread Iron Dagger

  • Dread Iron Ambush affects all weapon attacks while the Dread Iron Dagger is equipped, not just the dagger itself.
  • Due to a coding error, the effect from Dread Iron Ambush is removed instantly unless the wielder is hiding in a Clear Area Clear Area.


Duke Ravengard's Longsword

  • The temporary hit points granted by Stirring Execution are actually based on the Charisma modifier of the character receiving them, not the character holding the sword. The minimum of 1 still applies.


Everburn Blade

  • Sometimes the visual burning effect will stop functioning. Dropping the weapon, picking it up, and then re-equipping it fixes the issue.
  • The burning effect is not visible in cutscenes.


Exterminator's Axe

  • Scourge of Pests states it provides additional damage to Insects. This is incorrect, and it provides additional damage to Myconids instead.


Hammer of the Just

  • Slay the Wicked can apply its damage bonus multiple times to a single melee weapon attack.


Handmaiden's Mace


Harmonic Dueller

  • Mellow Harmony can apply its damage bonus multiple times to a single melee weapon attack.


Hellfire Greataxe

  • This weapon has a hidden condition MAG_FIRE_DIPPED_HELLFIRE which is supposed to make its 1d6Damage TypesFire damage ignore fire resistance. Additionally, Hellflame Cleave and the Hellfire surface it creates are also both supposed to ignore fire resistance. Neither of these effects are currently ignoring fire resistance.


Hellrider Longbow

  • Fiendish Fire is applied by any damaging effect made by the wielder, including spell casts and melee attacks. Attacks and spells that affect multiple creatures apply the effect to all of them, rolling a separate saving throw for each.


Hunter's Dagger


Infernal Mace

  • It is not stated anywhere in-game, but this mace can possibly Poison Poison targets on hit. The DC 12  Constitution saving throw for this effect is not shown in the combat log.


Infernal Spear

  • It is not stated anywhere in-game, but this spear can possibly Poison Poison targets on hit. The DC 12  Constitution saving throw for this effect is not shown in the combat log.


Intransigent Warhammer

  • Despite stating that it triggers on killing blows and critical hits, Impulse Blast also has a hidden DC 14  Dexterity saving throw.


Justiciar's Scimitar


King's Knife

  • In the game files, the root template of this sword (UUID 5908898d-5d9e-40de-ab07-3f8fb5f0174c) actually describes a shortsword, which is also used as the basis for the Knife of the Undermountain King.
    In fact, the magical properties of the Knife of the Undermountain King are also added to this root template (via the tag), meaning that this item should have those properties as well, and will do so if spawned via the console.
    However, the weapon that's actually spawned in-game is not directly based on the root template, but rather on a stat entry called WPN_KingsKnife which in turn inherits properties from the WPN_Longsword stat entry. This ends up making this item functionally identical to a common longsword.


Knife of the Undermountain King


Lightning Jabber

  • Shocking Sting states that it has a chance to apply Shocked Shocked, but the condition actually applied is the similar but less potent Shocking Grasp Shocking Grasp.
  • Despite being labelled as a Spear, the Lightning Jabber is actually tagged in the game files as a Javelin and as such does not work with the Polearm Master feat.


Monster Slayer Glaive

  • Monsterslayer also adds 1d4 to attack rolls in addition to the damage rolls listed.
    • This passive also applies to ranged attacks while this weapon is equipped, adding 1d4 to attack and damage for them.
    • Spells cast while this weapon is equipped will gain 1d4 to their attack roll, but their damage is not increased.


Moonlantern

  • The Moonlantern containing Dolly Dolly Dolly still produces a stationary Moonshield Aura when dropped on the ground even after she has been freed from it.


Mourning Frost

  • The Ray of Frost Ray of Frost cantrip granted by this weapon uses the Spellcasting Ability Modifier of the party member from when it is first equipped. This modifier remains locked for that character and is not affected by respec or subsequent multiclassing.


Pelorsun Blade

  • Undead Bane provides Advantage to all attack rolls against Undead.


Phalar Aluve

  • The 1d4 Damage TypesThunder damage does not trigger effects requiring Damage TypesThunder damage on items such as Hat of Storm Scion's Power or Gloves of Belligerent Skies regardless of whether the character triggering the damage has the items or is the character activating Phalar Aluve: Shriek; Reverberation will not apply. This is because the thunder damage dealt to the enemy is from a passive effect placed on the enemy, rather than originating from the attacker which is necessary to trigger such items.
    • This effect is changed in Honour difficulty, and functions as expected.


Rat Bat

  • It is not listed anywhere in-game, but the Rat Bat deals an extra 1d6Damage TypesPiercingDRS damage against any target.


Ritual Axe

  • The Scourge Mistress' Bane always inflicts Bane Bane on hit.
  • If an enemy is knocked out by a non-lethal attack with the axe, the wielder is also knocked out, even at full HP.


Shadow Blade (weapon)


Shar's Spear of Evening

  • Shar's Blessing adds its bonus damage to any weapon attacks against obscured creatures, not just attacks with this spear.
    • The advantage to saving throws only applies to Dexterity, not all.


Shining Staver-of-Skulls

  • Casting Light Light on this weapon will overwrite the innate Light passive, causing it to end.


Sorrow

  • The attack roll for the Sorrowful Lash Sorrowful Lash cantrip uses the Spellcasting Ability of the player character, and remains locked for them from the moment this weapon was first equipped. However, its damage uses their current Spellcaster Ability Modifier. Therefore, if a character respeccs without ever having changed to another weapon, this results in attacking with their old Spellcasting Ability while damaging with the modifier of their new one. To remedy this, Sorrow must be unequipped and re-equipped.


Staff of a Mumbling Wizard

  • Firebolt? does not increase in damage beyond 1d10Damage TypesFire despite the tooltip stating that it does.


Staff of Arcane Blessing

  • The in-game description of the Mystra's Blessing effect is incorrect. See the article Mystra's Blessing for details.
  • Mystra's Blessing is only applied when Bless is cast as a level 1 or level 2 spell.


Staff of the Ram

  • The Staff of the Ram knockback and stun effects apply to any attack made by the wielder of this item.
  • This weapon appears in the game code as if it should deal an additional 1d6Damage TypesForce, which is not present on the item when acquired through normal in-game means.


Sussur Dagger


Sussur Greatsword


Sussur Sickle


Sword of the Emperor

  • Shapeshifter Slayer also adds 1d4 to attack rolls in addition to the damage rolls listed.
    • This passive also applies to ranged attacks while this weapon is equipped, adding 1d4 to attack and damage for them.
    • Spells cast while this weapon is equipped will gain 1d4 to their attack roll, but their damage is not increased.


Syringe (+1)

None of the weapon actions provided by this weapon are actually availiable, if this weapon is equipped.

  • When wielded by any nurse this weapon deals an additional 1d6 Necrotic damage. A coding error causes a misplaced '1d6' to appear in the weapon's list of properties.


The Baneful

  • If this weapon is bound by an Eldritch Knight or Pact of the Blade Warlock, the weapon will retain its Favoured Weapon passive until the next long rest even if the character binds another weapon. The weapon will even retain this passive if the weapon is used by another character, different from the one who bound it.


The Long Arm of the Gur

  • Revenant Scourge currently does not function due to the item missing a required hidden condition.


The Undead Bane

  • Slay the Wicked can apply its damage bonus multiple times to a single melee weapon attack.


Titanstring Bow

  • Titan Weapon can apply its damage bonus multiple times to a single ranged weapon attack. For example, special arrows with additional damage will receive the bonus to its additional damage, e.g. the additional Necrotic damage from Arrow of Ilmater will also receive bonus Necrotic damage equal to your Strength modifier. Another example is a rogue's Sneak Attack when used as a reaction.
    • This is mostly fixed in Honour mode, but Titan Weapon can still apply to special arrow damage.


Trepan (+1)

None of the weapon actions provided by this weapon are actually availiable to the player when the weapon is equipped.

  • When wielded by any nurse this weapon deals an additional 1d6 Necrotic damage. A coding error causes a misplaced '1d6' to appear in the weapon's list of properties.


Twist of Fortune

  • The Twist of Fortune passive appears to affect all melee damage rolls while equipped, not just damage with the weapon itself.


Vicious Battleaxe

  • Dolor Amarus does not deal an additional 7 damage on unarmed attack critical hits (includes Throw attacks).


Vicious Shortbow

  • Dolor Amarus does not deal an additional 7 damage on unarmed attack critical hits (includes Throw attacks).


Voss' Silver Sword

  • Interplanar Slayer does not add the 1d4 bonus to attack rolls.