Crafting Poison staves/wands from shells/skulls is broken. When mixing a wooden branch and a shell the items are consumed and no item is given ~1/4 of the time. Only fire/water/air elements are created, so I assume the bug occurs when Poison is randomly chosen. This worked in a previous patch.
The casting area of summoning totems reveals the location of invisible enemies by excluding the spot where they are standing. Either this information should only be given after attempting to summon directly on the invisible unit, or the totem should summon in the nearest spot. As-is, revealing the location of invisible units for free undercuts invisibility. Also, the status text for turning invisible lingers and follows invisible units for a few seconds after disappearing, which often reveals exactly where they went.
Can't add Withermore's Belt / Migo's Ring to wares. Can't sell these items, even though they have sell values listed.
Vines at 488, 224 on the outdoor map are broken. Climbing causes the character to fall back down.
Tir-Cendelius incorrectly claims I am traveling with companions, and my only 2 dialog options confirm this, even when I have never recruited any companions.
The skeletons fought recovering Withermore's soul jar take damage from healing spells, while skeletons encountered later in the game are healed by healing spells. Skeleton vulnerability to healing should be consistent, or at least visible when it deviates, perhaps in the form of the Decaying Touch debuff.
The "level" tooltip for Summoning Bonus states that Summons "Start with" more armor and magic armor, but in fact it improves any increase to armor and magic armor. This makes Fortify and Frost Armor much more powerful on the Incarnate and Totems of a high level summoner. Either the behavior or the description should be altered (preferably the description). The white colored description excludes "start" and is vague enough to be correct either way, only the orange one is wrong.