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Melee weapon suffixes

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Suffix [of x] Effect Greater ID Notes
corruption Corrupts opponent It causes corruption in addition to wounds. Scythe of corruption should not be confused with Moon Sickle
damnation Dooms PC Wearing it makes you doomed. Easy to remove source of dooming
defense +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 No special line, only the stats are listed as normal One of the most desired suffixes, as the damage increase is very high
fumbling Abuses Dexterity It slowly drains your dexterity. Exact mechanism unknown - Dexterity is slowly drained either over time or with every hit
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. In 1.1.1 monster PV is subtracted from extra damage, which makes elemental suffixes nearly useless. In 1.2.x they are rather decent.
mayhem +2 damage dice, +6 damage No special line, only the stats are listed as normal
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 trigger extra damage for demon/undead and does not causes extra messages unlike a Phase dagger; Heir gift for Thiefs
power +20% power points It increases your magical powers by 20%. Staves of power are different item, existence on other weapons questionable
surrendering Abuses Willpower It slowly drains your willpower. Mechanism unknown - Willpower is slowly drained either over time or with every hit; may not work at all
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
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.
thunder Might stun opponent It hits with such might that targets might be stunned
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. Amount of HP restored
weakness Abuses Strength It slowly drains your strength. Strength is abused overtime simply by having it equipped.

In-game experimentsEdit

Weapons of surrenderingEdit

For a character with over 10K with it and after wished for werewolf king and did a lot of killing I got no decrease in Willpower. It was native spear of surrendering so question is wide open. A Dark Elf Paladin of Level 1 found a Rapier of Surrendering in the SMC, used it a handful of times before switching, and incurred a -1 to Willpower after selling it at Level 4.

Weapons of vampirismEdit

Tests resulted in lowest gain to be 1 HP, and highest 7 HP. 2d4-1?

Weapons of weaknessEdit

Used a warhammer of weakness for smithing, lost two points of strength.

See AlsoEdit

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