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List of bugged equipment: Difference between revisions

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;{{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|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|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|Shar's Spear of Evening}}: The bonus damage from [[Shar's Blessing (Shar's Spear of Evening) (passive feature)|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|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|Cold Snap}}: The {{Cond|Chilled}} effect applied to enemies who miss you with attacks does not have a saving throw even though the tooltip says otherwise.
;{{MdRarityItem|Flail of Ages}}: The {{SAI|Elemental Age}} spell can be cast on weapons other than the flail. Also, the conditions applied by the flail have {{SavingThrow|CON|dc=13}}s that are not listed.
;{{MdRarityItem|Drakethroat Glaive}}: The {{SAI|Draconic Elemental Weapon}} spell can be cast on weapons other than the glaive.
;{{MdRarityItem|Sussur Dagger}} (and [[Sussur Greatsword|Greatsword]] and [[Sussur Sickle|Sickle]]): The {{Cond|Silenced}} effect has a {{SavingThrow|CON|dc=12}} which is not mentioned in the tooltip.
;{{MdRarityItem|Hunter's Dagger}}: The {{Cond|Ruptured}} effect does not have a saving throw even though the tooltip says otherwise.
;{{MdRarityItem|Lightning Jabber}}: Attacks have a chance to inflict {{Cond|Shocking Grasp}} rather than {{Cond|Shocked}}.
;{{MdRarityItem|Ritual Axe}}: Attacks always inflict 2 turns of {{Cond|Bane}} even though the tooltip says it has a chance to do so. Also, the self-damage stops at below 50% HP rather than 25% HP.


==Clothing==
==Clothing==
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;{{MdRarityItem|Bloodguzzler Garb}}: The [[Grievous Retribution]] passive grants 2 charges of [[Wrath (Condition)|Wrath]], 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|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|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|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.
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;{{MdRarityItem|The Speedy Lightfeet}}: The [[Speedy Sparks]] passive can only activate once per turn, despite the description not stating this.
;{{MdRarityItem|The Speedy Lightfeet}}: The [[Speedy Sparks]] passive can only activate once per turn, despite the description not stating this.
;{{MdRarityItem|Boots of Speed}}: [[Click Heels]] applies disadvantage on opportunity attacks to the wearer instead of the enemies who attack the wearer.


==Amulets==
==Amulets==


;{{MdRarityItem|Amulet of Elemental Torment}}: While not necessarily a 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]].
;{{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.
;{{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.
;{{MdRarityItem|Chancer's Carcanet}}: 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.
;{{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.
;{{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.
;{{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.


==Rings==
==Rings==
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[[Category:Bugs]]
[[Category:Bugs]]
[[Category:Lists]]

Latest revision as of 18:27, 28 August 2024

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 17.

Weapons[edit | edit source]

Greatsword +1
Does not provide a +1 bonus to attack and damage.
Syringe (+1)
Does not provide any of its listed weapon actions to the character wielding it.
Trepan (+1)
Does not provide any of its listed weapon actions to the character wielding it.
Artificial Leech (+1)
Does not provide any of its listed weapon actions to the character wielding it.
Bonesaw (+1)
Does not provide any of its listed weapon actions to the character wielding it.
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.
Faithbreaker
The Absolute Power weapon action deals unlisted additional damage equal to your strength modifier.
Ironwood Club
Grants Ironwood Harmony when Shillelagh is cast on it, dealing 1d4 additional bludgeoning damage, which is not shown on the weapon's tooltip anywhere.
Shadow Blade
The Shadow Blade passive granted by this weapon does not give advantage against obscured targets.
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.
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.
Wulbren's Hammer
Deals an additional 2d4 force damage to objects which is not listed on the tooltip.
Dolor Amarus
The bonus damage on critical hits from Dolor Amarus effects crits with any equipped weapon, not just the dagger.
Vicious Shortbow
The bonus damage on critical hits from Dolor Amarus effects crits with any equipped weapon, not just the shortbow.
Vicious Battleaxe
The bonus damage on critical hits from Dolor Amarus effects crits with any equipped weapon, not just the battleaxe.
Dread Iron Dagger
The bonus damage from Dread Iron Ambush effects attacks with any equiped weapon, not just the dagger.
Infernal Mace
The Infernal Weapon passive does not apply Poison.
Infernal Spear
The Infernal Weapon passive does not apply Poison.
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.
Rat Bat
Deals an additional 1d6 piercing damage, which is not shown on the weapon's tooltip.
The Long Arm of the Gur
The Revenant Scourge passive does nothing.
Thermodynamo Axe
Gaining heat is limited to once per attack, additional stacks are not granted by attacks that hit multiple enemies such as cleave.
Unseen Menace
This weapon reduces your critical hit threshold by 1, even though it is not mentioned in the Invisible Weapon passive it is in the Invisible Weapon (Condition).
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 Roling Hellfire created by Hellflame Cleave weapon action does not ignore fire resistance despite stating it does.
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 called Illusion Blade, this effect does not function as the base Shadow Blade passive also does not function.
Knife of the Undermountain King
The Shadow Blade passive granted by this weapon does not give advantage against obscured targets.
Crimson Mischief
Despite being a shortsword, characters with scimitar proficiency are also able to wield this weapon proficiently. This may be an intended mechanic.
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.
Shar's Spear of Evening
The bonus damage from Shar's Blessing effects attacks with any equipped weapon, not just the spear.
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.
Cold Snap
The Chilled Chilled effect applied to enemies who miss you with attacks does not have a saving throw even though the tooltip says otherwise.
Flail of Ages
The Elemental Age Elemental Age spell can be cast on weapons other than the flail. Also, the conditions applied by the flail have DC 13  Constitution saving throws that are not listed.
Drakethroat Glaive
The Draconic Elemental Weapon Draconic Elemental Weapon spell can be cast on weapons other than the glaive.
Sussur Dagger (and Greatsword and Sickle)
The Silenced Silenced effect has a DC 12  Constitution saving throw which is not mentioned in the tooltip.
Hunter's Dagger
The Ruptured Ruptured effect does not have a saving throw even though the tooltip says otherwise.
Lightning Jabber
Attacks have a chance to inflict Shocking Grasp Shocking Grasp rather than Shocked Shocked.
Ritual Axe
Attacks always inflict 2 turns of Bane Bane even though the tooltip says it has a chance to do so. Also, the self-damage stops at below 50% HP rather than 25% HP.

Clothing[edit | edit source]

Bided Time
The Time Thoroughly Bided passive grants 2 charges of Arcane Charge, not one as the tooltip implies.
Bloodguzzler Garb
The Grievous Retribution passive grants 2 charges of Wrath, not one as the tooltip implies.
Cloth Armour
The Grievous Retribution passive grants 2 charges of Wrath, not one as the tooltip implies.
Enraging Heart Garb
The Ruintamer Heart passive does nothing.
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.
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[edit | edit source]

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.
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.
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.
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.
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.
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.
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.
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.

Shields[edit | edit source]

Shield of the Undevout
The Dreadful Hewer passive also works for abilities and spells that apply Frightened (Condition).
Swires' Sledboard
The Shield Conduit passive grants 2 turns of Force Conduit, not one as the tooltip implies.

Headwear[edit | edit source]

Hat of Storm Scion's Power
The Thunderous Acuity passive grants 2 turns of Arcane Acuity, not one as the tooltip implies.
Marksmanship Hat
The Marksmanship passive effects spell attack rolls and also does not affect off-hand ranged attack rolls.
Bonespike Helmet
The Fury In The Marrow passive actually deals no damage on a succesful save instead of half damage.

Cloaks[edit | edit source]

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.
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[edit | edit source]

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.
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.
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.
Gloves of Battlemage's Power
The Battlemage's Power does give any stacks of Arcane Acuity.
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.
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.
Helldusk Gloves
The Infernal Acuity passive also grants an unlisted +1 to weapon and unarmed attack rolls.
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.
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.

Footwear[edit | edit source]

The Speedy Lightfeet
The Speedy Sparks passive can only activate once per turn, despite the description not stating this.
Boots of Speed
Click Heels applies disadvantage on opportunity attacks to the wearer instead of the enemies who attack the wearer.

Amulets[edit | edit source]

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.
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.

Rings[edit | edit source]

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.
Sunwalker's Gift
The Sunwalker's Gift passive granted by this ring appears to do nothing.
Ring of Feywild Sparks
This ring also grants +1 to spell save DC that is not listed anywhere in its description.