ADOM Guidebook


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One-handed - Two-handed - Artifact Weapons - Missile Weapons - Artifact Missile Weapons - Weapon Modifiers - Missiles - Artifact Missiles - Missile Modifiers

Appendix B - Weapons - complete list


One-handed Weapons
Name UnID'd name Weight Melee damage Missile damage Made of Special
Daggers and knives
knife knife 8s (+0, 1d3) (+0, 1d3) iron  
scalpel scalpel 2s (+2, 1d3+1) (+0, 1d3) iron  
orcish knife crude knife 10s (+0, 1d3+2) (+0, 1d3+2) iron  
dagger dagger 10s (+0, 1d4) (+0, 1d4) iron  
skull dagger dagger 10s (+0, 1d4+1) (+0, 1d4) iron  
orcish dagger crude dagger 10s (+1, 1d4+2) (+0, 1d4) iron  
knife of endurance knife 8s (+6, 1d3+6) (+0, 1d3) iron {To+4}, +Rgen
rabbit knife rabbit knife 8s (+0, 1d3+4) (+0, 1d3+4) iron slays battle bunnies
mithril dagger dagger 8s (+0, 1d4+3) (+0, 1d4+3) mithril  
crystal dagger dagger 25s (+0, 2d3+4) (+0, 1d4+2) crystal  
adamantium dagger dagger 7s (+0, 1d4+5) (+0, 1d4+5) adamantium  
eternium dagger dagger 5s (+0, 2d4+7) (+0, 2d4+7) eternium  
orcish dagger bloody dagger 10s (+3, 2d3+6) (+0, 1d4) iron +Crit
dagger of death dagger 10s (+1, 5d5+2) (+0, 1d4) iron  
phase dagger gray dagger 5s (+0, 1d4) (+0, 1d4) iron bypasses PV
Clubs and hammers
club club 30s (+0, 1d6) (+0, 1d4) wood  
cudgel cudgel 40s (+0, 2d4+1) [-1, +0] (+0, 1d4) wood  
heavy cudgel heavy cudgel 70s (-1, 2d5+2) [-2, +0] (+0, 1d5) wood  
stone club stone club 70s (+0, 1d6) (+0, 1d4) stone invulnerable to acid (jellies)
skull club skull club 30s (+0, 1d6+1) (+0, 1d4) wood  
warhammer warhammer 60s (+0, 2d3) (+0, 1d4) iron  
large hammer large hammer 120s (-1, 1d10+2) (-6, 1d6) 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  
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  
Maces and flails
mace mace 100s (+0, 1d6+1) (+0, 1d4) iron  
heavy mace heavy mace 200s (+3, 2d5+3) [-2, +0] (+0, 1d4) iron  
flail flail 150s (+0, 2d4+2) (+0, 1d4) iron  
morning star morning star 175s (+1, 2d5+1) [-2, +0] (+0, 2d3) 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  
mace of destruction mace 120s (+4, 5d6+6) (-4, 3d4+7) adamantium  
mace of disruption mace 100s (+2, 2d4+2) (+0, 1d4) iron !Unde
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  
Swords
short sword short sword 30s (+0, 1d6) (-4, 1d3) iron  
long sword long sword 40s (+0, 1d8) (-6, 1d3) iron  
broadsword broadsword 80s (+0, 1d7+1) (-7, 1d4+1) iron  
scimitar scimitar 40s (+0, 1d8) (+0, 1d4) 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  
sword of sharpness long sword 35s (+0, 4d8+6) (-6, 1d3+5) 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  
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  
Axes
hand axe hand axe 50s (+0, 1d6) (+0, 1d6) iron  
hatchet hatchet 50s (+0, 1d6+1) (-1, 1d6+1) iron  
pick axe pick axe 75s (+0, 1d6+1) (+0, 1d6-1) various used for mining [1]
battle axe battle axe 70s (+0, 1d6+2) (-4, 1d4) iron  
orcish battle axe crude battle axe 120s (-1, 1d7+3) (-2, 1d6+2) iron  
stone axe stone axe 170s (+0, 1d7+1) (-4, 1d4) stone invulnerable to acid (jellies)
sickle sickle 55s (+0, 1d4+2) (+0, 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  
Whips
whip whip 15s (-4, 1d3) (+0, 1d2) leather  
scourge scourge 25s (-4, 1d3+3) (+0, 1d2+1) leather  
whip of slaughtering whip 15s (-4, 1d30) (+0, 1d2) leather +Crit
whip of the snake whip 15s (-2, 5d2+7) (+0, 1d2) leather -Pois, {Dx+n} (+n spd) n=7 is base value, can vary from 4 to 10
Pole arms
short spear short spear 40s (+1, 1d6) (+0, 1d4) iron  
spear spear 50s (+1, 1d8) (+0, 1d4) iron  
orcish spear crude spear 75s (+1, 1d8+2) (+0, 1d6+2) iron  
heavy spear heavy spear 100s (-1, 1d8+2) (-3, 1d6+1) iron  
stone spear stone spear 120s (+0, 1d8) (+0, 1d4) stone invulnerable to acid (jellies)
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  

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

Two-handed Weapons
Name UnID'd name Weight Melee damage Missile damage Made of Special
Clubs and hammers
huge iron hammer huge iron hammer 200s (-1, 2d9+2) [-3, +0] (-10, 1d10) iron  
Maces & flails
heavy flail heavy flail 200s (+2, 4d4+2) [-3, +0] (+0, 2d4) iron  
Pole arms
halberd halberd 100s (+4, 2d7+1) [-2, +0] (-8, 2d4+2) iron  
trident trident 70s (+2, 3d5+1) (-2, 3d3+2) iron  
scythe scythe 80s (+1, 2d6+1) [-1, +0] (+0, 1d3) 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  
halberd of defense halberd 80s (+7, 2d7+4) [+18, +0] (-5, 2d4+5) iron  
Two-handed weapons
heavy club heavy club 120s (+1, 1d10+2) [-1, +0] (-4, 1d10+1) wood  
heavy skull club heavy skull club 120s (+1, 1d10+3) [-1, +0] (-4, 1d10+1) wood  
great axe great axe 105s (+2, 2d7+3) [-2, +0] (-6, 1d10+3) iron  
two-handed sword 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  
two-handed sword of parrying two-handed sword 100s (+3, 3d5+3) [+16, +0] (-8, 2d4+2) iron  
Staves
quarterstaff quarterstaff 40s (+0, 1d10) (+0, 1d4) wood  
skull staff skull staff 40s (+0, 1d10+1) (+0, 1d2) 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  
quicksilver quarterstaff quarterstaff 20s (+6, 5d3+5) [+3, +0] (+0, 5d2+6) iron (+20 spd)
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}

Artifact Weapons
Name UnID'd name Weight Melee damage Missile damage Special Category
*ebony spear "Bugbiter" ebony spear 100s (+3,4d7+3) [+1,+1] (+0,4d7) {Dx+3} -Pois !Inse pole arms
*mighty morning star "Grod" mighty morning star 220s (+16,5d10+5) [-8,+0] (+0,2d6) =Fire -Stun +Crit !Gian !Demo TwoHanded two-handed weapons
+dwarven rune axe "Rolf's Companion" dwarven rune axe 50s (+3,3d6+6) [+4,+4] (+4,3d8+4) {To+3} -Fire returns axes
*silvery two-handed sword "Vanquisher" silvery two-handed sword 300s (+3,6d5+3) [-3,+0] (-8,2d4+2) !Demo !Drag !Unde !Cons !Huma !Gian !Jell TwoHanded two-handed weapons
*emerald dagger "Serpent's Bite" emerald dagger 13s (+3,3d4+3) [+3,+1] (+9,3d6) -Pois +Crit !Huma poisoned daggers and 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 and 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 and knives
+rune-covered trident trident 80s (+6,3d12+6) [+4,+4] (+2,3d8+4) {Dx+12} =Cold +WBre +SeeI !Unde !Demo returns TwoHanded pole arms
*rune-covered halberd "Wyrmlance" halberd 50s (+15,4d8+10) [-2,+0] (-1,5d4+9) -Stun !Drag TwoHanded pole arms
*scorched spear scorched spear 50s (+2,3d8+1) [+2,+0] (+0,2d4) =Cold !Plan pole arms
*dwarven pick axe "Hammerhead" pick axe 90s (+2,2d10+4) [+2,+2] (+0,1d10-2) {To+3} -Fire -Stun axes
*staff of the archmagi quarterstaff 40s (+5, 5d2+2) [+9, +0] (+0,1d2) {Ma+10} -Acid -Slee -Conf TwoHanded staves
*rune-covered heavy mace "Purifier" heavy mace 200s (+5,4d5+5) [-4,+1] (+0,1d4) {Wi+4} +Luck !Demo !Unde !Cons maces and flails
*shining long spear "Soaker" shining long spear 10s (+9,3d7) [+3,+0] (+36,10d4) -Pois -Para -Conf !Jell TwoHanded pole arms
+Sceptre of Chaos obsidian sceptre 800s (+8, 6d6+8) [-8, +0] (+0,1d4+20) {Ma+8} (+8 spd) +Curs +Doom -Pois -Elec CHAOS maces and flails
*rune-covered club "Skullcrusher" club 120s (+12, 3d6+2) [-3, +0] (0+,1d4) {St +4} -Stun -Conf !Huma clubs and hammers
*jet-black battle axe "Executor" battle axe 90s (+2,5d6+6) [-4,+1] (-4,5d3+2) {St +3} (+3 spd) +Curs -Conf -Elec -Slee -Stun !Demo !Huma axes
+axe of the minotaur emperor great axe 1200s (+12,3d20+16) [-6,+4] (-12,3d16+6) +Crit -Conf TwoHanded two-handed weapons
+sword of Nonnak broadsword 80s (+2,4d3+2) [+2, +2] (-2,3d3+1) {Wi+5} -Cold -Deth swords
+golden gladius "Death's Sting" golden gladius 30s (+2,2d5+2) [+3,+3] (-4,1d3) (+7 spd) Bart swords
+lead-filled mace "Big Punch" lead-filled mace 800s (+1,8d5+3) [-6,+0] (+0,1d4) -Stun maces and flails
*thin dagger "Cat's Claw" thin dagger 10s (+4,3d3) (+0,3d3) {Dx+8} !Rats daggers and knives
+Trident of the Red Rooster red trident 150s (+36,6d12+18) [+12,+12] (+8,9d8+16) {Ma+24} =Fire =Cold =Acid =Elec +WBre +SeeI -Deth !Unde !Demo returns TwoHanded pole arms
*hammer of the gods huge iron hammer 400s (+1,7d6+8) [-6,+0] (-6,3d10) =Elec returns TwoHanded clubs and hammers
+scythe of corruption "Moon Sickle" ancient scythe 70s (+6,10d4+6) [+2,+2] (+0,1d4) AUTOCURSING chaos TwoHanded pole arms
*black long sword "Kinslayer" black long sword 80s (+3,4d5+3) [+4,+4] (-6,1d3) !Huma AUTOCURSING swords
*ancient claymore "Death's Blade" ancient claymore 400s (+6,6d8+6) [+4,+0] (-8,2d4+2) -Deth TwoHanded two-handed weapons
*jet-black glaive "Long Sting" glaive 100s (+4,7d3) [+4,+0] (+66,7d4) {Pe+6} (+6 spd) -Para TwoHanded pole arms
*rune covered long sword "Trusted One" long sword 60s (+1,5d3) [+7,+7] (-6,1d3) -Fire -Cold -Acid -Elec -Slee -Petr -Stun -Deth -Para swords
*staff of the Wanderer quarterstaff 40s (+2,3d8+2) [+6,+3] (+0,1d2) {To+6} =Elec -Fire -Slee TwoHanded staves
*holy avenger "Justifier" long sword 60s (+4,3d5+10) [+6,+2] (-6,3d5) !Unde !Demo Paladin swords
*heavy cudgel "Black Thumb" heavy cudgel 50s (+1,5d3+4) [-2,+0] (+0,5d3) {To+3} -Slee !Plan clubs and hammers
+spear of raw steel steel spear 120s (+4, 4d8+10) [+4,+0] (+0, 4d5+8) {Wi+n} CHAOS +Crit -Pois -Elec =Acid returns pole arms

Missile Weapons
Name UnID'd name Weight Melee damage Missile damage Made of Special
Slings
sling sling 3s (+0, 1d2) (+0, 1d1+1) cloth  
sling of accuracy sling 3s (+0, 1d2) (+5, 1d1+1) cloth  
sling of the long shot sling 3s (+0, 1d2) (+2, 1d1+1) cloth double range
Bows
short bow short bow 20s (+0, 1d2) (+1, 1d3) wood  
long bow long bow 30s (+0, 1d2) (+2, 1d2+2) wood more range
short bow of accuracy short bow 20s (+0, 1d2) (+6, 1d3) wood  
long bow of accuracy long bow 30s (+0, 1d2) (+8, 1d2+2) wood more range
long bow of hunting long bow 30s (+0, 1d2) (+6, 1d2+3) wood increased chance of corpse generation for animals; more range
Crossbows
hand crossbow hand crossbow 30s (+0, 1d2) (+0, 1d2) iron uses tiny quarrels
light crossbow light crossbow 70s (+0, 1d4) (+2, 1d4) iron  
heavy crossbow heavy crossbow 140s (-3, 1d6) (+3, 1d3+3) iron  
light crossbow of accuracy light crossbow 70s (+0, 1d4) (+8, 1d4) iron  
heavy crossbow of accuracy heavy crossbow 140s (-3, 1d6) (+9, 1d3+3) iron  

Artifact Missile Weapons
Name UnID'd name Weight Melee Damage Missile damage Special Category
*rune-covered sling "Whirlwind" rune-covered sling 3s (+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)   crossbows

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).
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).
brutal +1 extra damage die Its brutal design causes very heavy wounds (+1 extra damage die on hits).
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.
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.
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)
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.
masterwork +3 to-hit Its elegant design makes it much easier to hit opponents (+3 to hit).
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 It is twice as likely to cause critical hits on a hit.
nasty +1 to the damage die used Its nasty design causes more serious wounds (+1 to the damage dice being used).
poisonous permanently poisoned It poisons monsters on succesful hits.
red -Fire It grants resistance to fire.
swift +5 speed It grants a +5 bonus to speed.
ultra heavy 8x normal weight It weighs eight times as much as other weapons of its type.
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).
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).
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  
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  
of might +2 St, +2 To It grants a +2 bonus to Strength and Toughness.
of penetration bypasses PV It ignores all the protection of your opponents.
of poisoning permanently poisoned 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 die increased by +1; two extra damage dice added Its damage die has been increased by +1 and it causes two extra dice of damage when hitting an opponent.
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  
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 to ToGu for contributing the odds of obtaining weapons with a prefix, suffix or both:

Prefixes and suffixes are evenly distributed.
4/6 of items have a chance to have a prefix/suffix.
2/6 of items have a chance to have both a prefix and a suffix.

The chance to actually get the prefix/suffix is then 1/(10-(LEVEL/10))

For a L50 character this means:
Prefix/suffix: (4/6)/(10-(50/10)) = 2/15 = 13.3333%
Both: (2/6)/(10-(50/10))/(10-(50/10)) = 1/75 = 1.3333%

For a L1 character this means:
Prefix/suffix: (4/6)/(10-(1/10)) = 2/30 = 6.6667%
Both: (2/6)/(10-(1/10))/(10-(1/10)) = 1/300 = 0.3333%

Missiles
Name UnID'd name WeightMissile damageMelee damageMade of Special
Slings
rock rock 5s (+0, 1d4) (-2, 1d4) stone 25% chance for destruction; [1]
huge rock huge rock 1000s (-10, 10d6) (-10,1d20) stone 1% chance for destruction; see 0.14.2
lead sling bullet sling bullet 3s (+3, 1d5) (-2, 1d4) iron rustproof
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  
sling bullet of crashing sling bullet 3s (+5, 5d5) (-2, 1d4) eternium  
sling bullet of demon slaying sling bullet 3s (+3, 2d3) (-2, 1d4) eternium !Demo
Bows
arrow 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  
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
quarrel quarrel 2s (+1, 2d6) (+0, 1d4) iron 33.3% chance for destruction, all quarrels
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
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  
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 daggers
throwing knife 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 returns
Thrown rocks & clubs
rock rock 5s (+0, 1d4) (-2, 1d4) stone  
huge rock huge rock 1000s (-10, 10d6) (-10, 1d20) stone  
throwing club 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 returns; 10% chance for destruction
throwing club of death throwing club 40s (+0, 4d6+4) (-1, 1d5) wood 6.25% chance for destruction
Thrown spears
spear of returning short spear 40s (+2, 1d8) (+1, 1d6) iron returns
javelin of death black javelin 40s (+9, 6d6) (+1, 2d3) iron  
javelin of doom obsidian javelin40s (+9, 6d6) (+1, 2d3) iron returns, +Doom
Boomerangs & scurgari
boomerang strange stick 20s (+3, 2d4+1) (-2, 1d3) wood returns; 5% chance for destruction
drakish scurgar drakish scurgar 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 returns

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

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 scurgari.

Artifact Missiles
Name UnID'd name Weight Missile damage Melee damage Category
*silvery arrow "True Aim" silvery arrow 2s (+10,15d5) (+0,1d3) bows
*obsidian quarrel "Thunderstroke" obsidian quarrel 2s (+8,20d4+8) (+0,1d4) crossbows

Missile Modifiers
Missile prefix Effect Great identify message
balanced +4 to-hit It is superbly balanced (+4 to hit).
barbed +6 damage It is covered with wicked barbs (+6 to damage).
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.
penetrating ignores PV It completely ignores the protective measures of any target it hits.
unbalanced -8 to-hit It is very badly balanced (-8 to hit).
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).
winged 3x range It has wings that triple its range.

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 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 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 hits.
of targetting +6 to-hit It is very finely crafted (+6 to hit).
of thunder chance of stunning target on a successful hit It hits with such might that the targets might be stunned.


Please note that this is an unofficial and unauthorised copy of Andy William's ADOM Guidebook. For further information on the legal and moral challenges raised against this Improved ADOM Guidebook please see rec.games.roguelike.adom.
Updated March 31st, 2007