Suffix [of x]
|
Effect
|
Greater ID
|
Notes
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corruption
|
Corrupts opponent
|
It causes corruption in addition to wounds.
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Scythe of corruption should not be confused with Moon Sickle
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damnation
|
Dooms PC
|
Wearing it makes you doomed.
|
Easy to remove source of dooming
|
defense
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+6 DV using defensive or lower tactics
|
It grants a +6 DV bonus when fighting defensively, very defensively or cowardly.
|
Halberds of defense are a separate type of weapon
|
devastation
|
+4 damage dice, +6 damage
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No special line, only the stats are listed as normal
|
One of the most desired suffixes, as the damage increase is very high. Two-handed eternium weapons with this suffix can rival the strongest Artifacts in terms of raw power.
|
fumbling
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Abuses Dexterity while wielded
|
It slowly drains your dexterity.
|
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hunting
|
Increases chance of corpse generation
|
It increases the chance for slain enemies to remain as a corpse.
|
Whether it only works on animals like the longbow of hunting (which is a separate item) or any monster is not clear
|
lightning
|
+2d6 lightning damage
|
It causes +2d6 lightning damage on a successful hit.
|
To be "a successful hit" the regular damage must be enough to pass the target's PV, and then the elemental damage triggers
|
mayhem
|
+2 damage dice, +6 damage
|
No special line, only the stats are listed as normal
|
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might
|
+2 Strength, +2 Toughness
|
It grants a +2 bonus to Strength and Toughness
|
|
penetration
|
Bypasses monsters PV
|
It ignores all the protection of your opponents.
|
Does not cause extra messages like a Phase dagger; Heir gift for Thieves
|
power
|
+20% power points
|
It increases your magical powers by 20%.
|
Staves of power are different item, existence on other weapons questionable
|
slaughtering
|
+1 damage die, +2 to dice value
|
Its damage die has been increased by +2 and it causes one extra die of damage when hitting an opponent.
|
Prior to v. 1.2.0, Greater Identify mistakenly described the modification as 2 extra damage dice and +1 to dice value
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surrendering
|
Abuses Willpower while wielded
|
It slowly drains your willpower.
|
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the eagle
|
+5 speed, +4 Perception
|
It grants a +4 bonus to Perception and a +5 bonus to speed.
|
Recommended for something like crossing dwarven halls, if seeing farther and running faster is more important than combat power.
|
the sun
|
Double damage to undead
|
It causes double damage against undead.
|
Very useful in places where a lot of undead are encountered, such as the graveyards; bless for additional 1.5x damage increase; mace of the sun is the Heir gift for Priests
|
the void
|
Occasionally makes enemies flee
|
No special line
|
When constantly used, annoying as you have to chase down the monsters to get XP and loot. In ASCII mode appears as black weapon on the floor. Angers shopkeepers. Useful for Archers.
|
thunder
|
Might stun opponent
|
It hits with such might that targets might be stunned
|
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vampirism
|
Drains Hit points and causes some alignment drop on successful hits
|
It drains the life force of your opponents and transfers it to you.
|
Seems to restore 1 to 7 HP.
|
weakness
|
Abuses Strength while wielded
|
It slowly drains your strength.
|
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