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List of bugged equipment

From bg3.wiki

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

Name Bugs


Aberration Hunters' Amulet

  • Due to a coding error, Aberration Hunter will not provide Advantage against an Aberration attacker.


Amulet of Bhaal


Amulet of Branding

  • Brand the Weak does not display that it costs a Bonus Action on its spell container.


Amulet of the Devout

  • The additional Channel Divinity Charge granted by Godswill restores on a Short rest contrary to the text. However if the extra charge is expended, and then the amulet is unequipped, the extra charge will not reappear if the amulet is re-equipped before a Long rest, and at this point cannot be restored with a Short rest.


Fireheart

  • The fire damage from the Heat status applied by Fervent Flames will retrigger Fervent Flames, which will then reapply the Heat status.


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.


Spell Savant Amulet

  • Spell Amplification can grant an extra spell slot once per character per long rest, despite the Spell Slot Depleted condition on the item.

Armour edit

Name Bugs


Armour of Moonbasking

  • Lunar Protection Lunar Protection incorrectly states it provides a +1d4 bonus to Armour Class; it is a flat +2 bonus.
  • Lunar Protection persists on the character after unequipping Armour of Moonbasking while affected by Starry Form.
  • When affected by a Starry Form, the bonus AC is applied a second time, resulting in a total AC bonus of 4.


Dark Justiciar Half-Plate (Rare)

  • Due to a coding error, the damage reduction portion of Sharran Retribution Sharran Retribution will be applied to the wearer of this armour if they cast Shar's Aegis on themselves.


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 Defence 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.


Flawed Helldusk Armour

  • The required saving throw for Lesser Infernal Retribution is attributed in the combat log to the wearer of the armour, rather than the attacker, but is correctly rolled by the attacker.
  • Though Lesser Infernal Retribution states an attacker must be within 2m, it actually only triggers on a melee attack.
  • 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.


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 Movement Unarmoured Movement is also not lost when wearing this armour.
  • The Defence 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.


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.


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.


Sharpened Snare Cuirass

  • Sharpened Snare does not affect Nature's Snare and Entangle Entangle when trying to apply them for the first time. It affects when the target tries to shake off their effects.
  • The Exotic Material passive does not function for characters with the Medium Armour Master feat, limiting them to +3 AC from dexterity.


The Jolty Vest

  • Countershock displays a saving throw in the combat log even when the wearer is without Lightning Charges, but Shocked Shocked is not applied in this case.

Cloaks edit

Name Bugs


Cindermoth Cloak

  • Despite the tooltip stating that an attacker receives Burning Burning upon damaging the wearer, Flaming Shroud requires failing a DC 12  Dexterity saving throw before Burning is applied.
    • The required saving throw is attributed to the wearer of the cloak, rather than the attacker, making successful application at higher levels less likely.
    • Though Flaming Shroud states an attacker must be within 2m, it only triggers on a melee attack.


Cloak of Cunning Brume

  • The fog cloud lasts for 2 turns.


Cloak of Elemental Absorption

  • Due to a coding error, the passive Absorb Elements only functions once per Long Rest.


Cloak of the Weave

  • This items lacks the necessary passives in the game code to allow Absorb Elements to function properly.


The Deathstalker Mantle

  • There is a bug involving this item with the Illithid power Cull the Weak Cull the Weak. If the equipping character has the passive feature activated and kills a target, the effect won't activate (or immediately gets cancelled).


Wavemother's Cloak

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

Clothing edit

Name Bugs


Bloodguzzler Garb

  • Grievous Retribution states that it grants 1 turn of Wrath, but it actually grants 2 turns of the condition.


Bonespike Garb

  • The temporary hit points provided by Slabjaw Determination only have a StackPriority of 1, and as such are overridden by any other source of temporary hit points that have a StackPriority of 1 or higher, even if the new source is of a lesser value.


Cloth Armour

  • Grievous Retribution states that it grants 1 turn of Wrath, but it actually grants 2 turns of the condition.


Enraging Heart Garb

  • Ruintamer Heart has no effect, and does not function in-game.


Garb of the Land and Sky

  • Breezeswift Speed provides Swift as Wind Swift as Wind, which is only removed when making a weapon attack, as opposed to the next attack roll.
    • Breezeswift Speed states it affects the next "Attack Roll", while Swift As Wind states it affects the next "weapon attack".
  • While active, Swift As Wind affects all attack rolls but only increases weapon damage.


Moon Devotion Robe


Potent Robe

  • The temporary hit points provided by Well-Liked and Well-Fortified only have a StackPriority of 1, and as such are overridden by any other source of temporary hit points that have a StackPriority of 1 or higher, even if the new source is of a lesser value.

Footwear edit

Name Bugs


Boots of Genial Striding


Boots of Psionic Movement


Boots of Speed

  • Due to a scripting error, Click Heels applies the disadvantage on opportunity attacks to the wearer.


Boots of Stormy Clamour

  • Arcane Echomalefaction triggers under many circumstances even though it appears it should not due to hidden technical conditions, such as when a ranged weapon attack misses or when Sanctuary Sanctuary is cast near enemies.


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.


Disintegrating Night Walkers

  • Night Walker only provides immunity to Ensnared received from Ensnaring Strike Ensnaring Strike cast up to level two, and not from levels three or higher.


Helldusk Boots


Linebreaker Boots

  • The in-game tooltip stating that Adrenaline Rush grants 2 turns of Wrath is incorrect, it actually grants 3 turns of the condition.
  • The in-game tooltip states that Adrenaline Rush is once per turn. It is not.

Handwear edit

Name Bugs


Bracers of Defence

  • Helldusk Armour lacks an armour proficieny group (so any class can wear it without the normal armour penalties that might otherwise be incurred). While this function was specifically coded and is not a bug, a result here is that Helldusk Armour is not seen as "armour" proper by Bracers of Defense, and can therefore be used in combination with it, and this likely is a bug.


Craterflesh Gloves

  • Craterous Wounds actually deals an additional 2d6ForceForce damage, as the damage is doubled due to being a Critical Hit.
    • When damage is added to a spell or unarmed attack, it is not listed as (Craterous Wounds) in the combat log.
  • Throw Throw with a weapon with the Thrown property attack activates Craterous Wounds for an additional time.


Flawed Helldusk Gloves

  • 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.


Gloves of Baneful Striking

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


Gloves of Battlemage's Power

  • The reader is advised that this item appears to have some of the most complex and unintuitive behavior in the game, making it difficult to distinguish what is actually a bug.
    • Any damage dealt while wielding a Flame Blade in the main hand triggers Battlemage's Power. The damage can be from any source such as weapon attacks, spell damage (including each dart from Magic Missile Magic Missile), or even damage from status effects like Burning Burning. Battlemage's Power does not trigger if the conjured weapons are in the off-hand, even if attacking with the conjured weapon. This effect also used to work while wielding a Shadow Blade in the main hand, but this was removed in a hotfix after Patch 8.
    • Battlemage's Power does not function with the Mephistopheles Tiefling version of Flame Blade, as this version has a different condition applied to it which is not listed in the ArcaneAcuityGlovesCondition() .khn script.
    • Throwing Throwing Healing Potions and Grenades triggers Battlemage's Power, even without hitting any target.
    • Reaction Smites provide acuity if and only if the triggering attack provided acuity. If the source attack does trigger the gloves, reaction smite triggers them a second time, for a total of +4 Acuity.
    • All of the following provide Acuity:
      • Persistent AoE spell effects like Cloudkill Cloudkill and Wall of Fire Wall of Fire
      • Every status in the game which deals damage attributed to the wearer triggers these gloves. For example, Burning Burning and Electrocuted Electrocuted.
      • Fall damage caused by the wearer
      • Some miscellaneous effects like the Holy Lance Helm
    • Retaliation effects such as Armour of Agathys Armour of Agathys and Shield of Scorching Reprisal do not trigger the gloves.
    • The gloves are meant to have a OncePerAttack restriction, meaning they should only provide Acuity once per damaging event. However, the OncePerAttack limit gets reset every time the player character performs any effect which targets any in-game entity, whether that entity is an enemy, an ally, or the wearer themself.
      • This includes regular attacks as well as self-target abilities like Dash and Rage.
      • This also includes effects the game considers an "attack" (due to underlying code) such as: using the Perform action (including in combat), speaking with the Sentient Amulet (including in combat), targeting someone with the ability check version of Bend Luck Bend Luck, and provoking an attack of opportunity (though if the wearer takes damage from it, they lose 2 Acuity).
    • Explosions also reset the gloves' once per attack limit. This includes the AOE "explosions" from Hamarhraft and Luminous Armour as well as grenades like Alchemist's Fire and Caustic Bulb.


Gloves of Belligerent Skies

  • Though stated "upon the target(s)", Thunderous Conversion can only trigger once per attack.


Gloves of Crushing


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.


Gloves of Power

  • Though not stated as such, the passive applies Bane Bane and thus does not stack with itself or other sources of Bane.


Gloves of Soul Catching

  • Soul Catching has numerous errors:
    • It states it requires an "unarmed hit" while the Grasp Essence Grasp Essence condition states "hit a creature with an unarmed attack". Functionally, any damaging unarmed attack triggers the effect, even against world items.
    • It states the wielder regains 10hit pointshit points, but instead it grants an ability which, when used, provides the healing.
    • It states the wielder may gain Advantage on Attack Rolls and Saving Throws until the end of their next turn, while the Grasp Essence condition states the wielder may gain Advantage on Attack Rolls or Saving Throws before the end of their next turn.
      • Advantage is not actually gained, but rather an Interrupt is granted that provides the wielder with a choice of either adding a +5 bonus to a single attack roll or to a single saving throw, at which time the Grasp Essence condition is removed.
    • Due to a coding error, Grasp Essence is removed from the wielder if they take damage and do not have any temporary HP.


Gloves of the Growling Underdog

  • Despite stating that it applies to "melee attack rolls", Underdog's Bravery is limited to weapon attacks and does not function with unarmed melee attacks.
  • Due to faulty exclusionary check within the HasEnemyWithinRange() conditional script, Underdog's Bravery still functions with nearby unconscious and incapacitated enemies as long as there is at least one conscious enemy nearby (alive and not incapacitated).
  • Despite the description, two or more enemies must be within 3 m / 10 ft of the target, not the wearer of the gloves. This means the wearer does not need to be "surrounded" at all; they need enemies near the target of their attack.


Helldusk Gloves

  • Infernal Acuity grants the wearer +1 to all attack rolls.


Ichorous Gloves

  • Despite the description stating it affects targets, Ichorous Corrosion only applies once per turn and thus only affects one target.
    • It also does not mention that it has a chance to apply Noxious Fumes.


Legacy of the Masters

  • The +2 bonus to attack rolls granted by Arming Enhancement also affects spell attacks, unarmed attacks, and throw attacks; however, except for throw attacks involving weapons with the Thrown Thrown property, those attacks do not receive the +2 damage.


Reason's Grasp

  • Although not stated in the description, and unlike other sources of temporary hit points, those granted by Ever Vigilant disappear at the end of combat.


Spellmight Gloves

  • Spellmight adds its damage bonus to spells or cantrips that use a weapon without applying the -5 penalty. This includes Booming Blade Booming Blade and all smite spells except Divine Smite Divine Smite.


Swordmaster Gloves

  • Sword Mastery does not increase the damage of off-hand melee attacks.


The Reviving Hands

  • Aegis Palms will not apply Death Ward when casting Revivify on an already dead ally. Casting it on an ally who is downed, but not yet dead, will apply Death Ward.


Wondrous Gloves

  • When equipped to a Bard who has exhausted all Bardic Inspiration points, Troubadour's Wonder grants one new point. There is no limit to how often this can be done, and effectively allows for infinite replenishment of a single Bardic Inspiration point (once all others have been used) from un-equipping and re-equipping these gloves.

Headwear edit

Name Bugs


Bonespike Helmet

  • Menacing Attack changes the names of some weapon features, such as Absolute Night Absolute Night, in the combat log to Menacing Attack while others, such as, Fly Trap Fly Trap, are displayed correctly.


Cap of Wrath

  • Last Stand only applies 1 turn of Wrath.


Circle of Bones

  • Though it is not stated in the tooltip, Undead Ward applies to summons with the Fiend classification, as in the case of Shovel (familiar) Shovel, Cambion (Planar Ally) Cambion (Planar Ally), and Conjured Imp Conjured Imp.
    • Undead Ward additionally states it has a radius of 6m, while it actually has a radius of 9m.


Circlet of Hunting

  • Hunter's Eye requires the wearer to be the source of the mentioned conditions on the target; it does not provide an attack roll bonus if another character is the source of the conditions.


Coldbrim Hat

  • Coldbrim Chill appears to trigger under many circumstances even though it likely should not, due to hidden technical conditions, such as when a ranged weapon attack misses or when Sanctuary Sanctuary is cast near enemies.


Dark Justiciar Helm

  • Swathed in Shadow passively adds its Saving Throw bonus at all times, not just when attacked.


Diadem of Arcane Synergy

  • Synergetic Moments triggers under many circumstances even though appearing it should not due to hidden technical conditions, such as when a ranged weapon attack misses or when Sanctuary Sanctuary is cast near enemies.


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.


Hat of the Sharp Caster

  • Sharp Caster applies to all spells, not just those that make a spell attack roll.


Helldusk Helmet

  • Infernal Sight does not see through magical darkness; it only grants immunity to Blinded Blinded and does not provide the cone of light that could otherwise be acquired by obtaining the Darkvision effect from a different source, such as a spell or from having the passive innately via race.


Helm of Balduran


Helmet of Arcane Acuity

  • Battle Acuity lacks a OncePerAttack flag. As such, it may trigger multiple times per attack with spells that are considered weapon attacks and include multiple DealDamage functions, such as Booming Blade Booming Blade and the various Smite spells.


Helmet of Grit

  • This helmet can give the wearer multiple additional Bonus Actions in a turn, by healing up and getting 50% or more Hit Points and having 50% or less Hit Points again.


Helmet of Smiting

  • Bolstering Smite does not function with Thunderous Smite Thunderous Smite or Staggering Smite Staggering Smite.
  • Any application of Frightened Frightened by the wearer triggers Bolstering Smite.
  • Though it is not stated in the description, the temporary hit points only last for two turns.
    • The temporary hit points only have a StackPriority of 1, and as such are overridden by any other source of temporary hit points which have a StackPriority of 1 or higher, even if the new source is of a lesser value.


Marksmanship Hat

  • Marksmanship only applies to ranged weapons in the main hand, thus Hand Crossbows equipped in the off-hand are unaffected.


Pyroquickness Hat


Shapeshifter Hat

  • Due to a coding error, Nature's Embrace can grant an extra charge of Wildshape per character per long rest.


Steelwatcher Helmet

  • Artificial Sight does not provide the cone of light that could otherwise be acquired by obtaining the Darkvision effect from a different source, such as a spell or from having the passive innately via race. It also allows the wearer to see through magical darkness, despite not stating such in the description.

Musical Instruments edit

Name Bugs
None known so far

Rings edit

Name Bugs


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 Possession Shadow Possession condition should force the affected character to spend each turn attacking the nearest creature (friend or foe). While casting Remove Curse Remove Curse or Greater Restoration Greater Restoration on the affected character should also remove the condition and return them to player control, neither is necessary since Shadow Possession Shadow Possession is instantly removed from the wearer upon leaving the Downed 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.


Band of the Mystic Scoundrel

  • Any weapon attack triggers Illusion Quickening, even against world items.
  • Prevents usage of certain reactions after attacking, such as Cleric's Divine Strike or Necrotic Touch.


Callous Glow Ring

  • Callous Glow does not specify the damage type, but it is RadiantRadiant.


Coruscation Ring

  • Arcane Radiance inflicts Radiating Orb Radiating Orb regardless of the wearer's light level.


Eversight Ring

  • Despite not stating such in the description, Blind Immunity also allows the wearer to see through magical darkness.


Killer's Sweetheart

  • Despite the tooltip suggesting otherwise, Executioner only applies to the next weapon attack roll made.
  • Executioner may be used to force an enemy to succeed a saving throw against an effect that is applied by a weapon attack roll, such as Pushing Attack (Melee) Pushing Attack (Melee).


Poisoner's Ring

  • Contrary to the description, Virulent Venom can only give PoisonPoison vulnerability to targets that lack PoisonPoison resistance.
    • Targets that have PoisonPoison resistance lose the resistance (instead of becoming vulnerable).
    • Targets that have PoisonPoison immunity will see no change, despite being able to be targeted by this effect.


Ring of Absolute Force


Ring of Evasion

  • The description for Dextrous Evasion in-game is incorrect. It states "When you make" instead of "When you fail" a Dexterity saving throw.


Ring of Feywild Sparks

  • The bonus to Spell Save DC is not indicated by the in-game tooltip.


Ring of Free Action


Ring of Mental Inhibition

  • Despite the description, Mental Inhibition also applies to allies.


Ring of Spiteful Thunder

  • The saving throw is hidden and not shown in the combat log.
  • Spiteful Thunder requires Reverberating Reverberating targets to make a save upon receiving any type of damage from the wearer, not just ThunderThunder. As a result, this bug significantly enhances the utility of this ring, especially when used with the above mentioned items in "notes."


Shadow-Cloaked Ring

  • On a Throw Throw attack with a weapon with the Thrown property, Shadowthief activates for an additional time.


Shapeshifter's Boon Ring

  • After application of Mark of the Shifter Mark 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.


Sunwalker's Gift

  • Sunwalker's Gift does not provide the cone of light that could otherwise be acquired by obtaining the Darkvision effect from a different source, such as a spell or from having the passive innately via race.


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 ignores Item Template and instead defaults to Parent 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.

Shields edit

Name Bugs


Ironvine Shield

  • Ironvine activates on any attack, not just melee attacks.


Safeguard Shield

  • As of Hotfix #6, the Saving Throw bonus from this shield does not apply to Death Saving Throws.


Shield of Devotion

  • Additional Spell Slot can grant an extra spell slot once per character per long rest, despite the Spell Slot Depleted condition on the item.


Shield of the Undevout

  • Although the tooltip mentions Disadvantage Icon.png Disadvantage for Fear Fear Saving Throws specifically, this shield inflicts Disadvantage Icon.png Disadvantage for Frightened Frightened Saving Throws, such as from Dissonant Whispers Dissonant Whispers. Inspecting the tooltip in-game leads to the Frightened condition, not Fearful Fearful.
  • Additional Spell Slot can grant an extra spell slot once per character per long rest, despite the Spell Slot Depleted condition on the item.

Weapons edit

Weapon Bugs


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.


Artificial Leech (+1)

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


Blackguard's Sword


Bloodthirst

  • When looting Netherstone-Pomelled Bloodthirst from Orin's corpse, if opting to equip the dagger directly from Orin's corpse, the separation of the Netherstone and the Dagger still occurs without removing the Netherstone-Pomelled Bloodthirst from the player character's equipped item slot, granting two identical versions of the dagger.


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.


Bonesaw (+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.


Cold Snap

  • Although the description of Chilling Counter states there is a saving throw, no script is coded in the game for this, and Chilled Chilled is applied to all missed attacks.


Creation's Echo

  • The resistance effect from Elemental Resonance overwrites and replaces any existing elixir effect on the character.


Crimson Mischief

  • Prey Upon the Weak is non-functional in Honour mode.
  • The Crimson Weapon passive also applies to attacks made with an off-hand hand crossbow.


Cruel Sting


Dolor Amarus

  • Dolor Amarus does not deal an additional 7 damage on unarmed attack critical hits (includes Throw attacks).
  • Dolor Amarus is missing a WPN_DAGGER tag in its root template, and as such does not function with Bladesong Bladesong.


Dread Iron Dagger

  • Dread Iron Ambush affects all weapon attacks while the Dread Iron Dagger is equipped, not just the dagger itself.


Duke Ravengard's Longsword

  • The temporary hit points granted by Stirring Execution are actually based on the Charisma modifiers of the characters receiving them, not the character delivering the killing blow with this sword. The minimum of 1 still applies.
    • The temporary hit points only have a StackPriority of 1, and as such are overridden by any other source of temporary hit points that have a StackPriority of 1 or higher, even if the new source is of a lesser value.


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.


Exterminator's Axe

  • Scourge of Pests states it provides additional damage to Insects. This is incorrect, and it provides additional damage to Myconids instead.


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.


Handmaiden's Mace

  • It is not stated anywhere in-game, but this mace 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.


Hellbeard Halberd

  • It is not stated anywhere in-game, but this halberd 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.


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.


Hellrider Longbow

  • The Fiendish Fire saving throw appears every time the wielder causes a damaging effect including spells and melee attacks, but the effect itself is not actually applied, even if the target fails the saving throw, unless the damage is dealt by this weapon.


Hunter's Dagger


Infernal Mace

  • It is not stated anywhere in-game, but this mace 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.


Infernal Rapier

  • Despite not stating such anywhere, and unlike most summons, the Cambion is automatically dismissed if the summoner is knocked unconscious.


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.


Intransigent Warhammer

  • Despite stating that it triggers on killing blows and critical hits, Impulse Blast also has a hidden DC 14  Dexterity saving throw.


Ironwood Club

  • Ironwood Harmony is not displayed on the weapon, and is only visible in the combat log.


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.
  • Shadow-Blinding is non-functional in Honour mode.
  • This weapon has a hidden version of the Shadow Blade 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.


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 the Knife of the Undermountain King are also added to this root template (via the 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 actually spawned in-game is not directly based on the root template, but rather on a stat entry called WPN_KingsKnife which in turn inherits properties from the WPN_Longsword stat entry. This ends up making this item functionally identical to a common longsword.


Knife of the Undermountain King

  • The Shadow Blade Shadow Blade granted by this weapon grants advantage on all melee weapon attack rolls while active, including weapon attack rolls for another equipped melee weapon while dual-wielding.


Lightning Jabber

  • Shocking Sting states that it has a chance to apply Shocked Shocked, but the condition actually applied is the similar but less potent Shocking Grasp Shocking Grasp.
  • 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.


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.


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.


Mourning Frost


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 Sickle

  • This sickle deals 1d8Damage TypesSlashing, twice as much damage as a normal sickle's 1d4Damage TypesSlashing.
  • 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.


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.


Pelorsun Blade

  • Undead Bane provides Advantage to all attack rolls made by the wielder against Undead.


Phalar Aluve

  • The 1d4ThunderThunder damage does not trigger effects requiring ThunderThunder damage on items such as Hat of Storm Scion's Power or Gloves of Belligerent Skies regardless of whether the character triggering the damage has the items or is the character activating Phalar Aluve: Shriek; Reverberation will not apply. This is because the thunder damage dealt to the enemy is from a passive effect placed on the enemy, rather than originating from the attacker which is necessary to trigger such items.
    • This effect is changed in Honour difficulty, and functions as expected.


Rat Bat

  • It is not listed anywhere in-game, but the Rat Bat deals an extra 1d6Damage TypesPiercingDRS damage against any target.


Ritual Axe

  • Although the description for The Scourge Mistress' Bane states it only has a "chance to inflict" Bane Bane on a hit, it always does.
  • If at 50% health or higher and an enemy is knocked out by Non-Lethal Damage Non-Lethal Damage with this axe, the wielder is also knocked out, even at full HP.


Ritual Dagger

  • The Pain Maiden's Blessing erroneously claims that the effect lasts until the end of next turn, even though it is removed at the start of it.
  • Blood Sacrifice Blood Sacrifice generates a Blood Blood surface under the user even if they have Unstable Blood Unstable Blood. An Unstable Blood Unstable Blood surface would be expected.


Shar's Spear of Evening

  • Shar's Blessing adds its bonus damage to any weapon attacks against obscured creatures, not just attacks with this spear.
    • The advantage to saving throws only applies to Dexterity, not all.
  • Despite not stating such in the description, Blind Immunity also allows the wearer to see through magical darkness.


Shining Staver-of-Skulls

  • Casting Light Light on this weapon overwrites its innate Light passive, causing it to end.


Spellthief

  • Arcane Vehemence will trigger even if the wielder is not missing a Level 1 spell slot (or lacks any Level 1 spell slots to begin with), effectively wasting the passive until the next Short Rest.


Staff of a Mumbling Wizard

  • Firebolt does not increase in damage beyond 1d10FireFire despite the tooltip stating it does.


Staff of Arcane Blessing

  • The in-game description of the Mystra's Blessing effect is not entirely correct. See the article Mystra's Blessing for details.
  • Mystra's Blessing is only applied when Bless is cast using a level 1 or level 2 spell slot, in addition to the once-per-day version granted by the staff itself.


Staff of the Ram

  • Staff of the Ram does not actually require a hit to trigger, and will display a saving throw roll in the combat log after every attack made by the wielder of this weapon.
  • This weapon appears in the game code '"`UNIQ--ref-00000034-QINU`"' as if it should deal an additional 1d6Damage TypesForce, which is not present on the item when acquired through normal in-game means.


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.


Sword of Life Stealing

  • The temporary hit points provided by Life Stealing Critical only have a StackPriority of 1, and as such are overridden by any other source of temporary hit points that have a StackPriority of 1 or higher, even if the new source is of a lesser value.


Sword of the Emperor

  • Shapeshifter Slayer 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.


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.


Syringe (+1)

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


The Baneful


The Long Arm of the Gur

  • Revenant Scourge currently does not function due to the item missing a required hidden condition.


Titanstring Bow

  • Titan Weapon has an extra description that states "The weapon only adds the modifier if it improves your chance to hit." but this has no actual function/relevance.


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.


Trepan (+1)

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


Twist of Fortune

  • The Twist of Fortune passive appears to affect all melee damage rolls while equipped, not just damage with the weapon itself.


Vicious Battleaxe

  • Dolor Amarus does not deal an additional 7 damage on unarmed attack critical hits (includes Throw attacks).


Vicious Shortbow

  • Dolor Amarus does not deal an additional 7 damage on unarmed attack critical hits (includes Throw attacks).


Vision of the Absolute

  • The saving throw against being Blinded Blinded is incorrectly attributed in the combat log against the attacker or the attack which was used, rather than against Absolute Night.


Voss' Silver Sword

  • Interplanar Slayer does not add the 1d4 bonus to attack rolls.