Improved ADOM Guidebook


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One-handed - Two-handed - Magic staves - Artifact magic staves - Artifact weapons - Weapon modifiers - Missile weapons - Artifact missile weapons - Missiles - Artifact missiles - Missile modifiers

Appendix B – Weapons – complete list


Truesilver items were introduced in R++. They are very light, but cannot be smithed, as there are no truesilver ingots.

Weapon categorySpecial properties
Unarmed fightingNo weapons – use boxing gloves and bracers of boxing, or kicking; cannot be disarmed; incompatible with True Berserking
Daggers & knivesDaggers get a greater damage modifier from Backstabbing than other types of weapons, x5 damage modifiers for lvl 12+ Thieves and Assassins and x3 for other classes.
Clubs & hammersTorches belong here.
Maces & flailsFeatures two powerful special weapons: undead-slaying maces of disruption and the high damage maces of destruction.
SwordsMost variety; sword of sharpness
Axes 
WhipsWhips use Dexterity as primary attribute instead of Strength; can be used to increase alignment (use them in the tool slot).
PolearmsHighest DV bonus; polearms can be one or two handed.
Two-handed weaponsAs of R+, two-handed weapons use double Strength bonus.
StavesAll staves are two-handed.
Magic StavesCan be used or zaped to release unique magic, then they recharge; see 0.14.17.
SlingsSlings are used to fire rocks, all types of sling bullets, potions, lumps of clay, and gems.
BowsBows are used to fire all types of arrows.
CrossbowsHand crossbows are be used to fire black hurthling quarrels and dark elven quarrels. Other types of crossbows are be used to fire all other types of quarrels.
Thrown rocks & clubs 
Thrown daggersMost daggers and knives have the same stats thrown as wielded and do not induce to hit penalties for being used as missiles.
Thrown spearsJavelins belong here.
Thrown axes & hammersNo specialized weapons exist for this category.
Boomerangs & scurgari 

One-handed weapons (
Name UnID'd name Weight Melee damage Missile damage Made of Special Tile
Daggers & knives
knife   8s (+0,1d3) (+0,1d3) iron  
rabbit knife knife 8s (+0,1d3+4) (+0,1d3+4) iron slays battle bunnies
orcish knife crude knife 10s (+0,1d3+2) (+0,1d3+2) iron  
knife of endurance knife 8s (+6,1d3+6) (+0,1d3) iron {To+4} *Rgen
scalpel   2s (+2,1d3+1) (+0,1d3) iron  
mithril scalpel scalpel 1s (+2,1d3+4) (+0,1d3+3) mithril [3]
truesilver scalpel scalpel 1s (+5,1d3+4) (+3,1d3+3) truesilver
dagger   10s (+0,1d4) (+0,1d4) iron  
mithril dagger dagger 8s (+0,1d4+3) (+0,1d4+3) mithril  
adamantium dagger dagger 7s (+0,1d4+5) (+0,1d4+5) adamantium  
eternium dagger dagger 5s (+0,2d4+7) (+0,2d4+7) eternium  
truesilver dagger dagger 2s (+3,1d4+3) (+3,1d4+3) truesilver  
crystal dagger   25s (+0,2d3+4) (+0,1d4+2) crystal  
skull dagger   10s (+0,1d4+1) (+0,1d4) iron  
orcish dagger   10s (+1,1d4+2) (+0,1d4) iron  
bloody dagger orcish dagger [2] 10s (+3,2d3+5) (+0,1d4) iron *Crit 50%
dagger of death dagger 10s (+1,5d5+2) (+0,1d4) iron  
phase dagger gray dagger 5s (+0,1d4) (+0,1d4) iron *Pene
Clubs & hammers
club   30s (+0,1d6) (+0,1d4) wood  
stone club   70s (+0,1d6) (+0,1d4) stone invulnerable to acid (jellies)
skull club   30s (+0,1d6+1) (+0,1d4) wood  
trollish war club club 100s (+1,1d8+2) (-4,1d8+1) wood [-1,+0] [3]
cudgel   40s (+0,2d4+1) (+0,1d4) wood [-1,+0]
heavy cudgel   70s (-1,2d5+2) (+0,1d5+1) wood [-2,+0]
warhammer   60s (+0,2d3) (+0,1d4) iron  
mithril warhammer warhammer 48s (+0,2d3+3) (+0,1d4+3) mithril  
adamantium warhammer warhammer 43s (+0,2d3+6) (+0,1d4+6) adamantium  
eternium warhammer warhammer 29s (+0,4d3+8) (+0,1d4+8) eternium  
truesilver warhammer warhammer 12s (+3,2d3+3) (+3,1d4+3) truesilver  
large hammer   120s (-1,1d10+2) (-6,1d6) iron  
large mithril hammer large hammer 96s (-1,1d10+5) (-6,1d6+3) mithril  
large adamantium hammer large hammer 89s (-1,1d10+8) (-6,1d6+6) adamantium  
large eternium hammer large hammer 55s (-1,2d10+10) (-4,1d6+8) eternium  
large truesilver hammer large hammer 24s (+2,1d10+5) (-3,1d6+3) truesilver  
Maces & flails
morning star   175s (+1,2d5+1) (+0,2d3) iron [-2,+0]
mace   100s (+0,1d6+1) (+0,1d4) iron  
mithril mace mace 80s (+0,1d6+4) (+0,1d4+3) mithril  
adamantium mace mace 72s (+0,1d6+6) (+0,1d4+5) adamantium  
eternium mace mace 55s (+0,2d6+8) (+0,2d4+7) eternium  
truesilver mace mace 20s (+3,1d6+4) (+3,1d4+3) truesilver  
heavy mace   200s (+3,2d5+3) (+0,1d4) iron [-2,+0]
mace of destruction mace 120s (+2,5d6+6) (-4,3d4+7) adamantium  
mace of disruption   100s (+2,2d4+2) (+0,1d4) iron !Unde
flail   150s (+0,2d4+2) (+0,1d4) iron  
mithril flail flail 120s (+0,2d4+5) (+0,1d4+3) mithril  
adamantium flail flail 108s (+0,2d4+8) (+0,1d4+6) adamantium  
eternium flail flail 66s (+0,4d4+10) (+0,1d4+8) eternium  
truesilver flail flail 30s (+3,2d4+5) (+3,1d4+3) truesilver  
heavy flail   200s (+2,4d4+2) (+0,2d4) iron [-3,+0] *TwoH
Swords
short sword   30s (+0,1d6) (-4,1d3) iron  
mithril short sword short sword 24s (+0,1d6+3) (+0,1d6+3) mithril [3]
adamantium short sword short sword 22s (+0,1d6+6) (+0,1d6+6) adamantium [3]
eternium short sword short sword 20s (+0,2d6+7) (+0,2d6+7) eternium [3]
truesilver short sword short sword 6s (+3,1d6+3) (+3,1d6+3) truesilver
long sword   40s (+0,1d8) (-6,1d3) iron  
mithril long sword long sword 32s (+0,1d8+3) (-6,1d3+3) mithril  
adamantium long sword long sword 28s (+0,1d8+5) (-6,1d3+5) adamantium  
eternium long sword long sword 20s (+0,2d8+7) (-4,2d3+7) eternium  
truesilver long sword long sword 8s (+3,1d8+3) (-3,1d3+3) truesilver  
sword of sharpness long sword 35s (+0,4d8+6) (-6,1d3+5) iron  
broadsword   80s (+0,1d7+1) (-7,1d4+1) iron  
mithril broadsword broadsword 64s (+0,1d7+4) (-7,1d4+4) mithril  
adamantium broadsword broadsword 57s (+0,1d7+7) (-7,1d4+7) adamantium  
eternium broadsword broadsword 38s (+0,2d7+9) (-5,1d4+10) eternium  
truesilver broadsword broadsword 16s (+3,1d7+4) (-4,1d4+4) truesilver  
scimitar   40s (+0,1d8) (+0,1d4) iron  
mithril scimitar scimitar 32s (+0,1d8+3) (+0,1d4+3) mithril  
adamantium scimitar scimitar 28s (+0,1d8+6) (+0,1d4+6) adamantium  
eternium scimitar scimitar 19s (+0,2d8+8) (+0,1d4+8) eternium  
truesilver scimitar scimitar 8s (+3,1d8+3) (+3,1d4+3) truesilver  
rapier   30s (+0,1d6+1) (-4,1d4) iron [+1,+1] [3]
mithril rapier rapier 24s (+0,1d6+4) (+0,1d4+3) mithril [+1,+1] [3]
adamantium rapier rapier 22s (+0,1d6+7) (+0,d4+6) adamantium [+1,+1] [3]
eternium rapier rapier 20s (+0,2d6+8) (+0,2d6+7) eternium [+1,+1] [3]
truesilver rapier rapier 6s (+3,1d6+4) (+3,1d4+3) truesilver [+1,+1]
sabre   30s (+0,1d6+2) (-4,1d4+1) iron [3]
mithril sabre sabre 24s (+0,1d6+5) (+0,1d4+4) mithril [3]
adamantium sabre sabre 22s (+0,1d6+8) (+0,1d4+7) adamantium [3]
eternium sabre sabre 20s (+0,2d6+10) (+0,2d6+9) eternium [3]
truesilver sabre sabre 6s (+3,1d6+5) (+3,1d4+4) truesilver  
sabre of swiftness sabre 30s (+1,1d6+2) (-4,1d4+1) iron +8 Sp [3]
Axes
hand axe   50s (+0,1d6) (+0,1d6) iron  
hatchet   50s (+0,1d6+1) (-1,1d6+1) iron used for chopping down trees and Bridge Building
pick axe   75s (+0,1d6+1) (+0,1d6-1) various used for digging [1]; slays stone monsters
stone axe   170s (+0,1d7+1) (-4,1d4) stone invulnerable to acid (jellies)
sickle   55s (+0,1d4+2) (+0,1d4) iron can be traded with farmer for large ration
battle axe   70s (+0,1d6+2) (-4,1d4) iron  
mithril battle axe battle axe 56s (+0,1d6+5) (-4,1d4+3) mithril  
adamantium battle axe battle axe 50s (+0,1d6+7) (-4,1d4+5) adamantium  
eternium battle axe battle axe 35s (+0,2d6+9) (-3,2d4+7) eternium  
truesilver battle axe battle axe 14s (+3,1d6+5) (-1,1d4+3) truesilver  
orcish battle axe crude battle axe 120s (-1,1d7+3) (-2,1d6+2) iron  
Whips
whip   15s (-4,1d3) (+0,1d2) leather  
scourge   25s (-4,1d3+3) (+0,1d2+1) leather  
whip of slaughtering whip 15s (-4,1d30) (+0,1d2) leather *Crit 50%
whip of the snake whip 15s (-2,5d2+7) (+0,1d2) leather {Dx+n} (+n Sp) -Pois; n=7 (+3/-3)
Pole arms 1H
short spear   40s (+1,1d6) (+0,1d4) iron  
spear   50s (+1,1d8) (+0,1d4) iron  
mithril spear spear 40s (+1,1d8+3) (+0,1d4+3) mithril  
adamantium spear spear 36s (+1,1d8+6) (+0,1d4+6) adamantium  
eternium spear spear 25s (+2,2d8+8) (+0,1d4+8) eternium  
truesilver spear spear 10s (+4,1d8+3) (+3,1d4+3) truesilver  
heavy spear   100s (-1,1d8+2) (-3,1d6+1) iron  
stone spear   120s (+0,1d8) (+0,1d4) stone invulnerable to acid (jellies)
orcish spear crude spear 75s (+1,1d8+2) (+0,1d6+2) iron  

[1] Mining with pick axe: 1/40 chance for pick axe break if blessed, 1/6 chance to break if rusty. Pick axes can be prayed for in the elemental temples and royal treasuries levels – the PC must not have a wand of digging or pick axe.

[2] before R+, bloody daggers were called orcish daggers with "bloody dagger" as an unidentified form.

Two-handed weapons (
Name UnID'd name Weight Melee damage [DV,PV] Missile damage Made of Special Tile
Pole arms 2H
trident   70s (+2,3d5+1)   (-2,3d3+2) iron  
scythe   80s (+1,2d6+1) [-1,+0] (+0,1d3) iron  
halberd   100s (+4,2d7+1) [-2,+0] (-8,2d4+2) iron  
mithril halberd halberd 80s (+7,2d7+4) [-2,+0] (-5,2d4+5) mithril  
adamantium halberd halberd 70s (+9,2d7+6) [-2,+0] (-3,2d4+7) adamantium  
eternium halberd halberd 50s (+11,4d7+8) [-2,+0] (-1,4d4+9) eternium  
truesilver halberd halberd 20s (+10,2d7+4)   (-2,2d4+5) truesilver  
halberd of defense halberd 80s (+7,2d7+4) [+18,+0] (-5,2d4+5) iron  
long spear   100s (+1,1d12) [+1,+0] (-1,1d10) iron [2]
mithril long spear long spear 75s (+1,1d12+3) [+1,+0] (-1,1d10+3) mithril [2]
adamantium long spear long spear 67s (+1,1d12+5) [+1,+0] (-1,1d10+5) adamantium [2]
eternium long spear long spear 50s (+1,2d12+7) [+1,+0] (-1,2d10+7) eternium [2]
truesilver long spear long spear 18s (+4,1d12+3) [+1,+0] (+2,1d10+3) truesilver  
Two-handed weapons
huge iron hammer   200s (-1,2d9+2) [-3,+0] (-10,1d10) iron [1]
heavy club   120s (+1,1d10+2) [-1,+0] (-4,1d10+1) wood  
heavy skull club   120s (+1,1d10+3) [-1,+0] (-4,1d10+1) wood  
great axe   105s (+2,2d7+3) [-2,+0] (-6,1d10+3) iron  
two-handed sword   100s (+3,3d5+3) [-1,+0] (-8,2d4+2) iron  
mithril two-handed sword two-handed sword 80s (+6,3d5+6) [-1,+0] (-5,2d4+5) mithril  
adamantium two-handed sword two-handed sword 70s (+12,3d5+12) [-1,+0] (-3,2d4+7) adamantium  
eternium two-handed sword two-handed sword 50s (+18,6d5+18) [-1,+0] (-1,4d4+9) eternium  
truesilver two-handed sword two-handed sword 20s (+9,3d5+6)   (-2,2d4+5) truesilver  
two-handed sword of parrying two-handed sword 100s (+3,3d5+3) [+16,+0] (-8,2d4+2) iron  
Staves
quarterstaff   40s (+0,1d10)   (+0,1d4) wood  
iron-shod quarterstaff quarterstaff 80s (+1,1d10+5)   (+0,1d4+2) iron  
mithril-shod quarterstaff quarterstaff 64s (+0,1d10+6)   (+0,1d4+6) mithril  
adamantium-shod quarterstaff quarterstaff 57s (+0,1d10+8)   (+0,1d4+8) adamantium  
eternium-shod quarterstaff quarterstaff 40s (+0,2d10+10)   (+0,2d4+10) eternium  
truesilver-shod quarterstaff quarterstaff 16s (+3,1d10+6)   (+3,1d4+6) truesilver  
quicksilver quarterstaff quarterstaff 20s (+6,5d3+5) [+3,+0] (+0,5d2+6) iron +20 Sp
skull staff   40s (+0,1d10+1)   (+0,1d2) wood  
staff of power quarterstaff 40s (+0,1d10+2) [+1,+1] (+0,1d2) wood {Wi+4}
staff of smiting quarterstaff 30s (+4,1d37+2)   (-4,1d20-4) wood  
staff of the magi quarterstaff 40s (+2,1d10+2) [+3,+3] (+0, 1d2) wood {Ma+6}

[1] Belonged to clubs & hammers before R+.

[2] Added in R+.

Magic staves (
Staff of ... WeightMelee damage [DV,PV]Missile damageEffect when used or zapped Item with similar effect Base recharge Made of Special Tile
beauty 10s (+0,1d10)   (+0,1d4) temporarily boosts Appearance potion of boost appearance1000/4000/8000 glass {Ap+6}
charisma 35s (+0,1d10)   (+0,1d4) temporarily boosts Charisma potion of boost charisma 500/2000/4000 gold {Ch+4}
corruption dissemination40s (+0,1d10)   (+0,1d4) corruption, chance to curse items potion of unholy water 100/400/800 wood  
dampening 40s (+0,1d10)   (+0,1d4) prevents monster and PC spellcasting [1]   500/2000/4000 wood  
dexterity 20s (+2,2d5) [+3,+0] (+4,1d6) temporarily boosts Dexterity potion of boost dexterity 812/3250/6500 mithril {Dx+4}
hair loss 40s (+0,1d10)   (+0,1d4) PC becomes bald, -3 Ap   125/500/1000 wood  
learning 15s (+0,1d8)   (+0,1d3) temporarily boosts Learning potion of boost learning 1250/5000/10000 wood {Le+2}
levitation 40s (+0,1d10)   (+0,1d4) grants Levitating status [1][2] ring of levitation 500/2000/4000 wood  
magical insights 40s (+0,1d10)   (+0,1d4) grants or improves knowledge in random spellpotion/wand of wonder 2500/10000/20000 wood  
mana 40s (+1,1d10+2) [+1,+0] (+0,1d4) temporarily boosts Mana potion of boost mana 1875/7500/150000 wood {Ma+4}
minor volcano summoning 40s (+0,1d10)   (+0,1d4) creates magma on adjacent tile   750/3000/6000 stone =Fire
mundane insights 40s (+0,1d10)   (+0,1d4) increases skill dice of random skill potion of training 2500/10000/20000 wood  
nourishment 40s (+0,1d10)   (+0,1d4) increases satiation scroll of satiation 625/2500/5000 wood  
pain 40s (+0,1d10)   (+0,1d4) increases staff's chance of critical hit [1]whip of slaughtering 500/2000/4000 wood  
parting water 40s (+0,1d10)   (+0,1d4) dries up water in a line   250/1000/2000 wood  
perception 40s (+2,1d10)   (+8,1d6) temporarily boosts Perception potion of boost perception937/3750/7500 mithril {Pe+3}
prayers 40s (+0,1d10)   (+0,1d4) reduces the piety cost of prayers [1][2]   2500/10000/20000 wood  
purification 40s (+0,1d10)   (+0,1d4) removes corruption potion of cure corruption 2500/10000/20000 wood  
recovery 40s (+0,1d10)   (+0,1d4) heals the PC potion of extra healing 2500/10000/20000 wood  
regeneration 40s (+0,1d10)   (+0,1d4) *Rgen [1][2] ring of regeneration 2500/10000/20000 wood *Rgen
rejuvenation 37s (+0,1d10)   (+0,1d4) removes some artificial aging potion of youth 12500/50000/100000wood  
sensing traps 39s (+0,1d10) [+1,+0] (+0,1d4) reveals traps on current level wand of trap detection 375/1500/3000 wood  
strength 50s (+2,2d6+2) [+0,+1] (+0,1d4) temporarily boosts Strength potion of boost strength 500/2000/4000 mithril {St+3}
the earthshaker 60s (+0,3d6)   (+0,1d4) causes an earthquake wand of earthquakes 971/3885/7770 stone  
the swirling mind 42s (-2,1d10) [+2,+0] (-2,1d4) emits Mindcraft: Confusion Wave   1250/5000/10000 wood {Wi-1} -Conf
the thunderclap 40s (+4,1d12+2)   (+0,1d4) stuns nearby monsters, deafens PC wand of stunning 500/2000/4000 wood  
toughness 60s (+0,2d7) [+0,+3] (+0,1d8) temporarily boosts Toughness potion of boost toughness 1500/6000/12000 eternium {To+4} -Sick
undead slaying 40s (+0,1d10)   (+0,1d4) deals double damage to undead [1] mace of disruption 625/2500/5000 wood !Unde
unearthing secrets 39s (+0,1d10)   (+0,1d4) reveals secret doors on current level ring of searching 1250/5000/10000 wood {Pe+1} *Sear
willpower 30s (+4,1d10)   (+0,1d4) temporarily boosts Willpower potion of boost willpower 937/3750/7500 iron {Wi+4}

[1] Effect lasts a number of turns, dependidng on B/U/C status of the staff.

[2] Staff must be wielded for the effect.

Artifact magic staves
Name WeightMelee damage[DV,PV] Missile damageEffect when used or zapped Base recharge Special Tile
*staff of the archmagi [1] 40s (+5,5d2+2) [+9,+0] (+0,1d2) casts Improved Fireball, base cost 90 PP1000/4000/8000{Ma+10} -Acid -Conf -Slee *TwoH
*staff of wonder 40s (+0,3d3+3) [+4,+0] (+0,1d4) equivalent to wand of wonder 15/60/120 {Ma+4} +Luck +Fate -Conf *EoCC *PPRg *TwoH
*intricate wooden staff "Nature's Breath" 30s (+0,2d18) [+4,+4] (+0,1d4) creates herb bush at the PC's feet 125/500/1000 -Para -Pois -Sick -Slee !Cons *TwoH

[1] Was regular staff prior to R+.

Artifact weapons
Name UnID'd name Weight Melee damage [DV,PV] Missile damage Special Category Tile
*thin dagger "Cat's Claw" thin dagger 10s (+4,3d3)   (+0,3d3) {Dx+8} !Rats daggers & knives
+black rune-covered dagger "Needle" dagger 10s (+8,3d4) [+4,+1] (+8,3d4) +50 to-hit and to-damage when dual wielded with Sting daggers & knives
+black rune-covered dagger "Sting" dagger 10s (+8,3d4) [+4,+1] (+8,3d4) +50 to-hit and to-damage when dual wielded with Needle daggers & knives
*emerald dagger "Serpent's Bite" dagger 13s (+3,3d4+3) [+3,+1] (+9,3d6) -Pois !Huma *Crit 30% *Pois daggers & knives
*heavy cudgel "Black Thumb" heavy cudgel 50s (+1,5d3+4) [-2,+0] (+0,5d3) {To+3} -Slee !Plan clubs & hammers
*hammer of the gods huge iron hammer 400s (+1,7d6+8) [-6,+0] (-6,3d10) =Elec *Retn *TwoH clubs & hammers
*rune-covered club "Skullcrusher" club 120s (+12,3d6+2) [-3,+0] (+0,1d4) {St +4} -Conf -Stun !Huma clubs & hammers
+lead-filled mace "Big Punch" lead-filled mace 800s (+1,8d5+3) [-6,+0] (+0,1d4) -Stun maces & flails
*rune-covered heavy mace "Purifier" heavy mace 200s (+5,4d5+5) [-4,+1] (+0,1d4) {Wi+4} +Luck !Cons !Demo !Unde maces & flails
+Sceptre of Chaos obsidian sceptre 800s (+8,6d6+8) [-8,+0] (+0,1d40+20) {Ma+8} (+8 Sp) +Curs +Doom -Elec -Pois *EoCC ~CTri maces & flails
+golden gladius "Death's Sting" golden gladius 30s (+2,2d5+2) [+3,+3] (-4,1d3) (+7 Sp) ~Bart swords
*holy avenger "Justifier" long sword 60s (+4,3d5+10) [+6,+2] (-6,3d5) !Demo !Unde ~Pala swords
*black long sword "Kinslayer" black long sword 80s (+3,4d5+3) [+4,+4] (-6,1d3) !Huma *Curs swords
+sword of Nonnak broadsword 80s (+2,4d3+2) [+2,+2] (-2,3d3+1) {Wi+5} -Cold -Deth swords
*rune-covered long sword "Trusted One" rune-covered long sword 60s (+1,5d3) [+7,+7] (-6,1d3) -Acid -Cold -Deth -Elec -Fire -Para -Petr -Slee -Stun swords
*jet-black battle axe "Executor" battle axe 90s (+2,5d6+6) [-4,+1] (-4,5d3+2) {St +3} (+3 Sp) +Curs -Conf -Elec -Slee -Stun !Demo !Huma axes
*dwarven pick axe "Hammerhead" pick axe 90s (+2,2d10+4) [+2,+2] (+0,1d10-2) {To+3} -Fire -Stun axes
+dwarven rune axe "Rolf's Companion" dwarven rune axe 50s (+3,3d6+6) [+4,+4] (+4,3d8+4) {To+3} -Fire *Retn ~Rolf axes
*ebony spear "Bugbiter" ebony spear 100s (+3,4d7+3) [+1,+1] (+0,4d7) {Dx+3} -Pois !Inse pole arms
*jet-black glaive "Long Sting" jet-black glaive 100s (+4,7d3) [+4,+0] (+66,7d4) {Pe+6} (+6 Sp) -Para *TwoH pole arms
+scythe of corruption "Moon Sickle" ancient scythe 70s (+6,10d4+6) [+2,+2] (+0,1d4) *Curs *TwoH ~Chao pole arms
*shining long spear "Soaker" long spear 10s 100s (+9,3d7) [+3,+0] (+36,10d4) -Conf -Para -Pois !Jell *TwoH pole arms
*scorched spear scorched spear 50s (+2,3d8+1) [+2,+0] (+0,2d4) =Cold !Plan pole arms
+spear of raw steel steel spear 120s (+4,4d10+8) [+4,+0] (+0,4d5+8) {Wi+8} -Pois -Elec =Acid *Crit *EoCC *Retn pole arms
+rune-covered trident trident 80s (+6,3d12+6) [+4,+4] (+2,3d8+4) {Dx+12} +SeeI +WBre =Cold !Demo !Unde *Retn *TwoH pole arms
+Trident of the Red Rooster red trident 150s (+36,6d12+18) [+12,+12] (+8,9d8+16) {Ma+24} +SeeI +WBre -Deth =Acid =Cold =Elec =Fire !Demo !Unde *Retn *TwoH pole arms
*rune-covered halberd "Wyrmlance" halberd 50s (+15,4d8+10) [-2,+0] (-1,5d4+9) -Stun !Drag *TwoH pole arms
+axe of the minotaur emperor great axe 1200s (+12,34d20+16) [-6,+4] (-12,35d16+6) +SeeI -Conf *Crit 40% *TwoH two-handed weapons
*ancient claymore "Death's Blade" ancient claymore 400s (+6,6d8+6) [+4,+0] (-8,2d4+2) -Deth *TwoH two-handed weapons
*mighty morning star "Grod" morning star 220s (+16,5d10+5) [-8,+0] (+0,2d6) -Stun =Fire !Gian !Demo *Crit 25% *TwoH two-handed weapons
*silvery two-handed sword "Vanquisher" silvery two-handed sword 300s (+3,6d5+3) [-3,+0] (-8,2d4+2) !Cons !Demo !Drag !Gian !Huma !Jell !Unde *TwoH two-handed weapons
*staff of the Wanderer quarterstaff 40s (+2,3d8+2) [+6,+3] (+0,1d2) {To+6} -Fire -Slee =Elec *TwoH staves
*curved dagger "Fang" dagger 10s (+0,1d4)   (+0,1d4) (+1 Sp) *Suck hit dmg Sp daggers & knives
*jet-black dagger "Silence of the Dead" dagger 10s (+6,4d4+6)   (+6,4d4+6) {Dx+9} +Luck +Fate +SeeI +WBre -Deth -Pois -Slee !Huma *Pois *Retn *Suck hit dmg daggers & knives
*deformed mace "Masher" heavy mace 300s (+4,4d5+4) [-2,+0] (+0,1d4) {St+0} +SeeI -Conf -Stun *Suck dmg St maces & flails
*heavy spiked mace "Michals Transmogrifier" heavy mace 300s (+6,4d5+6) [-6,+0] (-4,4d3+4) {Ch+5} -Elec *Terr ~Tame maces & flails
*glistening scimitar "Eagle's Claw" scimitar 40s (+4,4d9+9) [+2,+0] (+0,1d4) -Conf =Cold !Cons !Inse !Unde *Crit 10% *Levi swords
*vibrating rapier "Hornet's Sting" long sword 29s (+1,3d6+1) [+1,+1] (-4,1d4) (+0 Sp) +TCtr +Tele *Suck hit Sp DV PV swords
+gleaming dwarven rune axe ancient dwarven axe 10s (+6,5d8+12) [+7,+7] (+6,5d10+12) {To+6} -Fire *Retn axes
*gleaming sickle "Harvester" sickle 55s (+5,5d4+5) [+5,+0] (+0,1d4) {To+5} +WBre -Conf =Sick !Plan *Crit 10% *IncL ~Visi axes
+unpick axe pick axe 75s (+3,3d6+3)   (+0,3d6+3) {To+10} -Conf -Pois =Fire =Sick axes
*black whip of extinction whip 15s (-4,2d5)   (+0,1d2) !Cons !Demo !Drag !Gian !Huma !Inse !Jell !Plan !Unde whips
*thorny whip "Bloody Rose" whip 15s (+7,7d3+7) [+4,+0] (+0,1d2) -Elec -Stun *Crit 30% whips
*whip of the vampire snake whip 13s (-2,5d3+7)   (+0,1d2) {Dx+7} (+7 Sp) -Pois *Suck hit dmg Sp whips
*wicked spear "Scorpion's Sting" spear 50s (+1,6d6+1)   (+1,1d8+1) (+9 Sp) +Luck +SeeI -Conf -Pois *Pois pole arms
*rune-covered halberd "Arak's Guard" halberd 100s (+4,6d7+1) [-2,+0] (-8,2d4+2) {To+5} *Suck hit dmg To *TwoH pole arms
*beheading axe "Headman's Hand" great axe 105s (+6,4d7+6) [-2,+0] (-6,2d6+3) -Deth =Cold *Crit 15% *Suck hit dmg *TwoH two-handed weapons
*executioners blade "Judge & Jury" two-handed sword 400s (-6,4d9+10)   (-8,2d4+2) {Dx+4} +SeeI -Deth -Elec *Suck dmg Dx *TwoH two-handed weapons
*lead great axe great axe 900s (+4,3d12+8) [-4,+0] (-6,1d10+3) !Plan *Crit 15% *Pois *TwoH two-handed weapons
*twisted quarterstaff "Kalmius' Shield" quarterstaff 40s (+0,2d15+10) [+15,+0] (+0,2d5+10) {Wi+5} -Deth -Para *PPRg *TwoH staves
*rapier of the needle rapier 20s (+2,2d6+10) [+8,+1] (+0,2d6+9) {Dx+6} (+6 Sp) *Crit 6% swords
*spiked maul of devastation "Foeslammer" maul 400s (+12,6d8+6) [-4,+0] (+0,3d6) -Deth !Huma !Plan *Crit 25% *Terr *TwoH two-handed weapons
*staff of Creation quarterstaff 20s (+4,4d6+4) [+9,+1] (+0,1d2) {Wi+16} -Cold -Conf -Deth -Elec =Fire *TwoH staves

Weapon modifiers
Weapon prefix Effect Great identify message
ashen does no damage against undead It does not cause any damage against undead.
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 damage Due to its barbaric design it is harder to hit opponents but hits generally are more lethal (-4 to hit, +4 to damage).
barbed +3 damage Its barbed design causes more serious wounds (+3 to damage, already figured in).
brutal +1 extra damage dice Its brutal design causes very heavy wounds (+1 extra damage dice on hits, already figured in).
chaotic +1d8 damage to lawfuls It causes +1d8 damage versus lawful opponents.
corrupting corrupts wielder It slowly corrupts you.
extra-heavy 4x normal weight It weighs four times as much as other weapons of its type (already figured in).
fickle hits only half of the time 50% of all attacks with this item miss automatically.
flaming +2d6 fire damage It causes +2d6 fire damage on melee hits.
fragile 16.7% chance of breaking on each hit It has a 1 in 6 chance to break with every hit.
frozen +2d6 ice damage It causes +2d6 ice damage on melee hits.
green -Acid It grants resistance to acid.
hateful +2d6 damage when berserk It causes +2d6 damage while berserk.
heavy 2x normal weight It weighs twice as much as other weapons of its type (already figured in).
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)
lawful +1d8 damage to chaotics It causes +1d8 damage versus chaotic opponents.
light half normal weight It weighs only half as much as other weapons of its type (already figured in).
masterwork +3 to-hit Its elegant design makes it much easier to hit opponents (+3 to hit, already figured in).
mild only deals 20% of stated damage Effective hits are slowed so that they cause but 20% of the expected damage (not figured into the stats).
murderous *Crit x2 It is twice as likely to cause critical hits.
nasty +1 to the damage dice used Its nasty design causes more serious wounds (+1 to the damage dice being used, already figured in).
poisonous *Pois It poisons monsters on succesful hits.
red -Fire It grants resistance to fire.
swift +5 Sp It grants a +5 bonus to speed.
ultra-heavy 8x normal weight It weighs eight times as much as other weapons of its type (already figured in).
unbalanced +1d8 damage to neutrals It causes +1d8 damage versus neutral opponents.
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 cause bleeding wounds It causes bleeding wounds.
white -Cold It grants resistance to cold.
wicked +3 to dice size Its wicked design causes very serious wounds (+3 to the damage dice being used, already figured in).
yellow -Elec It grants resistance to shock attacks.

Weapon suffix Effect Great identify message
of corruption corrupts opponent It causes corruption in addition to wounds.
of damnation +Doom Wearing it makes you doomed.
of defense +6 DV using defensive, very defensive or coward tactics It grants a +6 DV bonus when fighting defensively, very defensively or cowardly.
of devastation +4 damage dice, +6 damage It causes four extra dice of damage when hitting an opponent, and its hits are more lethal (+6 to damage, already figured in).
of fumbling abuses Dx It slowly drains your dexterity.
of hunting increased chance to generate corpses; works best on animals It increases the chance for slain enemies to remain as a corpses.
of lightning +2d6 shock damage It causes +2d6 lightning damage on a successful hit.
of mayhem +2 damage dice, +6 damage It causes two extra dice of damage when hitting an opponent, and its hits are more lethal (+6 to damage, already figured in).
of might +2 St, +2 To It grants a +2 bonus to Strength and Toughness.
of penetration *Pene It ignores all the protection of your opponents.
of poisoning *Pois It poisons monsters on succesful hits.
of power +20% PP It increases your magical powers by 20%.
of surrendering abuses Wi It slowly drains your willpower.
of slaughtering damage dice increased by +2; one extra damage dice added Its damage dice has been increased by +2 and it causes one extra dice of damage when hitting an opponent (already figured in).
of the eagle +5 Sp, +4 Pe It grants a +4 bonus to Perception and a +5 bonus to speed.
of the sun doubles damage against undead It causes double damage against undead.
of the void occasionally makes enemies panic and flee It causes others to hate you.
of thunder chance of stunning opponent It might stun your opponents on a hit.
of vampirism drains 1d8 HP, -1 alignment; doesn't work on undead and constructs It drains the life force of your opponents and transfers it to you.
of weakness abuses St It slowly drains your strength.

Thanks ToGu for contributing the odds of obtaining weapons with a prefix, suffix or both: Prefixes and suffixes are evenly distributed. 2/3 of items have a chance to have prefix or suffix. 1/3 of items have a chance to have both prefix and suffix.
The chance to actually get the prefix/suffix is then: 1/(10-(lvl/10)).
For lvl 1 character this means: Prefix/suffix: (2/3)/(10-(1/10)) = 2/30 = 6.67%. Both: (1/3)/(10-(1/10))/(10-(1/10)) = 1/300 = 0.33%.
For lvl 50 character this means: Prefix/suffix: (2/3)/(10-(50/10)) = 2/15 = 13.33%. Both: (1/3)/(10-(50/10))/(10-(50/10)) = 1/75 = 1.33%.

Missile weapons }
Name UnID'd name WeightMelee damageMissile damageMade ofSpecial Tile
Slings
sling   3s (+0,1d2) (+0,1d1+1) cloth  
sling of accuracy sling 3s (+0,1d2) (+5,1d1+1) cloth +2 range
sling of the long shot sling 3s (+0,1d2) (+2,1d1+1) cloth +7 range
Bows
short bow   20s (+0,1d2) (+1,1d3) wood  
short bow of accuracy short bow 20s (+0,1d2) (+6,1d3) wood +4 range
long bow   30s (+0,1d2) (+2,1d2+2) wood +3 range
long bow of accuracy long bow 30s (+0,1d2) (+8,1d2+2) wood +7 range
long bow of hunting long bow 30s (+0,1d2) (+6,1d2+3) wood increased chance of corpse generation for animals; +4 range
Crossbows
hand crossbow   30s (+0,1d2) (+0,1d2) iron uses tiny quarrels
light crossbow   70s (+0,1d4) (+2,1d4) iron  
light crossbow of accuracylight crossbow70s (+0,1d4) (+8,1d4) iron +3 range
heavy crossbow   140s (-3,1d6) (+3,1d3+3) iron +3 range
heavy crossbow of accuracyheavy crossbow140s (-3,1d6) (+9,1d3+3) iron +6 range

Artifact missile weapons
Name UnID'd name WeightMelee damageMissile damageSpecialCategory Tile
*rune-covered sling "Whirlwind" rune-covered sling3s (+0,1d2) (+12,1d1+12) -Fire slings
*elven long bow "Sun's Messenger"elven long bow 30s (+0,2d6) (+15,2d6+15) !Unde bows
*heavy crossbow "The Far Slayer" heavy crossbow 350s (-3,1d6) (+18,1d3+18) ~Rnge crossbows

Missiles /
Name UnID'd name WeightMissile damageMelee damageMade of Special Tile
Slings
rock   5s (+0,1d4) (-2,1d4) stone 25% chance for destruction [1]
lead sling bullet sling bullet 3s (+3,1d5) (-2,1d4) iron *RusP
mithril sling bullet sling bullet 3s (+4,2d5) (-2,1d4) mithril  
adamantium sling bullet sling bullet 3s (+4,3d4) (-2,1d4) adamantium  
eternium sling bullet sling bullet 3s (+5,3d5) (-2,1d4) eternium  
truesilver sling bullet sling bullet 1s (+7,2d5+3) (+1,1d4+3) truesilver  
sling bullet of crashing sling bullet 3s (+5,5d5) (-2,1d4) eternium  
sling bullet of construct slayingsling bullet 3s (+3,2d3) (-2,1d4) eternium !Cons [2]
sling bullet of demon slaying sling bullet 3s (+3,2d3) (-2,1d4) eternium !Demo
sling bullet of dragon slayingsling bullet 3s (+3,2d3) (-2,1d4) eternium !Drag [2]
sling bullet of giant slaying sling bullet 3s (+3,2d3) (-2,1d4) eternium !Gian [2]
sling bullet of humanoid slayingsling bullet 3s (+3,2d3) (-2,1d4) eternium !Huma [2]
sling bullet of insect slayingsling bullet 3s (+3,2d3) (-2,1d4) eternium !Inse [2]
sling bullet of plant slaying sling bullet 3s (+3,2d3) (-2,1d4) eternium !Plan [2]
sling bullet of undead slayingsling bullet 3s (+3,2d3) (-2,1d4) eternium !Unde [2]
Bows
arrow   2s (+0,1d6) (+0,1d3) wood 33.3% chance for destruction, all arrows
mithril arrow arrow 2s (+0,1d6+3) (+0,1d3+3) mithril  
adamantium arrow arrow 1s (+1,1d6+6) (+0,1d3+6) adamantium  
eternium arrow arrow 1s (+1,2d6+8) (+0,2d3+8) eternium  
truesilver arrow arrow 1s (+3,1d6+3) (+3,1d3+3) truesilver  
arrow of construct slaying arrow 2s (+3,1d6+3) (+0,1d3) wood !Cons
arrow of demon slaying arrow 2s (+3,1d6+3) (+0,1d3) wood !Demo
arrow of dragon slaying arrow 2s (+3,1d6+3) (+0,1d3) wood !Drag
arrow of giant slaying arrow 2s (+3,1d10+3) (+0,1d3) wood !Gian
arrow of humanoid slaying arrow 2s (+3,1d6+3) (+0,1d3) wood !Huma
arrow of jelly slaying arrow 2s (+3,2d4+3) (+0,1d3) wood !Jell
arrow of undead slaying arrow 2s (+3,2d4+3) (+0,1d3) wood !Unde
Crossbows
black hurthling quarrel tiny quarrel 2s (+1,1d3+2) (-2,1d3) iron for hand xbow
dark elven quarrel tiny quarrel 2s (+3,1d4+3) (-2,1d3) iron for hand xbow
quarrel   2s (+1,2d6) (+0,1d4) iron 33.3% chance for destruction, all quarrels
mithril quarrel quarrel 2s (+1,2d6+3) (+0,1d4+3) mithril  
adamantium quarrel quarrel 1s (+1,2d6+6) (+0,1d4+6) adamantium  
eternium quarrel quarrel 1s (+1,4d6+8) (+0,2d4+8) eternium  
truesilver quarrel quarrel 1s (+4,2d6+3) (+3,1d4+3) truesilver  
quarrel of construct slaying quarrel 4s (+3,2d6+3) (+0,1d3) wood !Cons
quarrel of demon slaying quarrel 4s (+3,2d6+3) (+0,1d3) wood !Demo
quarrel of dragon slaying quarrel 4s (+3,2d6+3) (+0,1d3) wood !Drag
quarrel of giant slaying quarrel 4s (+3,2d8+3) (+0,1d3) wood !Gian
quarrel of humanoid slaying quarrel 4s (+3,2d6+3) (+0,1d3) wood !Huma
quarrel of jelly slaying quarrel 4s (+3,2d6+3) (+0,1d3) wood !Jell
quarrel of undead slaying quarrel 4s (+3,2d6+3) (+0,1d3) wood !Unde
Thrown rocks & clubs
rock   5s (+0, 1d4) (-2,1d4) stone 25% chance for destruction; [1]
huge rock   1000s (-10,10d6) (-10,1d20) stone 1% chance for destruction; see 0.14.2
throwing club   30s (+0,1d8) (-1,1d5) wood 12.5% chance for destruction
heavy throwing club throwing club 80s (-2,2d6+4) (-1,1d5) wood 8.3% chance for destruction
curved throwing club throwing club 30s (+0,2d5) (-1,1d5) wood *Retn; 10% chance for destruction
throwing club of death throwing club 40s (+0,4d6+4) (-1,1d5) wood 6.25% chance for destruction
Thrown daggers
throwing knife   8s (+1,1d3+2) (+0,1d2) iron 3.3% chance for destruction
dagger of returning thin dagger 10s (+2,1d4) (+0,1d4) iron *Retn
Thrown spears
spear of returning short spear 40s (+2,1d8) (+1,1d6) iron *Retn
javelin of death black javelin 40s (+9,6d6) (+1,2d3) iron  
javelin of doom obsidian javelin40s (+9,6d6) (+1,2d3) iron +Doom *Retn
Boomerangs & scurgari
boomerang strange stick 20s (+3,2d4+1) (-2,1d3) wood *Retn; 5% chance for destruction
drakish scurgar [3]   10s (+2,1d8+2) (+0,1d3) iron 4.2% chance for destruction, all scurgari
mithril drakish scurgar drakish scurgar 8s (+5,1d8+5) (+3,1d3+3) mithril  
adamantium drakish scurgar drakish scurgar 7s (+7,1d8+7) (+5,1d3+5) adamantium  
eternium drakish scurgar drakish scurgar 5s (+9,2d8+9) (+7,1d3+7) eternium  
drakish scurgar of death drakish scurgar 10s (+12,6d8+6) (+0,1d3) iron  
drakish scurgar of returning drakish scurgar 10s (+2,2d6+2) (+0,1d3) iron *Retn

[1] Wielded rocks receive to-hit and to-damage bonuses based on the thrown rocks skill but do not grant weapon marks.

[2] Added in R+.

[3] Sadly, there is no truesilver drakish scurgar.

If missiles are randomly created, the stack size is 1d6+2 rocks, 1d20+1d6-1 arrows, 2d10-1 quarrels, 2d5-1 mithril arrows or mithril quarrels, 2d4-1 adamantium arrows, adamantium quarrels or tiny quarrels, 2d3-1 eternium arrows or eternium quarrels, 3d3-2 boomerangs or scurgari.

Artifact missiles
Name UnID'd name WeightMissile damageMelee damageSpecial Category Tile
*silvery arrow "True Aim" silvery arrow 2s (+10,15d5) (+0,1d3) *Retn bows
*obsidian quarrel "Thunderstroke" obsidian quarrel2s (+8,20d4+8) (+0,1d4) *Retn crossbows
*gleaming drakish scurgar "Devilbane" drakish scurgar 10s (+15,2d8+9) (+10,2d3+7) !Demo *Retn boomerangs & scurgari
*lightning-etched boomerang "Sonic Boom"strange stick 20s (+15,4d12+6) (-2,1d3) [+5,+5] {Dx+10} (+10 Sp) -Conf =Elec *Retn ~Stunboomerangs & scurgari

Missile modifiers
Missile prefix Effect Great identify message
balanced +4 to-hit It is superbly balanced (+4 to hit, already figured in).
barbed +6 damage It is covered with wicked barbs (+6 to damage, already figured in).
delicate 33.3% chance to break It is very fragile and breaks easily.
griffon-feathered +4 range Its range is increased by 4 due to the magical feathers attached to it (already figured in).
penetrating *Pene It completely ignores the protective measures of any target it hits.
unbalanced -8 to-hit It is very badly balanced (-8 to hit, already figured in).
unerring always hits target; can only be used once It always hits its target but can only be used once.
weighted +4 to-damage, 1/2 range It is weighted to cause more harm (+4 to damage, range halved, already figured in).
winged 3x range It has wings that triple its range (already figured in).

Missile suffix Effect Great identify message
of darkness chance to blind target on a successful hit On a hit it might blind its target.
of hunting increased chance for corpses Victims of this missile are more likely to remain behind as corpses.
of slaying slays everything All of its hits are critical.
of targetting +6 to-hit It is very finely crafted (+6 to hit, already figured in).
of thunder chance of stunning target on a successful hit It hits with such might that the targets might be stunned.


Updated September 15th, 2019