Most experienced players agree that there is not enough to distinguish between different Artifact weapons in the game. A few are very useful, the others are rarely worth bothering to lug around. Many people have posted YANIs to RGRN on how to improve them. Here is a summary of some of the ideas posted.

Some past threads in RGRN (via Google Groups)::

Existing patchesEdit

Some of these ideas have already been implemented in Nephi's enhanced artifacts patch. They are marked below.

L has also produced a few artifact patches for:

There is also the owned artifacts patch by Topi Linkala. If you wish for an artifact there is a chance that the owner of that artifact arrives with the artifact and starts to fight with you.

Derek Ray's Sporkhack contains various artifact fixes, indicated below.

General ideasEdit

  • Too many of the artifacts are longswords. More diversity would be good.
  • Too many of the artifacts are weapons. More diversity would be good. For example, items/tools/armor or even food.
  • We need an artifact spear, spears are cool!

Bane weaponsEdit

  • All banes warn you of targeted monsters, like Sting does for orcs. (Nephi's patch)
  • All banes give you +d8 to hit and +d20 to damage, rather than +d5 to hit and double damage. This makes them more useful without having to spend skill slots and enchant weapon scrolls. (Nephi's patch)


  • Demonbane prevents demons' gating ability, but not the magical power of summon nasties. (Nephi's patch)
  • Demonbane is a silver mace which does double damage against demons, provides warning against demons, and, when wielded, prevents demons from summoning in your presence. (Sporkhack)


  • Dragonbane grants reflection. (Nephi's patch)
  • Dragonbane is an unbreakable silver lance (better for Knights).
  • Dragonbane is now a normal spear that provides fire, cold, poison, shock, sleep, acid, and disintegration resistance when wielded. It does double damage against dragons, kills dragons instantly 50% of the time on a successful hit, and provides warning against dragons. (Sporkhack)


  • On a critical hit, (a "natural 20"), Giantslayer will kill up to seven giants adjacent to you ("Seven at one blow!"). (Nephi's patch)
  • Giantslayer as a dwarvish mattock, able to destroy boulders thrown at you.
  • Giantslayer is now a sling which provides warning against giants. Giantslayer kills giants on _any_ successful hit with a rock fired from this sling. Rocks fired from Giantslayer do +d8 damage. Giantslayer provides strength 18/** when wielded OR in your alternate weapon slot. (Sporkhack)


  • Ogresmasher gives ogre (18/**) strength -- great for Elven Priests!
  • Ogresmasher provides CON 25 when wielded, does double damage against all ogres, kills ogres instantly 50% of the time on a successful hit, and provides warning against ogres. (Sporkhack)


  • Orcrist does +d4 damage against everything, double damage against orcs, and warns of orcs. (Sporkhack)


  • Trollsbane gives hungerless regeneration. (Nephi's patch)
  • Trolls killed by Trollsbane will not revive. (Nephi's patch) Especially useful for Barbarian quest.
  • Trollsbane does double damage against trolls, kills trolls instantly 50% of the time on a successful hit, and dying trolls do not leave a corpse when Trollsbane is wielded. Trollsbane provides hungerless regeneration when wielded. (Sporkhack)


  • Werebane is already useful as a silver sabre
  • Werebane could grant unchanging and protection from shapechangers.
  • Werebane provides polymorph control when wielded. (Sporkhack)

Brand weaponsEdit

Fire BrandEdit

Frost BrandEdit

Early-game weaponsEdit


  • Grimtooth is now a (permanantly) poisoned weapon. This makes it somewhat useful in the early game (instead of worthless like it is now), but not so much in the late game, where most of the tougher monsters are poison resistant. (Nephi's patch)
  • Grimtooth has +d5 to hit. (Sporkhack)


It is generally agreed that Sting should remain as-is.

  • Sting does +d3 damage against everything, double damage against spiders, and warns of spiders. (Sporkhack)

Other weaponsEdit



  • GreyKnight's patch transfers some of Excalibur's powers to a new artifact Clarent (see below)


  • Double damage only against undead/demons/chaotics -- overpowered as it is!

The Longbow of DianaEdit


  • Make the arrows never stop flying until they hit a target or an obstacle, regardless of your Strength.
  • Would be nice to have a 5%+ chance of instakilling enemies (arrows piercing the heart of <monster>).



The Sceptre of MightEdit

  • The Sceptre sets Strength to 25 (L's Patch)


  • Snickersnee should do 1d12 extra damage, not 1d8, and get +1d5 to hit. This is because it's harder to get than Excalibur, yet generally less powerful. Since it has none of Excalibur's beneficial side effects (nor any of its drawbacks, granted), it should be a more effective weapon.

The Staff of AesculapiusEdit



  • Sunsword has a 1 in 3 chance of blinding opponents. (Nephi's patch)
  • Sunsword has a light radius of 3 instead of 2. This gives players more of an incentive to wield it when they don't have a lamp. (Nephi's patch)
  • Sunsword insta-kills gremlins. (L's patch)
  • Sunsword turns trolls to stone. (L's patch)
  • Sunsword is now a silver long sword. (Sporkhack)

The Tsurugi of MuramasaEdit

  • The Tsurugi of Muramasa now does double damage instead of +d8. This puts it in the running for the most powerful weapon in the game, which is where it should be. The fact that it is a two-handed weapon balances it somewhat. (Nephi's patch)
  • Invoking the Tsurugi raises its enchantment to +1/0/-1 if blessed/uncursed/cursed (L's patch)

Vorpal BladeEdit

  • Vorpal Blade now does +d8 to damage, instead of the ridiculously low +1. (Nephi's patch)

Non-weapon artifactsEdit

The Orb of DetectionEdit

  • Replaced by Itlachiayaque (below) in L's patch

The Heart of AhrimanEdit

  • The Heart of Ahriman confers displacement instead of stealth. (L's patch)
  • The Heart of Ahriman gives energy regeneration (L's patch)

The Magic Mirror of MerlinEdit

The Eyes of the OverworldEdit

The Mitre of HolinessEdit

The Master Key of ThieveryEdit

The Platinum Yendorian Express CardEdit

The Orb of FateEdit

The Eye of the AethiopicaEdit

New Artifact ideasEdit

Philosopher's StoneEdit

Part of Malcolm Ryan's planned Alchemist patch. The philosopher's stone is a grey stone which can absorb the essence of a potion and then be used to make other potions.


L's Itlachiayaque patch replaces the Archeologist's quest artifact, the Orb of Detection, with Itlachiayaque, a shield of reflection that in legend was wielded by the Mesoamerican deity Tezcatlipoca.

  • Is a shield of reflection (thus, automatically confers 2 AC and reflection).
  • Confers ESP, half spell damage and fire resistance when carried.
  • When invoked, it creates a stinking cloud that the player can place unless Itlachiayaque is cursed or the player is not an Archeologist.


GreyKnight's Clarent patch complements Excalibur with Clarent the _other_ sword from Arthurian Legend (the sword in the stone). Clarent is an intelligent lawful short sword which can be dual-wielded with Excalibur. See the link above for a list of other powers.


Not part of any patch yet, the Spear of Destiny would nonetheless be an interesting addition to the game. [[4]] is the lance that was thrust into the side of Jesus Christ during the Crucifixion (or, rather, the soldier who thrust the lance; the lance itself is known as the Spear of Destiny or the Holy Lance, though it often gets called Longinus anyways). Its effects should be:

Intelligent lawful lance Does 1d6 bonus damage on a hit and has +d4 to hit; this gets elevated to +3d6 damage and +3d4 to hit against a demon or when jousting, and +5d6 damage and +5d4 to hit when jousting against a demon Will blast chaotic characters Is the first sacrifice gift for Knights

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