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List of bugged conditions

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This list aims to catalogue conditions which do not function as would be expected based on their tooltips, or which have other problems - or missing information - in their description, function, or location. This list is unlikely to be comprehensive as it is likely there are many issues with conditions 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 33.

Conditions[edit | edit source]

Name Bugs

Animalistic Vitality (Condition) Animalistic Vitality

  • The in-game description of this ability is inaccurate. The amount healed is actually 1d8hit pointshit points per round.
    • The healing applies outside of combat as well, even outside of turn-based mode. In real time, the healing will be applied every 6 seconds.

Arcane Charge (Condition) Arcane Charge

  • The in-game tooltip is somewhat vague based on the way the effect is coded, and reads as follows: "While Threatened, affected entity has a +2 bonus to damage with spells." However, having the Arcane Charge condition deals bonus spell damage against any Threatened Threatened creature; the user does not need to be threatened.

Baneful Strike (Condition) Baneful Strike

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

Beguiled (Condition) Beguiled

  • This variant of Charmed lacks the proper Charmed status group, and as such will not be removed or prevented by typical means.

Bhaal's Boon (Condition) Bhaal's Boon

  • Stacks of this condition are removed in far more circumstances than they should be which makes it nearly impossible to accumulate stacks.
    • Whenever a condition of any type is removed from the Slayer, the number of stacks will decrement. Many features involve hidden technical conditions that are applied and removed frequently. In particular, every attack made with Extra Attack Extra Attack involves applying and removing hidden technical conditions which track the extra attacks. As a result, simply attacking causes the stacks to decrement, often immediately after acquiring the first stack.

Bladesong Healing Charge (Condition) Bladesong Healing Charge

Bottled Breath (Condition) Bottled Breath

  • Despite what the tooltip states, drinking this potion actually allows you cast Gust of Wind Gust of Wind an unlimited number of times per Long Rest.

Bound Weapon (Condition) Bound Weapon

  • This condition lacks the Attributed(InventoryBound) code that is otherwise found on Bind Pact WeaponBind Pact Weapon and Bind Hexed WeaponBind Hexed Weapon. Although this was (apparently) done to allow a bound weapon to be ThrownThrown, it also has the side effect of allowing an Eldritch Knight to give their bound weapon to any other character to use to the same effect. Thus, others can equip a bound weapon and use it as if they had bound it themselves, even if they are not an Eldritch Knight. For example, one can use an Eldritch Knight Hireling to cast Weapon BondWeapon Bond on a weapon, give it to another character, and then remove the hireling from the active party and / or dismiss them. In this way a bound weapon can be used by any party member – until the next long rest.

Charmed (Charm Animals and Plants) (Condition) Charmed

  • The description is completely erroneous. Affected creatures do not become friendly to the charmer or their allies; only damage received from the charmer or its allies breaks the condition. The effects of this condition mirror CharmedCharmed, which is used as a parent.

Click Heels (Condition) Click Heels

  • This condition actually applies the DisadvantageDisadvantage to the affected creature's Reaction attacks, rather than reaction attacks targeting them.

Compelled to Duel (Condition) Compelled to Duel

  • This condition uses Compelled DuelCompelled Duel as a parent but does not change the check which imposes Disadvantage on the attacker against anyone but the caster. As a result, the attacker will have Disadvantage against every target, even the caster of this effect.

Cursed: Dread (Condition) Cursed: Dread

  • Due to a coding error, a creature failing the save does not skip its turn if it skipped its previous turn.

Dirty Advantage (Condition) Dirty Advantage

  • This condition ends when any action that does not result in a miss is made, instead of just attacks.

Disguise Self (Condition) Disguise Self

  • Disguise Self disables effects which require the Brand of the Absolute to trigger, such as Gloves of Power.
  • As of Patch 5, Hotfix 17, it is possible to give the caster racial equipment bonuses for longer than intended by using the Mask of the Shapeshifter, taking the mask off, and long resting without removing the disguise. On waking up, the disguise is gone, but the racial bonuses on the equipment still affect the character. This only works for racial equipment bonuses, not racial dialogue options.
  • If the player character is disguised as a githyanki when talking to ShadowheartShadowheart for the first time on the beach at the start of Act One they are awarded an extra 30 xp.
  • If a companion is disguised while at camp, they will remain where they were last placed when another companion or player character is selected, rather than automatically moving back to their tent, until they are moved again or a long rest is taken. This can be useful when seeking to apply conditions or spells with a limited radius, such as AidAid.
  • While disguised, hirelings cannot be spoken with.

Dryad's Blessing (Condition) Dryad's Blessing

  • Due to a scripting error, this condition does not get added to characters.

Elixir of Guileful Movement (Condition) Elixir of Guileful Movement


Encrusted with Frost (Condition) Encrusted with Frost

  • The in-game description is not entirely correct: failing the DC 12  Constitution saving throw results in the entity becoming Frozen Frozen, whereas succeeding it causes it to take 1d4ColdCold damage. Contrary to what the description states, this damage is not halved.

Enemy of Justice (Condition) Enemy of Justice

  • May permanently persist on a character in an Act where it was triggered despite no remaining "witness" guards.

Exposing Bite (Condition) Exposing Bite

  • This condition is removed after any attack roll against the affected creature within 3 m / 10 ft, but the critical hit only applies if it is made within 2 m / 7 ft. This means the effect will be wasted when attacking an affected creature with an extra reach weapon from maximum range.

Fierce Perilous Stakes (Condition) Fierce Perilous Stakes

  • This can be cast multiple times on the same target to apply multiple instances of the condition at once. The critical hit threshold reduction, bonus damage, and healing effect from each application all stack with each other. The damage vulnerability does not stack this way.

Freedom of Movement (Condition) Freedom of Movement

  • Applying Freedom of Movement via the Freedom of Movement Freedom of Movement spell removes Maimed Maimed, but having Freedom of Movement does not prevent being maimed.

Goaded (Condition) Goaded

  • Despite being stated that the goaded enemy will attack the caster, the enemy's AI does not change at all and may not prioritize attacking the goading creature if they leave the attacking range.
  • The tooltip for this condition states it has a Wisdom save, but no such on-turn saving throw exists.
  • A character under the effects of this condition has Disadvantage on all attack rolls, even against the source of the condition.

Grasp Essence (Condition) Grasp Essence

  • Due to a coding error, Grasp Essence will be removed from the wielder if it takes damage and does not have any temporary HP.

Hastened (Condition) Hastened

  • The in-game description says it doubles the movement speed, but it actually increases it by 9 m / 30 ft.

Heat (Condition) Heat

Hoots' Hooch: Bad Breath (Condition) Hoots' Hooch: Bad Breath

  • Hoots' Hooch: Bad Breath is bugged. Enemies do not get the Nauseous effect. Instead, when a character with Hoots' Hooch: Bad Breath is hit with a melee attack, that character makes a CON save against "%%% Empty".

Improved Bardic Inspiration (Condition) Improved Bardic Inspiration

  • Due to a coding error, this condition also grants the Bardic Inspiration resource and reactions of a d6 Bardic Inspiration. Using one of the reactions expends the Bardic Inspiration charge but does not remove the Improved Bardic Inspiration condition, leaving non-bard characters with an empty, nonreplenishable Bardic Inspiration charge slot until the condition ends.

Instinctive Charm: Unaffected (Condition) Instinctive Charm: Unaffected

  • Due to a missing StatusPropertyFlag, this condition is not removed on Long Rest and remains indefinitely.

Love Protects (Condition) Love Protects

  • Due to a scripting error, this condition does not get applied to characters.

Magic Awareness (Condition) Magic Awareness

  • The in-game description is inaccurate. It says, "The barbarian and all creatures within 3 m / 10 ft add their proficiency bonus to saving throws against spells." In reality, the bonus is 1d4 and it applies to all saving throws, not just against spells.

Magic Awareness Aura (Condition) Magic Awareness Aura

  • The in-game description is inaccurate. It says, "Adds their proficiency bonus to saving throws against spells." In reality, the bonus is 1d4 and it applies to all saving throws, not just against spells.

Maimed (Condition) Maimed

Moonmother's Embrace (Condition) Moonmother's Embrace

Paranoid Dreams (Condition) Paranoid Dreams

Perilous Stakes (Condition) Perilous Stakes

  • Can be stacked multiple times upon the same character, providing multiple occurrences of healing without any additional negative effect.

Phantasmal Force (Condition) Phantasmal Force

Prophecy: Delivering Alms (Condition) Prophecy: Delivering Alms

  • This prophecy cannot be completed because it references a passive that does not exist in the game code.

Prophecy: Well-Read (Condition) Prophecy: Well-Read

  • This prophecy can only be fulfilled for learning a spell from scroll when done via inventory. Spells learnt in 'Learn More Spells' window do not work.

Protection from Evil and Good (Condition) Protection from Evil and Good

  • You do not get any immunity to charmed.
  • The immunity to frightened and possession is against any source, not just the listed creature types.

Reverberation (Condition) Reverberation

  • Despite the description, no such mechanics exist to prevent Thunder-immune creatures from receiving Reverberation.

Ruptured (Condition) Ruptured

Shadow Infusion (Accursed Spectre) (Condition) Shadow Infusion

  • The description of this condition incorrectly states it provides the Right Behind You Right Behind You reaction. It does not, and instead provides the Splinter Shadow Splinter Shadow reaction.

Shell of Resistance (Condition) Shell of Resistance

  • Gortash becomes immune to Fire even on non-Tactician difficulty, despite the tooltip.

Singing Sword: Shriek (Condition) Singing Sword: Shriek

  • The in-game tooltip specifies that Shriek applies the penalty to mental Saving throws but it actually applies to all saving throws and attack rolls.

Singing Sword: Shrieking (Condition) Singing Sword: Shrieking

  • The in-game tooltip specifies that Shriek applies the penalty to mental Saving throws but it actually applies to all saving throws and attack rolls.

Singing Sword: Singing (Condition) Singing Sword: Singing

Singing Sword: Song (Condition) Singing Sword: Song

  • The tooltip specifies "mental" Attack rolls and Saving throws, but the bonus actually applies to all of them, not just mental ones.

Slowed (Condition) Slowed

  • Slow: CastingSlow: Casting is non-functional and spells cast by slowed creatures will never be delayed.
  • Slow: ActionsSlow: Actions does not prevent a creature from making multiple attacks unless they somehow become Slowed between attacks on their own turn.

Soul Branding (Condition) Soul Branding

  • The in-game tooltip states the effect provides a movement speed bonus of 1.5 m / 5 ft, but it is actually 5 m / 17 ft.
  • When applied to a weapon with the Thrown property, the effect is not lost on hitting an enemy with a Throw Throw attack, and remains for the full duration. The damage is still added.

Symbiotic Entity (Condition) Symbiotic Entity

  • Despite the tooltip saying this ability only affects melee weapon attacks, it affects ranged weapon attacks as well.

Temporary Hit Points (Ever Vigilant) (Condition) Temporary Hit Points

  • Unlike other temporary hit points, the temporary HP granted by Ever Vigilant disappears at the end of combat. This functionality is not stated in the description.

Threatened (Condition) Threatened

  • When attacking a very large target, like the Dominated Red DragonDominated Red Dragon, multiple parts of it may threaten the attacker at once, as if surrounded by multiple enemies, causing all ranged attacks to have disadvantage. This makes Crossbow Expert: Point-BlankCrossbow Expert: Point-Blank useless against such targets.

Tides of Chaos (Condition) Tides of Chaos

  • When applied via Tides of ChaosTides of Chaos, this condition is not removed on Long Rest despite the tooltip. This condition is correctly removed on Long Rest when applied via the Tides of Chaos reaction.

Transmuted To Steel (Condition) Transmuted To Steel

  • Contrary to the what the tooltip claims, Transmuted To Steel does not reduce movement speed. Activating the Muck to Metal Muck to Metal ability does cost movement speed, but only when it is activated; on subsequent turns after activation, full movement speed is retained.

Undead Ward Aura (Condition) Undead Ward Aura

Water Layer Protection (Condition) Water Layer Protection

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