Horns
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This information is reliable as of patch 2.0.206.34. If this is no longer the current patch, you can help by updating it. |
Category
|
Physical |
---|---|
Cost
|
4 |
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, Casque, Antlers, Spiral Horn |
Creation CodeThe letters that represent this
Mutation within a Build Code |
bl |
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.
A pair of bone extrusions trenched with grooves race to a symmetrical point above the head.
If the character has multiple heads, the horns will only be equipped onto one head. Like other armor, the Short Blade skill tree. They are one of the few short blade weapons that has an uncapped strength penetration modifier.
AV and DV will be averaged across all heads. As well as being armor, Horns act as a short blade weapon type, and can benefit from theWhen 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, Casque, Antlers, or Spiral Horn. 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. This chance is separate from the default 20% chance to attack with horns, allowing a charging creature to strike up to twice with their horns.
Bleeding effects inflicted by Horns do not stack.
Formulas
The following formulas are used to determine damage and other effects based on mutation level.[1][2]
Damage | 2d(Floor(Level / 3) + 3)
| |
---|---|---|
To-Hit Bonus | (Level / 2) + 1
| |
AV | (Level - 1) / 3 + 1
| |
Bleeding Damage | Level 1-3 | 1d1
|
Level 4+ | 1d2+(Floor((Level - 4) / 4))
| |
Bleeding Toughness Save Difficulty | 20 + (Level × 2)
|
Advancement Table
Mutation Level |
Damage | To-Hit | AV | Bleeding | |
---|---|---|---|---|---|
Damage | Save Diff. | ||||
1 | 2d32-6 (Avg: 4) | +1 | 1 | 1d1 1 | 22 |
2 | 2d32-6 (Avg: 4) | +2 | 1 | 1d1 1 | 24 |
3 | 2d42-8 (Avg: 5) | +2 | 1 | 1d1 1 | 26 |
4 | 2d42-8 (Avg: 5) | +3 | 2 | 1d2 1-2 (Avg: 1.5) | 28 |
5 | 2d42-8 (Avg: 5) | +3 | 2 | 1d2 1-2 (Avg: 1.5) | 30 |
6 | 2d52-10 (Avg: 6) | +4 | 2 | 1d2 1-2 (Avg: 1.5) | 32 |
7 | 2d52-10 (Avg: 6) | +4 | 3 | 1d2 1-2 (Avg: 1.5) | 34 |
8 | 2d52-10 (Avg: 6) | +5 | 3 | 1d2+1 2-3 (Avg: 2.5) | 36 |
9 | 2d62-12 (Avg: 7) | +5 | 3 | 1d2+1 2-3 (Avg: 2.5) | 38 |
10 | 2d62-12 (Avg: 7) | +6 | 4 | 1d2+1 2-3 (Avg: 2.5) | 40 |
Mutation Level |
Damage | To-Hit | AV | Bleeding | |
---|---|---|---|---|---|
Damage | Save Diff. | ||||
11 | 2d62-12 (Avg: 7) | +6 | 4 | 1d2+1 2-3 (Avg: 2.5) | 42 |
12 | 2d72-14 (Avg: 8) | +7 | 4 | 1d2+2 3-4 (Avg: 3.5) | 44 |
13 | 2d72-14 (Avg: 8) | +7 | 5 | 1d2+2 3-4 (Avg: 3.5) | 46 |
14 | 2d72-14 (Avg: 8) | +8 | 5 | 1d2+2 3-4 (Avg: 3.5) | 48 |
15 | 2d82-16 (Avg: 9) | +8 | 5 | 1d2+2 3-4 (Avg: 3.5) | 50 |
16 | 2d82-16 (Avg: 9) | +9 | 6 | 1d2+3 4-5 (Avg: 4.5) | 52 |
17 | 2d82-16 (Avg: 9) | +9 | 6 | 1d2+3 4-5 (Avg: 4.5) | 54 |
18 | 2d92-18 (Avg: 10) | +10 | 6 | 1d2+3 4-5 (Avg: 4.5) | 56 |
19 | 2d92-18 (Avg: 10) | +10 | 7 | 1d2+3 4-5 (Avg: 4.5) | 58 |
20 | 2d92-18 (Avg: 10) | +11 | 7 | 1d2+4 5-6 (Avg: 5.5) | 60 |
Mutation Level |
Damage | To-Hit | AV | Bleeding | |
---|---|---|---|---|---|
Damage | Save Diff. | ||||
21 | 2d102-20 (Avg: 11) | +11 | 7 | 1d2+4 5-6 (Avg: 5.5) | 62 |
22 | 2d102-20 (Avg: 11) | +12 | 8 | 1d2+4 5-6 (Avg: 5.5) | 64 |
23 | 2d102-20 (Avg: 11) | +12 | 8 | 1d2+4 5-6 (Avg: 5.5) | 66 |
24 | 2d112-22 (Avg: 12) | +13 | 8 | 1d2+5 6-7 (Avg: 6.5) | 68 |
25 | 2d112-22 (Avg: 12) | +13 | 9 | 1d2+5 6-7 (Avg: 6.5) | 70 |
26 | 2d112-22 (Avg: 12) | +14 | 9 | 1d2+5 6-7 (Avg: 6.5) | 72 |
27 | 2d122-24 (Avg: 13) | +14 | 9 | 1d2+5 6-7 (Avg: 6.5) | 74 |
28 | 2d122-24 (Avg: 13) | +15 | 10 | 1d2+6 7-8 (Avg: 7.5) | 76 |
29 | 2d122-24 (Avg: 13) | +15 | 10 | 1d2+6 7-8 (Avg: 7.5) | 78 |
30 | 2d132-26 (Avg: 14) | +16 | 10 | 1d2+6 7-8 (Avg: 7.5) | 80 |
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
- Accurate even with low Agility due to their significant to-hit bonus
- At high levels, the significant bleeding save difficulty will cause creatures to bleed for many turns just from being hit one time
Disadvantages
- Prevents the player from wearing any headgear
- Prevents the player from benefiting from any head mods, such as lanterned
Creatures with Horns
horned chameleon(Level 1)
Bon Te Bok(Level 2)
hindren afflicted(Level 3)
hindren pariah(Level 3)
hindren scout and pariah(Level 3)
hindren villager(Level 3)
faundren villager(Level 3)
hindren scout(Level 3)
Keh-hind(Level 3)
Lulihart, hindren pariah(Level 3)
Eskhind(Level 3)
Meyehind(Level 3)
Liihart(Level 3)
Isahind(Level 3)
Hindriarch Keh(Level 3)
Kesehind(Level 3)
Angohind(Level 3)
Agate Severance Star(Level 3)
Warden Neelahind(Level 3)
fork-horned gnu(Level 5)
Warden Ualraig(Level 9)
unimax(Level 15)