User:Bobdodo/Sandbox: Difference between revisions

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


==Equipment==
==Weapons==
 
===Weapons===


;{{RarityItem|Greatsword +1 (Common)}}: Does not provide a +1 bonus to attack and damage.
;{{RarityItem|Greatsword +1 (Common)}}: Does not provide a +1 bonus to attack and damage.
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;{{RarityItem|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.
;{{RarityItem|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.


===Clothing===
==Clothing==


;{{RarityItem|Bided Time}}: The [[Time Thoroughly Bided]] passive grants 2 charges of [[Arcane Charge (Condition)|Arcane Charge]], not one as the tooltip implies.
;{{RarityItem|Bided Time}}: The [[Time Thoroughly Bided]] passive grants 2 charges of [[Arcane Charge (Condition)|Arcane Charge]], not one as the tooltip implies.
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;{{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.
;{{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===
==Shields==


The [[Shield Bash]] reaction granted by the following shields has no effect but still consumes your reaction if used.  
The [[Shield Bash]] reaction granted by the following shields has no effect but still consumes your reaction if used.  
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;{{RarityItem|Viconia's Walking Fortress}}: Like shield bash, [[Rebuke of the Mighty]] does nothing but still consumes a reaction.
;{{RarityItem|Viconia's Walking Fortress}}: Like shield bash, [[Rebuke of the Mighty]] does nothing but still consumes a reaction.


===Headwear===
==Headwear==


;{{RarityItem|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.
;{{RarityItem|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.
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;{{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.
;{{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.


===Cloaks===
==Cloaks==


;{{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.
;{{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.
;{{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.
;{{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.


===Handwear===
==Handwear==


;{{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|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.
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;{{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.
;{{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.


===Footwear===
==Footwear==


;{{RarityItem|The Speedy Lightfeet}}: The [[Speedy Sparks]] passive can only activate once per turn, despite the description not stating this.
;{{RarityItem|The Speedy Lightfeet}}: The [[Speedy Sparks]] passive can only activate once per turn, despite the description not stating this.


===Amulets===
==Amulets==


;{{RarityItem|Amulet of Elemental Torment}}: While not nescessarily 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 availiable as a drop from [[Hope]].
;{{RarityItem|Amulet of Elemental Torment}}: While not nescessarily 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 availiable as a drop from [[Hope]].
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;{{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.
;{{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.


===Rings===
==Rings==


;{{RarityItem|Sunwalker's Gift}}: The [[Sunwalker's Gift (passive feature)|Sunwalker's Gift]] passive granted by this ring appears to do nothing.
;{{RarityItem|Sunwalker's Gift}}: The [[Sunwalker's Gift (passive feature)|Sunwalker's Gift]] passive 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.
;{{RarityItem|Ring of Feywild Sparks}}: This ring also grants +1 to spell save DC that is not listed anywhere in it's description.
==Passive features==
===Feats===
:{{sai|Dungeon Delver}}: None of the listed features of this feat function. Advantage on perception, advtanage on saving throws, or resistance against traps.
:{{sai|Heavy Armour Master}}: This feat seems to add it's strength increase differently to how other ability increasing feats do, a character with 17 strength base + 3 from feats should normally be able to drink the [[Potion of Everlasting Vigour]] and reach 22 strength, however if Heavy Armour Master is used you will instead be stuck at 21 strength.
:{{sai|Medium Armour Master}}: If a character with medium armour master wears armour with the [[Exotic Material]] passive they will still be capped to a +3 dexterity bonus to ac instead of unlimited.
:{{sai|Polearm Master}}: This feat works with pikes despite them not being listed in game. The opportunity attack portion of this feat seems to incorrectly grant opportuinity attacks to enemies under certain circumstances, allowing them to hit you if you move into their range. The player will still recieve a reaction pop-up when this happens and can choose whether they would like the enemy to hit them.
===Class features===