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[]
- Body armor prefixes
- Body armor suffixes
- Melee weapon prefixes
- Melee weapon suffixes
- Missile prefixes
- Missile suffixes