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Table[]

Prefix Effect Greater Identify Notes
ashen No damage to undead It does not cause any damage against undead. Weapon looks black on dungeon floor
balanced +4 to hit Its elegant design makes it easier to hit a target (+4 to hit, already figured in)
barbaric -4 to hit, +4 to damage Due to its barbaric design it is harder to hit opponents but hits generally are more lethal (-4 to hit, +4 to damage, all already figured in).
barbed +3 to damage Its barbed design causes more serious wounds (+3 to damage, already figured in).
brutal +1 damage dice Its brutal design causes very heavy wounds (+1 extra damage die on hits, already figured in).
chaotic +1d8 damage to lawful It causes +1d8 damage versus lawful opponents. Very few opponents in the game are lawful
corrupting Corrupts PC while wielded It slowly corrupts you. Note the difference between this and "of corruption" suffix
extra-heavy 4x weight It weighs four times as much as other weapons of its type (already figured in). Might be useful with basher talent line
fickle 50% of attacks automatically miss 50% of all attacks with this item miss automatically.
flaming +2d6 fire damage It causes +2d6 fire damage on melee hits. The regular damage must first be enough to pass the target's PV, and then the elemental damage will trigger
fragile 1/6 chance to break on hit It has a 1 in 6 chance to break with every hit. Only affects iron and wood weapons
frozen +2d6 cold damage It causes +2d6 ice damage on melee hits. The regular damage must first be enough to pass the target's PV, and then the elemental damage will trigger
green Grants acid resistance It grants resistance to acid.
hateful +2d6 damage on berserk tactics It causes +2d6 damage while berserk
heavy 2x weight It weighs twice as much as other weapons of its type. Might be useful with basher talent line
hefty +20% weight, -1 to-hit, +4 damage It weighs 20% more than other weapons of its type. Due to its careful design it is harder to hit opponents but hits generally are more lethal (+20% weight, -1 to hit, +4 to damage, all already figured in) Hefty weapons of higher metals might have very unusual weight
lawful +1d8 damage to chaotics It causes +1d8 damage versus chaotic opponents. Chaotic opponents are very common in the game
light 0.5x weight It weighs only half as much as other weapons of its type.
masterwork +3 to hit Its elegant design makes it much easier to hit opponents (+3 to hit, already figured in).
mild Deals only 20% of damage. Effective hits are slowed so that they cause but 20% of the expected damage (not figured into the stats). 20% is applied to all bonuses too, no effect on energy cost
murderous 2x critical hit chance It is twice as likely to cause critical hits on a hit. Attacks with it double all non-item critical hit chances individually (e.g. level 25 assassin with 100 find weakness would get 1 - (1 - 0.1)*(1 - 0.4)*(1 - 0.4) = 67.6% crit chance)
nasty +1 to damage dice value Its nasty design causes more serious wounds (+1 to the damage dice being used, already figured in).
poisonous Permanently poisoned It poisons monsters on successful hits. Heir gift for Assassins
red Grants fire resistance It grants resistance to fire.
swift +5 speed It grants a +5 bonus to speed. Swift weapons of eagle exist but they give only +5 speed bonus
ultra-heavy 8x weight It weighs eight times as much as other weapons of its type. Might be useful with basher talent line
unbalanced +1d8 to neutrals It causes +1d8 damage versus neutral opponents. Quite confusing name
unwieldy -8 to hit Its inelegant design makes it very difficult to hit a target (-8 to hit, already figured in).
weeping Increased chance to make bleeding wounds. It causes bleeding wounds.
white Grants cold resistance It grants resistance to cold.
wicked +3 to damage dice value Its wicked design causes very serious wounds (+3 to the damage dice being used, already figured in). Wicked weapons of devastation have the greatest damage bonus
yellow Grants shock resistance It grants resistance to shock

Elemental[]

In versions after 1.2.0, the target's PV is not subtracted from the bonus elemental damage; however, in order to trigger the 2d6 elemental damage at all, the non-elemental damage first needs to beat the target's PV. This means that although these weapons have good bonus damage, nevertheless they cannot be used as penetrating weapons against monsters with very high PV.

See Also[]

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