|Damage vs. small||1d12|
|Damage vs. large||1d12|
|Weapon skill||unicorn horn|
|Base price||100 zm|
A user has suggested improving this page or section as follows:
"Make cursed unihorn easier to find in article: Document the precise effects and the uses for a cursed unihorn. If sickness: Time to live is set to around 20; and if already sick, it's roughly divided by 3. Usage scenario: throne farming, or generally confusion before you forget a spell. Dip a unihorn into a fountain to curse it without breaking any conducts. Wear a ring of sustain ability while playing around with (non-)cursed unihorns - stats will increase but never decrease."
A unicorn horn (or unihorn) is an important tool for curing your adventurer. You can also wield a unicorn horn as a two-handed melee weapon doing d12 damage; it makes a great non-artifact weapon for roles who are not restricted in the "unicorn horn" skill. You can also use a unicorn horn to help identify potions. Further, it is a decent light-weight backup fighting monsters that may otherwise harm your main weapon.
Thus, a unicorn horn is an important part of almost any ascension kit.
- 1 For medical application
- 2 Potion identification
- 3 As a weapon
- 4 Obtaining a unicorn horn
- 5 Unicorn horns and pets
- 6 Size
- 7 Variants
- 8 Encyclopedia entry
- 9 References
For medical application
Cures from uncursed and blessed application
- blindness except from cream pies and venom
- nausea (from eating tripe/eggs)
- lost attribute points.
Sickness is normally fatal, and the unicorn horn is the easiest way to cure sickness (you might not have the right potion or spell, and you might not be able to safely pray). The other ailments, such as blindness and confusion, normally time out, but a unicorn horn removes them faster. Repeatedly apply the horn until you are completely cured.
Applying an uncursed unicorn horn will fix (d(2d2) - 1) ailments, whilst a blessed one can heal (d(2d4) - 1) ailments.
The approximate cumulative odds of curing a single ailment: Each line in the list above counts as one trouble, except that each attribute counts as a separate ailment.
Afflictions from cursed application
For this reason, you should not use a unicorn horn found in a bones pile unless you have dipped it in holy water or BUC tested it.
What it can not cure
A unicorn horn cannot cure:
It also cannot:
|"Nothing happens."||You have no conditions the unicorn horn can fix.|
|"Nothing seems to happen."||You have a condition that could be fixed, but it wasn't.|
|"This makes you feel great!"||You had attribute points restored, and you have no other conditions.|
|"This makes you feel better!"||You had attribute points restored, but you still have other conditions.
(Possibly something like wounded legs that the horn can't fix.)
|"What a relief!"||The unicorn horn cured you of food poisoning or illness.|
Once you possess a (non-cursed) unicorn horn, you can use one to help identify potions. More detail at the potions article.
Some things to have in mind about dipping the horn in to potions:
- Dipping a unicorn horn into a cursed potion of water will curse the horn. You shouldn't try it any way, since potions of water are always clear in appearance.
- Potions of polymorph present a special problem: dipping a unicorn horn in one will polymorph the horn. This presents several considerations:
- You can dip a wand or spellbook of polymorph first – you'll get the message "nothing happens" if the potion is polymorph. A ring of polymorph will not have this effect but will polymorph instead.
- Players without a spare unicorn horn may want to dip junk items into un-ID'd potions. Dipping ammunition (such as arrows) has the added benefit of identifying potions of sickness, since they will poison the item.
- Players adhering to polypileless conduct will want to refrain from dipping anything but polymorph wands and spellbooks into potions until they have potions of polymorph identified. Polymorphing in this manner breaks the conduct.
- Conversely, players with spare unicorn horns may want to use potions of polymorph on unicorn horns: being magical tools, polymorph has a small chance of producing something useful, such as a magic marker.
As a weapon
Unicorn horn skill
Only unicorn horns use the unicorn horn skill, and there are no artifact unihorns.
Average damage calculation
|+0 unicorn horn|
|+7 unicorn horn|
Obtaining a unicorn horn
When you encounter a unicorn, you might encounter any of the three varieties: black unicorn, gray unicorn, and white unicorn (representing chaotic, neutral, and lawful alignment). A unicorn that matches your alignment will be peaceful; do not kill them (yourself at least) or you will incur a severe (-5) Luck penalty. Any other unicorn is hostile; if you can kill it, it will drop its horn.
(On a bones level, the hostile/peaceful status of unicorns may not follow the usual rule. The Luck penalty applies whenever you kill a unicorn of your own alignment, even if it was hostile. However, throwing gems, even worthless glasses, will calm it down.)
During your first encounter with a hostile unicorn, you will probably not be strong enough to fight it in melee; a unicorn is fast and can hit you multiple times per turn. Let your pet attack it, and hit with ranged attacks. If you lack speed, unicorns will usually avoid being in line with your character, but using ray-based attack wands you can hit the unicorn by reflecting rays off walls. When it dies, it is guaranteed to leave a corpse and a horn. If you can get to the corpse before your pet does, there is a chance that eating it will grant poison resistance.
Even if the unicorn is of the same alignment as you, there is no penalty to your character if your pet succeeds in killing the unicorn. If you have no pet and no unicorn horn, you may wish to kill a coaligned unicorn yourself: if so, it's a good idea to throw it some valuable gems beforehand to offset the Luck penalty for killing it. Even better, after killing the coaligned unicorn, zap it with a wand of undead turning and throw some more gems at it, completely offsetting the luck penalty. Note that a resurrected unicorn may not drop a second horn, instead its horn will crumble to dust 95% of the time if the revived unicorn is slain.
Is it cursed?
A unicorn horn which you have obtained yourself by killing a unicorn will always be uncursed and +0, but if you found it on a bones pile, it is important to check if the horn is cursed. Test it with your pet, or drop it on an altar, or use some other method. (If you do the pet test, you should later drop it on an altar or identify it so you know the actual BUC status and can notice if it later becomes cursed.) A cursed unicorn horn will never cure anything, and can even cause harm; some use it to confuse themselves before reading scrolls or looting thrones. If your only unicorn horn is cursed, and you cannot fix it, you will want to kill another unicorn.
Bless your unicorn horn as soon as possible, both because a blessed unicorn horn is more reliable and because it provides extra protection against it becoming cursed later on. Consider wielding it during Prayer, as your god may bless a weapon as a boon. In SLASH'EM enchanting a unicorn horn also increases its effectiveness.
Save extra horns
As you kill more unicorns, you will obtain more of their horns. Save them in your stash or remember their locations so you can retrieve a spare. You might lose your horn, or something might polymorph your unicorn horn or make it cursed. You can also give them to intelligent pets.
If you have several spares, you might consider trying to polymorph some of them; unicorn horns count as magical tools, which means they have a good chance to become a useful magic marker. However, polypiling many horns may generate a skeleton.
Unicorn horns and pets
Monsters can become confused or stunned (for monsters, hallucination is simply replaced with confusion). In this state your pets will attack you. However, unlike truly hostile monsters they do not fear Elbereth, and you will still be penalized for killing them. They are also likely to be both better equipped and higher level than a normal monster of their type. In addition, while you might see a normal hostile monster coming; a black light can sneak up on you and confuse your pet leaving you immediately adjacent to danger with no warning. Your pet might even be of a type you wouldn't normally encounter at your depth, e.g. an Archon or titan. Not to mention that having your pet attack you instead of any nearby enemies means your offensive power has been reduced. These factors combined can make an ailing pet quite dangerous.
Fortunately, intelligent handed pets will make use of a unicorn horn to cure ailments. A pet will not use a cursed unicorn horn but since pets won't pick up cursed items and no items can be cursed while a pet is carrying them this situation probably can't arise in vanilla. Both uncursed and blessed unicorn horns are guaranteed to work on the first try for pets.
Drop a unicorn horn on the ground in front of your pet, the pet should eventually pick it up. Your pet may choose to wield the horn as a weapon, or they may simply hold it. Your pet will carry it around and use it to cure its ailments regardless.
From the d12 damage, and the fact that it's a two-handed weapon, it is implied that it's quite large for a horn.
SLASH'EM adds an artifact unicorn horn, Nighthorn. It is lawful and confers reflection when wielded. One obtains Nighthorn by killing Nightmare at the end of the Lawful Quest, provided the manner of her death would leave a corpse (no disintegration or digestion!). She will then drop the cursed +0 Nighthorn in lieu of a corpse. Nighthorn is impractical for non-lawful characters, as it may inflict 8d6 blasting damage on them every time it is applied or wielded. However, a character that uses a unicorn horn as a weapon and never plans to unwield it might find it a useful source of reflection.
SLASH'EM also changes the chances of curing ailments. Blessed horns try to fix all problems, each with the given probability, and uncursed horns try to fix a single problem, with the same probability.
|0 or less||30%|
|6 or more||90%|
The same rules and numbers from SLASH'EM also apply to Slash'EM Extended but applying a unicorn horn carries a 1% risk of the horn crumbling to dust. Therefore, it's advisable to enchant it up to +6 if possible, reducing the amount of times it has to be used in order to cure an affliction, as every use can cause the horn to break, whether it did fix a status problem or not. However, lost attribute points don't always get restored. There is a risk of about 33% that the message "Damn! It didn't work!" appears, indicating that a lost attribute point is now lost permanently so the player has to get it back the hard way. This means that a potion of restore ability may be more than just dilution fodder now.
It's advisable to carry spare unicorn horns, especially if the character is relying on them as a melee weapon. Using a horn with lower enchantment to cure afflictions while swinging one with higher enchantment means that the lower horn will crumble first, so the character won't lose any of their offensive power, but a lower horn might not fix disease/stun/hallucination in time.
- See the encyclopedia entry for unicorn.
- apply.c, line 1532
- mon.c, line 201
- mhitm.c, line 928: Black lights are the only source of hallucination potentially affecting monsters.
- muse.c, line 275
- muse.c, line 546