Horns
This information is reliable as of patch 2.0.201.44. If this is no longer the current patch, you can help by updating it. |
Category
|
Physical |
---|---|
Cost
|
3 |
Body LocationThe body part(s) where this
mutation can be located |
Head |
Location Equippable?Whether equipment can be worn
on top of the mutated body part |
no |
ExclusionsOther mutations that cannot be
selected with this mutation |
|
VariantsThe Customize options that may
be selected for this mutation |
Horns, Horn, Antlers, Casque |
ID?Use this ID to wish for the mutation
(example: mutation:Horns ) |
Horns |
Reality DistortingReality distorting mutations
cannot be used under the effects of normality. |
no |
Horns jut out of your head.
20% chance on melee attack to gore your opponent
Damage increment: (level based)
Goring attacks may cause bleeding
Horns are a short-blade class melee weapon.
+(level based) AV
Cannot wear helmets
+100 reputation with antelopes and goatfolk
Horns is a mutation that grants the Horns natural equipment on the character's head.
Skill Used
|
|
---|---|
Character
|
* |
ID?
|
Horns |
Worn On
|
Head |
Extra Info: |
A pair of massive, curling horns. They can deliver devastating gore attacks to enemies.
When the player selects the Horns mutation, they can also Customize it by pressing "C" during character creation to select the variant of horns they would like. The options are: Horns, Horn, Antlers, or Casque. Mechanically, these variants are identical to each other.
The player can select their horn-bearing head as their primary weapon from the equipment screen in order to always attack with their horns as their default weapon. Otherwise, there is only a 20% chance to attack with the horns to when making an attack with any other primary weapon.
When a creature with Horns uses Charge, the chance to attack with horns will be 100% with the bonus penetration from charging.
Formulas
The following formulas are used to determine damage and AV based on mutation level.[1]
AV | (Level - 1) / 3 + 1
|
---|---|
Damage | 2d(Level / 2 + 3)
|
To-Hit Bonus | Level
|
Advancement Table
Mutation Level | Damage | To-Hit Bonus | AV |
---|---|---|---|
1 | 2d32-6 (Avg: 4) | +1 | 1 |
2 | 2d42-8 (Avg: 5) | +2 | 1 |
3 | 2d42-8 (Avg: 5) | +3 | 1 |
4 | 2d52-10 (Avg: 6) | +4 | 2 |
5 | 2d52-10 (Avg: 6) | +5 | 2 |
6 | 2d62-12 (Avg: 7) | +6 | 2 |
7 | 2d62-12 (Avg: 7) | +7 | 3 |
8 | 2d72-14 (Avg: 8) | +8 | 3 |
9 | 2d72-14 (Avg: 8) | +9 | 3 |
10 | 2d82-16 (Avg: 9) | +10 | 4 |
Mutation Level | Damage | To-Hit Bonus | AV |
---|---|---|---|
11 | 2d82-16 (Avg: 9) | +11 | 4 |
12 | 2d92-18 (Avg: 10) | +12 | 4 |
13 | 2d92-18 (Avg: 10) | +13 | 5 |
14 | 2d102-20 (Avg: 11) | +14 | 5 |
15 | 2d102-20 (Avg: 11) | +15 | 5 |
16 | 2d112-22 (Avg: 12) | +16 | 6 |
17 | 2d112-22 (Avg: 12) | +17 | 6 |
18 | 2d122-24 (Avg: 13) | +18 | 6 |
19 | 2d122-24 (Avg: 13) | +19 | 7 |
20 | 2d132-26 (Avg: 14) | +20 | 7 |
Mutation Level | Damage | To-Hit Bonus | AV |
---|---|---|---|
21 | 2d132-26 (Avg: 14) | +21 | 7 |
22 | 2d142-28 (Avg: 15) | +22 | 8 |
23 | 2d142-28 (Avg: 15) | +23 | 8 |
24 | 2d152-30 (Avg: 16) | +24 | 8 |
25 | 2d152-30 (Avg: 16) | +25 | 9 |
26 | 2d162-32 (Avg: 17) | +26 | 9 |
27 | 2d162-32 (Avg: 17) | +27 | 9 |
28 | 2d172-34 (Avg: 18) | +28 | 10 |
29 | 2d172-34 (Avg: 18) | +29 | 10 |
30 | 2d182-36 (Avg: 19) | +30 | 10 |
Advantages & Disadvantages
Advantages
- Grants essentially free extra damage.
- Grants a very significant AV bonus compared to most head armor, particularly in the early game or if rapidly advanced to high levels.
- Horns are weightless and have no DV penalty.
Disadvantages
- Prevents the player from wearing any headgear
- Prevents the player from benefiting from any head mods, such as lanterned.
References
- ↑
XRL.World.Parts.Mutation.Horns