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Characters / Warcraft The Artifact Weapons

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A character subpage for World of Warcraft. For the main character page, see here.

Azeroth is home to numerous champions of legend, and just as many weapons. With the full might of the Burning Legion invading Azeroth, adventurers will need all the power they can get to drive them back. These brave heroes are guided to these legendary tools of destruction and salvation to win the day.

Introduced in the Legion expansion, Artifact Weapons are class and skillset unique weapons. By using them during quests in the Broken Isles, the weapons will gain experience to be upgraded, unlocking more power and abilities for the player.

At the end of the expansion, the innate power in every Artifact Weapon was used to heal Azeroth of the wound caused by Sargeras, removing all of their unique abilities, leaving them as little more than cosmetic items.


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    All Weapons 
  • Brought Down to Badass: After breaking from absorbing the energy of Sargeras's sword, the artifacts are still extremely powerful, but are no longer Infinity Plus One Swords. Word of God states players will hold on to them for some time before replacing them in Battle For Azeroth.
  • The Bus Came Back: Some of the Artifacts originate in much earlier parts of the franchise and make a grand return in Legion, such as Talonclaw or the Scepter of Sargeras, which had been absent for a decade or more of real world time.
  • Cosmetic Award: Each skin has several alternate appearance lines based on achievements in specific content; Classic (default, colors unlocked by questing), Upgraded (colors unlocked by personal progression), Valorous (high level organized PvE content), and War-Torn (high level PvP content). Hidden skins are discovered through various sources and unlock their color variations on 30 dungeon clears, 200 world quest completions, and 1000 player kills. 7.2 introduces the Challenge skins, which are unlocked by successfully completing a difficult solo challenge, with alternate tints unlocked by completing various high-level feats across the game.
  • Decomposite Character: During development, Broxigar's Axe of Cenarius was considered for Arms Warrior but didn't make it because an Axe made of wood did not fit the class. Despite this, some of the axe's most notable aspects was incorporated into other artifacts lore: made of wood and blessed by the Wild Gods (G'nir, the Eagle spear), wielded by powerful warrior(Stromkar) and taste the blood of Sargeras (Aldrachni Warblades).
  • 11th-Hour Superpower: After [being used to absorb the chaotic energy from Sargeras's sword, the artifacts grow increasingly powerful until they eventually burn out entirely.
  • Evil Weapon: Some of the weapons are tools created by forces of evil like the Burning Legion. The hero is tasked to steal these weapons and use them against their masters.
    • Evil Counterpart: A common theme among the War-Torn forms, many taking on corrupted or dark forms of normally "good" weapons, most obvious with Ashbringer and T'uure.
  • Evolving Weapon: Each Class Order Hall has a means to upgrade the Artifact weapons to be even more powerful. By completing certain tasks, the weapons physical appearance can be changed as well. In-story, the weapons will be made stronger and change appearance by clearing the Class Order Hall questline.
  • Heroic Sacrifice: Their ultimate fate in Battle for Azeroth. At Magni Bronzebeard's insistence, the mighty weapons were used to absorb the chaotic energy from Sargeras's sword. They all broke afterward.
  • Hungry Weapon: Many of these weapons feed on something. Souls, life force, mana, it varies from weapon to weapon.
  • Living Weapon: A handful of the weapons have their own sentience, and will speak around certain characters or events.
  • Named Weapon: All of the weapons are named, some of them even Legendary Weapons.
  • Palette Swap: Upon completing quests, objectives, or achievements, you can unlock alternate colors for each weapon skin.
  • Phlebotinum Overload: Absorbing the energy from Sargeras's sword gives them overwhelming power (up to double the previous Concordance limit) but eventually burns out their power entirely, leaving the artifacts as normal, though powerful, weapons.
  • Red Baron: Several of the weapons have a title as well as a name.
  • Remember the New Guy?: Thanks to the lack of suitably awesome and appropriate lore weapons that could be given to players, a majority of Artifact weapons were made up for Legion. Many of these are intertwined heavily with the stories of major lore characters, despite never having been mentioned before, except some in the vaguest of terms (for example, we knew Tyr wielded a hammer, but the design and importance of the Silver Hand were introduced in Legion).
  • Story Branch Favoritism: While all Artifact Weapons have badass lore upon release and the quest to obtain them are all suitably epic, some have much longer and more involved history in the franchise than others. These weapons were often in the hand of the former leader of your class order and getting them was treated as a form of Passing the Torch and Awesome Moment of Crowning. Some example:
    • Ashbringer: The only one that has its history told in its entirety before release, the artifact's lore was simply a recap of its history. Also the weapon that put an end to the Lich King.
    • Blades of the Fallen Prince: forged from Frostmourne, the most prolific weapon of the entire series. You're put in Arthas's footsteps but unlike him you did not succumb, but conquered the swords. Getting through its quest make the Awesome Moment of Crowning much more awesome and deserved.
    • Doomhammer: Another weapon with a long and prolific history, it also had lots of hidden power that Thrall—who at one time was the strongest shaman in the world—could never unlock, proving your power once and for all.
  • Unlockable Content: Each Artifact Weapon has their own hidden skin, which can be acquired from numerous different ways (some as simple as buying it from a vendor, while others as long and as challenging as to going on a long scavenger hunt).

    Death Knight Weapons 

The Maw of the Damned

"The Maw's thirst is unquenchable. If it is not fed fresh victims, it will not hesitate to drink from its wielder instead."

A two-handed axe used by Blood Death Knights.

The eredar smith Netrezaar forged this axe for the sole purpose of killing one person: Kil'jaeden the Deceiver. Netrius, as he was previously known, had idolized the eredar lord and coveted his approval, but when Sargeras transformed the eredar into demons, that admiration soon became a desire to have the Deceiver's very essence belong to him. Crafted from a life-siphoning metal, Netrezaar intended to present the axe to Kil'jaeden as an offering and then strike, but his plan was foiled by betrayal.

Gorelix, one of Netrezaar's expendable mo'arg servants who he had tested the weapon's life-stealing properties on, had figured out the eredar's plan and ratted him out to Kil'jaeden. As punishment, the Deceiver had Gorelix carve away all of Netrezaar's flesh down to the bone, slowly draining the smith's life essence until nothing was left as his screams of agony echoed across the planet. To prolong his torment, Kil'jaeden bound Netrezaar's spirit to his skull and fused it to the axe. The vampiric metal would gnaw at the smith's soul, leaving him wracked with hunger for life essence forever.

Gorelix used the axe, now called the Maw of the Damned, at the head of many Legion armies across many worlds, personally drinking of the lives of countless mortals. Gorelix would be deployed to the demon world Niskara to deal with mortal invaders (incidentally implied to be the Hunter that stole Thas'dorah), but while he is there the Blood Death Knight player confronts and slays him.

  • An Axe to Grind: The Maw is a two-handed battle axe.
  • And I Must Scream: Netrezaar, the eredar who forged the axe, had his soul trapped in his skull which was affixed to the axe, so he would be driven mad by an endless hunger.
  • The Dreaded: The Maw of the Damned is one of the few weapons to be feared by demons, and even those that don't know of the axe's history are unnerved by its hunger.
  • Horror Hunger: The Maw's prisoner is constantly hungry for the life essence of those slain by the axe. For every time the Maw consumes, the hunger only gets worse, and the Maw of the Damned has wiped out the population of worlds. If the player has it when confronting Kil'jaeden in the Tomb of Sargeras boss fight, it actually tries to pull itself and the player towards Kil'jaeden (as seen in an emote).
  • One-Man Army: Anyone who carries the Maw becomes one. A crippled Mook took up the axe and it's all but stated that he personally slew entire civilizations with it.
  • Red and Black and Evil All Over: The Maw is a weapon of matte black metal contrasted with bright red runes and lines that pulse like a heart.
  • Sinister Scythe: One of its appearances is a scythe.
  • Suddenly Voiced: If the player character defeats Kil'jaeden in the Tomb of Sargeras raid with this artifact, after the fight Netrezaar whispers how glad he is to have his revenge against Kil'jaeden.
  • Tron Lines: Channels run through points on the axe edges towards the center, carrying vital energies that glow red.
  • Unobtanium: A unique metal discovered by Netrezaar was used to forge the axe, one that drains the life of any creature it touches. The ore originates from the planet Nihilam where the battle between Sargeras and the Pantheon had shaken the fabric of reality.
  • Vampiric Draining: The axe absorbs the essence of those it cuts and transfers it to its wielder. It would similarly drain from its wielder through the handle as well, if not for an enchantment Netrezaar placed on the haft.
  • Yandere: Netrezaar adored Kil'jaeden even before the eredar joined the Legion, but becoming a demon turned his adoration into a twisted obsession, culminating in him creating the axe specifically to absorb Kil'jaeden's essence into himself.


"It shall sow destruction and war. Famine and death. It shall tempt with power, and then bring an end to all life."

A two-handed sword used by Unholy Death Knights.

Apocalypse is a weapon that has caused the death of entire civilizations without even needing to be drawn. It was forged by nathrezim and imbued with all of their darkest and most insidious magics—poisons, diseases, necromancy, mad whispers that plant seeds of doubt and distrust. The nathrezim Kathra'natir brought it to Azeroth intending to sow chaos in the mage city of Dalaran, but he was banished by Alodi the first Guardian. Apocalypse fell into the custody of the Kirin Tor, who only released it to help track down the renegade Guardian Aegwynn.

Its wielder Laith Sha'ol fell victim to the blade's dark influence, bringing chaos and death wherever he went, until Aegwynn confronted and separated Apocalypse from him. Aegwynn secreted the weapon away, while Laith returned to a normal life, fathering a son named Ariden. Ariden joined a group of shady merchants who would eventually try and fail to swindle Medivh the Last Guardian. Medivh's punishment was to transform the merchants into the Dark Riders, servants who would scour the land in search of magic artifacts and bring them to the Guardian's tower Karazhan.

Ariden was drawn to the call of Apocalypse thanks to its association with his father, and he eventually managed to obtain the weapon. The Unholy Death Knight, Affliction Warlock and Balance Druid players storm the secret labyrinth where the Dark Riders hoarded their treasures and confronted him. One of the artifacts taken was Apocalypse.

  • All Your Powers Combined: Apocalypse is the sum of every evil, treacherous power at the dreadlords' disposal.
  • Animate Dead: Its active ability is a powerful strike that bursts Festering Wounds on the target and summons ghouls based on how many wounds.
  • BFS: Apocalypse is a large two-handed sword.
  • Hate Plague: The blade's presence incites fear and paranoia, encouraging the wielder's foes to destroy themselves in infighting.
  • Horsemen of the Apocalypse: Fittingly alluded to. Hundreds of years ago, a period of plagues and famine was attributed to a mysterious horseman who carried Apocalypse, given the nicknames War, Death, Famine and Pestilence.
  • Mystical Plague: Apocalypse can create virulent diseases to disrupt populations and sow distrust.
  • Oddly Shaped Sword: Its original appearance is not so odd, perhaps a little on the chunky side. But its advanced appearances include a blunt bulb lined with crystal spikes, a giant khopesh made of scales, a sabre-like blade of rot and bone, a double helix of twisted bone... basically every shape imaginable except for a normal cutting sword made of metal. Justified, as its intended use was for its dark magics, not direct combat.
  • Sickly Green Glow: The runes of power upon Apocalypse have a fel green glow to them, fittingly enough for the weapon that is powered by the vilest demon magic.
  • Sinister Scythe: The hidden skin for the sword gives the blade the shape of a huge sickle.
  • Supernatural Fear Inducer: Just the sight of this blade saps away courage and resolve, helping to stir up panic.
  • Suspiciously Similar Substitute: Apocalypse shares many traits and story hooks with the more famous Frostmourne before it. Dreadlord-made, intended to tear down civilizations, necromantic and pestilent abilities, corrupting influence on its wielder, even its basic design is similar. Apocalypse seems to pre-date Frostmourne as far as we know though, and it has succeeded in dooming worlds while Frostmourne did not manage one, meaning the former could be seen as a Super Prototype of the latter.

The Blades of the Fallen Prince

"When my days have come to an end, you shall be king."
"I will show you the justice of the grave... and the true meaning of fear."

The broken shards of Frostmourne, reforged into a pair of powerful runeblades called Frostreaper and Icebringer, wielded by Frost Death Knights.

  • Battle in the Center of the Mind: To master the weapons, Death Knights have to battle two souls within the blades to enforce dominance: Ner'zhul and Arthas, the former Lich Kings.
  • Dual Wielding: One frozen sword for each hand.
  • Flying Weapon: The Blades' special ability is to create copies of the blades out of ice which attack independently from the Death Knight.
  • History Repeats: Defied. The Knights of the Ebon Blade are keeping a close eye on the Deathlord so that they can prevent history from repeating should the Deathlord fall to the blades as Arthas did to Frostmourne.
  • Hungry Weapon: Like Frostmourne before them, the Blades consume the souls of those they kill.
  • Named Weapon: The main hand blade is Frostreaper, while the offhand is Icebringer
  • Reforged Blade: The blades are crafted from the shards and hilt of Frostmourne.

    Demon Hunter Weapons 

The Twinblades of the Deceiver

"Make examples of those foolish enough to oppose you, and the rest of their kind will grovel at your feet."
"The end has come! Let the unravelling of this world commence!"

A pair of warglaives wielded by Havoc Demon Hunters, they were once the weapons of Veredis Felsoul prior to his fall from grace. They channel immense chaotic energies empowered by Kil'jaeden himself.

  • Double Weapon: The warglaives each consist of a pair of blades on a single hilt.
  • Dual Wielding: The demon hunter wields the warglaives in both hands.
  • Flaming Sword: Its challenge form, Flamereaper, has "blades" made entirely of fire.
  • Herd-Hitting Attack: The warglaives confer a special ability that allows them to fly around the user, emitting magical energy that damages foes nearby.
  • Named Weapon: The Twinblades are known individually as Verus and Muramas.

The Aldrachi Warblades

"The Aldrachi were a proud race. Too proud to serve. Millions of demons died before the Aldrachi were wiped out, and it took Sargeras himself to kill their king."
"His warblades howled over the clamor of battle, rending anything that came near. Each demon Toranaar vanquished seemed to fill him with renewed vigor and strength. He was an army unto himself."

A set of bladed tonfa used by Vengeance Demon Hunters.

The Aldrachi were a proud warrior race, each being drafted into the mighty Aldrachi war machine the moment one was able to walk. They were paragons in the art of battle, and masters of many weapons, but were strongest with their signature warblades, considered the deadliest and most prestigious weapon an Aldrachi could obtain. This particular set belonged to Toranaar, their king and greatest warrior, before he was killed by Sargeras. They were later granted to the Illidari traitor, Caria Felsoul.

  • Did You Just Punch Out Cthulhu?: These are some of the only mortal weapons to have ever wounded Sargeras.
  • Dual Tonfas: While bladed instead of blunt, they are wielded similarly to giant tonfas, being held behind and along the arm instead of in front.
  • Dual Wielding: Like the warglaives above, the Aldrachi Warblades are wielded in both hands.
  • Playing with Fire: Several of its traits improve the user's Fire spells, and its Soul Carver ability wreaths it in purple flames.
  • Your Soul Is Mine: All warblades are made out of a special mineral found on the Aldrachi homeworld capable of absorbing the souls of their victims. The oldest warblades are said to contain the power of many thousands of souls.

    Druid Weapons 

The Fangs of Ashamane

"The sacrifice of Ashamane is remembered to this day. We live by her grace, and her children still tread the forests with us as our closest companions."
"She ripped through the demons' ranks and then disappeared into the trees. She crept along the high branches and dove down upon the Legion commanders. She was a terror, a fearsome beast, and she held nothing back, offering no mercy."

A pair of daggers used by Feral Druids. When Freya wandered the world of Azeroth, she discovered an orphaned panther cub fighting off a pack of wolves. Impressed by her wild nature, Freya named the creature Ashamane. Ashamane would grow up as a wild god who made her home in the Emerald Dream. In the War of the Ancients, Ashamane hunted the Burning Legion until she finally fell. Her fangs became a pair of daggers after her death.

  • Dual Wielding: Two daggers are held when not transformed.
  • The Mind Is a Plaything of the Body: They heighten aggression and gains predatory instincts in cat form, unless the wielder has sufficient willpower. This was seen when they caused Verstok to grow incredibly paranoid and delusional.
  • Panthera Awesome: The fangs change a druid's cat form into that of Ashamane, a saber-tooth panther with a black mane.
  • Plant Person: One of the unlockable appearances causes the cat form to look like it's made from wood and leaves.
  • Super Senses: The Fangs heighten the user's physical senses.
  • Volcanic Veins: One of the unlockable appearances makes the cat form appear to glow from within.

The Claws of Ursoc

"Ursoc, brother of Ursol and guardian of the furbolg tribes... bear of the strength of the forest itself."
"Azeroth will need you. If you do not stand ready, the world may fall."

Two fist weapons used by Guardian Druids. While under the care of Freya, Ursoc was presented two claw weapons forged from Titan Steel that would grow stronger as Ursoc practiced with them over the years. After Ursoc's death in the War of the Ancients, the claws were eventually retrieved by Druids who returned them to the spirit of Ursoc within the Emerald Dream.

  • Bears Are Bad News: The Claws alter the appearance of the bear form, changing it to resemble the wild god Ursoc.
  • Celestial Body: One of the unlockable appearances makes the bear form resemble Ursoc's brother Ursol.
  • Dreadlock Warrior: The hair on the bear form with the Claws are done in dreadlocks running all the way down its back.
  • Evolving Weapon: The Claws of Ursoc are notable for having this even in the backstory. Freya gave weapons to many of the Wild Gods, but they were at first weak and they needed to be used to become stronger. Most dismissed theirs immediately, but Ursoc trained with his until they bristled with his power.
  • Hulking Out: The challenge form combines this with Our Werebeasts Are Different, giving the player a werebear form.
  • Power Incontinence: Ursoc had imparted so much of his power into the Claws that untrained mortals were overwhelmed by the weapons' violent instinct. The Guardian Druid player proves to be one with the discipline to control them.
  • Rock Monster: When upgraded after the Druid Order Hall questline, the bear form appearance looks like it is made of stone.
  • Skeletons in the Coat Closet: The hidden form adorns the bear with several bone ornaments.
  • Wolverine Claws: The claws are fist weapons. Originally they were worn by Ursoc before passing to druid players.

The Scythe of Elune

"There is power within that would be freed. With balance and control, the wolf may be tamed, but only for a time."

A scythe used by Balance Druids. Forged by the moon priestess Belysra at the druid Ralaar's behest, the Scythe of Elune was made to empower the Wolf Form rogue druids had been using. Mutated by the power, the druids became what we know today as Worgen. The scythe was eventually used to subdue the Worgen in the Emerald Dream, but they were later released. The Night Elves used its power to help the people of Gilneas recover their sanity under the Worgen curse, and are ready to pass it on to champions against the Legion.

  • The Beastmaster: Whoever wields the Scythe is able to force their will over Worgen, who were created from the power of the scythe.
  • Forged by the Gods: Downplayed. It's made from the fang of the wild god Goldrinn and the staff of Elune though they were combined by a Night Elf.
  • Lunacy: Its unique spell, Full Moon, calls down a moon-shaped meteor on the target.
  • Magic Staff: Although a scythe, Balance Druids use its power for its magic.
  • Savage Wolves: The scythe was made in part from the power of the wild god Goldrinn, and created the first Worgen.
  • Sinister Scythe: Originally the Staff of Elune, Goldrinn's fang was affixed to the staff, becoming a scythe blade.

G'Hanir the Mother Tree

"At the beginning, there was a source of healing and balance, a place where all life could rest and revive."

A staff used by Restoration Druids. This is a single branch taken from G'Hanir, the first tree, which was gifted to mortal druids by the demigod Aviana long ago. Its connection to the mystical Emerald Dream serves as a healing and stabilizing influence on the world of Azeroth. In recent times, druids have used this staff to hold back the corruption and madness of the Nightmare. As a result, satyrs within the Nightmare are desperate to see G'Hanir destroyed.

  • Fertile Feet: If a player equipping the weapon stands still long enough, a slowly growing patch of flora begins to grow around them.
  • Magic Staff: It is a staff infused with healing energy.
  • World Tree: G'Hanir is a branch of the tree of the same name, the very first and greatest tree planted by Freya in the Emerald Dream. In fact this branch was all that remained of G'Hanir after its death, and it held the acorn that would be grown into the World Tree Nordrassil.

    Hunter Weapons 


"The Eagle Spear. Spear of the Wild Gods. Talonclaw. Bearing many names and many blessings, this is a weapon of legends."

A spear for Survival Hunters. The Highmountain tauren crafted this spear, which predates the first demonic invasion of Azeroth more than ten thousand years ago. Talonclaw's wielders have fought alongside many guardian animal spirits, also known as Ancients, to defend the world of Azeroth and its wildlife in particular. Over the millennia, these Primal Gods have bestowed their blessings on the weapon, imbuing it with a portion of their power.

  • Ancestral Weapon: Historically passed down from one chieftain of the Highmountain Tribe to the next.
  • Animal Motifs: While the eagle spirit Ohn'ahra is its primary benefactor, many ancients have blessed the weapon.
    • Bears Are Bad News: One of the most notable is Ursoc, who blessed the spear with strength. This is represented by one of Talonclaw's optional appearances, Bear's Fortitude that players can unlock.
    • Noble Bird of Prey: Not only was it originally crafted to resemble an eagle's beak, it can call one in combat should the player's health fall to low, and turns a player's ghost into an eagle capable of flying while dead. Moreover, Ohn'ahra, an Eagle Ancient gave it its greatest number of blessings, and most of its talents and abilities are eagle themed.
    • Noble Wolves: The Spear of the Alpha appearance reflects a wolf-themed Talonclaw. There's also a story of how Huln Highmountain attempted to protect a wolf-ancient, and imparted a blessing from the spirit onto the spear.
    • Snakes Are Sinister: One of the appearances, Serpentstrike, depicts a snake-themed Talonclaw, which implies a blessing by a snake or reptile spirit.
  • All There in the Manual: Is actually the only one of the Hunter artifacts to exist prominently in the lore prior to Legion, although known as The Eagle Spear. It's known Alleria used a bow, but it never had a name nor was it ever considered a weapon of consequence, and Titanstrike had no prior basis.
  • Been There, Shaped History: Talonclaw was originally wielded by Huln Highmountain during the War of the Ancients. Using it, he became a legend, slaying thousands of demons, the most notable one defeated by it being Tichondrius.
    • Also notable, the stories of its wielders are physically inscribed upon it in Taur-ahe runes that depict the names and heroic deeds of its former wielders.
  • Blade on a Stick: Talonclaw is itself a spear, the only melee artifact for Hunters.
  • Blade Spam: The unique spell Talonclaw grants the Hunter allows them to attack in a flurry of strikes to the sound of a shrieking eagle.
  • Gaia's Vengeance: The Primal Gods, ancient animal spirits, look to the spearbearer as their champion.

Thas'dorah, Legacy of the Windrunners

"When it was retrieved from the Sunwell, the bow radiated power. Talanas was humbled by the gift. He named the weapon Thas'dorah, "Valor of the Forest.""

A bow for Marksmanship Hunters. A proud heirloom of the Windrunner family, Thas'dorah was carved from a bough of the mother tree of Eversong Woods shortly after the elven kingdom of Quel'Thalas was founded. Handed down to the eldest of each generation, the bow was last wielded by the high elf Ranger Captain Alleria Windrunner. It disappeared along with its owner following the destruction of the orcs' homeworld, Draenor, and the subsequent formation of Outland. Players find the weapon on the Legion world of Niskara, where it is rumored that Alleria might be...

  • Ancestral Weapon: The bow was a Windrunner family heirloom for generations.
  • Power Glows: Its default and valorous forms both glow.
  • Razor Wind: Certain traits allow Aimed Shot and Marked Shot to fire a barrage of coalesced wind arrows.


"A peerless example of techno-magical engineering, infused with the power of storms."

A rifle for Beast Mastery hunters. The Titanstrike was designed by Keeper Mimiron, a titanic watcher and brilliant inventor. Securely housed in the heart of the rifle, a relic known as the Thunderspark powers the Titanstrike, harnessing the essence of storms and focusing it into concentrated blasts of energy. The rifle's power source can also be credited to Mimiron, who devised it for his comrade, Keeper Thorim, in ages past.

  • Animal Motifs: Aside from the hidden form, the Titanstrike's various forms have obvious animal patterns and are named accordingly: Eaglewatch, Elekk's Thunder, Boarshot Cannon, and Serpentbite.
  • Magitek: It resembles this, being a gun that shoots balls of electricity.
  • Revolvers Are Just Better: Its hidden form is a bow with a revolving chamber.
  • Shock and Awe: The gun can shoot balls of electricity and the artifact quest requires you to seek out Thorim to infuse it with the power of his wolf.
  • Ur-Example: In-universe, this is basically the result of Mimiron creating Azeroth's first gun.

    Mage Weapons 


"...not elven weapons. Not when they are reforged with magic, and hatred, and a burning need for revenge. No, Arthas. Felo'melorn is stronger than ever- as am I. - Kael'thas Sunstrider"
"When the fighting was done, Dath'Remar stood painted in demon blood. As night fell, we knew that more battles remained, and yet, with this elf and this blade among us, we held out hope that victory did not lie beyond our grasp."

Ancestral sword of the Sunstrider royal family, wielded by Fire Mages. Felo'melorn, or "Flamestrike", has been a decisive tool in both the War of the Ancients and the Troll Wars in the hands of the Sunstrider family. When the Scourge marched on Quel'Thalas, Arthas destroyed Felo'melorn and killed Anasterian Sunstrider with one swing of Frostmourne. After the loss of the Sunwell, Kael'thas had the sword reforged through magic. Kael'thas used the remade sword in his battle with Arthas, but lost it as he had to retreat.

  • Ancestral Weapon: The sword was made famous by Dath'remar Sunstrider and the sword passed down his line until Kael'thas lost it in Northrend.
  • Cool Sword: The sword is a beautiful blade with a phoenix built into the guard, the blade starting as red before dulling to the end.
  • Dreaming of Things to Come: Dath'Remar Sunstrider dreamed of the blade before it existed, and went to the renowned magesmith Luminarian to have the blade crafted after how it was depicted in his dream.
  • Magic Wand: A small wand is held in the left hand to compliment Felo'melorn.
  • Red Baron: For the numbers Felo'melorn cut down during the Troll Wars, the weapon also came to be known as the troll-killer, feared greatly by the Amani.
  • Reforged Blade: Arthas broke the blade with Frostmourne when he killed Anasterian, but Kael'thas had it reforged and made stronger, making it capable of withstanding another blow from Frostmourne.


"Ebonchill contained only a sliver of Alodi's might, but even that was more than most magi could ever hope of wielding."

The staff of Alodi, the first Guardian, later wielded by Frost Mages.

  • An Ice Person: Ebonchill is closely attuned to frost magic.
  • Casting a Shadow: Downplayed, but its artifact spell deals shadowfrost damage, and it aesthetically can do this to a frost mage's Icicles.
  • Magic Staff: The magical staff of the first Guardian of Tirisfal.

Aluneth, Greatstaff of the Magna

Voiced by: Matthew Mercer

"After many setbacks, Aegwynn finally bound the entity to an enchanted greatstaff. The task of containing Aluneth was done, but it would take the Guardian years to truly harness its power."

A magical staff once used by the Guardian Aegwynn, now wielded by Arcane mages. In reality, Aluneth is a powerful arcane entity, bound into the form of a staff by Aegwynn, and it still has a mind of its own.

Here is a collection of Aluneth's whispers. Beware of spoilers.

  • Affectionate Nickname: Implied. Aluneth occasionally refers to the adventurer as "child". This is first seen when acquiring it and Aluneth refers to the mage as a child "...compared to (it)". Initially it was an insult, but the affection is implied later as this is usually accompanied by a warning of being low on mana.
  • Admiring the Abomination: Aluneth was summoned by blue dragons to study it. When Aluneth caused a huge mess in The Nexus, destroying a lot of artifacts and tomes of power, the dragons were even more interested on learning about it and its behavior.
  • Awesome, yet Impractical: Aluneth is a very powerful staff, but to get the best of it, you have to control the sentient being that is the source of its power. Aegwynn found it the hard way against the Avatar of Sargeras, when Aluneth refused to obey. She had to switch to the weaker but not-sentient Atiesh to do the job.
  • The Cynic: A line in the Tomb of Sargeras reveals him to be this.
    (After the image of Aegwynn discusses the Tear of Elune) "A dream of perfect beauty... ridiculous! This world knows only pain, child."
  • Deadpan Snarker: Aluneth is almost always snarky.
    (when using a portal spell in a group) "You waste precious energy poking holes in reality for these clumsy sword-swinging brutes."
    (when making mage food) "The power of the ancient Titans at your command, and you use it to make... tasty treats?"
  • Energy Being: Aluneth himself is a creature of pure arcane energy, bound into the physical staff.
  • Energy Absorption: Aluneth can feed on arcane energy around the Broken Isles and is hungry for more.
  • Good All Along: Despite being conceited, craving arcane power and sounding excited at the idea of remaking the world, 7.3 reveals Aluneth to be this. Aluneth wants the world to survive, is aghast at the idea of the Void and the Burning Legion getting all the Titan Pantheon's power and laments having to fight titans.
    "Stop them! The magic of the titans must not fall into the Legion's hands!"
    "I never thought I'd have to slay a titan. This grieves me but we do what must be done."
    • Given that Titans are the Arcane's equivalent of the Light's Naruu and the Void's Old Gods, Aluneth, as an arcane elemental, is quite justifiably conflicted at the prospect of battling Titans.
  • Good Is Not Nice: Despite Good All Along above, Aluneth is rude and still abandoned Aegwynn when she fought the Avatar of Sargeras.
  • Hungry Weapon: Aluneth craves arcane power.
  • Living Weapon: Since Aluneth is an arcane entity turned into a staff, it has a mind of its own.
  • Magic Staff: A powerful magical staff with a mind of its own.
  • Mundane Utility: Mage players can use the powerful arcane entity that lives within the staff to conjure food. Aluneth is not amused.
  • Not So Stoic: Aluneth employs most of its time snarking at everything, but when it sees an image of Aegwynn, it panics and immediately protests the idea of being caged again.
  • Puny Earthlings: It seems to have this attitude towards the mortal races of Azeroth according to its quotes.
    "The Kirin-Tor. Contemptible mortals groveling about for what meager scraps of power their tiny minds can comprehend."
  • Talking Weapon: Aluneth does communicate with the player, though it's not known if others can hear Aluneth's word in the lore.
  • Time Abyss: Not the weapon, which is a relatively modest few hundred years old, but the arcane entity itself has existed for tens of millennia in its home dimension, at minimum.
  • You Talk Too Much: Despite his own snarky tirades, Aluneth has this view of Aegwynn.

    Monk Weapons 

Fu Zan, the Wanderer's Companion

"From the beginning, this staff has accompanied legendary creatures and immortal spirits as they carried out important, lasting work all across Azeroth."

A staff used by Brewmaster Monks. Long ago, as the titanic watcher Keeper Freya set out to populate the world with life, she placed one of the first seeds in Pandaria. From it grew Fu Zan, the first, and all of Pandaria's forests descended from it. Before populating the rest of Azeroth, Freya fashioned a walking stick for her travels from one of Fu Zan’s branches. Eventually Freya passed her staff to the Jade Serpent, Yu’lon, who later gave it to a uniquely clever hozen. The Monkey King, as he was called, hung his most prized possessions from the staff, which he carries with him to this day.

  • Epic Flail: Some of the unlockable appearances cause the keg strapped to Fu Zan to become so large and dangerous looking, the weapon could pass for a flail.
  • Incendiary Exponent: Its Exploding Keg ability which, the in-game tooltip actually says, "does exactly what you think it will do."
  • Loyal Phlebotinum: Fu Zan may only be carried by its owner, refusing to budge an inch for any other. At one point the Monkey King threw away the staff, but had to come back for it because it was on some people's property and they couldn't move it themselves.
  • Mundane Utility: The Monkey King carried it as a symbol of his leadership, as a weapon in fights... and tied all his favorite junk to it, including his booze.
  • My Friends... and Zoidberg: The above quote is only the first half of the passage. The second part...
    "It also fell into the possession of the Monkey King. That came later."
  • Simple Staff: Fu Zan is a very basic walking stick. In fact all of its spiritual power lies in its plain wooden length, such that the simple fittings the Monkey King added are thought to have damaged it.
  • Time Abyss: This is a branch from the first tree to ever exist on Azeroth, making it upwards of 25000 years old.

Sheilun, Staff of the Mists

"You seek the calm, inevitable force of a deep river, the kind that carves canyons into the toughest stone and carries away warriors on its currents without so much as a ripple. Sheilun is the embodiment of that idea."

A staff used by Mistweaver Monks. During last pandaren emperor's reign, a prophecy arose that a ruthless Legion would invade the world of Azeroth and leave it shattered. To save his people, Emperor Shaohao embarked on a series of trials, taking with him the ancient staff Sheilun. Afterwards, he used his newfound wisdom to become part of the land. He made Pandaria into a separate continent and enshrouded it in mist to protect it. His staff clattered to the ground, where it lay until the monks of Tian Monastery found it and took it to the Terrace of Endless Spring for safekeeping.

  • Break Out the Museum Piece: Sheilun was used every hundred years by the Shado-pan to help ward off the Mantid swarms before being returned to safekeeping.
  • Magic Staff: Sheilun can create pools of mist over time that its user can draw upon to heal their allies.
  • Wrecked Weapon: The staff Shaohao snapped over his knee in fury when unleashing the Sha of Anger was Sheilun. It is said that he only took the top half with him to the Vale on the eve of the Sundering. Since then it seems to have been repaired.

The Fists of the Heavens

"When Irmaat hefted his two weapons and tested the power within them, uncontrollable fury spilled forth."
"There was a great flash of light and a great rush of air, and when it was done, Irmaat could feel his weapons, Al'burq and Alra'ed trembling with elemental power."

Two bladed fist weapons used by Windwalker Monks. Thousands of years ago, the famed tol'vir smith Irmaat crafted a pair of magnificent handblades. Unsatisfied with his work, Irmaat tried to capture the essence of Al'Akir the Windlord to infuse into his blades. Al'Akir was not amused. To spite the smith, Al'Akir poured unspeakable amounts of raw elemental fury into the handblades. When Irmaat attempted to unleash their might, a great vortex sprang up, engulfed his city, and scattered the weapons to the winds.

  • Blow You Away: The Fists contain some of the destructive power of Al'akir the Windlord.
  • Genie in a Bottle: The intended function of the Fists of the Heavens. The genie in question being Al'akir... see below.
  • Gone Horribly Wrong: The one who created the Fists of the Heavens intended to capture Al'akir and bind him to the weapons to take his power. Al'akir learned of the plot and instead imbued the weapons with a terrible destructive power. When the crafter first tried to use the weapons, a hurricane was created that decimated the surrounding area.
  • The Last of These Is Not Like the Others: It's the only Monk weapon to not be directly related to Pandarian lore in any way, shape, or form, which gets lampshaded by Iron-Body Ponshu when you start seeking it out.
    Iron-Body Ponshu: Nothing! There is next to nothing in our records about this weapon!
  • Named Weapon: Individually, they are Al'burq and Alra'ed.
  • Power Fist: Essentially how they are used, and one of their alternate skins is a giant stone fist.

    Paladin Weapons 


"With the first hammer fall, rivers of magma spilled from the icy mountains. With the second, the sky howled and lightning set the heavens aflame. With the third, a single ray of sunlight pierced the storm clouds and whispered over Truthguard's surface." -Truthguard
"Killing for the sake of killing... conquering for the sake of conquest... there is no honor in such things. There is only shame and regret." -Oathseeker

A shield used by Protection Paladins paired with the sword Oathseeker. The titanic watchers Tyr and Archaedas created this shield when their comrade, Loken, fell to corruption. They gave Truthguard to a vrykul champion who used it to expose Loken's treachery. When Tyr and his allies later stole the Discs of Norgannon and fled, the champion stayed behind and held off many of Loken's servants. A desperate Loken sent horrific monsters after Tyr, who fell in combat. In time the vrykul champion migrated to Stormheim in the Broken Isles, where the shield was eventually entombed in the Path of Kings.

  • Animal Motifs: Both Truthguard and Oathseeker have eagle motifs. Truthguard is decorated with two eagle heads on top, while the lower parts are shaped like wings which are then unfolded in its first upgraded appearance. Oathseeker also has two eagle heads one the guard, and adds additional two eagle heads on either side of the guard when upgraded.
  • Cool Sword: Truthguard comes with a large enchanted sword called Oathseeker, originally used by Yrgrim before he was given Truthguard.
  • Drop the Hammer: Two of the unlockable appearances turns the sword into a hammer. Divine Protector turns it into a large golden hammer with a scaled handle, while the hidden Vindicator's Bulwark appearance turns it into a smaller crystal hammer.
  • Epic Flail: Its challenge appearance later in the expansion turns the sword into a spiked flail.
  • Forged by the Gods: The shield was made by the titan keeper Archaedas, while Tyr and Ironaya contributed with a piece of his silver hand and a bit of stone from her hide respectively.
  • Living Lie Detector: The power of Truthguard can detect deception and dispel it. Yrgrim used it to bring vrykul to his side by making them realize that Loken had lied to them and used them as pawns, and there are several locations where the Paladin player can expose suspicious people as demons in disguise.
  • Luckily, My Shield Will Protect Me: Truthguard is a powerful shield used by one of Tyr's champion Yrgrim and has never been dented since its creation.
  • Silver Has Mystic Powers: Tyr's does, anyway—the shield's righteous power comes from being partially forged from a chunk of his famous silver hand.
  • Time Abyss: Truthguard was forged around the betrayal of Loken, making it around 15000 years old.
  • Worthy Opponent: Yrgrim will only give up Truthguard to the paladin after proving themselves to be worthy in a fight with him.

The Silver Hand

"Tyr replied that he did not consider his argent hand a reminder of defeat. For him it was a symbol of the sacrifice he had made to defend Azeroth, and he wanted the world to see it that way as well."

The great two-handed hammer of the titan keeper Tyr, wielded by Holy Paladins. As one of the titanic watchers, Keeper Tyr bore this weapon in countless battles against the titans' enemies. When one of his fellow keepers, Loken, fell to corruption, Tyr and his allies stole the Discs of Norgannon to investigate the extent of Loken's betrayal. Discovering the theft, Loken sent horrific monsters after Tyr's group, but Tyr sacrificed his life to fight the creatures while his comrades escaped with the discs. His hammer was lost with him somewhere beneath the land now named in his honor: Tirisfal.

  • Drop the Hammer: The Silver Hand is a massive two-handed hammer and packs quite a punch despite being wielded by healing paladins.
  • Healing Hands: Releasing the holy power within the hammer heals nearby allies.
  • Rocket-Powered Weapon: The hidden appearance for the hammer turns it into Reinhardt's hammer from Overwatch, with the rocket thrusters replaced by golden crystals.
  • Sacred Scripture: Equipping the Silver Hand comes with a cosmetic tome attached to the character's belt. Earlier in development the tome was a separate off-hand item, inscribed with "Esarus thar no’Darador" ("By Blood and Honor We Serve") which human religion associates with Tyr.
  • Shout-Out: As mentioned above, the hidden appearance turns the Silver Hand into a copy of Reinhardt's hammer from Overwatch, and even causes the user's Divine Shield to display a barrier similar to Reinhardt's.
  • Sizeshifter: Tyr himself was able to change his size to interact with those smaller than himself, and his weapon changed size with him. This helps explains how the player can wield a hammer that was used by a titan keeper.
  • Time Abyss: The hammer of Tyr was made to help destroy the Black Empire, making it over 25000 years old.


"So it was that over the course of time, the man and the weapon seemed as one. Ashbringer became a name of legend, attributed not just to the fearsome blade but also to the relentless knight who wielded it."

The legendary sword of Alexandros Mograine, wielded by Retribution Paladins. Mograine acquired a magical crystal from a dead orc warlock during the Second War and later purified it with the Light. When the Scourge arrived in Lordaeron, he took the crystal to Ironforge, where King Magni Bronzebeard forged the crystal into a powerful sword. Mograine's new sword burned all the unholy creatures it slew to ash, earning both the sword and its wielder the name "Ashbringer." Ashbringer passed through several hands, serving both Light and Shadow, before it came to the legendary paladin Tirion Fordring, who used it to shatter the Lich King’s runeblade, Frostmourne, on the top of Icecrown Citadel. Tirion has carried Ashbringer with him ever since.

  • Ascended Meme: Back in the early days of WoW, there was an Urban Legend of Zelda about how fishing could let players obtain an uncorrupted version of Ashbringer. Many of the steps needed to unlock Ashbringer's hidden appearance line up greatly with the old rumors.
  • BFS: The Ashbringer's regular appearance is already reasonably big, but it turns enormous in some of its alternate skins.
  • Evil Weapon: For a time, the Ashbringer was corrupted and used as a weapon of evil, but was purified to its original form when Darion Mograine threw the weapon to Tirion Fodring. There is a hidden appearance that gives the Ashbringer a new corrupted look, with sharpened edges and numerous skulls growing from within the blade. Its War-Torn form also gives it a dark appearance.
  • Meaningful Name: The sword was named "Ashbringer" because its Light-given power reduced all Undead it destroyed to ash.
  • One-Hit Kill: The Ashbringer has a chance to instantly kill non-boss demons and undead, turning them into a pile of ash.
  • Playing with Fire: The Ashbringer's special ability unleashes a wave of holy flames that not just burns but also stuns demons and undead.
  • Red Baron: Anyone who wields the weapon also bears the title of "the Ashbringer".
  • Yin-Yang Bomb: The hidden appearance for Ashbringer is described as an attempt to master both Light and evil magic within the blade. This process is conducted by the Knights of the Ebon Blade.

    Priest Weapons 

T'uure, Beacon of the Naaru

"Blessed are the torchbearers, who bring light to the darkness."

A magic staff for Holy Priests. As beings of Holy Light, the benevolent naaru rescued the draenei from their homeworld after most of its people were transformed into demonic recruits for the Burning Legion. Demons nearly overwhelmed the fleeing draenei, but the naaru protected the refugees with this beacon crystal. T'uure channels the Light's essence into healing radiance, regenerating horrific wounds and bringing people back from the brink of death. Ultimately the crystal was lost to Legion forces on an invaded world. It hasn't been seen since.

  • Broke Your Arm Punching Out Cthulhu: T'uure the 'mere' naaru was able to defeat Dimensius, a void being powerful enough to threaten entire worlds, but only at the cost of its own life.
  • Evil Weapon: T'uure temporarily fell to the hands of the Legion. The Naaru shard was twisted into a force of evil rather than healing. Holy Priests purify the weapon back into its true glory during the battle with its corruptive wielder.
  • Heroic Sacrifice: To save a planet from the grip of the Void, T'uure had shattered itself to expel a great font of Light to drive out the void power.
  • Hope Bringer: The sight and power of T'uure gave the fleeing draenei the determination to make it off Argus, in defiance of the pursuing demons.
  • Light 'em Up: Being made from a naaru core, this should come as no surprise.
  • Magic Staff: T'uure's fragment was forged into a staff with a head modeled after a Naaru.
  • Pieces of God: After its shattering, T'uure's pieces were gathered by the Naaru and gifted to races who showed potential for good. The largest piece was granted to the Eredar prior to Sargeras' machination.
  • Time Abyss: T'uure is potentially the oldest artifact weapon, dating back to the age before Argus was found by Sargeras, but the draenei's lifespan makes it hard to pin down.

Light's Wrath

"It was with our greatest hopes and prayers that we attended the ceremony that day... and it is with our greatest sorrows that we departed it."

A powerful but unstable holy staff wielded by Discipline Priests. To battle the Scourge, the Scarlet Crusade created a staff in the hopes that it would be the next Ashbringer. During the ritual however, the Dreadlord Balnazzar sabotaged the priests' efforts. Although they succeeded in creating Light's Wrath, it became a dangerously unstable weapon. If its wielder lacks absolute discipline over the power for even an instant, the power of the staff will erupt into a devastating explosion of holy might.

  • Eye Scream: A troll priest who lost her control over Light's Wrath had two lances made of light blind her. She survived the loss of her eyes, humbled from the event.
  • Follow the Leader: In-Universe. The Scarlet Crusade wanted to create a weapon equal in power to the Ashbringer, and used a similar forging method to do so.
  • Magic Staff: Light's Wrath is a golden staff with a cross at the head and appears to be covered in stained glass.
  • Power Incontinence: Without absolute control and discipline, any attempt to use Light's Wrath will release all of its power at once indiscriminately.
  • Yin-Yang Bomb: Much like the Discipline Priests that wield it, Light's Wrath uses a mixture of Holy and Shadow magics. Its titular ability also fires off one, though oddly enough it deals Radiantnote  damage.

Xal'atath, Blade of the Black Empire

"Xal'atath has a mind of its own. Ignore its maddening whispers. Do not trust the lies it spins. Take from it what you need, but always remember that the dark presence in the blade is not your ally."
"The moment I touched the blade, a name was spoken in my mind: Xal'atath. I knew then that I could not destroy the dagger. Not yet. How can one defeat a power she does not understand?"

An ancient dagger of Old God origins, wielded by Shadow Priests. It was used during the era of the Black Empire in countless ritual sacrifices to the Old Gods. The dagger has gained a life of its own and has currently fallen into the possession of the Twilight's Hammer cult.

A collection of Xal'atath's whispers. Beware of spoilers.

  • The Bus Came Back: Taken out of the spotlight along with all of the other Artifact Weapons at the end of Legion, Xal'atath makes a return in Battle for Azeroth in patch 8.1, where it had come into the posession of the Naga; it uses the player to make a deal with N'zoth, and was last seen guiding Nathanos Blightcaller to the location of Nazjatar.
  • Captain Ersatz: Of Xel'lotath
  • The Chessmaster: Xal'atath is heavily implied to be using the Shadow Priest PC as an Unwitting Pawn. In the Antorus the Burning Throne raid, if a shadow priest enters the heart of Argus the Unmaker, Xal'atath gleefully comments about how grateful it is for giving the Void a foothold there and comments that the player's service will not be forgotten.
  • Chronic Backstabbing Disorder: Xal'atath serves those who prove themselves strong enough to wield it and will abandon those who cannot, occasionally finishing the latter itself. When it chooses to side with the player, it doesn't hesitate to absorb the last of the life essence of one of the strongest servants of the Old God Yogg-Saron, even encouraging the adventurer to do so, despite the original intent of the Twilight Hammer to have it revive said servant.
  • Energy Absorption: Xal'atath can drain void power from her victims. This was used to help convert a Naaru back to the Light.
  • Evil Weapon: Xal'atath is a dagger used in countless ritualistic sacrifices to the Old Gods, and is imbued with a malevolent will because of it. Also, it loves trying to get the player to kill themselves.
  • Eyes Do Not Belong There: Xal'atath has a single eye built into her hilt. When she evolves after clearing the priest missions, the blade becomes flesh covered with several real eyeballs around the blade and guard.
  • Foreshadowing: At the end of the Emerald Nightmare raid, Xal'atath will sense that N'Zoth's prison is weakening and remarks that preparations will have to be made.
  • Fan Nickname: Xal and Knaifu. The first one being self-explanatory and the second being a combination of the words "knife" and "waifu."
  • Faux Affably Evil: Xal'atath is calm and polite even when discussing horrific things or recommending the player do something terrible (such as the Schmuck Bait below).
  • Friendly Enemy: According to Xal'atath, while the Naaru see void creatures as abominations, her kind see the Naaru as "beloved siblings who have lost the true path".
  • Historical Rap Sheet: The blade's whispers and dark power have resulted in countless deaths. Perhaps its greatest influence was setting in motion the war between the trolls and the aqir, thus uniting the trolls into an empire and spreading aqir offshoots across the planet.
  • In Love with Your Carnage: It's heavily implied that Xal'atath holds some measure of respect towards the player due to their actions, especially their ability to successfully murder their way across entire continents.
  • Living Weapon: Xal'atath has a mind of her own, and regularly speaks to the priest who wields her. It is speculated it may even be a fifth Old God that was beaten by the other four and turned into a dagger.
  • Mysterious Past: Though it dates back to the time of the Old Gods' Black Empire, it is emphasized that Xal'atath's origins are not actually known. Theories include it being a claw of Y'Shaarj, or even the remains of a hypothetical fifth Old God.
  • Most Definitely Not a Villain: Played with. Xal'atath otherwise shares her power with the player, offers helpful advice against a common enemy, such as the Fallen Avatar of Sargeras. However Xal'atath is a weapon imbued with the power of the Old Gods, wistfully talks about the days when the Old Gods dominated Azeroth, talks about preparations for when N'zoth's prison is broken, thanks the player sometimes when they do something advantageous to the Void and lays out Schmuck Bait for the player more than once.
  • No Biological Sex: Despite speaking with a feminine voice, Xal'atath is either a dagger that gained sentience or an Eldritch Abomination forced into the form of a dagger.
  • Schmuck Bait:
    • Xal'atath suggests that the Priest ask Odyn if he's considered Loken's last words to him. If the player does this, Odyn will instantly kill them in a fit of rage.
    • At another point, Xal'atath suggests taking power from the Temple of Elune. Elune is clearly not amused, though in this case, Xal'atath claims it did not expect such an outcome.
  • Talking Weapon: Xal'atath can communicate with you telepathically. It is advised, however, to ignore it so as not to be driven mad.
  • Time Abyss: Another contender for oldest artifact weapon is Xal'atath, which dates back to the height of the Black Empire. We don't know its exact age because it pre-dates recorded history.
  • Tome of Eldritch Lore: Xal'atath is paired with a black book titled "Secrets of the Void" in the Priest's off-hand.
  • You Have Failed Me: Xal'atath does not take kindly to the failure of those who lack the strength to wield its true power. It often makes this displeasure known by devouring their souls.
    "Weak and pitiful! The Twilight Father did not dare wield me, for he knew the price of failure."
  • You Have Outlived Your Usefulness: Xal'atath abandons its wielders on a whim when it's tired of them. She abandoned the Dark Iron Queen Modgud during the battle of Grim Batol, allowing her to be killed by the Wildhammer. In the present day, she abandons the cultist using her and berates him for being weak. Impressed with the adventurer's strength, she offers to be at their side for the moment.
  • Your Soul Is Mine: Xal'atath grows in power by absorbing the life force of its enemies. It does so to the cultist that previously wielded it for failing to defeat the adventurers, and does the same to Zakajz the Corrupter, the servant of Yogg-Saron that the cultists had been attempting to revive using the dagger's power.

    Rogue Weapons 

The Kingslayers

"Countless voices hushed, and countless leaders toppled... all at the whim of his foul command. There would be no redemption for these acts, only solitude and sorrow."
"It was not a pleasant death. But it was fast, quiet, and efficient. When the orc took his last breath, the would that killed him became irregular. Nobody would be able to tell whether he had died to a knife, an axe, or a spear."

A pair of daggers wielded by Garona Halforcen in service to Gul'dan and later used by Assassination Rogues. These blades were used to assassinate King Llane. After years of using the daggers, she abandoned the daggers in disgust over her own actions and in fear they would be used to control her mind again. In the present day she briefly picks them up again to help deal with a cult in Stormwind, but happily gives them to the player Rogue at the end.

  • Hypno Trinket: The Kingslayers have a level of influence over their wielder's mind. Compounded with the spells placed on Garona's mind, she would be completely at the mercy of those who know the spells.
  • Named Weapons: The Kingslayers are Anguish and Sorrow.
  • Poisoned Weapons: The daggers have a powerful venom built into them. The "kingsbane" poison causes agonizing pain to its victims, as if their veins were on fire.
  • Sticks to the Back: Unlike other knives which hang at the hips, the Kingslayers hang on the back like two handed weapons.

The Dreadblades

"She saw herself commanding an impossibly large pirate fleet, one that could conquer the high seas and all the nations of Azeroth. Every ship that dared to challenge her burned, and every city gave up its treasures or was destroyed."
"No blade can shed the blood of so many innocents and not demand a toll on its wielder as well. They are no treasure."

Two cutlasses wielded by Outlaw Rogues. After the Cataclysm, a lost treasure was unearthed on a small island by the Bloodsail Buccaneers. When the pirate Eliza took hold of the blades, she was given a vision of herself conquering city after city, commanding a crew of lost souls. Seduced by the promise, she and her crew of the damned became a terror to the south seas.

  • Bling-Bling-BANG!: The Dreadblades are famed as beautiful golden cutlasses.
  • Cast From Hitpoints: The first ability granted, "Curse of the Dreadblades", makes it so that every ability grants a full stack of combo points. Using any finishing move during this buff however, costs 5% of your current HP.
  • Dual Wielding: A pair of cutlasses together make up the Dreadblades.
  • Evil Weapon: Forged by the eredar Talgath, the Dreadblades are sinister weapons that feast on the blood they spill and compel their wielder to feed them.
  • Ghost Pirate: Dread Admiral Eliza and her crew are all undead pirates thanks to the Dreadblades.
  • Named Weapon: The Dreadblades are known individually as Fate and Fortune.
  • Power Glows: Two small disks in the blade glow faintly with power and bloodlust. Most of the Dreadblades' alternate appearances have a much larger glow throughout the blades.
  • Royal Rapier: One of the unlockable appearances change the Dreadblades from wide cutlasses to narrow rapiers.
  • Shmuck Bait: The Dreadblades are themselves a trap. One of Kil'jaeden's minions, a Manipulative Bastard himself, specifically crafted the Dreadblades to exploit the greedy and reckless pirates of Azeroth to help prepare the world for Legion invasion.
  • Shock and Awe: A secret skin can turn the Dreadblades into two copies of Thunderfury, Blessed Blade of the Windseeker.
  • Small Role, Big Impact: Eliza and the Dreadblades are self contained to the Outlaw Rogues, but the lore reveals her crew attack and sank many ships of the Alliance and Horde who were meant to be reinforcements during the attack on the Broken Shore. Eliza played a small part in securing our defeat in that battle

The Fangs of the Devourer

"The hound's bite lingers, even long after its death. A surprisingly effective and subtle tool for something so crude."
"Azhir manari kirel. Akim manari galar!"

A pair of daggers for Subtlety Rogues. Goremaw, felhound and personal pet to Sargeras, was a vicious beast on the battlefield and his teeth oozed with shadow magic. When the beast was slain along with its Eredar handlers, a Dreadlord had Goremaw's fangs forged into deadly daggers that could bend reality itself with their shadow powers. Sargeras granted these daggers to Akaari Shadowgore as his greatest assassin.

  • Bad with the Bone: The daggers were forged from the fangs of a felhound.
  • Casting a Shadow: The daggers channel the shadow magic Goremaw naturally secreted, empowering its wielder to become all but invisible.
  • Did You Just Punch Out Cthulhu?: Goremaw and his eredar handlers were slain not at the hands of some great hero or in battle, but at the hands of a child who was simply burning with righteous fury for his dying, conquered world.
  • Even Evil Has Loved Ones: Sargeras loved his pet. When Goremaw was slain, Sargeras was so enraged that he destroyed the entire world in one fell swoop.
  • Named Weapon: Individually, they are Gorefang and Akaari's Will.
  • Soul Power: One of the Fangs' powers is to summon Akaari's soul to attack enemies after using Cheap Shot or Shadowstrike.

    Shaman Weapons 

The Fist of Ra-den and the Highkeeper's Ward

"To seal Al'Akir's demise, Master Ra slammed his fist into the mountaintop. The heavens split wide, and all the fire and fury they contained crashed down atop the Windlord's head."
"Ra and Helya crafted a shield, the Highkeeper's Ward, to act as a key to the Elemental Plane. It thrummed with the energies of the four elements, which Ra could call upon whenever he desired."

A fist weapon and shield used by Elemental Shamans.

The titan Aman'Thul created this weapon, imbuing it with the might of storms, and gifted it to Highkeeper Ra to help him battle against the Black Empire of primordial Azeroth. Such was Ra's power that even Al'Akir, the Elememtal Lord of Air, was brought down by the Highkeeper's assault. But alas, the chaotic elementals would not be permanently defeated, so the titan-forged saw fit to imprison them. Working in tandem with the sorceress Helya, Ra created a prison dimension and banished the elementals there, crafting a shield to act as the key.

When Ra lost hope and Lei Shen confronted him, he stole not only his power but also the Fist and the Ward. But despite his best efforts, these tools would not be controlled by him, and he was forced to find other uses for them. The mogu's greatest blacksmith harnessed their power to fuel the Thunder Forge, which produced Lei Shen's famous axe, spear and helmet. When the Shado-Pan stormed Lei Shen's fortress they discovered the weapons, and after a near-fatal accident entrusted the Fist and the Ward to Xuen the White Tiger. He would bestow the weapons on one who had proven worthy of controlling them.

Xuen would hold a fighting tournament, and the winner would have the opportunity to test their resolve against the weapon's power. The Elemental Shaman player defeats all challengers and grasps the weapons, but while they grapple with the chaotic power the arena is invaded by demons. Gaining mastery over the Fist of Ra-den, the player repels the invaders.

  • Been There, Shaped History: The Fist was used to create the Elemental Planes during the Ordering of Azeroth.
  • Elemental Powers: The Highkeeper's Ward gives command of all four elemental forces, even to those who do not naturally have this power.
  • Hand Blast: The Fist fires lightning from between its two claws, and the Ward can do the same with all the elements. This is represented in the game by your character holding them both in hand while casting (unlike all other weapons) which makes spells appear to come from one of both of the weapons.
  • Luckily, My Shield Will Protect Me: Subverted; the Highkeeper's Ward is tiny, really not much bigger than a fancy gauntlet, and not once is Ra described blocking anything with it. Its power and importance come from being a magical focus entwined with the Elemental Plane.
  • Mundane Utility: These weapons have so much power that you can't wield them? Forget wielding them, let's just use the power to run the appliance I use for my day job.
  • Portal Door: Not the Fist of Ra-den itself, put part of this artifact acts as a key to the Portal Door for each elemental plane.
  • Power Incontinence: The Fist and the Ward are filled with incredible and unstable energy, and only Ra is meant to use them. Lei Shen could not; even after stealing Ra's own power, he lacked the discipline to control the weapons, and their energy threatened to overwhelm and kill him.
  • Shock and Awe: The Fist of Ra-den confers this power onto its wielder.
  • Time Abyss: The Fist and the Ward were made to help destroy the Black Empire, making them much more than 25000 years old.

Sharas'dal, Scepter of the Tides

"They drifted into the abyss, but Azshara and her Highborne remained unbroken. The darkness around them was absolute, and so the queen willed Sharas'dal to bring them light..."
"As the ocean crushed the life from their bodies, ancient creatures stirred in the darkness. Their whispers flowed through the currents. Their powers wrapped tight around the queen and her servants."

A magical scepter wielded as a mace by Restoration Shamans and paired with a shield. The scepter was crafted for Queen Azshara by her advisor Xavius. By infusing the beautiful gift with a drop from the Well of Eternity, the scepter she renamed as Sharas'dal gained complete control over all forms of water and water's wildlife. When her palace sank during the sundering, Azshara used the power of Sharas'dal to try and protect her and her faithful, but it wasn't enough. After being changed into the naga, Queen Azshara would entrust the scepter to her sea witches from time to time to carry out her will.

  • The Beastmaster: The scepter can command aquatic life as much as the waters themselves. Azshara would have sea creatures put on tricks for her amusement with the scepter's power.
  • Call-Back: Of a sort. If a Shaman with a weapon transmogrified to look like the scepter is present in the Eternal Palace raid, Azshara will privately whisper them, very annoyed that her own weapon is being used against her.
  • Carry a Big Stick: Although it's called a scepter, in game it's classified as a mace.
  • Fountain of Youth: Sharas'dal can affect the life force of living beings. This is how Restoration Shamans can heal their allies with its power, while Azshara had used it to keep herself young and beautiful through the passage of time.
  • Luckily, My Shield Will Protect Me: A shield is given alongside Sharas'dal for shamans.
  • Magic Wand: Although technically a mace in game, the lore treats Sharas'dal like a wand.
  • Making a Splash: Sharas'dal lets its wielder control all forms of water with absolute precision.

The Doomhammer

"A stranger will raise the hammer high, and with it justice shall reign."
"Created through the power of Doomhammer and the powerful shaman who wields it."

The legendary hammer of Orgrim Doomhammer, wielded by Enhancement Shamans. The hammer was forged in a pool of elemental fire and is closely linked to the elements. Ogrim Doomhammer wielded the hammer for most of his life and passed it to Thrall when he died. Thrall would wield it proudly for many years to come. After Thrall killed Garrosh in a mak'gora with his elemental powers, he's felt his power fade and Doomhammer become like dead weight in his hand. When the Legion attacked the Earthen Ring, the Doomhammer was knocked from Thrall's hands into the Maelstrom.

  • Ancestral Weapon: It is fated to pass from father to son, up until one of its wielders dooms the orcish race, at which point it will pass out of the family. This was fulfilled by Orgrim, who led the orcs to their defeat against the Alliance but later gifted the hammer to Thrall.
  • Drop the Hammer: The Doomhammer itself, as if the name didn't clue you in.
    • An Axe to Grind: Its upgraded form replaces the off-hand lava hammer with a lightning axe.
  • Dual Wielding: With the Doomhammer in the right hand, Shamans can summon an Elemental Weapon in their left hand.
  • Elemental Weapon: In the Shaman's left hand will spawn a hammer made of molten stone, the Fury of the Stonemother, a gift from the Stonemother for your assistance to her.
  • Empathic Weapon: While not living like some of the other artifacts, the Doomhammer has a spirit that reacts to its wielder. Orgrim began to feel the hammer was dead weight as the First and Second Wars went on, and Thrall ends up having the same problem after killing Garrosh, but on the flip side the Shaman player unlocks depths of elemental power that Thrall had never seen in it before.
  • Legendary Weapon: The Doomhammer is a massively famous and storied weapon among the orcs, probably their most famous of all. It and its prophecy are so important that the family line who wields it all take the name Doomhammer, which is normally reserved for an epic and iconic personal deed.
  • Only the Chosen May Wield: The owners and rightful wielders of the Doomhammer are fated, and it's never been seen in the hands of any other. At one point a demon attempts to claim it, but when he approaches, the earth moves to protect it. Only once has this rule been bent—the spirits allowed Blackhand to use the weapon for one night to help his clan survive, and at the time Orgrim had had his Chosen status revoked.
  • Take Up My Sword: Since Thrall can no longer call on his Shamanistic powers, he encourages the adventurer to use the hammer in his stead.
  • Took a Level in Badass: Its previous wielders included non-magical warriors who simply used it as a bludgeon, and even previous Chosen One Thrall mostly did the same. Once the player grasps it, a well of untapped power is awakened within, and it becomes a force to be reckoned with in its own right.
  • You Can't Fight Fate: Enforced by the weapon. The elements have dictated the fate of the Doomhammer, and do not take kindly to those who refuse to play their role. Orgrim feared that he would become the one to doom the orcs as the prophecy said, and attempted to escape the prediction while keeping the weapon for himself—in response, the spirits took it back from him until he agreed to do as instructed.

    Warlock Weapons 

The Jeweled Scepter of Sargeras

"When at last the moment arrived for Ner'zhul to act, he did so with wild abandon, heedless of the consequences. It mattered not to him if Draenor was destroyed; in fact, he welcomed it as part of his legacy."

A magic staff for Destruction Warlocks. Created through incredible effort by hundreds of Sargeras' servants, this scepter can rip open dimensional gateways between worlds. It was entombed beneath the sea for centuries, then used by the orc shaman Ner'zhul to open the portals that tore the world of Draenor apart, leaving behind the shattered realm of Outland. Destruction Warlocks steal it from Gul'dan, who was attempting to use the staff to open more portals near the Tomb of Sargeras.

  • Been There, Shaped History: It was originally wielded by Sargeras himself, then eventually used by Ner'zhul to (inadvertently) obliterate Draenor and create Outland.
  • Did You Just Scam Cthulhu?: The quest to obtain the Scepter involves Gul'dan thinking the player has come to him to join the Shadow Council. He's Genre Blind just long enough for the plan to work.
  • MacGuffin: The Scepter was one of the three artifacts Ner'zhul required in Warcraft II to open more portals to new worlds. History Repeats during the quest as the Shadow Council are collecting the Scepter, the Book of Medivh, and the Eye of Dalaran to expand the portals within the Temple of Sargeras.
  • Magic Staff: A large two-handed staff with an orb held by an elaborate headpiece.
  • Reality Warper: Its creators projected its magic into all corners of the universe and artificially wove it into the fabric of reality. The portals it conjures are more brute-force ripping open reality than fine magic, and too much use threatens the integrity of space, something Sargeras was all too happy with.
  • Redemption Demotion: In the wrong hands, the Scepter is capable of causing cataclysmic damage. Naturally, cataclysmic damage is the opposite of what the player warlock wants (and the enemy's territory already has cataclysmic damage), so they choose not to push the weapon's space-shattering capabilities too far.
  • Rule of Symbolism: The jewel at the apex of the staff and the nathrezim wings on either side on the upgraded staff hold symbolic meaning to Sargeras. He demanded the eredar to add the jewel in memory of the single eye of Azeroth's world-spirit that opened to see him, an image that occupies his thoughts often. The eredar added the wings to symbolize Sargeras' vision for Azeroth: Twisted, demonic, and above all else, his.
  • Thinking Up Portals: The most famous use of the Scepter of Sargeras is in the opening of portals, its intended purpose being to get Sargeras to Azeroth without needing a power source like a Well of Eternity and weeks of conspicuous spellwork at the destination.
  • Worf Had the Flu: The abilities of the Scepter are dependent on how much mana it harnesses. With Sargeras's impossible might behind it, it could open a sizable portal to pretty much anywhere in the universe, but no one else has been able to achieve similar feats alone. The destruction of Draenor was done with the Scepter, plus a couple of Amplifier Artifacts, in a Place of Power, with several Celestial Deadlines.

Ulthalesh, the Deadwind Harvester

"The scythe's master will either overcome Sataiel or be consumed, which will only make the blade more powerful. And then another bearer will take their place. And another."

A scythe used by Affliction Warlocks.

Once, long ago, the dreadlord Ulthalesh ruled the demons imprisoned on the planet of Mardum by Sargeras with an iron fist, planning for the day he would exact vengeance on the Defender. However, the Sargeras who returned to Mardum was not the paragon he once was, but a madman driven by rage and a need for an army. When Sargeras shattered the prison world and offered his ultimatum to serve or die, the demons who refused rallied to Ulthalesh, and in response Sargeras forged a scythe from the fires of Mardum's destruction and reaped the souls of the rebellious demons to imprison them anew. Ulthalesh, the most powerful of all, was devoured last, and Sargeras christened the scythe in his name in honor, or perhaps mockery, of the dreadlord who defied him.

Thal'kiel, Skull of the Man'ari

"When finally Thal'kiel emerged, he was changed. He had aged by centuries, alone in the dark with his thoughts and his thralls. His back was twisted and stooped, and there was an odd glimmer in his eye. He summoned his Wakeners, and we answered the call..."
"The Wakeners' screams echoed across Argus, as a grim reminder of the price paid for dealing with demons."

The floating skull of a powerful eredar sorcerer, used by Demonology Warlocks. Before the eredar served the titan Sargeras, one of their greatest leaders, Thal'kiel, had unprecedented skill with summoning and binding magics. Driven by ambition, he reached into the Void and was answered with knowledge of dark creatures unlike any the eredar had seen before. Thal’kiel’s apprentice, Archimonde, discovered his master’s dark pact and revealed it to Thal'kiel's fellow rulers, who banded together to strike Thal'kiel down. After his defeat, they had his skull gilded and placed on display as a warning. Today the dreadlord Mephistroth uses it to enhance his ability to summon and command demon armies for the Legion.

A collection of Thal'kiel's whispers. Beware of spoilers.

  • Aesop Amnesia: Thal'kiel's fall and Archimonde's promotion represented a rejection of demonic influences by the eredar... which became pointless when Sargeras came around.
  • Dem Bones: Thal'kiel has been stripped of his body and reduced to an animated skull. The dagger it comes with? His spine.
  • Evil Is Petty: To acquire its hidden appearance, you must specifically kill eredar npcs so that Thal'kiel can take one of their heads for his own; as he's very picky, you'll be killing a lot of eredar before he's happy. Justified in that he believes in Phrenology, and wants a very specific skull shape.
  • Evil Weapon: It is the skull of an agent of the Burning Legion with its owner's soul trapped inside.
  • Flying Face: Thal'kiel is a floating animated skull.
  • Knife Nut: As the skull itself is an off-hand weapon, warlocks get a dagger to serve as their main hand weapon. As said before, it's the guy's own spine.
  • Revenge: One of Thal'kiel's stronger desires is to gain vengeance on the eredar who betrayed him so long ago which resulted in his current state.
  • Time Abyss: As an eredar from before Sargeras's arrival, his head has been around for over 25000 years.

     Warrior Weapons 

Strom'kar, the Warbreaker

"The steel of the barbarian king shall strike the final blow. It shall silence the din of battle, and bring the first kingdom into an age of peace."

The greatsword of King Thoradin, wielded by Arms Warriors. This greatsword was borne into combat by the barbarian warlord who first united humanity under a single banner, founding the nation of Arathor. A master tactician and strategist, King Thoradin went on to play a critical role in ending the Troll Wars. Later the sword was lost while it was being used to subdue a C'Thraxxi monstrosity in a forgotten tomb beneath Tirisfal. Abandoned and all but forgotten, Stromkar has been slowly drinking from the shadowy power there over thousands of years.

  • Anti-Regeneration: One of the elves' contributions to the blade was an enchantment that stopped victims from healing, likely to help make it more effective against trolls. It ends up saving the world from Zakajz, as the blade embedded in its head kept the C'Thrax from continuing to regain its strength and terrorize Azeroth again.
  • An Axe to Grind: Not the weapon proper, which is a sword. But Master Smith Helgar, a Stormforged Valarjar in Skyhold, uses Strom'kar as half of the inspiration to craft an axe to match it. The other half - Varok Saurfang, High Overlord of the Kor'kron Guard and Azeroth's finest axe fighter. Helgar watches the player duel Saurfang, and as Strom'kar clashes with Saurfang's axe, called the Arcanite Reaper, he gets inspired to craft the Arcanite Bladebreaker, an axe which can match Strom'kar in strength.
  • Ancestral Weapon: It was originally forged by the vrykul before being passed down to humans in general and Thoradin in particular. He also exploited this trope. Early humans were very respectful towards their older weapons, because of a belief that the previous wielders lived on in them. Thoradin took pieces from the personal weapons of all the defeated lords and added them to Strom'kar, meaning that anyone who tried to betray him would be striking their own ancestors.
  • Been There, Shaped History: Thoradin carried Strom'kar back when he was merely the warlord of the Arathi, and it went with him as he journeyed the length of the continent to unite humanity as one nation, with him as king. The borders of Strom were literally carved in the dirt by Strom'kar's edge.
  • BFS: Strom'kar is a large two-handed sword. After the elves were through with it, it seemed to weigh almost nothing despite its size.
  • Casting a Shadow: Soaking in the blood of a C'Thrax for a long time grants it some shadowy abilities, like Void Cleave and its signature spell, Warbreaker.
  • One-Handed Zweihänder: Subverted; with the elves' enchantments it's almost weightless and it should be perfectly usable in one hand, but it's still wielded with two for more precise control.
  • Reforged Blade: After the Troll Wars the high elves' blacksmiths and enchanters remade the weapon, which thanks to elven techniques resulted in a stronger blade.
  • Supernatural Fear Inducer: Strom'kar induces fear in any hostile non-boss troll NPCs the adventurer gets near. This is represented by an in-game debuff on all troll enemies similar to psychic scream that lasts two minutes.
  • Suspiciously Similar Substitute: An ancient human sword carried by royalty and associated with killing trolls brings to mind Trol'kalar, the sword of the Trollbane dynasty in Stromgarde.

The Scale of the Earth-Warden

" was one of Neltharion's cast-off scales. It saved Magnar's life. The blast of flame parted around the black scale, but the sheer force carried Magnar out of the lair, sending him tumling down the slopes of Highmountain."
"Here is whence true strength comes. From deep places... within the world, and within oneself."

A large shield for Protection Warriors. An impenetrable shield crafted from a scale of the black Dragon Aspect, Neltharion the Earth-Warder, before the Old Gods' corruption overcame him. The formidable vrykul king Magnar Icebreaker carried this shield into combat and won victory after victory in the face of grim odds. When he finally fell in battle, it was due to treachery by servants of the Val'kyr Helya. The shield is now entombed with King Magnar's body in the Path of Kings in Stormheim.

The Warswords of the Valarjar

"Helya's betrayal shall never be forgiven. Let her rot beneath the waves, far from the Halls of Valor."
"In truth, it is her power that makes these weapons truly magnificent. Her power, laced with her hatred, crashes endlessly against Odyn's spirit. The tension between those two energies will forever permeate these blades."

A giant pair of swords wielded by one of Odyn's chosen champions and later used by Fury Warriors. In ages past, the titanic watcher Keeper Odyn betrayed the sorceress Helya, killing her and twisted her spirit into a spectral Val'kyr. He forged this pair of swords for the mightiest of his storm-forged Valarjar, but Helya stole the swords and infused them with a portion of her rage. She then gave them to her own champion, who used them to hunt the greatest of heroes and drag their souls away to serve in Helheim. These swords stir their owner into unrelenting and punishing attacks that overcome a target's defenses and leave no opening for counterattacks.

  • BFS: Both of the warswords are enormous two-handed weapons.
  • Dual Wielding: Despite their enormous size, the blades are wielded in each hand.
  • Named Weapon: Individually, they are Odyn's Fury and Helya's Wrath.
  • One-Handed Zweihänder: They are a pair of enormous two-handed swords, but are wielded one in each hand.
  • The Power of Hate: The swords' great power comes from the mutual hatred between Odyn and Helya. Their energies constantly clash within the blades, dramatically increasing their original strength.


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