Difference between revisions of "The Black Mother"

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The Black Mother is an unaligned deity in [[dNethack]] who can be sacrificed to in her temple in the Depths (regardless of alignment or current Deity), which exists below the Neutral Quest.
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'''The Black Mother''' is a chaotic aligned [[cult]] deity.
  
The Black Mother is unique in that she does not have an actual altar, but there is a statue located in her temple which indicates the location where you may offer things to her. She will also consume corpses automatically that are left on the tile, but this is not treated the same as offering the sacrifice yourself.  
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==Sacrificing to the Black Mother==
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To make offerings, you must sacrifice to a special monster called a [[mouth of the goat]]. One mouth is found in the upper left room of the 6th level of the Lost Cities, and another in the bottom right on the 7th level. These monsters have an innate [[insight]] limit of 60, and will accept your sacrifices on her behalf; if you cannot perceive the mouth, then you must stand on its square and offer corpses there. If you can, any square adjacent to the mouth is acceptable.
  
Having high enough insight reveals her altars to be creatures named "Mouth(s) of the Goat". At this point, they may be sacrificed to as normal by standing adjacent to them.
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A mouth of a goat will attempt to eat any corpse that is dropped on its square; a corpse eaten in this way only counts for favor if you carry a holy symbol. The message given when a corpse is eaten in any way is "A mouth forms from the mist and eats a <foo> corpse!".
  
The main reason to sacrifice to the Black Mother is to get access to a number of gifts she provides that cannot be attained elsewhere. She must first be appeased before any gifts will be given, and this is tracked via normal sacrifice messages ("You have a hopeful feeling").
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Additionally, once you have had the Goat drool on a weapon of yours, any corpses left by a monster killed by it will be sacrificed to the Black Mother, earning you favor as usual.
  
==Sacrifice Rules==
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===Sacrifice Rules===
The Black Mother has a series of checks before a sacrifice is accept. These are as follows:
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The Black Mother has unique rules for accepting offerings.
  
*1. She does not eat her own minions. These are any goat spawn, any centaurs, any nymphs, any unicorns, any mi-go, dark young, blessed, swirling mist, dust/ice/thunder/fire storm, or goat mouths.
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# She does not eat her own minions. She will reject any goat spawn, any centaurs, any nymphs, any unicorns, any mi-go, dark young, blessed, swirling mists, dust/ice/thunder/fire storms, or mouths of the goats themselves. Attempting to sacrifice one will anger her and cause the sacrifice to revive adjacent to you.
*2. Attempting to feed a Rider to her angers her and revives them.
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# Attempting to feed a Rider to her angers her and revives the corpse.
*3. She will not eat the true Amulet of Yendor ("The Amulet proves inedible")
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# She will not eat the true Amulet of Yendor. ("The Amulet proves inedible.") Cheap plastic imitations cannot be offered.
*4. She WILL eat 'old' corpses, unlike other gods.
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# She WILL eat 'old' corpses, unlike other gods, but with minimal corpse value for luck and prayer timeout purposes.
**Old corpses do have a much lower value, but still function
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# The Black Mother frowns upon same-race sacrificing for non-chaotics. However, no demons will ever be summoned as a result of the offering. Anachrononauts and Binders have no penalty for same-race sacrifice, even if not chaotic.
*5. Same race sacrifice applies as normal for sacrificing, except: this does not summon a demon if chaotic, and Anachrononauts and Binders have no penalty for sacrificing despite not being chaotic.
 
*6. For non-chaotic, non-Binder/Anachrononauts, hurt their align record, increment their gods anger by 1, reduce wisdom by 1, and reduce luck by 1.
 
*7. First attempts to mollify the Goat, then reduce prayer timeout. If you sacrifice while she is mollified and prayer timeout is good, pacifies all goat minions on the level and begins checking for gifts and blessings.
 
==Madness of the Black Mother==
 
When maddened by the Black Mother, your brain occasionally sprouts writhing masses of tentacles. This has the following effects:
 
  
*Triggers when a monster (hostile or peaceful, not tame) is adjacent to you, and a sanity roll fails.
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If the corpse has not been revived at this point, the sacrifice is accepted. This will earn favor, but anger any non-chaotic deities. Additionally, a successful sacrifice will pacify all of her minions on the same level as you.
**Prints "lashing tentacles erupt from your brain!", dealing 4d4 damage to you, scaled by your current HP percentage.
 
**Drains 4d4 nutrition
 
**Reduces sanity by 4d4 if above 50, or 1 otherwise.
 
**Makes a 4d4 poison damage tentacle attack against all non-tame monsters adjacent to you.
 
*Anyone considered to be a minion of the Black Mother (such as Dark Young and Dark Daughters) is afflicted by this madness and has a similar tentacle attack, as well as no head.
 
  
==Blessings of the Black Mother==
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== Boons of the Goat ==
The following are possible results from sacrificing to the Black Mother that do not depend on the gifts counter, like blessings from normal gods, on a roll of roughly 1/(30+lvl), biased by luck.
 
  
*First, the Black Mother may gift a tame minion, which will be a goat minion in this case.
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== Holy Symbol of the Black Mother ==
*Otherwise, one of the following effects occurs:
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The Black Mother first provides her devotees with a holy symbol ("tarnished triple goat head" when un-identified) to prove their faith.
**Blessed remove curse and remove punishment
 
**Fully maximizes your luck ("You feel very lucky")
 
**Grants the Acrid property to a wielded weapon if it is not an artifact, is a weapon, and does not have the sizzling/acrid properties already. Also fixes erosion and erodeproofs the weapon.
 
**Cures sterility if sterile
 
**Triple chance to gift d8 Goat Milk potions
 
  
==Goat Milk==
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Applying a holy symbol will allow you to (attempt) to spend favor on boons.
Potions of Goat's Milk are fairly common rewards for interacting with the Black Goat, and have a number of effects.  
 
  
*They appear as a black potion when un-id'd, despite there already being a randomized appearance of that name. This can result in a game with two different black potions.
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Burying a holy symbol, possibly via dropping it into a pit and covering it with a boulder, will begin a timer for 250+d250 turns. When the timer runs out, the floor will "boil to a black mist" and a hoofprint will be burned into on the floor. This summons a mouth of the goat at that spot, allowing you to continue your worship there.
*When drunk, they function as an advanced [[Potion of full healing]], repairing all lost XP levels if blessed, restores 1 ability if uncursed and all if blessed, and always cures one morgul shard. The downside is that drinking will decrease your [[sanity]] by d20 and give you the madness of the Black Mother.
 
**Cursed potions do none of the above, instead dealing 40 damage and giving you food poisoning.
 
  
==Sacrifice Gifts==
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If you are holding a holy symbol in open inventory, any time you kill a monster on an eligible sacrifice spot, they are considered sacrifices even if you didn't #offer the corpse.
The following results from sacrifice depend on the number of gifts received, with a chance to receive equal to 1/(10+gifts generated), though not all increase the gifts counter.
 
  
===Holy Symbol of the Black Mother===
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After obtaining the symbol, you will be able to purchase other boons in exchange for favor.
The Black Mother provides her devotees with a holy symbol (tarnished triple goat head when un-identified) to prove their faith. These have the following effects:
 
  
*Applying a holy symbol will pray to the Black Mother
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== Drooling object property ==
**
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The Drooling property is the major reason to worship the black goat. Each turn, an item with this property appearance may change appearance. The adjectives used can shift to 'drooling', 'staring', 'lashing', or 'stormwrapped', with its abilities changing as the name changes.  
*Dropping a holy symbol into a pit and covering it with a boulder will begin a timer for 250+d250 turns.
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*Drooling: Deals 2x acid damage
**When this timer runs out, it will burn a hoofprint on the floor and display a special message on the floor. If you have high enough insight, you will be able to see a Mouth of the Goat has spawned, allowing you to sacrifice to the Black Mother on that spot.
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*Staring: Adds study to the target (reducing its AC and increasing the damage it takes on the next attack) by the base damage rolled that turn, plus the enchantment of the item.
*Receiving your first holy symbol counts as receiving an artifact for the purpose of incrementing the gifts counter
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*Lashing: Deals 2x poison and 4d4 physical damage
**Additional holy symbols do not increment this more
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*Stormwrapped: Picks a random elemental damage type and deals a variable amount of damage of that type. It has even odds of 3d10 fire damage, 3d8 cold damage, 3d8 shock damage, or 4d4 acid damage.
*Holding a holy symbol in the open inventory causes any corpses a Mouth of the Goat devours to be considered sacrifices.
 
*Holding a holy symbol in the open inventory permits you to receive further gifts from the Black Mother.
 
  
===Drooling Equipment===
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When a monster is killed by a drooling weapon and leaves a corpse, it will be automatically sacrificed to the Black Mother. This will not give gifts, but can mollify the Black Mother. However, this will still anger either your god or the Black Mother herself as normal, depending on your alignment and the sacrifice. Be careful killing monsters like [[Riders]] with a drooling weapon.
When sacrificing to the Black Mother, she may apply a special [[object property]] to some of your equipment. This property is unique, complicated, and will be explained fully here.
 
  
When a gift is given, the game will check for a wielded main hand weapon, worn gloves if the player has skill in martial arts, and worn boots if the player has skill in martial arts, in that order. If an item is found, it will remove erosion, erodeproof the item, remove the 'Acrid' object property if it is on the item, and apply the 'Drooling' object property.
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=== Red Word of Knowledge ===
  
An item with this object property has the following effects:
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The Red Word is one of the words of creation, part of the same set as the words in the Mithardir quest. Reading the word has the following effects:
  
*Every turn, the item will change appearance to 'drooling', 'staring', 'lashing', or 'stormwrapped', with it's abilities changing as it does.
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*Gives a permanent +2 to your Intelligence, Wisdom, and Charisma, surpassing racial maximums but not exceeding 25.
*Drooling
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*Applies a passive bonus of +3 to your pet cap, on top of the Charisma bonus.
**Deals 2x acid damage
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*Provides an active ability to speak the Red Word on an rnz(100) timeout. Priests receive a -20% discount to this timeout. Speaking the word causes all monsters you can see to make an MR check (no bonuses from item class). On a fail they attempt to flee, are permanently crazed, and try to disrobe. Peaceful and tame monsters are still subject to the effects.
*Staring
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**Adds study to the target (reducing it's AC) by the base damage rolled that turn, plus the enchantment of the item
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== Blessings of the Black Mother ==
*Lashing
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If you did not receive an artifact gift, but are still in good standing, you may receive a generic blessing from the Black Mother. This has a chance of roughly 1/(30+experience level), biased to be more likely with higher luck.
**Deals 2x poison and 4d4 physical damage
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*Stormwrapped
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First, the Black Mother may gift a tame minion, which will be one of the minions she summons when angered. Otherwise, one of the following effects occurs:
**Picks a random element of fire, acid, cold, and lightning, dealing a variable amount of damage of that type.
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*Acts as a blessed scroll of remove curse, unpunishing you as well, with the message "You feel like someone is helping you."
***Fire is 3d10 damage
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*Fully maximizes your luck with the message "You feel very lucky."
***Acid is 4d4 damage
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*Grants the acrid [[Object properties#dNetHack|object property]] to a wielded weapon. The weapon must not be an artifact, be a proper weapon or weapon tool, and not have the sizzling or acrid property already. This will repair erosion and erodeproof the weapon, but not repair any enchantment. If the property was not granted, the boon is lost. This gives the message "Acid drips from your weapon."
***Cold is 3d10 damage
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*If you are sterile, cures sterility with the message "You feel fertile." If you were not sterile, the boon is lost.
***Lightning is 3d8 damage
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*Gifts you 1d8 potions of goat's milk, with the message that "Some potions appear at your feet!". This effect has a triple chance of occurring compared to the other effects.
*When a monster is killed by a drooling weapon and leaves a corpse, your item will automatically sacrifice it to the Black Mother, angering your god if you are not chaotic, an Anachrononaut, or a Binder.
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**This has none of the normal effects from sacrificing except for reducing the Black Mother's anger.
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=== Goat's Milk ===
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Potions of goat's milk are a reasonably common reward for interacting with the Black Goat. For all intents and purposes they are normal potions, but always appear as a "black potion" when unidentified. This appearance may be shared with another randomized potion.
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When drunk, they function as an advanced [[potion of full healing]]. If they are blessed, they will restore all lost levels, but otherwise will always restore one even if uncursed. They also restore one ability score if uncursed and all if blessed, and always cure one morgul shard. However, drinking goat's milk will decrease your [[sanity]] by d20, and give you the goat-ridden madness if you did not already have it.
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Cursed potions have none of the above effects, but are instead spoiled. A spoiled potion deals a flat 40 damage and gives you food poisoning.
  
===The Red Word of Knowledge===
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== Madness of the Black Mother ==
If the Black Mother cannot provide a blessing, she will provide a slab containing the Red Word of Knowledge, a word of creation. This has the following effects:
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Any being maddened by the Black Mother has tentacles growing out of their head. This applies to some of her chosen children, and you as well if you have the goat-ridden madness.
  
*Once read, gives a permanent +2 to Intelligence, Wisdom, and Charisma, surpassing racial maximums but not exceeding 25.
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If you have the madness, your brain occasionally sprouts writhing masses of tentacles. The madness triggers when a monster (hostile or peaceful, but not tame) is adjacent to you, and a sanity roll fails.
*Applies a passive bonus of +3 to your pet cap, on top of the Charisma bonus.
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*Provides an active ability to speak the Word of Knowledge, attempting to scare and craze all monsters within sight
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The outburst initially gives the message "Lashing tentacles erupt from your brain!" and deals 4d4 damage to you, scaled by your current HP percentage. This also drains 4d4 nutrition. The tentacles erupting will reduce your sanity by 4d4, but only by 1 per outburst when your sanity is below 50. The only upside of the lashing tentacles is the damage it deals to enemies. It will make a 4d4 poisonous tentacle attack to all non-tame monsters adjacent to you as a free action.  
**Monsters make an MR check (no bonuses from item class), on a fail they attempt to flee, are permanently crazed, and try to disrobe.
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On enemies, the madness will trigger every single turn, but does not damage them. The enemies also don't always make 4d4 poisonous tentacle attacks, but have their own versions. The enemies that have attacks are:
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* Swirling mists: 3d8 hungry mist that splashes you with water
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* Dust storm: 3d8 blinding hungry mist
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* Ice storm: 3d8 freezing hungry mist
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* Thunder storm: 3d8 shocking hungry mist
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* Fire storm: 3d10 fiery hungry mist
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* Mouth of the goat: 4d4 elemental acid hungry mist
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* Blessed: 5/8 chance of 4d4 poisonous tentacles, 1/8 chance of 4d4 study gaze, 1/8 chance of 4d4 physical weapon attack, 1/8 chance of 5d8 clerical spellcasting
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* Mistweavers: 4d4 poisonous tentacle
  
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These attacks will trigger against all adjacent monsters hostile to the attacker.
  
 
[[Category:DNethack]]
 
[[Category:DNethack]]
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[[Category:DNethack_Cults]]

Latest revision as of 15:26, 13 June 2023

The Black Mother is a chaotic aligned cult deity.

Sacrificing to the Black Mother

To make offerings, you must sacrifice to a special monster called a mouth of the goat. One mouth is found in the upper left room of the 6th level of the Lost Cities, and another in the bottom right on the 7th level. These monsters have an innate insight limit of 60, and will accept your sacrifices on her behalf; if you cannot perceive the mouth, then you must stand on its square and offer corpses there. If you can, any square adjacent to the mouth is acceptable.

A mouth of a goat will attempt to eat any corpse that is dropped on its square; a corpse eaten in this way only counts for favor if you carry a holy symbol. The message given when a corpse is eaten in any way is "A mouth forms from the mist and eats a <foo> corpse!".

Additionally, once you have had the Goat drool on a weapon of yours, any corpses left by a monster killed by it will be sacrificed to the Black Mother, earning you favor as usual.

Sacrifice Rules

The Black Mother has unique rules for accepting offerings.

  1. She does not eat her own minions. She will reject any goat spawn, any centaurs, any nymphs, any unicorns, any mi-go, dark young, blessed, swirling mists, dust/ice/thunder/fire storms, or mouths of the goats themselves. Attempting to sacrifice one will anger her and cause the sacrifice to revive adjacent to you.
  2. Attempting to feed a Rider to her angers her and revives the corpse.
  3. She will not eat the true Amulet of Yendor. ("The Amulet proves inedible.") Cheap plastic imitations cannot be offered.
  4. She WILL eat 'old' corpses, unlike other gods, but with minimal corpse value for luck and prayer timeout purposes.
  5. The Black Mother frowns upon same-race sacrificing for non-chaotics. However, no demons will ever be summoned as a result of the offering. Anachrononauts and Binders have no penalty for same-race sacrifice, even if not chaotic.

If the corpse has not been revived at this point, the sacrifice is accepted. This will earn favor, but anger any non-chaotic deities. Additionally, a successful sacrifice will pacify all of her minions on the same level as you.

Boons of the Goat

Holy Symbol of the Black Mother

The Black Mother first provides her devotees with a holy symbol ("tarnished triple goat head" when un-identified) to prove their faith.

Applying a holy symbol will allow you to (attempt) to spend favor on boons.

Burying a holy symbol, possibly via dropping it into a pit and covering it with a boulder, will begin a timer for 250+d250 turns. When the timer runs out, the floor will "boil to a black mist" and a hoofprint will be burned into on the floor. This summons a mouth of the goat at that spot, allowing you to continue your worship there.

If you are holding a holy symbol in open inventory, any time you kill a monster on an eligible sacrifice spot, they are considered sacrifices even if you didn't #offer the corpse.

After obtaining the symbol, you will be able to purchase other boons in exchange for favor.

Drooling object property

The Drooling property is the major reason to worship the black goat. Each turn, an item with this property appearance may change appearance. The adjectives used can shift to 'drooling', 'staring', 'lashing', or 'stormwrapped', with its abilities changing as the name changes.

  • Drooling: Deals 2x acid damage
  • Staring: Adds study to the target (reducing its AC and increasing the damage it takes on the next attack) by the base damage rolled that turn, plus the enchantment of the item.
  • Lashing: Deals 2x poison and 4d4 physical damage
  • Stormwrapped: Picks a random elemental damage type and deals a variable amount of damage of that type. It has even odds of 3d10 fire damage, 3d8 cold damage, 3d8 shock damage, or 4d4 acid damage.

When a monster is killed by a drooling weapon and leaves a corpse, it will be automatically sacrificed to the Black Mother. This will not give gifts, but can mollify the Black Mother. However, this will still anger either your god or the Black Mother herself as normal, depending on your alignment and the sacrifice. Be careful killing monsters like Riders with a drooling weapon.

Red Word of Knowledge

The Red Word is one of the words of creation, part of the same set as the words in the Mithardir quest. Reading the word has the following effects:

  • Gives a permanent +2 to your Intelligence, Wisdom, and Charisma, surpassing racial maximums but not exceeding 25.
  • Applies a passive bonus of +3 to your pet cap, on top of the Charisma bonus.
  • Provides an active ability to speak the Red Word on an rnz(100) timeout. Priests receive a -20% discount to this timeout. Speaking the word causes all monsters you can see to make an MR check (no bonuses from item class). On a fail they attempt to flee, are permanently crazed, and try to disrobe. Peaceful and tame monsters are still subject to the effects.

Blessings of the Black Mother

If you did not receive an artifact gift, but are still in good standing, you may receive a generic blessing from the Black Mother. This has a chance of roughly 1/(30+experience level), biased to be more likely with higher luck.

First, the Black Mother may gift a tame minion, which will be one of the minions she summons when angered. Otherwise, one of the following effects occurs:

  • Acts as a blessed scroll of remove curse, unpunishing you as well, with the message "You feel like someone is helping you."
  • Fully maximizes your luck with the message "You feel very lucky."
  • Grants the acrid object property to a wielded weapon. The weapon must not be an artifact, be a proper weapon or weapon tool, and not have the sizzling or acrid property already. This will repair erosion and erodeproof the weapon, but not repair any enchantment. If the property was not granted, the boon is lost. This gives the message "Acid drips from your weapon."
  • If you are sterile, cures sterility with the message "You feel fertile." If you were not sterile, the boon is lost.
  • Gifts you 1d8 potions of goat's milk, with the message that "Some potions appear at your feet!". This effect has a triple chance of occurring compared to the other effects.

Goat's Milk

Potions of goat's milk are a reasonably common reward for interacting with the Black Goat. For all intents and purposes they are normal potions, but always appear as a "black potion" when unidentified. This appearance may be shared with another randomized potion.

When drunk, they function as an advanced potion of full healing. If they are blessed, they will restore all lost levels, but otherwise will always restore one even if uncursed. They also restore one ability score if uncursed and all if blessed, and always cure one morgul shard. However, drinking goat's milk will decrease your sanity by d20, and give you the goat-ridden madness if you did not already have it.

Cursed potions have none of the above effects, but are instead spoiled. A spoiled potion deals a flat 40 damage and gives you food poisoning.

Madness of the Black Mother

Any being maddened by the Black Mother has tentacles growing out of their head. This applies to some of her chosen children, and you as well if you have the goat-ridden madness.

If you have the madness, your brain occasionally sprouts writhing masses of tentacles. The madness triggers when a monster (hostile or peaceful, but not tame) is adjacent to you, and a sanity roll fails.

The outburst initially gives the message "Lashing tentacles erupt from your brain!" and deals 4d4 damage to you, scaled by your current HP percentage. This also drains 4d4 nutrition. The tentacles erupting will reduce your sanity by 4d4, but only by 1 per outburst when your sanity is below 50. The only upside of the lashing tentacles is the damage it deals to enemies. It will make a 4d4 poisonous tentacle attack to all non-tame monsters adjacent to you as a free action.

On enemies, the madness will trigger every single turn, but does not damage them. The enemies also don't always make 4d4 poisonous tentacle attacks, but have their own versions. The enemies that have attacks are:

  • Swirling mists: 3d8 hungry mist that splashes you with water
  • Dust storm: 3d8 blinding hungry mist
  • Ice storm: 3d8 freezing hungry mist
  • Thunder storm: 3d8 shocking hungry mist
  • Fire storm: 3d10 fiery hungry mist
  • Mouth of the goat: 4d4 elemental acid hungry mist
  • Blessed: 5/8 chance of 4d4 poisonous tentacles, 1/8 chance of 4d4 study gaze, 1/8 chance of 4d4 physical weapon attack, 1/8 chance of 5d8 clerical spellcasting
  • Mistweavers: 4d4 poisonous tentacle

These attacks will trigger against all adjacent monsters hostile to the attacker.