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 | +6DV 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 experiments
Weapons of surrendering
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 vampirism
Tests resulted in lowest gain to be 1 HP, and highest 7 HP. 2d4-1?
Weapons of weakness
Used a warhammer of weakness for smithing, lost two points of strength.