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 may be incorrect following an update.
All entries are currently correct as of Hotfix 33.
This item can be unequipped after casting Protection from Evil and Good from it; the caster will still receive the use of Protection from Evil and Good until long rest or concentration is broken.
Although the tooltip says the Shatter spell granted by this amulet is level 2, this upgraded version actually deals 4d8Thunder damage, in line with the level 3 version of Shatter.
Due to a coding error, the damage reduction portion of Sharran Retribution is also applied to the wearer of this armour when they cast Shar's Aegis on themselves instead of just the AC bonus from Shield of Faith.
This item does not have a Proficiency Group (in order for all classes to be 'proficient' with it). As a result, items such as Bracers of Defence, Bonespike Boots, and Corellon's Grace that are not supposed to give their bonuses while wearing armour still provide their benefits with the Elven Chain equipped. The extra movement speed granted to monks by Unarmoured Movement is also not lost when wearing this armour.
The Defence fighting style can grant up to +2 AC when used with this armour. For the same reason as above, Defence does not normally work with the Elven Chain as it is not properly considered armour. To work around this, the armour has a hidden passive that grants +1 AC if the wearer has Defence. But if the wearer also has another piece of armour equipped (e.g. a helmet), the normal +1 AC from Defence will also be applied for a total of +2 AC.
The Clinging Shadows condition granted by this armour remains even when it is removed. This oversight can be exploited to give this condition to the entire active party by having each character equip and then remove this item - one by one.
As stated above, this item does not have a Proficiency Group (in order for all classes to be 'proficient' with it). However, as a result, items such as Bracers of Defence, Bonespike Boots, and Corellon's Grace that are not supposed to give their bonuses while wearing armour still provide their benefits with the Helldusk Armour equipped. The extra movement speed granted to monks by Unarmoured Movement is also not lost when wearing this armour.
The Defence fighting style can grant up to +2 AC when used with this armour. For the same reason as above, Defence does not normally work with the Helldusk Armour as it is not considered armour proper. To work around this, the armour has a hidden passive that grants +1 AC if the wearer has Defence. While this property is not a bug, if the wearer also has another piece of armour equipped (e.g. a helmet), the normal +1 AC from Defence is additionally applied for a total of +2 AC, and this likely is a bug.
The Unmovable condition can be indefinitely applied by equipping the boots, casting a concentration spell, unequipping the boots, and then breaking concentration. The check to remove Unmovable is attached to the boots, and thus if they are not equipped when concentration ends, the effect will persist.
Due to a scripting error, the Disadvantage component of Click Heels actually applies to the Reaction attacks performed by the caster, rather than reaction attacks targeting the caster.
If the party previously obtained the piece of Infernal Alloy from Stonemason Kith in Grymforge, then speak with Dammon and select the conversation option, "I found this metal in a place called Grymforge - what do you make of it?", Dammon will forge a Flawed Helldusk item without taking a piece of Infernal Iron or Infernal Alloy away from the player character's inventory.
Against ranged attacks that fire multiple projectiles, such as Multiattack (Ranged) or dual wielded Hand Crossbows, only the last attack can be intercepted to reduce its damage.
If having previously obtained the piece of Infernal Alloy from Stonemason Kith in Grymforge, speaking with Dammon and then selecting the conversation option, "I found this metal in a place called Grymforge - what do you make of it?", Dammon forges a Flawed Helldusk item without taking a piece of Infernal Iron or Infernal Alloy away from the player character's inventory.
Menacing Attack changes the names of some weapon features in the combat log, such as Absolute Night, to "Menacing Attack", while others, such as Fly Trap, are displayed correctly.
This item can be unequipped after casting Hunter's Mark from it; the caster will still receive the use of Hunter's Mark until long rest or concentration is broken.
This item can be unequipped after casting Pass Without Trace from it; the caster will still receive the use of Pass Without Trace until long rest or concentration is broken.
Unequipping this ring will break the character's current Concentration spell so long as the shadow blade is currently summoned.
Due to a miscoded SummonInInventory functor, the ring's shadow blade can be transferred between characters and equipped by anyone in the party, and previously conjured blades do not disappear from the caster's inventory upon a new spell casting.
The game code shows that this ring should be named "Magic Ring" with the description "Considered sacred by some gnomes and halflings, the gem set in this ring sparkles brilliantly." due to its Item Template. However, when the game spawns items created via Item Combination it uses the Stats of the item, which pulls data from the Parent Template field instead of the Item Template, which in this case is LOOT_GEN_Ring_A_Simple_Gold and thus why this ring appears with the name and description that it has.
Although appearing otherwise, in its current bugged form, this ring is (arguably) a very useful item to have:
When revived, the Shadow Possession condition should force the affected character to spend each turn attacking the nearest creature (friend or foe). While casting Remove Curse or Greater Restoration on the affected character should also remove the condition and return them to player control, neither is necessary since Shadow Possession is instantly removed from the wearer upon leaving the Downed state.
Given the above, even if one may be inclined not to (given Oscar Fervas' disposition), it may nevertheless be advisable to free Oscar from the Zhentarim in Act One.
When wielded by any nurse this weapon deals an additional 1d6 Necrotic damage. A coding error causes a misplaced '1d6' to appear in the weapon's list of properties.
When wielded by any nurse this weapon deals an additional 1d6 Necrotic damage. A coding error causes a misplaced '1d6' to appear in the weapon's list of properties.
Despite its name, this weapon does not provide a +1 enchantment bonus as the Stats value in its Item Template is incorrectly pointed towards the common version of a Greatsword.
In the game files, the root template of this sword (UUID 5908898d-5d9e-40de-ab07-3f8fb5f0174c) actually describes a shortsword, which is also used as the basis for the Knife of the Undermountain King. In fact, the magical properties of that sword are also added to this root template (via the <Stats> tag), meaning that this item should have those properties as well, and will do so if spawned via the console. However, the weapon that's spawned in-game is not directly based on the root template but rather on a stat entry called WPN_KingsKnife which inherits properties from WPN_Longsword. This ends up making this item functionally identical to a common longsword.
Equipping a hireling with this weapon, then dismissing and re-hiring them, changes this weapon's stats and weapon actions to those of Knife of the Undermountain King, as its root template has the same stats.
This summoned weapon includes a hidden boost which provides proficiency for its weapon type, redundant with the innate Pact Weapon it receives. Thus, when this weapon is equipped on a character that has Dual Wielder, the character is able to wield another weapon of this type with full proficiency in both hands.
This summoned weapon includes a hidden boost which provides proficiency for its weapon type, redundant with the innate Pact Weapon it receives. Thus, when this weapon is equipped on a character that has Dual Wielder, the character is able to wield another weapon of this type with full proficiency in both hands.
This summoned weapon includes a hidden boost which provides proficiency for its weapon type, redundant with the innate Pact Weapon it receives. Thus, when this weapon is equipped on a character that has Dual Wielder, the character is able to wield another weapon of this type with full proficiency in both hands.
This summoned weapon includes a hidden boost which provides proficiency for its weapon type, redundant with the innate Pact Weapon it receives. Thus, when this weapon is equipped on a character that has Dual Wielder, the character is able to wield another weapon of this type with full proficiency in both hands.
When wielded by any nurse this weapon deals an additional 1d6 Necrotic damage. A coding error causes a misplaced '1d6' to appear in the weapon's list of properties.
When wielded by any nurse this weapon deals an additional 1d6 Necrotic damage. A coding error causes a misplaced '1d6' to appear in the weapon's list of properties.
This sickle deals 1d8Slashing, twice as much damage as a normal sickle's 1d4Slashing.
This summoned weapon includes a hidden boost which provides proficiency for its weapon type, redundant with the innate Hexed Weapon it receives. Thus, when this weapon is equipped on a character, the character is able to wield another weapon of this type with full proficiency in both hands.
This item can be unequipped after casting Hunter's Mark from it; the caster will still receive the use of Hunter's Mark until long rest or concentration is broken.
Pushing Greymon off the party's raft via the Athletics dialogue option during the initial cutscene results in his loot being permanently lost, as his body will not wash ashore. To guarantee this item and the rest of his gear is recoverable, it is recommended to initiate combat and shove him into the water manually during the ship-to-ship battle.
Casting Light on this weapon overwrites its innate Light passive, causing it to end.
Pushing Greymon off the party's raft via the Athletics dialogue option during the initial cutscene results in his loot being permanently lost, as his body will not wash ashore. To guarantee this item and the rest of his gear is recoverable, it is recommended to initiate combat and shove him into the water manually during the ship-to-ship battle.
If this weapon is bound by an Eldritch Knight or Pact of the Blade Warlock, this weapon will permanently retain the lightning damage bonus from Galvanic Currents even if the character binds another weapon. The weapon will even retain this passive if the weapon is used by another character, different from the one who bound it.
Although not stated anywhere in-game, this halberd Poisons targets on hit if a DC 12 Constitutionsaving throw is failed. The save for this effect is not shown in the combat log.
It is not stated anywhere in-game, but this spear Poisons targets on hit if a DC 12 Constitutionsaving throw is failed. The save for this effect is not shown in the combat log.
Pushing Greymon off the party's raft via the Athletics dialogue option during the initial cutscene results in his loot being permanently lost, as his body will not wash ashore. To guarantee this item and the rest of his gear is recoverable, it is recommended to initiate combat and shove him into the water manually during the ship-to-ship battle.
The Sussur Dagger is missing a critical SourceFile from its physics template, which can cause the weapon to fall through world floors when thrown or dropped. Additionally, the weapon can only be picked up from the ground while holding the 'Alt' key.
The Long Arm of the Gur is derived from Undead Slayer Crossbow, but because it doesn't also inherit a hidden condition that actually applies the bonus to attack rolls and damage, Revenant Scourge has no effect.
This can be fixed by recruiting a hireling, having them equip the crossbow, dismissing them to the Fugue Plane, then recruiting them again.
Another method to force the game to spawn the crossbow with the Revenant Scourge effect is to duplicate it using the Invoke Duplicity exploit.
The description in Honour Mode is erroneous. Whereas the extra damage normally applies to all melee attacks (as per the description of the weapon), the extra damage in Honour Mode only applies to attacks with the weapon itself. This is because in the normal base game the extra damage is added via the passive, whereas in Honour Mode the damage is derived directly from the weapon itself. The fact that this is at odds with the description of the weapon is likely an oversight.
It is not stated anywhere in-game, but this mace Poisons targets on hit if a DC 12 Constitutionsaving throw is failed. The save for this effect is not shown in the combat log.
This weapon has a hidden condition MAG_FIRE_DIPPED_HELLFIRE which is supposed to make its 1d6Fire damage ignore fire resistance. Additionally, Hellflame Cleave and the Hellfire surface it creates are also both supposed to ignore fire resistance. Neither of these effects are currently ignoring fire resistance.
Due to the missing proficiency classification, this weapon cannot be used to activate Bladesong when equipped in the mainhand weapon slot, although equipping it does not apply Bladesong Impeded (Condition).
This issue does not occur when equipped in the offhand weapon slot.
This weapon has a hidden version of the Shadow Blade applied to it, which grants advantage on all melee weapon attack rolls while active, including weapon attack rolls for another equipped melee weapon while dual-wielding.
From examining this weapon's game code it appears it should deal an additional 1d6Force, but is not present on the item when acquired through normal in-game means. This can be fixed by recruiting a hireling, having them equip the staff, dismissing them to the Fugue Plane, then recruiting them again. The version of the staff the hireling spawns back in with does have the additional 1d6Force damage.
Another method to force the game to spawn the staff with the additional 1d6Force damage is to duplicate it using the Invoke Duplicity exploit.
This weapon's game code indicates it should deal an additional 1d4Cold damage, but it is not present when acquired normally; the extra damage can still be acquired by recruiting a hireling, having them equip the trident, dismissing them to the Fugue Plane, and then recruiting them again. The version of the trident the hireling spawns back with has the additional 1d4Cold damage.
Another method to force the game to spawn the trident with the additional 1d4Cold damage is to duplicate it using the exploit described on the Invoke Duplicity page.
If one of the spawn is killed while in dialogue with Astarion after Cazador's death, the cutscene ends, the spawn flee, and Woe disappears even if not on a dialog branch where Asarion would have broken it otherwise.
The Moonlantern containing Dolly Dolly Dolly still produces a stationary Moonshield Aura when dropped on the ground even after she has been freed from it.