Yog-Sothoth

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Yog-Sothoth, the Key and the Gate is the neutral cult god in dNetHack, notdNetHack and notnotdNetHack. Yog-Sothoth is represented by a bound spirit that is the main method of communicating with the cult and obtaining its benefits: this spirit will take up the alignment slot, along with the Spirits of Conflict.

A user has suggested improving this page or section as follows:

"Cult details proper, e.g. sharing your madnesses gains cult credit."

Ritual, seal and taboo

Yog-Sothoth's seal must be engraved on a square with a teleportation trap, level teleporter or a magic portal. Additionally, having The Silver Key in open inventory allows Yog-Sothoth to be bound anywhere, and prevents the binding timer from ticking down.

To remain bound to Yog-Sothoth, the hero must not destroy a level teleporter, teleportation trap, magic trap, or polymorph trap with a wand of cancellation.

Mark

A hero that has Yog-Sothoth bound sprouts blood-sucking tentacles from their waist, and their feet become strange circular appendages. Wearing a suit of armor and boots will disguise these marks. Mutations from the cult may also grant the hero flaming eyes, which must be covered by sufficient eyewear.

Benefits

While bound, Yog-Sothoth grants protection from shape changers and bloodsense, as well as skill in firearms.

Yog-Sothoth's active powers are as follows:

  • Burst of Madness: Fires a ray of magenta fire in the chosen direction, which can be reflected but does not bounce off walls. The ray deals fire and magic damage, and exposes the target to the hero's madnesses. This power only appears after taking the relevant mutation.
  • Unendurable Madness: Causes multiple magenta fire explosions in the chosen direction that repeatedly expose targets to the hero's madnesses. These explosions require both fire resistance and magic resistance to resist the damage. This power only appears after taking the relevant mutation.
  • Contact Yog-Sothoth: Only appears if you have sufficient cult credit to ask for a major or minor boon. Accesses the boon menu when used, no cooldown.

Yog-Sothoth's passive powers are as follows:

  • Bloodsucking Tentacles: The tentacles around the hero's waist can periodically lash out at enemies adjacent to you, dealing 3d3 blood damage. This grants cult credit, and will likely be your best source of it.
  • Chanting Tentacles: Available as a mutation. While Yog-Sothoth is bound, the hero's tentacles are able to cast spells at nearby enemies automatically. The spell list expands at certain levels as follows: Psi-Bolt at all levels, Cure Self (targeted towards the hero) at level 10, Haste Self (targeted towards the hero) at level 13, Barf Bolt at level 16, Drain Energy at level 19, Destroy Armor at level 22, Lightning at level 25, Touch of Death at level 27, and Flesh to Stone at level 29.
  • As a Foulness shall ye know Them: Creatures with a keen sense of smell will mostly generate hostile, and will always know the hero's position.

Contact Yog-Sothoth

Below are the boons offered by Contact Yog‑Sothoth, as of dNAO version 3.24.0. Permanent or powerful boons are offered once you meet a threshold of accumulated devotional credit. After boon selection, the commune routine deducts the cost from your Yog credit and reduces sanity by roughly (cost+4)/5 points.

Lesser boons

  • Primordial waters
Cost: 25 credit. Grants Potion of Primordial Waters effect as if you quaffed a Potion of Primordial Waters. No item is retained in your inventory. Each use gives +1 Yog mutagen, the currency that unlocks Yog mutations in the "Change" submenu. Primordial Waters can burn you unless you have acid resistance. Blessed versions are safer and grant stronger EN/mana benefits. Expect HP loss on uncured quaffs if you lack resistance; have healing ready.
Potions of Primordial Waters cannot be wished for or acquired through conventional means like bones files.
  • Escape from curses
Cost: 10 credit. Forces cursed worn items (and cursed loadstone) to be unequipped and dropped at your feet (teleported/dropped). Does not remove the curse; it just forces unequip + drop. This may have undesirable effects e.g. if you were depending on your cursed cloak for magic resistance.
  • Return of memory
Cost: 50 credit. Increases recall of all known spells by 10 percentage points. NB this means losing the ability to become confused via recollection of forgotten spells.
  • Continued companionship
Cost: 50 credit. Extends active Binder spirit timers by 1000 turns.
  • Return of your twin
Cost: 10 or 50 if the twin is currently dead. Revives or summons your twin sibling.
  • Change (mutate)
Cost: 50 credit, via mutation picker menu. Menu elements are revealed based on current mutations and Yog credit. The in-game message "The angle through your body has shifted" reports a successfully acquired mutation. Mutations are permanent and appear only once your mutagen meets the threshold of required mutagen = (mutations_already_taken + 2)^2. So the first mutation = mutagen ≥ 4 (four Primordial Waters); next = 9; then 16; etc.
Eyes of Yog‑Sothoth: "Your eyes burn with magenta fire." The first gaze mutation. Unlocks Mad Burst offensive Yog spirit power.
Frenzy of Yog‑Sothoth: "Your eyes blaze with magenta fire." The upgraded gaze mutation. Unlocks Unendurable Madness spirit power. Only offered once Eyes of Yog‑Sothoth is present.
Chanting tentacles: "Your waist-tentacles chant strange spells." You will passively cast monster spells at nearby enemies.
Mind blasts: "You emit deadly dreams." You gain the ability to emit powerful mind blasts. If you also have the ability to emit mind blasts from another source you will make two mind blasts vs. every valid target instead of one.
Empathic link: "You feel a strong connection to your twin." Your twin sibling now grants life-saving. If the twin saves your life, it dies in your place, and this mutation is lost. This mutation can be re-purchased once used.

Greater boons

  • Minor stars
Cost: 25 credit (when available as greater boon). Gives the Lesser Magic weapon property to a suitable weapon. Makes weapons erodeproof and repairs all rust/corrosion damage.
  • Windows to other places
Cost: 40 credit. Adds Yog "window" weapon property to a suitable weapon. Makes weapons erodeproof and repairs all rust/corrosion damage. Weapons with Lesser Magic will have it removed and replaced.
  • Your twin sibling
Cost: 50 credit. Summons a Twin Sibling monster adjacent to you. Use "return of your twin" to revive later. The twin is created at half your level + 1, with hit points based on that level. The twin is always tame and loyal. If your twin dies it can be revived as a minor boon.
  • Missiles of Yog‑Sothoth
Cost: 40 credit. Upgrades the Magic Missile spell to the Sothothic Missile spell. Sothothic missiles deal physical, rather than magical, damage, cannot miss their target, and do not reflect off walls or reflective monsters. Also gifts you a spellbook of magic missile.

Encyclopedia entry

I am the world, I am the universe, I am God, I am truth,
I am all, I am one, and I am also you.

[ Fullmetal Alchemist Brotherhood ]