In general, a PC with higher Strength will do more damage with a given weapon. There seems to be one important exception to this: whips. As implemented in ADOM, the damage done with whips, especially dual-wielded whips, are dependent on Dexterity instead Strength. The manual touches on this subject, stating that a PC must have high Speed to use two whips effectively. Dexterity seems to be at least as important.
Critical hits yield double skill marks. If the PC finds a weapon that delivers critical hits, it will train about twice as fast. Throwing shield yields shield skill marks. No skill marks are gained if fighting using Very Defensive or Coward tactic setting. No shield marks are gained on Berserk.
Mindcrafters – Willpower is critical for Mindcrafters. The Sword of Nonnak is a guaranteed artifact sword available to most PCs at experience level 15 or less. It grants +5 to Willpower. This makes Swords an attractive weapon class for Mindcrafters to specialize in, at least during the early game.
Monks – Monks also receive penalties for using weapons, albeit not as severe as Beastfighters, and so should specialize in Unarmed Combat. Monks also excel at kicking and receive a class power that enables them to deliver a circular kick.
There is one class + starsign combination that can reasonably expect to achieve Grand Mastery during a normal game. Note the following two manual entries:
From the Weapon Skills section:
Farmers are so skilled in the use of polearms that they need 20% less marks to increase in their use.
From the Horoscope section:
Sword Positive modifiers from Tactics settings are increased by 10%, costs to increase melee weapon skills are reduced by 20%, +1 to the initial Learning score.
This double 20% reduction in cost to increase weapon skills means that Farmers born in the month of the Sword who use polearms exclusively, and do not hurry, can expect to achieve Grand Mastery with polearms. This will happen approximately by the time the PC reaches the Mana Temple, depending on the ending the PC is going for, etc.
To-hit
Weapons and armor provide clear bonuses or penalties to to-hit. Bonuses that are not so clear: Stunned gives -4, Blind -4, Bloated -2, Satiated -1, Drunk -1, Merged eyes corruption -1,
Blessed +2, spear without shield +2, Horns corruption +2, Invisible +4, Dwarven Shield and Dwarven Rune Axe paired +10 (axe must be in left hand), Needle and Sting +50.
Furthermore there is bonus based on Strength (St>11): +(St-12)/2, or penalty (St<10): +(St-9)/2, rounded down. Melee Weapon Master talent gives +6, Basher, Powerful Striker,
Mighty Strike give +1, +2, +3 if weapon weight>=100s, Brawler +2 if unarmed. You also get about +1-1.5 to-hit per level, depending on class (Mindcrafters and Healers are worst,
Fighters/Barbarians/Duelists/Chaos Knights best). Monks and Beastfighters get additional bonuses if unarmed (see 0.1.4.6 for details).
Damage
Strength based bonus is the same as to-hit. Torch +1d4 and additional +2d4 vs fire vulnerable, Rage corruption +6, Assassin or Thief lvl 12+ and backstab *2, of the sun suffix
vs undead *2, ashen vs undead =0, hateful weapon and Berserk tactic +2d6, Barbarian's mighty blow *2, tremendous blow *3, deadly and chilling silence room *10, vibrate with
life room /10, blessed weapon vs undead and demons *1.5, cursed /2, rusty weapon /2, broken weapon /2, meleeing with a missile weapon /2, lawful weapon vs chaotics +1d8, chaotic
weapon vs lawfuls +1d8, critical blow *1d4+1, slaying *1d4+2, mild weapon /5, penetration weapon +monster PV.
Fighting with two-handed weapons (only of that specific category, not polearms or staves) yields an extra 0.5 St damage bonus (limited by weapon skill, see the manual entry for more details).
In R+, severe penalty is applied to to-hit missile combat modifier if wielding two shields. Perception attribute adds +(Pe-12)/6.
Damage
Dexterity based bonus (positive only): +(Dx-12)/4. Merchants throwing gold get lvl/2 + 3 more damage. Perception adds +(Pe-11)/4.
Due to a bug, Ring of the Master Cat (+16%) and Bracers of War (+8%) increase critical chance only if used as melee weapons. Both items are fixed.
Slaying weapons or missiles always deal critical damage.
If a critical hit landed by a monster would bring the PC's HP below 0, a PC that isn't Doomed might have their HP reduced to 1 instead. This effect only seems to come into play when the PC is above a certain HP threshold depending on the strength of the attack, and applies to both melee and missile criticals.
Kicking both trains the unarmed weapon class and benefits from its to-hit and damage bonuses, but not the energy cost discount. Unarmed fighting normally has a base damage of 1d3, kicking 1d4. The Thorns corruption changes the former to 3d3. Strength bonus is added normally.
There are two classes particularly skilled in unarmed fighting: Monks and Beastfighters. Both get damage bonuses separate from the Unarmed fighting skill and do not use a 1d3 die. Monks also have much improved kicking abilities. For Monks, these benefits are dependent on the Burden status. Beastfighters get heavy penalties in any form of melee combat except Unarmed fighting.
Training in unarmed fighting is also particularly useful for Necromancers, whose level 25 class power allows them to steal HP from monsters. Unarmed fighting is incompatible with True Berserking.