
The Hammer and Horn · Weapons of Lumeris
Buying and using weapons for your character can be a daunting task if you are new. This tutorial should answer your questions and make the process as easy as 1-2-3. Just follow the directions, and you should be on your way to getting the items you desire for your character with very little trouble. If you have any questions not covered here, feel free to approach a Lorekeeper in the OOC channel for assistance.
A weapon is defined as "an item (such as a club, knife, or sword) used to injure, defeat, or destroy" or "a means of contending against an opponent". Weapons in gameplay on Lumeris are legally recognized items that deal damage to the health of another character when used in combat.
Weapons are specifically bought from the Hammer and Horn Shop, and only the items listed on the weapons list count for legal offense. In other words, you cannot just pull out an imaginary sword out of nowhere and expect it to do any damage.
Not everything you can think of will count as legally recognized weapons. Only items that appear on the weapons list are recognized in gameplay as having a preset offensive value attached to them. To see the current pricing, check the Weapons Price list. To benefit from the offensive powers of weapons, your character must buy these items from the Hammer and Horn, or from other characters. The exception is the default items your character can choose upon creation. After that initial stage, you must buy further weapons.
Slice (Swords and Blades): Bladed weapons that slice and slash come in wide varieties, from a small dagger to a short Gladiator-style sword to a mighty Zweihander sword. These weapons are used for close-range attacks and are very common in Lumeris. Some can be wielded with one hand; others require both. Examples: Long Sword, Flamberge, Scimitar, Rapier.
Pierce (Bows and Spears): Weapons that are shot or thrown to pierce armor also come in wide varieties, such as bows, lances, and spears. These weapons are either thrown from a distance or shot through the air. Bows themselves come in two primary styles: the longbow and the crossbow. Both forms have many variants to suit diverse needs. These weapons deal long-range attacks. Bows require arrows, and crossbows require bolts on a recurring basis. Examples: Composite Long Bow, Repeating Crossbow, Wrist Crossbow, Spear, Lance, Trident.
Cleave (Axes and Polearms): There are many weapons available that cleave through their target with a blade edge. Axe-type weapons such as Crusher Axes are usually heavy to wield and are preferred by more hardy races like Orcs and Minotaurs. Polearm-type weapons such as Halberds and Glaives allow more reach. These weapons deal close-range attacks. Examples: Crusher Axe, Battle Axe, Halberd, Glaive.
Crush (Flails, Clubs and Hammers): Weapons that crush their target with sheer force and power come in wide varieties, including spiked flails, heavy clubs, and war hammers. These types of weapons are also usually preferred by the more hardy races due to their strength and power advantage. These weapons deal close-range attacks. Examples: War Hammer, 4 Headed Flail, Club, Mace.
Knock (Staves): Mages usually prefer a staff to deal their damage rather than sharp weapons. A mage's staff usually comes in handy for casting spells out of combat as well, and suits their temperament better than sharp swords that may require special skills. Staves can be used to cast spells from a distance or to strike an opponent physically in close range. Examples: Quarterstaff, Metal Staff, Staff.
Jab (Misc.): For more casual, weekend warrior-type characters, there are many smaller weapons available, which generally require less strength and skill. These weapons usually deal close-range attacks. Examples: Ninjato, Scythe, Sickle, Knuckle Dusters, Iron Claws.
Weapons are made from a variety of materials. Wooden items are usually the least expensive, but also the weakest. Solid steel is usually stronger, but more expensive. Mithril, a fantasy material somewhat similar to titanium, is usually the most expensive, but its advantages include much lighter weight (allowing more flexibility in use), being easier to enchant magically, and requiring very little maintenance.
Weapons essentially provide your character with offensive ability in combat. Without a weapon, your character may suffer lower offensive dice roll results, and therefore lower chances of winning a fight. Only the items listed on the weapons list page are recognized in gameplay; you cannot assume your character is wielding any special weapon that they have not actually purchased in character.
Not everyone requires extensive weaponry, though. Warriors have more reasons to carry weapons and practice their battle skills compared to Rogues, and Slaves have even fewer reasons. Your character does not necessarily need weapons — buy them only if you wish to engage in combat.
Physical weapons are by no means the only available option for offense in combat. This page explains physical weapons only. If your character is of a magical class, they have a whole world of spells to choose from and use in combat. Please refer to the spell list for details.
Combat in Lumeris is based on stats and a dice system. To learn more about combat and to practice the rolls, request the Leaders of the channel to help you.
Each piece of weaponry comes with a default ATK rating. This ATK rating establishes the basic offensive power of that item. For instance, the Long Sword comes with a default ATK rating of 3, as shown on the weapons list page. The Crystal Sword, on the other hand, comes with an ATK rating of 9, so it's much more powerful in terms of dealing damage. However, as you increase power, the price and the strength requirements also rise; therefore, not all items may be within your reach from Day 1.
Each weapon has a strength requirement that must be met before you can buy and use it. For instance, the STR requirement for a Long Sword is 8, and for a Crystal Sword it is 26. Weapons come in a wide variety of ATK values and STR requirements, and characters may upgrade their items over time as they increase their stats and skills.
Weapons do not require cumulative strength like armor does. The underlying premise is that a character will only use one weapon at a time, so they only need to meet the highest requirement among all their weapons.
Dagger — ATK 1, STR 1
Long Sword — ATK 3, STR 8
STR required: 8 — the highest of the two.
Some planning is advised before you start throwing away hard-earned Lumens. Reading this tutorial would be a logical start. Weapons shop employees and the Lorekeepers of the channel are also there to guide and advise you. The following points are intended to make this process easier:
Role-playing Aspects of Using Weapons: Foremost of all, you must consider your character's personality and lifestyle. Remember, weaponry or combat is by no means a necessity. Choose those items that fit your character naturally.
Race Aspects of Buying Weapons: As you may have realized by now, not all races are created equally strong. Larger, stronger races like Orcs, Centaurs, and Minotaurs are much more suited to carrying heavier weapons such as a War Hammer, Crusher Axe, or a Great Sword. Smaller, less physically powerful races like Felari are less likely to wield these massive weapons, and may prefer smaller, lighter, more discreet weapons such as a Crossbow, a Short Sword, or Knuckle Dusters. Some races, like Nymphs and Fae, are not even allowed to fight with weapons! The larger races are given a natural STR bonus when it comes to weapons. For instance, an Orc gets a x2 bonus to STR, so at STR 10, they can carry weapons that may require up to STR 20.
Class Aspects of Buying Weapons: Like races, not all classes are created equally strong either. If your character is a farmer or an entertainer, they wouldn't be carrying weapons or engaging in much combat. Warrior class characters, on the other hand, would commonly carry heavy weapons. Rangers usually prefer bows instead of swords. Rogues prefer daggers and noiseless wrist bows so they can move more discreetly. Magical classes like Shaman, Mage, and Druid face their own set of limitations. For details, refer to the class chart given on the weapons list. This shows weapon types listed as A, B, C, or D, and each class may choose only what's allowed. Choose your character's weapons carefully and logically. For instance, the Warrior class may choose from A, B, C, or D freely, or in other words, all the items. A Druid class may only choose A- or B-type weapons. The chart shows whether each item is A, B, C, or D type.
Strength Requirements: Each weapon has a specific STR requirement you must meet. As discussed earlier, a Dagger requires STR 1, Long Swords require STR 8, and so on. Your character must meet the STR requirement of the item you wish to purchase, or the Weapons Shop employee will not sell it and will suggest something lighter. Also, remember that weapon strength requirements are not cumulative, unlike armor. If you were to choose three items, your character will need to meet the STR requirement of the strongest item only, as the weaker ones would be covered by it automatically.
Price: Weapon cost is naturally a concern. Your character must have enough Lumens to buy the item, or will need to wait till they have enough. Weapons come in a wide range of prices, so there will be something you can afford in the beginning. With time, you can easily upgrade your items, buy newer ones, trade off the older ones, and even sell them to other characters. These prices are listed in the chart; for example, a Long Sword costs 60 Copper Lumens, a Stabbing Spear costs 55 Copper Lumens, and so on.
Equipment Slots: Equipment slots are another consideration you may need to make as your inventory of weapons, armor, potions, slaves, and animals expands. Each weapon requires at least 1 equipment slot, and some require more. At first, your character has 10 equipment slots when you register. As you add items, you may run out of slots. More slots can be added when your character levels up, but they cost 4 points each, so use them carefully! If your character lacks an equipment slot and tries to buy an item, the Shop Keeper will decline its purchase.
One Handed or Two-Handed: Some weapons require both hands to use properly, while others may be wielded with only one. Long bows, for instance, can only be used with both hands. This information is also clearly listed on the weapons list for you to consider.
Beginner Items: Weapons are generally bought from the Hammer and Horn, but there are some exceptions. One exception is the equipment you get when you register or create a new character. New characters start with basic items, like a whip or dagger as a weapon and leather armor as body armor. You can easily trade these items in for more powerful armor later. Knights get a Long Sword, a Shield, and a horse at the start.
Knight class characters start off with a Long Sword, a Shield, and a horse. This is an exceptional class compared to all others that start with only the basic items given to them when you create a new character. If your character is of Knight class, approach a Lorekeeper in the OOC channel and request that they add these items to your character's inventory manually.
First, decide what you want and, more importantly, what is allowed for your character's race and class. Do this through research and by discussing it with the Hammer and Horn shop employees. Once you are ready, ask in the OOC channel whether a weapons shop employee is available to sell the item. If someone is present, they will confirm it. Your character needs to head to the specific shop channel to visit the Hammer and Horn Shop in character to buy weapons. Your character will also need Lumens on their person.
The Hammer and Horn Shop has its own set of official employees authorized to sell weapons. This staff list is available on the website. You are encouraged to see this list of employee names and check with them in the OOC room for availability.
Weapons can be modified in a number of ways to suit your character's unique needs. Modifications are an excellent way to make your character's items more unique and personal, as long as store employees do them. These modifications include finding the right size and weight, dyeing it the right color, enameling, engraving, and more. Modifications are superficial in nature and do not increase the attack value of the weapon.
So your character bought the best weapon at the time but would like to upgrade to something stronger after a few levels. What happens to your old stuff? Well, for starters, your character could keep the old weapons or give them to someone else. Or your character could trade in the items at the Hammer and Horn when you decide to upgrade to more powerful items. Trading in is done at 50% of the original value, for both the original price of the item as well as any enchantments on it. The amount from trading in your old weapons can either go to lowering the price of a new weapon or can be paid to your character in cash.
Additionally, your character can pawn off weapons at the Bits and Pieces Market if they are in dire need of money. With pawning items, at least you can buy them back when financial circumstances allow. You can sell your weapons to other characters for as high a price as you wish, or rather, as much as they are willing to pay. Conversely, you can buy from others too. If your weapon has ATK enchantments on it, then trading it in at the Hammer and Horn may not be as lucrative as auctioning it off to others on the Message Board. To see a sample auctioning post and what details need to go on it, refer to other ads on the Message Board.
Before you exchange an item or trade it with another character, it is advised that you have a word with a Leader first, and make sure the conditions of weapon ownership are met. When buying from the Hammer and Horn, this verification is done by the employees. When trading between characters, check with a Leader first to avoid a mistake.
As discussed above, each weapon comes with a default ATK rating built into it, as listed on the chart. You can increase this ATK value by getting the item magically enchanted at the Botanica Magica. The Botanica Magica charges 100 Cl per plus on weapons, and you cannot enchant a weapon above +5. For example, each of your character's weapons has a default ATK rating, plus it can be enchanted up to +5 additionally at the Botanica Magica.
Yes, non-armor items like weapons can also add to your character's defense. Each item can have up to +5 enchantments on it. Whether it's all ATK, all DEF, or a mix and match is up to you. So technically, you could enchant a Long Sword to have ATK +3 and DEF +2. The DEF would then work just like the DEF enchantments on your armor! However, DEF enchantments on weapons only work against close-ranged physical combat.
Yes, weapons can be enchanted with magical spells as well. For instance, you can enchant a Mithril Long Sword to shoot fire bolts! You need to keep a few things in mind when it comes to enchanting weapons with magical spells.
Spells and enchantments can share an item: Weapons can have an ATK or DEF enchantment as well as magical spells at the same time, and there are no restrictions on whether the spell is normal, charged, focused, etc. (spell costs are deducted in accordance with the combat rules of Lumeris).
Material limits the number of enchantments: The number of enchantments that an item may contain depends on the material it is made of (check the chart for details).
New enchantments erase old ones: Enchanting a weapon with a spell that already has an ATK enchantment on it will erase the previous one; it helps to get all the enchantments at the same time.
Ask the staff first: It's important to discuss your requirements with the Botanica Magica staff, since not all spells are appropriate for weapons.
Dual-class characters, or characters with more than one class, are allowed weapons according to the stronger class of the two, and armor according to the weaker class of the two. For example, if your character is a Warrior/Shaman, their weapons will be determined by the Warrior class (which is A, B, C, and D types), and their armor will be determined by the Shaman class (which is A and B type armor items).
The combat pages describe the working of combat dice rolls and stats in detail. Since the offensive combat rolls involve modifier values that are directly determined by a weapon and its enchantments, a simple explanation may be helpful in this comprehensive weapons tutorial.
In physical combat, there are two offensive rolls: Close Physical Attack + M (close-range physical attack) and Ranged Physical Attack + M (long-range physical attack). In both cases, M stands for Modifier, a numerical value which denotes the sum of a weapon's default ATK rating and any ATK enchantments on it.
To calculate the Modifier, let's assume your character is using an enchanted Rapier:
Rapier — default ATK 2
Magical enchantment — ATK +3
Modifier = 2 + 3 = 5
In this case, you would add the modifier of your weapon to the combat rolls as an addition to the rolled stats.
For characters with physical classes such as Warrior, Ranger, or Rogue, physical weapons work well. For characters with magical classes such as Shaman, Druid, or Mage, an alternative exists through magic, since their classes restrict their use of physical weaponry. In addition to whatever weapons they are eligible for, they are much better suited for magical combat and have many exciting combat spells to choose from. Advanced magical classes have their own set of spells for combat. For details, refer to the spell list to see what spells are appropriate for your character.
Above and beyond the weapons that are sold at the Hammer and Horn, some characters may be carrying special weapons. These items fall in the Special Items categories of Relics, Legendary Items, and Items of Power.
So you spent the last six months honing the perfect weapon, got it loaded with enchantments and magical spells, wrote a great adventure story to show it in use, and would like to have it up there with the "Hall of Fame" Named Items. To do so, talk to one of the Lorekeepers in the OOC room or send a message in the app.
Players are encouraged to suggest new ideas for items. If you have an idea for a weapon that you feel is not covered by the existing list of weapons, you can make a suggestion on Discord under the Suggestions Category.