History GoodBadBugs / RolePlayingGame

20th Aug '16 5:35:25 PM Mazzafraz
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* ''VideoGame/PaperMarioTheThousandYearDoor'' has the hilarious and incredible "Flavio Glitch". It takes a lot of effort to pull off, but the results are definitely worth it. Under normal circumstances, there is a section in Chapter 5 wherein the character Flavio temporarily joins your team. However, by utilizing complicated SequenceBreaking glitches in a certain way, Flavio will follow you ''throughout the entire game''. He doesn't say or do much, but he spawns in ''every'' room and ''every'' cutscene, sometimes in very odd ways, and [[UpToEleven he even spawns in the Peach and Bowser intermissions]]. Flavio's presence makes moments such as Grodus nearly killing Mario and Peach taking a shower look hilariously awkward. You can actually play and complete the game normally in this state, and if you do Flavio will spawn in the credits.
19th Aug '16 2:17:36 PM Josef5678
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** If you are playing in Hardcore Mode, upon entering DLCs your hunger, thirst and exhaustion are all set to zero. However, due to a glitch the exhaustion will remain at zero, and this will carry on beyond the DLC.

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** If you are playing in Hardcore Mode, upon entering DLCs {{DLC}}s your hunger, thirst and exhaustion are all set to zero. However, due to a glitch the exhaustion will remain at zero, and this will carry on beyond the DLC.
6th Aug '16 9:35:19 AM EricNeoMatrix
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** Winter's Grasp can go off twice in a single cast. This happens at an almost alarming frequency.
** Mana Cleanse does the opposite of its description and intent; it replenishes enemy mana to maximum. Later on the same spell branch, Mana Clash deals damage based on the target's total mana. Since most spellcasters have a higher capacity for mana than hit points, topping off their mana before Mana Clashing can be highly lethal. Between these two spells is Spell Might, which amplifies spellpower and makes Mana Clash a pretty brutal attack even on tougher-than-average wizards.
** In the final battle, there are a few ballistae nearby. Going up to them will aim them at the Archdemon if it's close enough. Mashing the ballista fire button does a decent amount of damage (comparable to a powerful two-handed swing) to the Archdemon, but every time it is hit, it has to go through its hit animation. That means that due to the great firing rate of the ballistae, you can hit the Archdemon with it until it dies, slowly chipping away at its health as it can do nothing about it. If it flies away, just go to another ballista closer to it. The only real threat is the other darkspawn, but your other party members and your army can deal with them easily. The ballistae do jam up if you use them too many times, but can be repaired by a Rogue, as it becomes a "trap".
** There's a particular armory vault door on the second floor of Redcliffe Castle that requires a key (or a rogue) to gain access. You're rewarded 40 experience for unlocking the door. The catch is that if you leave the area and come back, the door refreshes and can be unlocked for 40 experience every time. However, it's a lengthy process due to having to wait on the loading screens as you switch in and out of Redcliffe Castle's second floor, so YMMV indeed as to whether it's worth the trouble of doing more than a few times.
** Reloading a save can refund you for those pricey specialization unlocks (be it through expenditure of coin for manuals or moral caliber to be taught by morally repugnant NPCs), but the specializations remain unlocked and available. They actually fixed this an early patch, but fan outcry caused them to change it back. It's likely that this bug is the reason specializations are handled differently in the subsequent games.
** It's actually possible to kill and loot Ser Cauthrien for her Cool Sword (complete with Codex entry!) twice. First, kill her at the Arl of Denerim's estate, then allow yourself to be captured by all the archers she brought with her. (Make sure you loot her body before that last happens, though, as you won't ever be able to return here either way.) Then once you go to the Landsmeet proper, there she is again, alive and well. Even if you decapitated her. You can then kill her and loot her a second time, giving you two copies of the Summer Sword.
** A number of bugs that have not been fixed by BioWare as of the most recent (and probably final) updates may actually be seen as good things, even if they are sometimes annoying, as abilities having limits not described in the text might be the only thing not making the game even easier. If Haste worked properly (and there is an unofficial fix), mages would be even more broken, and that would be just the start of the mayhem you can cause.
3rd Aug '16 3:58:20 PM EricNeoMatrix
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3rd Aug '16 3:58:01 PM EricNeoMatrix
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** Once you've completed the "That Lucky Old Sun" quest after setting the power to "full region", keep telling it to Ignacio for infinite XP, stimpaks and Doctor's Bag. Just make sure you have at least one companion to help you carry those bags!
** Do your non-magazine guns annoy you by needing every bullet to be individually loaded? Does it upset you that the computers can reload these types of weapons in under a second? Well now you can too! Just carry a different type of ammunition, switch to it when you run dry and switch back instantly. That single bullet you loaded actually contained an entire magazine's worth of bullets, which all teleported to their proper positions immediately.
** If you are playing in Hardcore Mode, upon entering DLCs your hunger, thirst and exhaustion are all set to zero. However, due to a glitch the exhaustion will remain at zero, and this will carry on beyond the DLC.
** On one quest, the player is tasked with tracking down a serial killer who has been targeting refugees; you get positive karma for persuading him to stop killing without violence. However, the murderer is (rightfully) at Very Evil Karma, which isn't changed if you convince him to stop; therefore, you can get good karma for getting him to stop killing nonviolently, then another shot of good karma if you choose to shoot him in the back as he's walking away.
25th Jul '16 6:32:37 AM KingLyger
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** The evade stat never actually gets used for physical attacks, like it's supposed to. Instead, evasion to ''everything'' evadable in the game (which includes the vast majority of spells) is ruled by the m-block statistic, and it is possible to max out this stat, making the character NighInvulnerable. This has an interesting consequence for the game's "Dark" status, which blinds a character; it effectively raises the enemy's Evade when that character attacks; this has no effect whatsoever, due to the bug! There's also an item called "Goggles," whose only effect is to prevent the "Dark" status, so of course, the GogglesDoNothing. This is fixed in the Game Boy Advance remake. The Dark status effect does have one negative effect: it prevents Strago from learning any Lore spells while he has it.
** The Psycho Cyan glitch causes Cyan to launch physical attacks non-stop--not allowing anyone else to move--until all enemies are dead. It's a bit of a pain to set up, but is plenty entertaining if successful and a huge help to players attempting {{Low Level Run}}s. [[http://www.youtube.com/watch?v=vt9YmtT5PC0 Here's a demonstration.]] First you have Cyan use his second Swordtech/Bushido art, Retort. This puts him in a status where any normal attack on him will cause a counterattack against the enemy. Then, you turn him into an imp, which causes most of his techniques to become unusable -- but does not take him out of Retort status. Then you kill him with a non-physical attack, such as a powerful spell or Doom. When he's dead, if he still wasn't attacked and did not act, he's still in Retort status, and now the computer isn't keeping track of what target needs to be hit to set off the effect. Then you revive him, and attack with anyone -- or wait for the enemy to attack. Cyan will counter the mere fact that an attack was made, using a normal attack of his own (as he's an Imp), and ''will counter his own counters indefinitely.'' Well, until the enemy is dead, anyhow.
** Vanish/Doom: Casting vanish on anything will remove its magic evasion (which is normal), but this means that [[UselessUsefulSpell instant death]] spells '''[[GameBreaker will always hit]]'''. Even against bosses that are normally immune.[[note]]This is because the coding that says "If target is under Clear status, and attack is magic-based, attack hits" takes priority over "If target is immune to instant death, and attack causes ID, attack misses"; the GBA version reversed that.[[/note]] The only monsters that can't be killed in two spells are the ones immune to Vanish (of which there are few, because Vanish is supposed to be a ''positive'' status ailment) and undead enemies (since Doom ''heals'' them; they're already dead after all). In the case of undead, though, you can just cast X-Zone instead; since it tosses them into another dimension rather than killing them, already being dead provides no protection. This only applies to instant death spells (and revival spells, which are usually not worth the effort), and fixed in the Game Boy Advance half-remake (though it still works on monsters NOT immune to instant death normally, this is expected and far less game-breaking).

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** The evade stat never actually gets used for physical attacks, like it's supposed to. Instead, evasion to for ''everything'' evadable in the game (which includes the vast majority of spells) is ruled by the m-block statistic, and it is possible to max out this stat, making the character NighInvulnerable. This has an interesting consequence for the game's "Dark" status, which blinds a character; it effectively raises the enemy's Evade when that character attacks; this has no effect whatsoever, due to the bug! There's also an item called "Goggles," whose only effect is to prevent the "Dark" status, so of course, the GogglesDoNothing. This is fixed in the Game Boy Advance remake. The Dark status effect does have one negative effect: it prevents Strago from learning any Lore spells while he has it.
it. This is fixed in the Game Boy Advance remake.
** The Psycho Cyan glitch causes Cyan to launch physical attacks non-stop--not allowing anyone else to move--until all enemies are dead. It's a bit of a pain to set up, but is plenty entertaining if successful and a huge help to players attempting {{Low Level Run}}s. [[http://www.youtube.com/watch?v=vt9YmtT5PC0 Here's a demonstration.]] First you have Cyan use his second Swordtech/Bushido art, Retort. This puts him in a status where any normal attack on him will cause a counterattack against the enemy. Then, you turn him into an imp, which causes most of his techniques to become unusable -- but does not take him out of Retort status. Then you kill him with a non-physical attack, such as a powerful spell or Doom. When he's dead, if he still wasn't attacked and did not act, he's still in Retort status, and now the computer isn't keeping track of what target needs to be hit to set off the effect. Then you revive him, and attack with anyone -- or wait for the enemy to attack. Cyan will counter the mere fact that an attack was made, using a normal attack of his own (as he's an Imp), and ''will counter his own counters indefinitely.'' Well, until the enemy is dead, anyhow.
anyhow. The GBA and Playstation ports fixed this glitch, but dedicated players found a new way to trigger the effect.
** Vanish/Doom: Casting vanish Vanish on anything will remove its magic evasion (which is normal), it's supposed to do), but this means that [[UselessUsefulSpell instant death]] spells '''[[GameBreaker will always hit]]'''. Even against bosses that are normally immune.have ContractualBossImmunity to instant death.[[note]]This is because the coding that says "If target is under Clear status, and attack is magic-based, attack hits" takes priority over "If target is immune to instant death, and attack causes ID, attack misses"; the GBA version reversed that.[[/note]] The only monsters that can't be killed in two spells are the ones immune to Vanish (of which there are few, because Vanish is supposed to be a ''positive'' status ailment) and undead enemies (since Doom ''heals'' them; they're already dead after all). In the case of undead, though, you can just cast X-Zone instead; since it tosses them into another dimension rather than killing them, already being dead provides no protection. This only applies to instant death spells (and revival spells, which are usually not worth the effort), and fixed in the Game Boy Advance half-remake (though it remake. The Vanish/Doom combo still works on monsters NOT normally immune to instant death normally, this is death, but that's to be expected and far less game-breaking).game-breaking.



** Sabin being able to [[http://www.youtube.com/watch?v=2u84cH_bmTA suplex a train]] comes to mind. Sure, it's a once-per-game experience, but seeing him throw a locomotive into the air and slam it back on its rails is both [[CrowningMomentOfAwesome awesome]] ''and'' [[CrowningMomentOfFunny hilarious]].

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** Sabin being able to [[http://www.youtube.com/watch?v=2u84cH_bmTA suplex a train]] comes to mind. Sure, it's the Phantom Train]]. It's a once-per-game experience, but seeing him throw a locomotive into the air and slam it back on its rails is both [[CrowningMomentOfAwesome awesome]] ''and'' [[CrowningMomentOfFunny hilarious]].



** Wind God Gau. Gau isn't supposed to be able to equip weapons, but in the original SNES version, he could equip the Merit Award, which allows any character to equip certain weapons and armor. In this case, give Gau one of Cyan's swords, the Kazekiri (Tempest), which randomly casts Wind Slash 50% of the time. Then give Gau the Master's Scroll (Offering) relic, which allows him to attack four times, and use the Stray Cat Rage and hope he uses Cat Scratch, which does quadruple damage. If you're lucky, Gau will attack four times at quadruple damage and use the Razor Wind after each strike. Later releases of the game remove Gau's ability to equip the Merit Award, but the technique ''could'' still be utilized by Gogo in the [=PlayStation=] port, until the Game Boy Advance port phased out the Wind God altogether by barring Gau and Gogo from using the Merit Award relic.
** General Kutan. There are some shortcomings in the way ''Final Fantasy VI'' determines if the player character has collided with an immovable object that, with a bit of finesse, makes it possible to walk right through certain barriers. Exploiting this in Locke's scenario allows the player to completely bypass getting Celes. The scripted battle that ends Locke's scenario requires that he has a partner, however, and the game picks Kutan -- one of the generic moogles from the 3-party battle early in the game. Amusing as it is to have the part of Celes played by a moogle, Kutan's stats suck and the cute, fuzzy General quickly becomes a liability.
** There is a ''major'' SequenceBreaking glitch in the game where, if you save early in the game, play until the Floating Continent without saving, hop back on the airship from the Floating Continent, go back to the Continent, and die, you'll wake up right at the beginning of the game with your airship. This allows you to skip everything between leaving Narshe and finding the unconscious Terra in Zozo, while having a party consisting of Locke and Terra. Various applications of this glitch allow you to turn Relm and Strago into Ghosts and have them one-shot the final boss with Possess, or add General Leo or Maduin to your party, or take Banon to the World of Ruin, and then turn the World of Ruin back into a glitchy version of the World of Balance with [=WoR=] towns through triggering Kefka's invasion of Figaro... Or you can have Banon sing at the opera, causing his sprite to glitch out explosively.

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** Wind God Gau. Gau isn't supposed to be able to equip weapons, but in the original SNES version, he could equip the Merit Award, which allows any character to equip certain weapons and armor. In this case, give Gau one of Cyan's swords, the Kazekiri (Tempest), which randomly casts Wind Slash 50% of the time. Then give Gau the Master's Scroll (Offering) relic, which allows him to attack four times, and use the Stray Cat Rage and hope he uses Cat Scratch, which does quadruple damage. If you're lucky, Gau will attack four times at quadruple damage and use the Razor Wind after each strike. strike, which also got the "quad damage" boost. This effectively let Gau sweep everything on the field at no cost, since there were very few enemies that were resistant to Wind damage, and even fewer that were immune to it. Later releases of the game remove Gau's ability to equip the Merit Award, but the technique ''could'' still be utilized by Gogo in the [=PlayStation=] port, until the port. The Game Boy Advance port phased out the Wind God altogether by barring both Gau and Gogo from using the Merit Award relic.
** General Kutan. There are some shortcomings in the way ''Final Fantasy VI'' determines if the player character has collided with an immovable object that, with a bit of finesse, makes it possible to walk right through certain barriers. Exploiting this in Locke's scenario allows the player to completely bypass getting Celes. The scripted battle that ends Locke's scenario requires that he has a partner, however, and the game picks Kutan -- one of the generic moogles from the 3-party battle early in the game. Amusing as it is to have the part of Celes played by a moogle, Kutan's stats suck outright suck, and the cute, cute fuzzy General quickly becomes a liability.
liability, especially at the beginning of the World of Ruin, where he's the only character you can have in your party for a substantial amount of time.
** There is a ''major'' SequenceBreaking glitch in the game where, if you save early in the game, play until the Floating Continent without saving, hop back on the airship from the Floating Continent, go back to the Continent, and die, you'll wake up right at the beginning of the game with your airship. This allows you to skip everything between leaving Narshe and finding the unconscious Terra in Zozo, while having a party consisting of Locke and Terra. Various applications of this glitch allow you to turn Relm and Strago into Ghosts and have them one-shot the final boss with Possess, or add General Leo or Maduin to your party, or take Banon to the World of Ruin, and then turn the World of Ruin back into a glitchy version of the World of Balance with [=WoR=] towns through triggering Kefka's invasion of Figaro... Or you can have Banon sing at the opera, causing his sprite to glitch out explosively. This glitch went undiscovered for over ten years before anyone caught it, but [[UnwinnableByInsanity considering what has to be done to trigger it]], it's no wonder it wasn't caught.
24th Jul '16 4:44:15 PM KingLyger
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** Similar to the duplication glitch, it was possible in the SNES version to create a "blank" item that could be sold for roughly 1600000 gil.

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** In the initial release of the game, the Dark Elf's dragon form didn't have ContractualBossImmunity to Weak/Tornado, which reduces a target's HP to a single digit. All you had to do was have Tellah cast the spell once, then have anyone else attack, and boom. All subsequent remakes of the game removed this weakness.
** Similar to the duplication glitch, it was possible in the SNES version to create a "blank" item that could be sold for roughly 1600000 1.6 million gil.
12th Jul '16 1:01:11 PM Mavado
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[[folder:Baldur's Gate]]
* In the first ''VideoGame/BaldursGate'', one can export and import characters, and in the tutorial area there's a simulated Party that has good items for the low level (plate mail, a + 1 shield, wand of heavens, etc). Normally, any attempt to loot and walk out is thwarted since "Those items are illusionary". Clever players figured out you can save in the party tutorial stage, export the character, and then import them into a new game, allowing them to have equipment they should not have at that point, or enough vendor junk to buy good items your character shouldn't be able to buy -- making the game up until the Mines a breeze. Sadly, they made the tutorial items in ''Baldur's Gate 2'' unusable if you tried the same trick.
* ''VideoGame/BaldursGateII'':
** By using a potion from inventory and then switching it with another item, the other item gets used instead. This can give you several billion valuable gems, essentially granting you unlimited money from the start of the game.
** 'Mislead' would create an illusory image of the caster and turn the caster invisible. The invisibility would not be dispelled as long as the image lasted, so you could beat everyone to death with a stick at your leisure, with the enemies being none the wiser.
** Spells cast through 'Project Image' were not removed from your spell pool, allowing you to cast all your spells twice, or as many times as you memorised the 'Project Image'. Also, any monsters summoned through this spell weren't subject to the limitations placed on summoning, so you could conjure an army of planetars and watch them beat even the hardest encounters for you.
** 'Simulacrum' created a duplicate of the caster, also duplicating any items they held in their quickslots.
** 'Simulacrum' and 'Project Image' also ''stacked'', with a PI doppelgänger being able to cast Simulacrum and vice versa. Careful use of spell slots made it possible to rapidly amass a massive army of cloned mages. Better still, one of the two was immune to the summoning limit of five creatures. Thus they could bring forth massive armies of insanely powerful creatures, without running over the limit.
** The special wild mage spells 'Reckless Dweomer' and 'Chaos Shield' were all broken, making this class powerful beyond wildest dreams. Spells cast through Reckless Dweomer weren't subject to one spell in a round limit that mere mortal mages had to observe. Using the robe that reduced casting time you could easily get four or five spells off in the time it takes for the enemy mages to cast one. The Chaos Shield, though not supposed to stack with itself would nevertheless do that if cast through a spell sequencer, virtually guaranteeing that you would never get a harmful wild surge.
** One of the Wild Surges could lead to the cap of five summoned allies being completely ignored, as an Area Effect on your Mordenkainen's Sword led to you being surrounded by seven or eight razor-edged death engines. (One [[LetsPlay Let's Player]] had this happen on an elemental summoning spell and ended up reloading the game because it happened in quite a small room, meaning he had no idea what was going on.)
** The 'Talk and Fight' bug was another useful, though very situational, bug: Any non-hostile character whom you are currently talking to or have a character lined up to talk to will have their AI disabled and will not go hostile while the character ordered to talk to them is underway. This allows you order one character to engage an NPC in dialogue, while ordering the other members of your party to, well, engage the NPC in less courteous modes of communication (like, say, a sword to the shin). The NPC, still waiting to be talked to, will sit there and take it as long as the would-be talker is still en-route and for several seconds afterwardse. While it will not work on any enemy that requires a scripted event to die (such as the BigBad and the most difficult BonusBoss), it does wonders against the game's literal dragons who are not hostile towards you by default. AI mods were eventually released to kill this problem.
[[/folder]]

[[folder:Dragon Age]]
* ''VideoGame/DragonAgeOrigins'':
** You can double-sell an item by clicking the 'sell all' button, and the 'sell' button at almost the same time. This can result in infinite gold.
** If you have enough talent/spell points you can buy a low-level power, and cancel it while buying the higher level one at the same time, leaving you with the higher level power, and the extra point you sold back.
** When adding stat points, if you press reset after adding stat points into it you can actually ''reduce'' the stat point by that amount (by pressing the reduce button after resetting), and thus gaining those stat points to distribute freely. Fear the Arcane Warrior with 0 strength!
** At one point, you're traveling through the [[DreamLand Fade]], and obtain the ability to shapeshift into a few different forms with different powers. Once you leave the Fade, your shapeshifting abilities are lost, and you can't fool the game by assigning your various forms to the quickbar... unless you assign each form to the quickbar ''more than once,'' in which case you can turn into a golem or an undead sorcerer whenever you like just by clicking the icon. This has since been patched, alas.
** Another Fade exploit comes from the various fonts and essences, each of which permanently increases one of your attributes by 1 when used. Rapid-fire clicking, however, can get you additional stat boosts, ranging from two or three points to double digits, depending on the font. The slower your computer, the more effective the exploit becomes.
* ''VideoGame/DragonAgeII'':
** You can infinitely increase your armor stat by repeatedly un-equipping and re-equipping a shield. Any shield.
** The infinite gold bug is back in ''DAII'', and it joins a new one: if you turn in a FetchQuest at the same time you sheath your weapon (you have to draw and then wait for Hawke to put it away), you can get the quest reward repeatedly every time you [[ButtonMashing press the interact button]]. Do this for an arbitrary amount of experience and money and then buy the {{Disc One Nuke}}s from Bonny Lem and the Black Emporium to make you a killing machine. This was patched.
** It's possible to gain infinite talent points, due to some bugs that give player character some talents back for free after they reset their character, save, and reload. Continue resetting your character and you can have enough talent points to max nearly every talents you have. It was patched.
** In the final boss fight, the boss will repeatedly paralyze all combatants in order to monologue... but if a Warrior Hawke or Aveline have talents or gear that renders them immune to paralysis, they can ignore this and beat the final boss to a bloody pulp while they rant.
* ''VideoGame/DragonAgeInquisition'':
** The Tempest rogue specialization's Flask of Fire ability negates the stamina cost of abilities. This also applied to [[LimitBreak Focus abilities]], whether the Tempest's own [[SpamAttack Thousand Cuts]] or the [[PlayerCharacter Inquisitor]]'s Mark of the Rift. Proper usage allowed Tempests to utterly eviscerate any encounter, even [[BonusBoss High Dragons]]. This has since been patched.
** Item duplication returned, this time restricted entirely to crafting materials. It was patched, but replaced with a storage chest that enables duplication of all weapons, armor, accessories, and equipment add-ons. [[RareCandy Amulets of Power]] are classified as an accessory.
** The Axe of the Dragon Hunter is not supposed to be modifiable, and it has enhanced stats to match like other such weapons. However, an Axe of the Dragon Hunter that the player crafts themselves is modifiable, while still having the elevated stats of an unmodifiable weapon. This places it at a distinct advantage compared to other two-handed weapons.
** The Coming Through upgrade of the ability Combat Roll lists its damage modifier as 250%. Its observed damage is actually twice that.
** Occasionally, the game will spawn the loot enemies drop on the players location.
[[/folder]]



[[folder:Knights of the Old Republic]]
* ''VideoGame/KnightsOfTheOldRepublic''
** There is one SINGLE conversation choice near the end of the game that will drag the player character's morality bar from either extreme into the neutral zone if their response is contrary to their behaviour thus far, and will set the ending received irrespective of prior behaviour. However, if all other choices in said conversation and following it follow the ORIGINAL behaviour and run contrary to that single choice, it is quite possible to slip back into the previous morality and get the Light Side ending with a Dark Side character (including the special morality-specific robe options) and vice versa.
** During a duel to the death, it is possible to stop combat just to ask your enemy if you can have his autograph. This happens if you challenge Bendak Starkiller to a duel but don't ask him for an autograph beforehand. In the opening seconds of the duel you click on him to attack, but the game makes you run up to him and starts the dialogue sequence that stops him from attacking you. This bug can be used to get close to Bendak before he has chance to shoot at you and thus avoid damage that you would suffer if you ran up to him.
** If the player starts out as a Scoundrel, then becomes a Jedi Guardian, it is possible to combine the Force Jump and Sneak Attack abilities, causing the player to leap across the map and deal a massive amount of damage to whatever they hit.
** You can gain an infinite amount of any given item by paying attention to the cap, above which they will not give you any more, then stuff them in one of the crates in the cargo bay and go and ask again.
** The first game had a glitch to make Carth a Jedi, which is not normally possible. [[note]] This is part of the reason why it's suspected Carth is Force Sensitive [[/note]]
** On the Xbox version, pressing a combination of keys on the Player 2 controller while leveling up allowed for a "false level up" where you could apply skills, stats, and feats to the character, but the actual "level up" wouldn't fire until you completed a level up the correct way, leaving the player to leave the Endar Spire with more feats and skill points than the player should have earned for the ''entire'' game run.
** The airlock at the Manaan underwater base had a bug where you could go to the room, strip the party members, go through the airlock, then go ''back in'' and the party members would respawn with all of the equipment you just removed (with the original items still in inventory)! Cue massive LoopholeAbuse to Xerox the best gear in game.
* ''VideoGame/KnightsOfTheOldRepublicIITheSithLords''
** One glitch involves cheating at the Handmaiden's training game and then [[BreakTheCutie berating her for calling you out on it]]. Like the Hanharr glitch, this is only supposed to happen once or twice, but it can be done over and over for infinite [[KarmaMeter dark-side points]] and influence with the Handmaiden if you do it right.
** It is possible to get unlimited copies of the Handmaiden's sparring robes by agreeing to fight her with them on, then tell her you're not ready yet, unequip them and start over from the top. The robes are worth a mint. Do the math.
** By switching weapons during one of the Handmaiden sparring matches, right before she becomes "hostile," it literally turns it into a DuelToTheDeath. That's right. You can ''kill'' the Handmaiden on the ''Ebon Hawk''. If you exit the ship, she will not be available for your party. If you re-enter, however, she will be back.
** If you choose to fight in the Mandalorian battle circle, breaking the rules of the duel (such as bringing a lightsaber or Force powers to a fistfight) counts as forfeiting. However, the developers forgot to check if the player had planted ''mines'' in the dueling area beforehand...
** There is a complicated glitch that requires a bit of planning, but it is possible to give Mandalore Jedi Powers; while his armor prevents most force powers, he can still use some and can wield lightsabers.
** The duplication glitch in the second game made it possible to have Kreia hold a second weapon in her dismembered hand. The hand was still gone so the weapon would just float there.
** It's possible to [[VideogameCrueltyPotential break Hanharr the Wookiee's will, reducing his intelligence but increasing his strength]]. This becomes a bug when you do it several times and drop his INT below zero -- causing it to ''pull a loop-the-loop'' and turn Hanharr into a GeniusBruiser and max out every skill he can relative to his level.
[[/folder]]



[[folder:Might and Magic]]
* ''[[VideoGame/MightAndMagic Might and Magic Series]]'':
** ''Might and Magic 2'' for the UsefulNotes/SegaGenesis had a bug where if you dismissed your hirelings before opening a chest, the chest would have ludicrously valuable treasure. Also, in dungeons which didn't let the player use the spell that goes through walls it would sometimes forget it wasn't supposed to allow that, making the final dungeon a cinch.
** ''Might and Magic 6'':
*** There is a bug that allows you to turn in a certain quest an infinite number of times and thus giving you infinite experience. All you have to do is keep clicking the quest turn in button without closing the window. This might seem like a godsend, but leveling in that game required you to go train, which costs an increasing amount of gold per level, training to the max level would cost you a huge sum of gold.
*** As luck would have it, there's an infinite gold bug as well! In each of the 15 outdoor maps there is an obelisk, which displays part of a code which, when figured out, gives the location of a valuable treasure chest. This chest contains the most powerful spells for both Light and Dark Magic, two or three magical artifacts and bestows 250,000 gold on the opener. Then, if you exit the chest and go back in again, you get ''another'' 250,000 gold. Repeat until satisfied. Note: Once you leave the chest, the bug stops working, so make sure you get your fill there and then.
*** Many chests in the game are trapped. The trap damage is usually enough to kill all your characters at once, if they are at a low level. However, if the chest happens to be outside, and you have a flight spell active, it's possible to trigger the trap while flying up at the same time, letting you get far enough away that you can avoid the damage entirely. You can then safely return to the chest and open it. This lets you open chests far earlier than the programmers intended you to be able to do. In one such chest you find a quest item, Lord Kilburn's Shield, which you can return to the quest giver for a massive XP boost, enough to take your characters from level 1 to level 9 or 10. You can also get large amounts of gold and powerful items from other high level chests.
** ''Might and Magic 7'':
*** The player's attack range was slightly longer than the monsters' attack range. [[DemonicSpiders Minotaur Lords]], which had tons of hitpoints and a ludicrously powerful attack that also had a chance of outright killing whoever it hit, were also very big -- big enough that they could get stuck in the scenery in certain places. Combine the two and a player could lure a Minotaur Lord to a chokepoint, get in that range where he could attack it and it couldn't attack back, and carve it up. (Minotaur Lords weren't the only monster this strategy worked on, but because they were so big and dangerous, they're the ones against whom players resorted to this exploit.)
*** You can duplicate some quest items indefinitely. Just put your quest items in a chest somewhere, talk to the Arbiter in Harmondale to get the quest items back, go back to the chest, and repeat. Since most quest items have limited use, this may not be very useful. However, one later game quest item is a spellbook for the highest level light spell, which can be sold. Before you complete the quest stores don't stock it. However you can sell or read the book (memorizing it). Slightly late to be useful but still handy. This applies even if you are dark aligned and thus never have a use for it other than infinite gold.
*** Another useful one would be that enemies' bodies sometimes do not disappear after being looted, which allows you to loot them again. And sometimes they wouldn't disappear a second time, nor a third or fourth. Since only a few powerful enemies (Dragons, for example) leave behind valuable items it was very situational, but there was a dragon available to fight and defeat right at the start of the game, your party can be equipped with high level items very easily -- simply save before trying to loot the corpse and load if it does disappear. You do need to defeat the dragon, but it can be done employing strafing and shooting at him in real time.
[[/folder]]



[[folder:Souls series]]
* ''DemonsSouls''
** There is a small glitch in the Tower of Latria stage you could take advantage of so you only have to fight [[spoiler:one of the two Maneaters.]]
** Also, there is a bug that you can use to kill [[spoiler: False King Allant]] before he even starts moving.
** The item duplication glitch and the soul duplication glitch. The latter have been fixed in the latest patch, but can still be exploited by deleting the installation data.
* ''VideoGame/DarkSouls'':
** Versions prior to 1.04 had a pretty crazy exploit that involved the Dragon Stone you get for joining the Path of the Dragon covenant that could net you infinite souls and humanity while using it.
** At one point, shooting the Hellkite Dragon (the red drake in the Undead Parish/Burg) in the right spot caused it to jump off its perch and fall down the bridge. Apparently that counts as a BottomlessPit, so he ends up killing himself and gives you 10,000 souls. This has since been fixed -- now he just disappears until you move across the boundary that makes him spawn.
** The Bottomless Box glitch. Which allows you to dupe as many items as you want from an existing character onto a new character. There are some things you can't put in the box, and thus cannot dupe (spells, keys), but giving a new character a +5 Lightning Weapon, a fully upgraded armor set, any rings you want and a +5 Ascended Pyromancy Flame will make your character a weapon of mass destruction. Fans of the glitch state that it makes alts much easier and more fun since you can start off with the build you want, rather than have to wait until near the end of the game to pick up some item that happens to be in one of the final levels. Those that dislike the glitch state that it allows for much easier low level griefing and it's cheating. It was patched as of Update 1.06, so it's a moot point either way.
** The Hydra residing in the Ash Lake can be goaded into setting foot on land if you approach it from the Everlasting Dragon's bonfire. This in turn kills it instantly, removing the need to even fight it.
** For some strange reason, [[spoiler:[[FinalBoss Gwyn, Lord of Cinder]]]] will constantly dodge you if you keep spamming Great Combustion or Black Flame pyromancies, making the fight easy even on [[HarderThanHard New Game+7]] and [[spoiler:eschewing the need to even [[DifficultButAwesome parry him]].]]
** It's entirely possible (if very difficult) to completely cheese some bosses, most notably the Capra Demon and [[spoiler: Manus, Father of the Abyss]], by attacking them outside of their arenas without walking through the fog gate.
** Before it was patched, it was possible to glitch through the Lordvessal door to the Kiln of the First Flame, completely skipping getting all the Lord Souls (and about ''half of the game'').
* ''VideoGame/DarkSouls2'':
** The [[http://www.youtube.com/watch?v=cAe442j4eB8 Binoculars Speed Glitch]], which occurs when one uses the binoculars in one hand, uses it to zoom, then press dodge and heavy attack for the other hand. The result is an incredibly fast run that doesn't drain stamina. The [[https://www.youtube.com/watch?v=bOnV6VGwTy4 Skywalking Glitch]], where after you parry an enemy and then press the roll and attack buttons almost simultaneously to walk on the air and out-of-bounds of the game world. Both of these bugs were fixed in the 1.03 Patch.
** The Burnt Ivory King is glitched, as he will sometimes pause indefinitely while you hack away at him with impunity. This is on top of a cheesy strategy where you can insta-kill him by luring him into one of the gates that's in the middle of being frozen by the Loyce Knights, in which case he'll get trapped in it and die instantly.
** Thanks to one of these, the [[DeadlyGas Dark Fog]] hex is ''far'' more deadly than it should be. A fairly obscure, gimmicky catalyst called the Bat Staff is supposed to cause minor poison buildup when you bludgeon an enemy with it. However, [[LethalJokeItem it also accidentally uses this poison stat as a multiplier for a poison spell channeled through it]]. Basically, cast Dark Fog through a Bat Staff and [[GameBreaker your target is almost-instantly poisoned by a huge cloud of effectively undodgeable toxins]]. Fortunately, it was nerfed in the 1.06 patch.
** If you throw a Holy Water Urn where [[spoiler: Nashandra]] spawns right before the cutscene starts, it'll get stuck in her game model and [[spoiler: Nashandra's]] AI will [[AIBreaker freeze up]], making an already easy boss fight completely trivial.
[[/folder]]



* ''DemonsSouls''
** There is a small glitch in the Tower of Latria stage you could take advantage of so you only have to fight [[spoiler:one of the two Maneaters.]]
** Also, there is a bug that you can use to kill [[spoiler: False King Allant]] before he even starts moving.
** The item duplication glitch and the soul duplication glitch. The latter have been fixed in the latest patch, but can still be exploited by deleting the installation data.
* ''VideoGame/DarkSouls'':
** Versions prior to 1.04 had a pretty crazy exploit that involved the Dragon Stone you get for joining the Path of the Dragon covenant that could net you infinite souls and humanity while using it.
** At one point, shooting the Hellkite Dragon (the red drake in the Undead Parish/Burg) in the right spot caused it to jump off its perch and fall down the bridge. Apparently that counts as a BottomlessPit, so he ends up killing himself and gives you 10,000 souls. This has since been fixed -- now he just disappears until you move across the boundary that makes him spawn.
** The Bottomless Box glitch. Which allows you to dupe as many items as you want from an existing character onto a new character. There are some things you can't put in the box, and thus cannot dupe (spells, keys), but giving a new character a +5 Lightning Weapon, a fully upgraded armor set, any rings you want and a +5 Ascended Pyromancy Flame will make your character a weapon of mass destruction. Fans of the glitch state that it makes alts much easier and more fun since you can start off with the build you want, rather than have to wait until near the end of the game to pick up some item that happens to be in one of the final levels. Those that dislike the glitch state that it allows for much easier low level griefing and it's cheating. It was patched as of Update 1.06, so it's a moot point either way.
** The Hydra residing in the Ash Lake can be goaded into setting foot on land if you approach it from the Everlasting Dragon's bonfire. This in turn kills it instantly, removing the need to even fight it.
** For some strange reason, [[spoiler:[[FinalBoss Gwyn, Lord of Cinder]]]] will constantly dodge you if you keep spamming Great Combustion or Black Flame pyromancies, making the fight easy even on [[HarderThanHard New Game+7]] and [[spoiler:eschewing the need to even [[DifficultButAwesome parry him]].]]
** It's entirely possible (if very difficult) to completely cheese some bosses, most notably the Capra Demon and [[spoiler: Manus, Father of the Abyss]], by attacking them outside of their arenas without walking through the fog gate.
** Before it was patched, it was possible to glitch through the Lordvessal door to the Kiln of the First Flame, completely skipping getting all the Lord Souls (and about ''half of the game'').
* ''VideoGame/DarkSouls2'':
** The [[http://www.youtube.com/watch?v=cAe442j4eB8 Binoculars Speed Glitch]], which occurs when one uses the binoculars in one hand, uses it to zoom, then press dodge and heavy attack for the other hand. The result is an incredibly fast run that doesn't drain stamina. The [[https://www.youtube.com/watch?v=bOnV6VGwTy4 Skywalking Glitch]], where after you parry an enemy and then press the roll and attack buttons almost simultaneously to walk on the air and out-of-bounds of the game world. Both of these bugs were fixed in the 1.03 Patch.
** The Burnt Ivory King is glitched, as he will sometimes pause indefinitely while you hack away at him with impunity. This is on top of a cheesy strategy where you can insta-kill him by luring him into one of the gates that's in the middle of being frozen by the Loyce Knights, in which case he'll get trapped in it and die instantly.
** Thanks to one of these, the [[DeadlyGas Dark Fog]] hex is ''far'' more deadly than it should be. A fairly obscure, gimmicky catalyst called the Bat Staff is supposed to cause minor poison buildup when you bludgeon an enemy with it. However, [[LethalJokeItem it also accidentally uses this poison stat as a multiplier for a poison spell channeled through it]]. Basically, cast Dark Fog through a Bat Staff and [[GameBreaker your target is almost-instantly poisoned by a huge cloud of effectively undodgeable toxins]]. Fortunately, it was nerfed in the 1.06 patch.
** If you throw a Holy Water Urn where [[spoiler: Nashandra]] spawns right before the cutscene starts, it'll get stuck in her game model and [[spoiler: Nashandra's]] AI will [[AIBreaker freeze up]], making an already easy boss fight completely trivial.



* In the first ''VideoGame/BaldursGate'', one can export and import characters, and in the tutorial area there's a simulated Party that has good items for the low level (plate mail, a + 1 shield, wand of heavens, etc). Normally, any attempt to loot and walk out is thwarted since "Those items are illusionary". Clever players figured out you can save in the party tutorial stage, export the character, and then import them into a new game, allowing them to have equipment they should not have at that point, or enough vendor junk to buy good items your character shouldn't be able to buy -- making the game up until the Mines a breeze. Sadly, they made the tutorial items in ''Baldur's Gate 2'' unusable if you tried the same trick.
* ''VideoGame/BaldursGateII'':
** By using a potion from inventory and then switching it with another item, the other item gets used instead. This can give you several billion valuable gems, essentially granting you unlimited money from the start of the game.
** 'Mislead' would create an illusory image of the caster and turn the caster invisible. The invisibility would not be dispelled as long as the image lasted, so you could beat everyone to death with a stick at your leisure, with the enemies being none the wiser.
** Spells cast through 'Project Image' were not removed from your spell pool, allowing you to cast all your spells twice, or as many times as you memorised the 'Project Image'. Also, any monsters summoned through this spell weren't subject to the limitations placed on summoning, so you could conjure an army of planetars and watch them beat even the hardest encounters for you.
** 'Simulacrum' created a duplicate of the caster, also duplicating any items they held in their quickslots.
** 'Simulacrum' and 'Project Image' also ''stacked'', with a PI doppelgänger being able to cast Simulacrum and vice versa. Careful use of spell slots made it possible to rapidly amass a massive army of cloned mages. Better still, one of the two was immune to the summoning limit of five creatures. Thus they could bring forth massive armies of insanely powerful creatures, without running over the limit.
** The special wild mage spells 'Reckless Dweomer' and 'Chaos Shield' were all broken, making this class powerful beyond wildest dreams. Spells cast through Reckless Dweomer weren't subject to one spell in a round limit that mere mortal mages had to observe. Using the robe that reduced casting time you could easily get four or five spells off in the time it takes for the enemy mages to cast one. The Chaos Shield, though not supposed to stack with itself would nevertheless do that if cast through a spell sequencer, virtually guaranteeing that you would never get a harmful wild surge.
** One of the Wild Surges could lead to the cap of five summoned allies being completely ignored, as an Area Effect on your Mordenkainen's Sword led to you being surrounded by seven or eight razor-edged death engines. (One [[LetsPlay Let's Player]] had this happen on an elemental summoning spell and ended up reloading the game because it happened in quite a small room, meaning he had no idea what was going on.)
** The 'Talk and Fight' bug was another useful, though very situational, bug: Any non-hostile character whom you are currently talking to or have a character lined up to talk to will have their AI disabled and will not go hostile while the character ordered to talk to them is underway. This allows you order one character to engage an NPC in dialogue, while ordering the other members of your party to, well, engage the NPC in less courteous modes of communication (like, say, a sword to the shin). The NPC, still waiting to be talked to, will sit there and take it as long as the would-be talker is still en-route and for several seconds afterwardse. While it will not work on any enemy that requires a scripted event to die (such as the BigBad and the most difficult BonusBoss), it does wonders against the game's literal dragons who are not hostile towards you by default. AI mods were eventually released to kill this problem.



* ''Knights of the Old Republic Series'':
** ''VideoGame/KnightsOfTheOldRepublic''
*** There is one SINGLE conversation choice near the end of the game that will drag the player character's morality bar from either extreme into the neutral zone if their response is contrary to their behaviour thus far, and will set the ending received irrespective of prior behaviour. However, if all other choices in said conversation and following it follow the ORIGINAL behaviour and run contrary to that single choice, it is quite possible to slip back into the previous morality and get the Light Side ending with a Dark Side character (including the special morality-specific robe options) and vice versa.
*** During a duel to the death, it is possible to stop combat just to ask your enemy if you can have his autograph. This happens if you challenge Bendak Starkiller to a duel but don't ask him for an autograph beforehand. In the opening seconds of the duel you click on him to attack, but the game makes you run up to him and starts the dialogue sequence that stops him from attacking you. This bug can be used to get close to Bendak before he has chance to shoot at you and thus avoid damage that you would suffer if you ran up to him.
*** If the player starts out as a Scoundrel, then becomes a Jedi Guardian, it is possible to combine the Force Jump and Sneak Attack abilities, causing the player to leap across the map and deal a massive amount of damage to whatever they hit.
*** You can gain an infinite amount of any given item by paying attention to the cap, above which they will not give you any more, then stuff them in one of the crates in the cargo bay and go and ask again.
*** The first game had a glitch to make Carth a Jedi, which is not normally possible. [[note]] This is part of the reason why it's suspected Carth is Force Sensitive [[/note]]
*** On the Xbox version, pressing a combination of keys on the Player 2 controller while leveling up allowed for a "false level up" where you could apply skills, stats, and feats to the character, but the actual "level up" wouldn't fire until you completed a level up the correct way, leaving the player to leave the Endar Spire with more feats and skill points than the player should have earned for the ''entire'' game run.
*** The airlock at the Manaan underwater base had a bug where you could go to the room, strip the party members, go through the airlock, then go ''back in'' and the party members would respawn with all of the equipment you just removed (with the original items still in inventory)! Cue massive LoopholeAbuse to Xerox the best gear in game.
** ''VideoGame/KnightsOfTheOldRepublicIITheSithLords''
*** One glitch involves cheating at the Handmaiden's training game and then [[BreakTheCutie berating her for calling you out on it]]. Like the Hanharr glitch, this is only supposed to happen once or twice, but it can be done over and over for infinite [[KarmaMeter dark-side points]] and influence with the Handmaiden if you do it right.
*** It is possible to get unlimited copies of the Handmaiden's sparring robes by agreeing to fight her with them on, then tell her you're not ready yet, unequip them and start over from the top. The robes are worth a mint. Do the math.
*** By switching weapons during one of the Handmaiden sparring matches, right before she becomes "hostile," it literally turns it into a DuelToTheDeath. That's right. You can ''kill'' the Handmaiden on the ''Ebon Hawk''. If you exit the ship, she will not be available for your party. If you re-enter, however, she will be back.
*** If you choose to fight in the Mandalorian battle circle, breaking the rules of the duel (such as bringing a lightsaber or Force powers to a fistfight) counts as forfeiting. However, the developers forgot to check if the player had planted ''mines'' in the dueling area beforehand...
*** There is a complicated glitch that requires a bit of planning, but it is possible to give Mandalore Jedi Powers; while his armor prevents most force powers, he can still use some and can wield lightsabers.
*** The duplication glitch in the second game made it possible to have Kreia hold a second weapon in her dismembered hand. The hand was still gone so the weapon would just float there.
*** It's possible to [[VideogameCrueltyPotential break Hanharr the Wookiee's will, reducing his intelligence but increasing his strength]]. This becomes a bug when you do it several times and drop his INT below zero -- causing it to ''pull a loop-the-loop'' and turn Hanharr into a GeniusBruiser and max out every skill he can relative to his level.



* ''Franchise/DragonAge'':
** ''VideoGame/DragonAgeOrigins'':
*** You can double-sell an item by clicking the 'sell all' button, and the 'sell' button at almost the same time. This can result in infinite gold.
*** If you have enough talent/spell points you can buy a low-level power, and cancel it while buying the higher level one at the same time, leaving you with the higher level power, and the extra point you sold back.
*** When adding stat points, if you press reset after adding stat points into it you can actually ''reduce'' the stat point by that amount (by pressing the reduce button after resetting), and thus gaining those stat points to distribute freely. Fear the Arcane Warrior with 0 strength!
*** At one point, you're traveling through the [[DreamLand Fade]], and obtain the ability to shapeshift into a few different forms with different powers. Once you leave the Fade, your shapeshifting abilities are lost, and you can't fool the game by assigning your various forms to the quickbar... unless you assign each form to the quickbar ''more than once,'' in which case you can turn into a golem or an undead sorcerer whenever you like just by clicking the icon. This has since been patched, alas.
*** Another Fade exploit comes from the various fonts and essences, each of which permanently increases one of your attributes by 1 when used. Rapid-fire clicking, however, can get you additional stat boosts, ranging from two or three points to double digits, depending on the font. The slower your computer, the more effective the exploit becomes.
** ''VideoGame/DragonAgeII'':
*** You can infinitely increase your armor stat by repeatedly un-equipping and re-equipping a shield. Any shield.
*** The infinite gold bug is back in ''DAII'', and it joins a new one: if you turn in a FetchQuest at the same time you sheath your weapon (you have to draw and then wait for Hawke to put it away), you can get the quest reward repeatedly every time you [[ButtonMashing press the interact button]]. Do this for an arbitrary amount of experience and money and then buy the {{Disc One Nuke}}s from Bonny Lem and the Black Emporium to make you a killing machine. This was patched.
*** It's possible to gain infinite talent points, due to some bugs that give player character some talents back for free after they reset their character, save, and reload. Continue resetting your character and you can have enough talent points to max nearly every talents you have. It was patched.
*** In the final boss fight, the boss will repeatedly paralyze all combatants in order to monologue... but if a Warrior Hawke or Aveline have talents or gear that renders them immune to paralysis, they can ignore this and beat the final boss to a bloody pulp while they rant.
** ''VideoGame/DragonAgeInquisition'':
*** The Tempest rogue specialization's Flask of Fire ability negates the stamina cost of abilities. This also applied to [[LimitBreak Focus abilities]], whether the Tempest's own [[SpamAttack Thousand Cuts]] or the [[PlayerCharacter Inquisitor]]'s Mark of the Rift. Proper usage allowed Tempests to utterly eviscerate any encounter, even [[BonusBoss High Dragons]]. This has since been patched.
*** Item duplication returned, this time restricted entirely to crafting materials. It was patched, but replaced with a storage chest that enables duplication of all weapons, armor, accessories, and equipment add-ons. [[RareCandy Amulets of Power]] are classified as an accessory.
*** The Axe of the Dragon Hunter is not supposed to be modifiable, and it has enhanced stats to match like other such weapons. However, an Axe of the Dragon Hunter that the player crafts themselves is modifiable, while still having the elevated stats of an unmodifiable weapon. This places it at a distinct advantage compared to other two-handed weapons.
*** The Coming Through upgrade of the ability Combat Roll lists its damage modifier as 250%. Its observed damage is actually twice that.
*** Occasionally, the game will spawn the loot enemies drop on the players location.



* ''[[VideoGame/MightAndMagic Might and Magic Series]]'':
** ''Might and Magic 2'' for the UsefulNotes/SegaGenesis had a bug where if you dismissed your hirelings before opening a chest, the chest would have ludicrously valuable treasure. Also, in dungeons which didn't let the player use the spell that goes through walls it would sometimes forget it wasn't supposed to allow that, making the final dungeon a cinch.
** ''Might and Magic 6'':
*** There is a bug that allows you to turn in a certain quest an infinite number of times and thus giving you infinite experience. All you have to do is keep clicking the quest turn in button without closing the window. This might seem like a godsend, but leveling in that game required you to go train, which costs an increasing amount of gold per level, training to the max level would cost you a huge sum of gold.
*** As luck would have it, there's an infinite gold bug as well! In each of the 15 outdoor maps there is an obelisk, which displays part of a code which, when figured out, gives the location of a valuable treasure chest. This chest contains the most powerful spells for both Light and Dark Magic, two or three magical artifacts and bestows 250,000 gold on the opener. Then, if you exit the chest and go back in again, you get ''another'' 250,000 gold. Repeat until satisfied. Note: Once you leave the chest, the bug stops working, so make sure you get your fill there and then.
*** Many chests in the game are trapped. The trap damage is usually enough to kill all your characters at once, if they are at a low level. However, if the chest happens to be outside, and you have a flight spell active, it's possible to trigger the trap while flying up at the same time, letting you get far enough away that you can avoid the damage entirely. You can then safely return to the chest and open it. This lets you open chests far earlier than the programmers intended you to be able to do. In one such chest you find a quest item, Lord Kilburn's Shield, which you can return to the quest giver for a massive XP boost, enough to take your characters from level 1 to level 9 or 10. You can also get large amounts of gold and powerful items from other high level chests.
** ''Might and Magic 7'':
*** The player's attack range was slightly longer than the monsters' attack range. [[DemonicSpiders Minotaur Lords]], which had tons of hitpoints and a ludicrously powerful attack that also had a chance of outright killing whoever it hit, were also very big -- big enough that they could get stuck in the scenery in certain places. Combine the two and a player could lure a Minotaur Lord to a chokepoint, get in that range where he could attack it and it couldn't attack back, and carve it up. (Minotaur Lords weren't the only monster this strategy worked on, but because they were so big and dangerous, they're the ones against whom players resorted to this exploit.)
*** You can duplicate some quest items indefinitely. Just put your quest items in a chest somewhere, talk to the Arbiter in Harmondale to get the quest items back, go back to the chest, and repeat. Since most quest items have limited use, this may not be very useful. However, one later game quest item is a spellbook for the highest level light spell, which can be sold. Before you complete the quest stores don't stock it. However you can sell or read the book (memorizing it). Slightly late to be useful but still handy. This applies even if you are dark aligned and thus never have a use for it other than infinite gold.
*** Another useful one would be that enemies' bodies sometimes do not disappear after being looted, which allows you to loot them again. And sometimes they wouldn't disappear a second time, nor a third or fourth. Since only a few powerful enemies (Dragons, for example) leave behind valuable items it was very situational, but there was a dragon available to fight and defeat right at the start of the game, your party can be equipped with high level items very easily -- simply save before trying to loot the corpse and load if it does disappear. You do need to defeat the dragon, but it can be done employing strafing and shooting at him in real time.
2nd Jul '16 5:58:48 AM SpinAttaxx
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Added DiffLines:

* ''VideoGame/PokemonXAndY'' made any Legendary or Mythical Pokémon come with three perfect [=IVs=]. Seemingly unintentionally, however, this extends beyond them to ''any'' Pokémon in the Undiscovered egg group (that is, Pokémon who cannot breed, not even with Ditto). This means you can catch a wild Riolu and potentially end up with a Lucario stronger and faster than any other with little to no breeding required. Sadly, this quirk was removed in ''[[VideoGame/PokemonRubyAndSapphire Omega Ruby/Alpha Sapphire]]'' so that only Legendary/Mythical Pokémon get this bonus.
4th Jun '16 9:37:56 PM nombretomado
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** The PSP version of ''VideoGame/DisgaeaHourOfDarkness'' has several bugged items that were not present in the PS2 original. A pair of glasses known as Foresight, which is readily available in the shop once certain conditions are met, contains specialists that are far more powerful than those available on any other item in the game, including maxed-out Statisticians and Armsmasters (which increase the rate of XP gain and weapon skill gain respectively) which come pre-subdued and can be moved to any other item immediately. In a game that literally requires hundreds of hours of grinding to get to some of the highest-level content, this can speed things up dramatically. On the minus side, equipping one of these items will render a character unable to move, although equipping a second one will nullify this effect. Futhermore, if you enter the Item World for a glitched item, every enemy will be a Laharl clone. A level 1500+ Laharl clone.

to:

** The PSP version of ''VideoGame/DisgaeaHourOfDarkness'' has several bugged items that were not present in the PS2 [=PS2=] original. A pair of glasses known as Foresight, which is readily available in the shop once certain conditions are met, contains specialists that are far more powerful than those available on any other item in the game, including maxed-out Statisticians and Armsmasters (which increase the rate of XP gain and weapon skill gain respectively) which come pre-subdued and can be moved to any other item immediately. In a game that literally requires hundreds of hours of grinding to get to some of the highest-level content, this can speed things up dramatically. On the minus side, equipping one of these items will render a character unable to move, although equipping a second one will nullify this effect. Futhermore, if you enter the Item World for a glitched item, every enemy will be a Laharl clone. A level 1500+ Laharl clone.
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