Whips, Polearms, Battle Axes, Maces, and Battle Hammers
Whips, Polearms, Battle Axes, Maces, and Battle Hammers


Weapon restrictions are not assumed. If the weapon has no restriction, then that means anyone can use it. Examples of common restrictions:
Can only be used by Heavy Fighters.
Cannot be used by Non-proficiency characters.
Also, the Battle Axes, Hammers, and Maces are listed as 1 Handed or 2 Handed.

Whips

Lightening-Brand Whip
This long, metal studded leather rope gives you the attack strength of 3 combat dice. Because of its length, the whip enables you to attack diagonally. Additionally, on a roll of three skulls or higher, the whip discharges electricity, causing 2 Body Points of damage, undefendable.

Staffs
(All staffs are 2 handed weapons.)

Staff of Ra
This ancient staff glows with a soft pink light, and is tipped with a jewel encrusted ankh. It can be used by any magic user, giving them the attack strength of 2 combat die and the ability to strike diagonal. It also allows the magic user to cast 2 separate and different spells on their turn instead of a single spell. May be used once per game

Staff of Aesculapius
This magical staff is tipped with a golden snake, and may be used to restore up to 5 Body Points. This can be done all at once, or one at a time on one or more characters. You may NOT attack with this staff. If a character uses this staff to attack, the staff will break and cannot be mended.

Staff of Light
This sacred artifact glows with a bright blue light which will illuminate a radius of four spaces around the holder. When using this staff, you roll 2 Combat die to attack, and 3 Combat die if attacking the Undead. This staff may only be used by a clergyman, and raises their prayer roll by 1. No character in possession of a sacred artifact may be cursed.

Robster Craw!!!
This claw-like weapon gives you the combat strength of 3 attack die. Additionally, on a successful attack (-1BP), it grips the character and they lose their next turn. The weapon was created by a Sea Mage, and is enchanted with water magic. The weapon will allow you to cast 16 Manna Points of Water Magic per scenario. This weapon is usually avoided by those who rely on stealth, because it is sentient and very egotistical, and will cry out its name in the middle of battle in a very shrill and obnoxious voice. It is rumored that the Sea Mage who created it has a very bad lisp, and actually named the weapon "Lobster Claw", but, unfortunately, the damage is already done.
May not be used by Non-proficiency Characters
DM note: If you draw pictures of your artifacts, this one is a polearm with a claw like blade at the end of it.

Battle Axes, Hammers, and Maces

Crayman's Axe
This large battle axe gives you the attack strength of 7 combat dice, both adjacent and diagonal. However, this weapon's destructive power is due to a curse which will reduce the user's Body Points by 1 for each round that it is in play. These lost Body Points will return, one at a time, after 2 tuns of Unuse.
May only be used by Heavy Fighters. 2 Handed.

Pharoe's Hammer
This magical mace has a gold ankh at the end of its handle, and gives you the attack strength of 3 combat die. You may attack twice if attacking an Undead creature.
May not be used by Non-proficiency Characters. 1 Handed

Mace of Order
This magical mace has been imbued with pure order, and gives you the attack strength of 3 combat die. You may attack twice if attacking a Chaotic character.
NOTE: If drawn, this mace should have NO sharp edges, and should be completely blunt and rounded at all edges.
May not be used by Non-proficiency Characters. 1 Handed

Wind Of the World
This small battle hammer gives you the attack strength of 3 Combat dice. Due to the swinging nature of this weapon, whenever you use it, you automatically attack all characters adjacent to you on all. sides. Also, once per game it will allow you to summon up a tempest which will envelope one character of your choice. That character will then miss its next turn.
May not be used by Non-proficiency Characters. May not be used to clear falling block traps. 1 Handed.

Hammer of the Gods
This ancient hammer has the ancient clerical emblem carved into its head, and throbs with a dull blue light. This hammer gives you the combat strength of 3 attack die, and may also be thrown at any one Undead creature you can "see", and it will return to your hand. When attacking the Undead with this hammer, you also roll 1D8. On a roll of 6 or higher it invokes "Smite the UnHoly". May not be used to clear "Falling Block Traps". May not be used by Non-Proficiency characters. No character in possession of a Sacred Artifact may be cursed. 1 Handed.

Sognirstane*(1)
This small Mithril battle hammer gives you the attack strength of 3 Combat dice. The hammer may also be thrown at any target you can "see", and the hammer will magically return to your hand. Sognirstane will also up your fortitude, allowing you to re-roll two separate defend rolls per game.
May not be used by Non-proficiency Characters. 1 Handed. May not be used to clear falling block traps.

Juggernaut Hammer
This hammer is made of andamantium, and may only be used by a Dwarf. The hammer gives you the attack strength of 4 Combat die. The hammer may also be thrown at any target the Dwarf can "see", and the hammer will magically return to the Dwarf's hand. May be used to clear falling block traps by rolling at least 2 skulls. It will also up the Dwarf's strength feat by one.
2 Handed

War Claw
This large weapon gives you the attack strength of 5 combat die. The War Claw may also be thrown at any target the holder can "see", and the War Claw will magically return to its master. It will clear falling block traps automatically, throw "Lightening", and cause walls to "Tremble".
May not be used by Non-proficiency Characters. 1 Handed DM Note: If you draw pictures of your artifacts, this one has a battle hammer edge on one side, and a battle axe edge on the other, with a spike on top.
War Claw Slam
By slamming the War Claw hammer edge on the floor, the holder causes the walls of the dungeon to tremble, creating confusion and chaos. All characters, with the exception of the holder, miss one turn while they reorient themselves. Characters defend by rolling one combat die for each mind point. By rolling 2 black shields, the character defends.
War Claw Bolt
By summoning up the power of the War Claw, twice per game you may throw lightening. The bolt may be cast in a horizontal, vertical, or diagonal direction. The bolt will travel in a straight line until it strikes a wall or closed door. It will inflict 2 Body Points of damage on All characters that stand in its path.

Footnotes:
1. This weapon was created by "Games Workshop" and was featured in "White Dwarf" magazine, however, the version of the weapon you see in this edition is slightly modified.

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