Horns

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Horns
Horns mutation.png
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

Psionic Migraines

VariantsThe Customize options that may
be selected for this mutation

Horns, Horn, Casque, Antlers, Spiral Horn

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

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 one of the following natural equipment variants on the character's head:

If the character has multiple heads, the horns will only be equipped onto one head. Like other armor, the ♦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 the Short Blade skill tree. They are one of the few short blade weapons that has an uncapped strength penetration modifier.

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, 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 ♥1d11 22
2 ♥2d32-6 (Avg: 4) +2 ♦1 ♥1d11 24
3 ♥2d42-8 (Avg: 5) +2 ♦1 ♥1d11 26
4 ♥2d42-8 (Avg: 5) +3 ♦2 ♥1d21-2 (Avg: 1.5) 28
5 ♥2d42-8 (Avg: 5) +3 ♦2 ♥1d21-2 (Avg: 1.5) 30
6 ♥2d52-10 (Avg: 6) +4 ♦2 ♥1d21-2 (Avg: 1.5) 32
7 ♥2d52-10 (Avg: 6) +4 ♦3 ♥1d21-2 (Avg: 1.5) 34
8 ♥2d52-10 (Avg: 6) +5 ♦3 ♥1d2+12-3 (Avg: 2.5) 36
9 ♥2d62-12 (Avg: 7) +5 ♦3 ♥1d2+12-3 (Avg: 2.5) 38
10 ♥2d62-12 (Avg: 7) +6 ♦4 ♥1d2+12-3 (Avg: 2.5) 40
Mutation
Level
Damage To-Hit AV Bleeding
Damage Save Diff.
11 ♥2d62-12 (Avg: 7) +6 ♦4 ♥1d2+12-3 (Avg: 2.5) 42
12 ♥2d72-14 (Avg: 8) +7 ♦4 ♥1d2+23-4 (Avg: 3.5) 44
13 ♥2d72-14 (Avg: 8) +7 ♦5 ♥1d2+23-4 (Avg: 3.5) 46
14 ♥2d72-14 (Avg: 8) +8 ♦5 ♥1d2+23-4 (Avg: 3.5) 48
15 ♥2d82-16 (Avg: 9) +8 ♦5 ♥1d2+23-4 (Avg: 3.5) 50
16 ♥2d82-16 (Avg: 9) +9 ♦6 ♥1d2+34-5 (Avg: 4.5) 52
17 ♥2d82-16 (Avg: 9) +9 ♦6 ♥1d2+34-5 (Avg: 4.5) 54
18 ♥2d92-18 (Avg: 10) +10 ♦6 ♥1d2+34-5 (Avg: 4.5) 56
19 ♥2d92-18 (Avg: 10) +10 ♦7 ♥1d2+34-5 (Avg: 4.5) 58
20 ♥2d92-18 (Avg: 10) +11 ♦7 ♥1d2+45-6 (Avg: 5.5) 60
Mutation
Level
Damage To-Hit AV Bleeding
Damage Save Diff.
21 ♥2d102-20 (Avg: 11) +11 ♦7 ♥1d2+45-6 (Avg: 5.5) 62
22 ♥2d102-20 (Avg: 11) +12 ♦8 ♥1d2+45-6 (Avg: 5.5) 64
23 ♥2d102-20 (Avg: 11) +12 ♦8 ♥1d2+45-6 (Avg: 5.5) 66
24 ♥2d112-22 (Avg: 12) +13 ♦8 ♥1d2+56-7 (Avg: 6.5) 68
25 ♥2d112-22 (Avg: 12) +13 ♦9 ♥1d2+56-7 (Avg: 6.5) 70
26 ♥2d112-22 (Avg: 12) +14 ♦9 ♥1d2+56-7 (Avg: 6.5) 72
27 ♥2d122-24 (Avg: 13) +14 ♦9 ♥1d2+56-7 (Avg: 6.5) 74
28 ♥2d122-24 (Avg: 13) +15 ♦10 ♥1d2+67-8 (Avg: 7.5) 76
29 ♥2d122-24 (Avg: 13) +15 ♦10 ♥1d2+67-8 (Avg: 7.5) 78
30 ♥2d132-26 (Avg: 14) +16 ♦10 ♥1d2+67-8 (Avg: 7.5) 80

Advantages & Disadvantages

This section is opinion-based. Your mileage may vary.

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

Considerations

  • Having Two-headed will reduce the disadvantages, as the horns are only attached to a single head. This will allow you to still equip headgear for beneficial effects you can't get with the horns, such as headgear mods. However, this comes with the usual disadvantages associated with two-headed, and means you will still need to procure headgear for one of your heads

Creatures with Horns

References

  1. XRL.World.Parts.Mutation.Horns
  2. XRL.World.Parts.HornsProperties