Note that ADOM traditionally assumes that everyone is right-handed and thus your right hand will be your stronger hand. This might (in certain cases) result in reduced bonuses if your character for whatever reason prefers to wield weapon in his left hand.
For all weapons the following titles of mastery are used.
| Weapon Level | Title |
|---|---|
| 0 | unskilled |
| 1 | basic |
| 2 | |
| 3 | |
| 4 | skilled |
| 5 | |
| 6 | |
| 7 | |
| 8 | excellent |
| 9 | |
| 10 | |
| 11 | Mastery |
| 12 | |
| 13 | |
| 14 | |
| 15 | Grand Mastery |
For melee weapons, the following numbers are used to mirror the experience of a character with the weapon of his choice (note how different weapon types yield different advantages):
| 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Unarmed Fighting | ||||||||||||||||
| To-Hit Modifier | 0 | +1 | +2 | +2 | +3 | +3 | +3 | +4 | +6 | +6 | +9 | +10 | +10 | +10 | +12 | +12 |
| To-Damage Modifier | 0 | 0 | 0 | +1 | +1 | +2 | +2 | +3 | +3 | +4 | +6 | +6 | +8 | +10 | +10 | +12 |
| DV Modifier | 0 | 0 | 0 | 0 | +1 | +1 | +2 | +2 | +3 | +3 | +4 | +5 | +6 | +8 | +10 | +12 |
Daggers & Knives | ||||||||||||||||
| To-Hit Modifier | 0 | +1 | +2 | +2 | +3 | +4 | +5 | +6 | +7 | +9 | +10 | +12 | +14 | +16 | +18 | +20 |
| To-Damage Modifier | 0 | 0 | 0 | +1 | +1 | +2 | +2 | +3 | +4 | +5 | +6 | +7 | +8 | +10 | +11 | +12 |
| DV Modifier | 0 | 0 | 0 | 0 | 0 | +1 | +1 | +1 | +2 | +2 | +3 | +3 | +4 | +4 | +4 | +5 |
Clubs & Hammers | ||||||||||||||||
| To-Hit Modifier | 0 | +1 | +2 | +2 | +3 | +3 | +4 | +5 | +6 | +7 | +9 | +10 | +12 | +14 | +16 | +18 |
| To-Damage Modifier | 0 | 0 | 0 | +1 | +1 | +2 | +2 | +3 | +4 | +5 | +6 | +7 | +8 | +10 | +11 | +12 |
| DV Modifier | 0 | 0 | 0 | 0 | 1 | +1 | +1 | +2 | +2 | +3 | +3 | +4 | +4 | +4 | +5 | +6 |
Maces & Flails | ||||||||||||||||
| To-Hit Modifier | 0 | +1 | +2 | +2 | +3 | +3 | +4 | +5 | +6 | +7 | +9 | +10 | +12 | +14 | +16 | +18 |
| To-Damage Modifier | 0 | 0 | 0 | +1 | +1 | +2 | +2 | +3 | +4 | +5 | +6 | +7 | +8 | +10 | +11 | +12 |
| DV Modifier | 0 | 0 | 0 | 0 | +1 | +1 | +1 | +2 | +2 | +3 | +3 | +4 | +4 | +4 | +5 | +6 |
Swords | ||||||||||||||||
| To-Hit Modifier | 0 | +1 | +2 | +2 | +3 | +3 | +4 | +5 | +6 | +7 | +9 | +10 | +12 | +14 | +16 | +18 |
| To-Damage Modifier | 0 | 0 | 0 | +1 | +1 | +2 | +2 | +3 | +4 | +5 | +6 | +7 | +8 | +10 | +11 | +12 |
| DV Modifier | 0 | 0 | 0 | 0 | +1 | +1 | +1 | +2 | +2 | +3 | +3 | +4 | +4 | +4 | +5 | +6 |
Axes | ||||||||||||||||
| To-Hit Modifier | 0 | +1 | +2 | +2 | +3 | +3 | +4 | +5 | +6 | +7 | +9 | +10 | +12 | +14 | +16 | +18 |
| To-Damage Modifier | 0 | 0 | +1 | +1 | +2 | +2 | +3 | +4 | +5 | +6 | +7 | +8 | +10 | +12 | +14 | +16 |
| DV Modifier | 0 | 0 | 0 | 0 | 0 | +1 | +1 | +1 | +2 | +2 | +3 | +3 | +3 | +4 | +4 | +4 |
Whips | ||||||||||||||||
| To-Hit Modifier | 0 | +1 | +2 | +3 | +4 | +5 | +6 | +8 | +10 | +12 | +14 | +16 | +18 | +20 | +22 | +24 |
| To-Damage Modifier | 0 | 0 | +1 | +1 | +2 | +2 | +3 | +4 | +5 | +7 | +9 | +11 | +13 | +15 | +17 | +19 |
| DV Modifier | 0 | +1 | +2 | +3 | +4 | +5 | +6 | +7 | +8 | +9 | +10 | +11 | +12 | +13 | +14 | +15 |
Polearms | ||||||||||||||||
| To-Hit Modifier | 0 | +1 | +2 | +3 | +4 | +5 | +6 | +7 | +8 | +9 | +10 | +12 | +14 | +16 | +18 | +20 |
| To-Damage Modifier | 0 | 0 | 0 | +1 | +1 | +2 | +2 | +3 | +4 | +5 | +6 | +7 | +8 | +10 | +11 | +12 |
| DV Modifier | 0 | 0 | +1 | +2 | +3 | +4 | +5 | +6 | +8 | +10 | +12 | +14 | +16 | +18 | +20 | +22 |
Twohanded Weapons | ||||||||||||||||
| To-Hit Modifier | 0 | +1 | +2 | +3 | +4 | +4 | +5 | +6 | +7 | +8 | +10 | +12 | +14 | +16 | +18 | +20 |
| To-Damage Modifier | 0 | +1 | +2 | +3 | +4 | +6 | +8 | +9 | +10 | +12 | +14 | +16 | +18 | +21 | +25 | +30 |
| DV Modifier | 0 | 0 | 0 | +1 | +1 | +1 | +2 | +2 | +3 | +3 | +4 | +4 | +4 | +5 | +6 | +8 |
| Note that twohanded weapons are specifically built to be used with great strength. Thus you receive one-half the standard damage bonus from strength as an extra bonus when wielding a weapon of this category (and only this category - other weapons like staves and polearms are built differently). The extra damage is limited by twice your weapon skill (minimum limit: +4). | ||||||||||||||||
Staves | ||||||||||||||||
| To-Hit Modifier | 0 | +1 | +2 | +3 | +4 | +5 | +6 | +7 | +8 | +9 | +10 | +12 | +14 | +16 | +18 | +20 |
| To-Damage Modifier | 0 | 0 | 0 | 0 | +1 | +1 | +2 | +2 | +3 | +3 | +5 | +6 | +6 | +7 | +8 | +10 |
| DV Modifier | 0 | +1 | +2 | +3 | +5 | +7 | +9 | +11 | +14 | +17 | +20 | +23 | +26 | +30 | +35 | +40 |
| Missile Weapons | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| To-Hit Modifier | 0 | +2 | +4 | +6 | +8 | +10 | +12 | +14 | +16 | +18 | +20 | +22 | +24 | +26 | +28 | +30 |
| To-Damage Modifier | 0 | +1 | +3 | +4 | +6 | +7 | +9 | +10 | +12 | +13 | +15 | +16 | +18 | +19 | +21 | +22 |
| Range Modifier | 0 | 0 | 0 | +1 | +1 | +1 | +2 | +2 | +2 | +3 | +3 | +3 | +4 | +4 | +4 | +5 |
| Level | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 |
| Melee | 15 | 25 | 40 | 65 | 105 | 170 | 275 | 445 | 720 | 1165 | 1885 | 3050 | 4935 | 7985 | 12920 |
| Missl | 7 | 12 | 20 | 32 | 52 | 85 | 137 | 222 | 360 | 582 | 942 | 1525 | 2467 | 3992 | 6460 |
NOTE: If your character is fighting too defensively, he won't get any marks for successful attacks (which basically means that you should not use the 'very defensive' and 'coward' settings of the T command, if you want to increase your weapon skills).
NOTE: The number of marks required to increase a weapon skill is partially dependent on the class of your character. True spellcasters (Wizards, Necromancers and Elementalists) need twice as many marks as listed above. Semi-spellcasters (Priests and Druids) actually need 50% more marks than listed above. Farmers are so skilled in the use of polearms that they need 20% less marks to increase in their use. All other classes need to collect the number of marks specified above.
NOTE: A character can hone his melee skills only to a certain amount when fighting against the same monster. After a certain time (a certain number of turns), he will have picked up all the specific tricks and moves of the monster and will no longer gain any weapon skills by fighting that specific beast. The more powerful a monster is, the more you usually will be able to learn from it.
NOTE: Fighting with two whips at once is not recommended since this is very difficult since you have to avoid getting entangled in your weapons. Rules-wise this means that you will require a lot of speed to fight effectively with these two whips.
| Skill | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 |
| Cost | 1000 | 980 | 960 | 940 | 920 | 895 | 870 | 845 | 820 | 790 | 760 | 730 | 700 | 665 | 630 | 595 |
Fighting with two weapons costs [800 plus the maximum of the two attack energy values for the weapons in question] energy points (although possession of the Two Weapon Combat skill can lower this).