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List of bugged equipment

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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.

Amulets[edit | edit source]

ItemBugs
Amulet of Branding
  • Brand the Weak does not display that it costs a Bonus Action on its spell container.
Sentient Amulet (Very Rare)
  • Although the tooltip says the Shatter spell granted by this amulet is level 2, this upgraded version actually deals 4d8ThunderThunder damage, in line with the level 3 version of Shatter.

Armour[edit | edit source]

ItemBugs
Scale Mail of the Crown
  • The quote is identical to the Oath of Devotion quote, instead of being tailored to the Oath of the Crown.
Dark Justiciar Half-Plate (Rare)
Elven Chain
  • 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 DefenceDefence 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.
Shadeclinger Armour
  • The Clinging Shadows 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.
Helldusk Armour
  • 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 MovementUnarmoured Movement is also not lost when wearing this armour.
  • The DefenceDefence 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.

Cloaks[edit | edit source]

ItemBugs
Cloak of Elemental Absorption
  • Due to a coding error, Absorb Elements only functions once per Long Rest instead of once per Short Rest.
Cloak of the Weave
  • This item lacks the necessary passives in the game code to allow Absorb Elements to function properly.

Clothing[edit | edit source]

ItemBugs
Bloodguzzler Garb
  • Switching from camp clothing to default view briefly (about 4 frames) shows the character from the waist up with no clothing.
Enraging Heart Garb
  • Switching from camp clothing to default view briefly (about 4 frames) shows the character from the waist up with no clothing.

Footwear[edit | edit source]

ItemBugs
Boots of Striding
  • The Unmovable 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.
Boots of Speed
  • Due to a scripting error, the DisadvantageDisadvantage component of Click Heels actually applies to the Reaction attacks performed by the caster, rather than reaction attacks targeting the caster.
Disintegrating Night Walkers
  • These boots are tagged as a Story item despite not being attached to any quests within the game.

Handwear[edit | edit source]

ItemBugs
Flawed Helldusk Gloves
  • If the party previously obtained the piece of Infernal Alloy from Stonemason KithStonemason Kith in Grymforge, then speak with DammonDammon 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.
Gloves of Missile Snaring
  • Against ranged attacks that fire multiple projectiles, such as Multiattack (Ranged)Multiattack (Ranged) or dual wielded Hand Crossbows, only the last attack can be intercepted to reduce its damage.
Abyss Beckoners

Headwear[edit | edit source]

ItemBugs
Frayed Drow Hood
  • Despite not having any specific magical effect, GaleGale can absorb this item's magic.
Flawed Helldusk Helmet
  • If having previously obtained the piece of Infernal Alloy from Kith Stonemason Kith in Grymforge, speaking with Dammon 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.
Bonespike Helmet
  • Menacing Attack changes the names of some weapon features in the combat log, such as Absolute NightAbsolute Night, to "Menacing Attack", while others, such as Fly TrapFly Trap, are displayed correctly.

Musical Instruments[edit | edit source]

No items found.

Rings[edit | edit source]

ItemBugs
Shapeshifter's Boon Ring
  • After application of Mark of the ShifterMark of the Shifter, one may unequip this ring for others to use without losing the condition.
  • Mark of the Shifter is not applied if this ring is equipped after the wearer is already shapeshifted.
Tarnished Ring
  • 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.
After Death Do Us Part
  • Although appearing otherwise, in its current bugged form, this ring is (arguably) a very useful item to have:
    • When revived, the Shadow PossessionShadow Possession condition should force the affected character to spend each turn attacking the nearest creature (friend or foe). While casting Remove CurseRemove Curse or Greater RestorationGreater Restoration on the affected character should also remove the condition and return them to player control, neither is necessary since Shadow PossessionShadow Possession is instantly removed from the wearer upon leaving the DownedDowned 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.
Band of the Mystic Scoundrel
  • Any weapon attack triggers Illusion Quickening, even against world items.
Ring of Feywild Sparks
  • The bonus to Spell Save DC is not indicated by the in-game tooltip.

Shields[edit | edit source]

No items found.

Weapons[edit | edit source]

ItemBugs
Artificial Leech
  • 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.
Bonesaw
  • 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.
Greatsword +1 (Common)
  • 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.
King's Knife
  • 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.
Pactbound Battleaxe
  • This summoned weapon includes a hidden boost which provides proficiency for its weapon type, redundant with the innate Pact Weapon Pact Weapon it receives. Thus, when this weapon is equipped on a character that has Dual Wielder Dual Wielder, the character is able to wield another weapon of this type with full proficiency in both hands.
Pactbound Rapier
  • This summoned weapon includes a hidden boost which provides proficiency for its weapon type, redundant with the innate Pact Weapon Pact Weapon it receives. Thus, when this weapon is equipped on a character that has Dual Wielder Dual Wielder, the character is able to wield another weapon of this type with full proficiency in both hands.
Pactbound Trident
  • This summoned weapon includes a hidden boost which provides proficiency for its weapon type, redundant with the innate Pact Weapon Pact Weapon it receives. Thus, when this weapon is equipped on a character that has Dual Wielder Dual Wielder, the character is able to wield another weapon of this type with full proficiency in both hands.
Pactbound Warhammer
  • This summoned weapon includes a hidden boost which provides proficiency for its weapon type, redundant with the innate Pact Weapon Pact Weapon it receives. Thus, when this weapon is equipped on a character that has Dual Wielder Dual Wielder, the character is able to wield another weapon of this type with full proficiency in both hands.
Syringe
  • 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.
Trepan
  • 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.
Pactbound Sickle
  • This sickle deals 1d8SlashingSlashing, twice as much damage as a normal sickle's 1d4SlashingSlashing.
  • This summoned weapon includes a hidden boost which provides proficiency for its weapon type, redundant with the innate Hexed Weapon 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.
Artificial Leech (+1)

None of the weapon actions provided by this weapon are available to the player character, if equipped.

Bonesaw (+1)

None of the weapon actions provided by this weapon are available to the player character, if equipped.

Everburn Blade
  • Sometimes the visual burning effect will stop functioning. Dropping the weapon, picking it up, and then re-equipping it fixes the issue.
  • The burning effect is not visible in cutscenes.
Hunter's Dagger
  • Hunter's Dagger has a chance to reappear in Roah's merchant stock whenever it resets, like non-unique equipment, and can be acquired multiple times.
Ironwood Club
  • Ironwood Harmony is not displayed on the weapon, and is only visible in the combat log.
Lightning Jabber
  • Despite being labelled as a Spear, the Root Template is erroneously tagged as a Javelin and as such does not work with the Polearm Master feat.
Ritual Dagger
Shining Staver-of-Skulls
  • Casting LightLight on this weapon overwrites its innate Light passive, causing it to end.
Staff of a Mumbling Wizard
  • Firebolt? does not increase in damage beyond 1d10FireFire despite the tooltip stating it does.
Syringe (+1)

None of the weapon actions provided by this weapon are available to the player character, if equipped.

Trepan (+1)

None of the weapon actions provided by this weapon are available to the player character, if equipped.

Charge-Bound Warhammer
  • 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.
Cruel Sting
Dolor Amarus
  • Dolor Amarus is missing a WPN_DAGGER tag in its root template, and as such does not function with BladesongBladesong.
Hellbeard Halberd
  • Although not stated anywhere in-game, this halberd PoisonsPoisons targets on hit if a DC 12 Constitution saving throwConstitution saving throw is failed. The save for this effect is not shown in the combat log.
Infernal Spear
  • It is not stated anywhere in-game, but this spear Poisons Poisons targets on hit if a DC 12  Constitution saving throw is failed. The save for this effect is not shown in the combat log.
Monster Slayer Glaive
  • Monsterslayer also adds 1d4 to attack rolls in addition to the damage rolls listed.
    • This passive also applies to ranged attacks while this weapon is equipped, adding 1d4 to attack and damage for them.
    • Spells cast while this weapon is equipped will gain 1d4 to their attack roll, but their damage is not increased.
Rat Bat
  • It is not listed anywhere in-game, but the Rat Bat deals an extra 1d6PiercingPiercingDRS non-magical damage against any target.
Sussur Dagger
  • 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 Baneful
The Long Arm of the Gur
  • 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.
Thorn Blade
  • 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.
Handmaiden's Mace
  • It is not stated anywhere in-game, but this mace PoisonsPoisons targets on hit if a DC 12 Constitution saving throwConstitution saving throw is failed. The save for this effect is not shown in the combat log.
Hellfire Greataxe
  • This weapon has a hidden condition MAG_FIRE_DIPPED_HELLFIRE which is supposed to make its 1d6FireFire 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.
Infernal Rapier
  • Despite not stating such anywhere, and unlike most summons, the Cambion is automatically dismissed if the summoner is Knocked OutKnocked Out.
Justiciar's Scimitar
  • 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 BladeShadow 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.
Staff of the Ram
  • From examining this weapon's game code'"`UNIQ--ref-00000021-QINU`"' it appears it should deal an additional 1d6ForceForce, 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 1d6ForceForce damage.
The Dancing Breeze
Trident of the Waves
  • This weapon's game code indicates it should deal an additional 1d4ColdCold 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 1d4ColdCold damage.
Woe
  • 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.
Crimson Mischief
  • Despite being classed solely as a Shortsword, Scimitar proficiency also allows one to wield this weapon proficiently.
Moonlantern
  • 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.