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editsremoved some items fixed in patch 6
m (removed shield bash and rebuke) |
(removed some items fixed in patch 6) |
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;{{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|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|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|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. | ||
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==Armour== | ==Armour== | ||
;{{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. | ;{{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. | ||
;{{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. | ;{{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. | ||
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==Amulets== | ==Amulets== | ||
;{{MdRarityItem|Amulet of Elemental Torment}}: While not necessarily | ;{{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| | ;{{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. | ;{{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. |