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{{PageSeo
|title=Get Help from Healer Nettie
|keywords=Nettie, Healer, Grove, Druid, Quest, Parasite
|image=Healer Nettie Quest.jpg
|description=Get Help from Healer Nettie is a sub-quest of Act One's main quest, Find a Cure. It can be started by inquiring about a healer with Nymessa and Damays or various individuals at the Druid Grove.
}}
[[File:Healer Nettie Quest.jpg|thumb|Nettie is a talented healer - but can she cure a tadpole?]]


'''Get Help from Healer Nettie''' is a sub-[[quest]] of [[Act One|Act One's]] main quest, [[Find a Cure]]. It can be started by inquiring about a healer with [[Nymessa]] and [[Damays]] or various individuals at the [[Druid Grove]].
==Weapons==


{{SpoilerWarning}}
:{{RarityItem|Greatsword +1 (Common)}}: Does not provide a +1 bonus to attack and damage.
<br><br/>
:{{RarityItem|Syringe (+1)}}: Does not provide any of it's listed weapon actions to the character wielding it.
==Objectives==
:{{RarityItem|Trepan (+1)}}: Does not provide any of it's listed weapon actions to the character wielding it.
''Objectives and journal entries may vary pending player decisions and outcomes.''
:{{RarityItem|Artificial Leech (+1)}}: Does not provide any of it's listed weapon actions to the character wielding it.
<div class="toccolours mw-collapsible mw-collapsed">
:{{RarityItem|Bonesaw (+1)}}: Does not provide any of it's listed weapon actions to the character wielding it.
<div style="font-weight: bold; line-height: 1.6;">Find the druid's apprentice.</div>
:{{RarityItem|Hellrider Longbow}}: The [[Faerie Fire]] effect from this bow can be triggered by attacking with spells, both those with attack rolls and those with saves - including area of effect spells.
<div class="mw-collapsible-content">
:{{RarityItem|Ironwood Club}}: Grants additional damage when [[Shillelagh]] is cast on it, which is not shown on the weapon's tooltip anywhere.
* Aradin told us that the druid Halsin has an apprentice. If we can find her, she might be able to help us with the parasite.
:{{RarityItem|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.
</div></div>
:{{RarityItem|Wulbren's Hammer}}: Deals an additional 2d4 force damage to objects which is not listed on the tooltip.
<div class="toccolours mw-collapsible mw-collapsed" style="border-top: none;">
:{{RarityItem|Defender Greataxe}}: Activating [[Defensive Attack]] when rolling a natural 1 causes the attack roll to underflow and convert to a natural 20. This may have been fixed already.
<div style="font-weight: bold; line-height: 1.6;">Find the healer Nettie.</div>
:{{RarityItem|Faithbreaker}}: The [[Absolute Power]] weapon action deals unlisted additional damage equal to your strength modifier.
<div class="mw-collapsible-content">
:{{RarityItem|Dolor Amarus}}: The bonus damage on critical hits from [[Dolor Amarus (passive feature)]] effects crits with any equipped weapon, not just the dagger.
* When we asked about healing, we were told to look for Nettie in the Inner Sanctum.
:{{RarityItem|Vicious Shortbow}}: The bonus damage on critical hits from [[Dolor Amarus (passive feature)]] effects crits with any equipped weapon, not just the shortbow.
* There's a camp nearby where someone named Nettie can supposedly heal any wound. She might be able to help remove the parasite.
:{{RarityItem|Vicious Battleaxe}}: The bonus damage on critical hits from [[Dolor Amarus (passive feature)]] effects crits with any equipped weapon, not just the battleaxe.
</div></div>
:{{RarityItem|Dread Iron Dagger}}: the bonus damage from [[Dread Iron Ambush]] effects attacks with any equiped weapon, not just the dagger.
<div class="toccolours mw-collapsible mw-collapsed" style="border-top: none;">
:{{RarityItem|Infernal Mace}}: The [[Infernal Weapon]] passive does not apply [[Poisoned (Condition)]].
<div style="font-weight: bold; line-height: 1.6;">Follow Nettie.</div>
:{{RarityItem|Infernal Spear}}: The [[Infernal Weapon]] passive does not apply [[Poisoned (Condition)]].
<div class="mw-collapsible-content">
:{{RarityItem|Monster Slayer Glaive}}: Provides bonus damage and attack to all attacks targetting monstrosities, instead of just damage when attacking with the weapon itself.
* We told Nettie about the parasite. She seemed concerned and asked us to follow her to another room for treatment.
:{{RarityItem|Rat Bat}}: Deals an additional 1d6 piercing damage, which is not shown on the weapon's tooltip.
</div></div>
:{{RarityItem|The Long Arm of the Gur}}: The [[Revenant Scourge]] passive does nothing.
<div class="toccolours mw-collapsible mw-collapsed" style="border-top: none;">
:{{RarityItem|Thermodynamo Axe}}: Gaining heat is limited to once per attack, additional stacks are not granted by attacks that hit multiple enemies such as cleave.
<div style="font-weight: bold; line-height: 1.6;">Find an antidote for the poison.</div>
:{{RarityItem|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)]] created by [[Hellflame Cleave]] weapon action does not ignore fire resistance despite stating it does (This may have already been fixed).
<div class="mw-collapsible-content">
:{{RarityItem|Justiciar's Scimitar}}: Has no proficiency requirement, allowing it to be wielded properly by any character.
* Unable to heal us, Nettie spared us the horror of ceremorphosis - by poisoning one of us with deadly venom. We need to cure the poison immediately.
:{{RarityItem|Staff of Cherished Necromancy}}: The [[Life Essence Harvest]] passive does not correctly remove charges of [[Life Essence (Condition)]] when a spell is cast for free, allowing unlimited free spellcasting of necromancy spells.
* Nettie's corpse told us of a cure - the Elixir of Silvanus. It seems related to flora of the Dalelands.
:{{RarityItem|Crimson Mischief}}: Despite being a shortsword, characters with scimitar proficiency are also able to wield this weapon proficiently. Maybe not a bug?
* To make the lifesaving antidote, we need to mix a bundle of mugwort in a cauldron of theriac, blessed by Silvanus.
:{{RarityItem|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.
</div></div>
:{{RarityItem|Shar's Spear of Evening}}: The bonus damage from [[Shar's Blessing]] effects attacks with any equipped weapon, not just the spear.
<div class="toccolours mw-collapsible mw-collapsed" style="border-top: none;">
<div style="font-weight: bold; line-height: 1.6;">Quest Complete</div>
<div class="mw-collapsible-content">
* Nettie tried to poison us, but we managed to talk her out of it. She let us go, but she made us promise to kill ourselves if we started to turn.
* We managed to find a cure for the venom Nettie used - but we're still no closer to a cure for the parasite.
* We rescued Nettie's master, Halsin. Now that he's safe, we don't need to ask Nettie for help - we can go directly to the master druid instead.
* Nettie was killed before she could help us. We'll need to find another way to cure ourselves.
* Nettie's dead - serves her right for trying to poison us. But it's a bittersweet victory: we still need to find a way to deal with the parasite.
* We left the area without seeing if the druid apprentice could heal us.
</div></div>


== Walkthrough ==
==Clothing==
[[File:Druid's Chamber.jpg|thumb|The library where you speak with Nettie. ]]
Nettie can be found within the [[Druid Grove|Emerald Grove]], in the room beyond the lounge where [[Kagha]] and [[Rath]] are situated. She will not help the player until they admit to her that they're infected by a Mindflayer Tadpole. She invites the player to join her in the library room deeper within the sanctum to talk.


Once the player is inside the room, she locks the door behind them and they lose the ability to [[Ancient Rune Circle|Fast Travel]]. Approaching Nettie initiates a conversation.
:{{RarityItem|Bided Time}}: The [[Time Thoroughly Bided]] passive grants 2 charges of arcane charge, not one as the tooltip implies.
:{{RarityItem|Bloodguzzler Garb}}: The [[Grievous Retribution]] passive grants 2 charges of wrath, not one as the tooltip implies.
:{{RarityItem|Cloth Armour}}: The [[Grievous Retribution]] passive grants 2 charges of wrath, not one as the tooltip implies.
:{{RarityItem|Drunken Cloth}}: The [[Snowy Liver]] passive does not provide any temporary hitpoints.
:{{RarityItem|Enraging Heart Garb}}: The [[Ruintamer Heart]] passive does nothing.
:{{RarityItem|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 succesful weapon attack, meaning multiple attacks per turn can be made with the bonuses. I need to test this one, not 100% certain if this has been fixed.
:{{RarityItem|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. Need to test this.


'''If the player is truthful with Nettie''' - informing her of the various symptoms they have been experiencing, then Nettie is honest in kind. She doesn't have a cure, and was instead planning to euthanize the player before they can transform.
==Armour==


Nettie offers to let the player go free if they swear to consume [[Wyvern Poison]] and kill themselves at the first signs of turning. If the player agrees and swears to Nettie's demands, she informs them of the current situation in the Grove and gives them the quest [[Rescue the Druid Halsin]]. If the player is unwilling to swear to this, she attacks in hopes of stopping the player before they can transform and harm others.  
:{{RarityItem|Armour of Landfall}}: The [[Green Bed Regeneration]] passive does nothing.
:{{RarityItem|Bhaalist Armour}}: The [[Aura of Murder]] passive causes everyone to run away from you. Maybe not a bug but it's annoying, and they fixed summons having the same effect so maybe they'll fix this too.
:{{RarityItem|Elven Chain}}: This armour functions the way it does by simply not having a profiency 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 shouldn't 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.
:{{RarityItem|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.
:{{RarityItem|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.
:{{RarityItem|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.
:{{RarityItem|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.
:{{RarityItem|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. Maybe not a bug but the list of sources effected by [[Sharpened Snare]] is extremely limited.
:{{RarityItem|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.
:{{RarityItem|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 shouldn't 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==


'''If Nettie is killed''', the player finds that they're still trapped within the library. To escape, they must loot Nettie's Circlet, the [[Key of the Ancients]] which opens the stone slab doors. The players can use this to return to the [[Druid Grove]], or head towards the [[Underground Passage]].  
:Can't be bothered listing every shield that has it atm but [[Shield Bash]] does literally nothing.
:{{RarityItem|Shield of the Undevout}}: The [[Dreadful Hewer]] passive also works for abilities and spells that apply [[Frightened (Condition)]]
:{{RarityItem|Swires' Sledboard}}: The [[Shield Conduit]] passive grants 2 turns of force conduit, one one as the tooltip implies.
:{{RarityItem|Viconia's Walking Fortress}}: Like shield bash, [[Rebuke of the Mighty]] does nothing.


'''If the player is not truthful with Nettie''' - refusing to provide any details of their symptoms, she asks to touch the player's hand without explanation.  
==Headwear==
:{{RarityItem|Hat of Storm Scion's Power}}: The [[Thunderous Acuity]] passive grants 2 turns of Arcane Acuity, not one as the tooltip implies.
:{{RarityItem|Marksmanship Hat}}: The [[Marksmanship]] passive effects spell attack rolls and also does not effect off-hand ranged attack rolls.
:{{RarityItem|Bonespike Helmet}}: The [[Fury In The Marrow]] passive actually deals no damage on a succesful save instead of half damage.
:{{RarityItem|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.


* If the player offer their hand to Nettie, the Druid slices them with the poisoned plant Kelemvor's Kiss, inflicting them with a special [[Conditions#Poisoned|Poisoned]] condition called '''At Death's Door,''' which inflicts a -2 penalty to all [[Ability Scores]], and continues to worsen after [[Resting|Rest]].
==Cloaks==


* If the player refuses to offer their hand, Nettie tries to slice them regardless. The player must pass a [[Difficulty Class]] (DC)15 [[Dexterity]] [[Ability Check|Check]] or [[Intimidation]] [[Skill Check|Check]] to avoid this.  
:{{RarityItem|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.
'''If the player successfully avoids getting poisoned''', they can make another DC10 [[Medicine]], [[History]], or [[Intimidation]] to get Nettie to stand down. If this is successful, the conversation loops back to her request for the player to swear to drinking the poison should they start transforming. Saying yes finishes the quest. Refusing to swear once again leads to combat.
:{{RarityItem|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.


=== Poisoned and Trapped ===
==Handwear==
'''If the player is poisoned,''' they have an opportunity to grab the branch and conduct a DC10 [[Nature]] [[Skill Check|Check]] to identify the poison. Doing so provides some lore, but does not seem to affect future checks and options. The player is able to walk away from the conversation at this point. Nettie is not hostile, believing that with the doors lock and the player poisoned, they'll no longer be a danger.


The player have the following options to try to obtain the antidote, which is on Nettie, at this point:
:{{RarityItem|Gloves of Baneful Striking}}: The [[Baneful Strike]] passive reduces all of an enemies saving throws for it's duration, not just against the wearer's next spell. It also applies without a saving throw.
:{{RarityItem|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.
:{{RarityItem|Craterflesh Gloves}}: The [[Craterous Wounds]] passive has it's damage increased due to being a critical hit, meaning it will always deal atleast 2d6 force damage and not the listed 1d6.
:{{RarityItem|Gloves of Battlemage's Power}}: The [[Battlemage's Power]] does not seem to give any stacks of Arcane Acuity. Never used this item, need to test them.
:{{RarityItem|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 function correctly though.
:{{RarityItem|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.
:{{RarityItem|Helldusk Gloves}}: The [[Infernal Acuity]] passive also grants an unlisted +1 to weapon and unarmed attack rolls.
:{{RarityItem|Spellmight Gloves}}:The [[Spellmight]] passive grants it's bonus damage to smites that count as spells (Such [[Thunderous Smite]]) while not reducing their accuracy.
:{{RarityItem|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.


* Convince Nettie to give it to them by passing a DC15 History, Medical or Deception (two chances). This is the only peaceful method to obtain the antidote and leave the room at this point.
==Footwear==
* Attack Nettie and loot her body for the [[Elixir of Silvanus]].
* Pick-pocket the Elixir of Silvanus from Nettie. She turns hostile once she discovers it missing. However, this allows you to fight her without the At Death's Door debuff. 


'''If Nettie is convinced to peacefully provide the antidote''', she now offers to let the player go free as long as they swear to commit suicide prior to turning. Refusing once again leads to a fight.  
:{{RarityItem|The Speedy Lightfeet}}: The [[Speedy Sparks]] passive can only activate once per turn, despite the description not stating this.


Note, that at any point of the conversation, the player can choose to attack Nettie to either obtain the antidote (if they're poisoned) and to free themselves from the locked room, through the "Attack" button at the bottom left of the screen when in dialogue. Alternatively, the player can switch characters and have them initiate the fight.
==Amulets==


=== Brewing an Antidote ===
:{{RarityItem|Amulet of Elemental Torment}}: The item isn't bugged but it only dropping from Hope seems like a bug. Who knows.
:{{RarityItem|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.
:{{RarityItem|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.
:{{RarityItem|Sentient Amulet (Very Rare)}}: 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.
:{{RarityItem|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.


Should the player wish to, they can also learn to brew an antidote to cure themselves of the poison.
==Rings==


In the room where they originally found Nettie healing the bird, there is a book named [[On Antidotes]] sitting on a desk by the cauldron. Reading the book teaches the player the crafting recipe for an [[Antidote]] and combining [[Salts of Mugwort]] with any suspension will allow them to brew an antidote that can cure them of the poison. Antidotes found elsewhere will also work for curing the poison.
:{{RarityItem|Sunwalker's Gift}}: The [[Sunwalker's Gift (passive feature)]] granted by this ring appears to do nothing.
 
:{{RarityItem|Ring of Feywild Sparks}}: This ring also grants +1 to spell save DC that is not listed anywhere in it's description.
Three [[Mugwort]] can be found in the Druid's Quarters to extract the salts and the room Nettie locks you in has three [[Bullywug Trumpet]]s that allow the player to extract a suspension, providing all the ingredients needed to brew an antidote if the player doesn't already have them. Picking up the Bullywug Trumpet nearest to Nettie will trigger a dilogue line where she tells the player to stop searching for an antidote as they won't find one.
 
The player can brew the antidote ahead of speaking with Nettie or simply bring one with them found elsewhere in the world. Should the player get poisoned, they then have the option to cure themselves immediately, which causes Nettie to give up, and loop back to offering the player a chance to leave if they swear to kill themselves should they start to transform. 
 
== Quest Rewards ==
 
* {{SmallIcon|Wyvern Toxin Icon.png}} [[Wyvern Toxin]]
* {{SmallIcon|Key of the Ancients Icon.png}} [[Key of the Ancients]]
 
Completing this quest earns the player 75 Experience Points. The Wyvern Toxin the player can obtain is actually a powerful consumable that be used to add significant poison damage to a single weapon attack. The [[Key of the Ancients]] can only be obtained in outcomes that involves killing Nettie.
 
== Earlier Versions ==
 
[[File:Cauldron.jpg|thumb|The Cauldron of Boiling Theriac used to brew the Elixir of Silvanus in early versions.]]
Prior to [[Patch Notes|Patch 1]] the player was able to read the book [[Flora of the Dalelands]] in the Druid's Quarters to learn that the poison Nettie has used on them is known as 'Kelemvor's Kiss'. The book also taught the player how to brew an [[Elixir of Silvanus]] using the Cauldron of Boiling Theriac to cure the poison.  
 
This would also grant the inspiration "The Apprentice Turns Master" to players with the [[Guild Artisan]] background, which is now inaccessible.
 
Patch one removed the book and replaced it with a copy of [[On Antidotes]] which instead teaches the player how to craft a regular [[Antidote]] using the crafting system.
 
{{NavQuests}}
[[Category:Quests]]
[[Category:Main Quest]]

Revision as of 11:59, 29 January 2024

Weapons

Greatsword +1 (Common): Does not provide a +1 bonus to attack and damage.
Syringe (+1): Does not provide any of it's listed weapon actions to the character wielding it.
Trepan (+1): Does not provide any of it's listed weapon actions to the character wielding it.
Artificial Leech (+1): Does not provide any of it's listed weapon actions to the character wielding it.
Bonesaw (+1): Does not provide any of it's listed weapon actions to the character wielding it.
Hellrider Longbow: The Faerie Fire effect from this bow can be triggered by attacking with spells, both those with attack rolls and those with saves - including area of effect spells.
Ironwood Club: Grants additional damage when Shillelagh is cast on it, which is not shown on the weapon's tooltip anywhere.
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.
Defender Greataxe: Activating Defensive Attack when rolling a natural 1 causes the attack roll to underflow and convert to a natural 20. This may have been fixed already.
Faithbreaker: The Absolute Power weapon action deals unlisted additional damage equal to your strength modifier.
Dolor Amarus: The bonus damage on critical hits from Dolor Amarus (passive feature) effects crits with any equipped weapon, not just the dagger.
Vicious Shortbow: The bonus damage on critical hits from Dolor Amarus (passive feature) effects crits with any equipped weapon, not just the shortbow.
Vicious Battleaxe: The bonus damage on critical hits from Dolor Amarus (passive feature) 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 Poisoned (Condition).
Infernal Spear: The Infernal Weapon passive does not apply Poisoned (Condition).
Monster Slayer Glaive: Provides bonus damage and attack to all attacks targetting 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.
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) created by Hellflame Cleave weapon action does not ignore fire resistance despite stating it does (This may have already been fixed).
Justiciar's Scimitar: Has no proficiency requirement, allowing it to be wielded properly by any character.
Staff of Cherished Necromancy: The Life Essence Harvest passive does not correctly remove charges of Life Essence (Condition) when a spell is cast for free, allowing unlimited free spellcasting of necromancy spells.
Crimson Mischief: Despite being a shortsword, characters with scimitar proficiency are also able to wield this weapon proficiently. Maybe not a bug?
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.

Clothing

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.
Drunken Cloth: The Snowy Liver passive does not provide any temporary hitpoints.
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 succesful weapon attack, meaning multiple attacks per turn can be made with the bonuses. I need to test this one, not 100% certain if this has been fixed.
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. Need to test this.

Armour

Armour of Landfall: The Green Bed Regeneration passive does nothing.
Bhaalist Armour: The Aura of Murder passive causes everyone to run away from you. Maybe not a bug but it's annoying, and they fixed summons having the same effect so maybe they'll fix this too.
Elven Chain: This armour functions the way it does by simply not having a profiency 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 shouldn't 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. Maybe not a bug but 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 shouldn't 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

Can't be bothered listing every shield that has it atm but Shield Bash does literally nothing.
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, one one as the tooltip implies.
Viconia's Walking Fortress: Like shield bash, Rebuke of the Mighty does nothing.

Headwear

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 effect 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.
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

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

Gloves of Baneful Striking: The Baneful Strike passive reduces all of an enemies saving throws for it's 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 atleast 2d6 force damage and not the listed 1d6.
Gloves of Battlemage's Power: The Battlemage's Power does not seem to give any stacks of Arcane Acuity. Never used this item, need to test them.
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 function correctly though.
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 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

The Speedy Lightfeet: The Speedy Sparks passive can only activate once per turn, despite the description not stating this.

Amulets

Amulet of Elemental Torment: The item isn't bugged but it only dropping from Hope seems like a bug. Who knows.
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.
File:Magic Amulet Unfaded Icon.pngMagic 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.
Sentient Amulet (Very Rare): 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.
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

Sunwalker's Gift: The Sunwalker's Gift (passive feature) 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 it's description.