This has actually been discussed in a different thread (
#summonitem - augments), but it doesn't look like it's been reported as an actual bug, or or addressed through 0.7.0-1062 (although
Strake came up with a fix for part of the issue in that post).
The idea is that when you summon an item with #summonitem or #si, you can insert augments by putting the augment you want to insert after the # of charges (ex. #summonitem [itemid] [charges] [augment2] [augment3] [augment4] [augment5]).
However, there aren't any checks to either verify that the item being summoned is augmentable into those slots, or to see if the augment really is an augment. This allows you to create items with rediculously high stats. For example, the item "Ancient Frostreaver", item # 32801 in the PEQ DB, normally has 192 dmg. With this exploit, you can stack it an additional 4 times, for a total of 960 damage, because it treats it like an augment. That usually means 10k+ damage per swing, non-crit. This is what it looks like in-game:
http://www.andmetal.net/eqemu/insane...rostreaver.jpg
Strake's fix from the post above seems to remove the ability of adding in augments, but I'm not sure if it's been tested.
Unfortunately I don't know how to code in C++, otherwise I'd try to tackle this.