The Earthmother is an ancient guardian of natural order. Favoured by survivalists and druids, her boons deal with growth, decay and rebirth.
Although she cares for little beyond the safety and sanctity of her plant life, she'll favour your flesh-and-blood followers who are willing to commit plant and animal matter to the earth.
The Earthmother is uncovered in a subdungeon to the South. Her subdungeon is completely revealed, filled with plants and level 9 "Gardeners". Cut your way across the room to her altar to unlock her, or using the WEYTWUT glyph on a nearby Plant is even simpler.
The Earthmother's best boon, slowing every monster on the same dungeon level. Unlike Titan Guitar, entanglement does not slow plants. Slowed monsters lose their First Strike benefits, and also grant 1 extra XP when killed. For a mere 5 , this is a very good boon and one that you should almost always take.
It's cheap enough to be used multiple times as a finishing move against a single higher level enemy. This allows you to kill higher level monsters. Together with IMAWAL, it's Earthmother's best help for your leveling.
This boon is very useful when you want to slow all the lower level monsters. But slowed popcorns only give you bonus exp only when you can kill them in one shot. One trick is to attack all higher health monsters first so that they are in one-hit range, purchase entanglement, then killing them. This is one of the few rare cases where simultaneously fighting with several monsters is good approach.
Quite useful for low-level characters, granting extra hit points and damage reduction. Against low-damage monsters such as the Meat Man this can allow you to fight enemies three or four levels higher than yourself. When fighting high damage enemies, can also be used to boost your hit points to a level where you can take one hit. However, these benefits do not scale with your level and they will be largely meaningless by the time you're level 10. Try not to invest in more than you need.
This boon adds a flat amount of corrosion damage per hit and ignores resistances, and therefore works well when more attacks will be required to kill the enemy. It's strongest in the early game, but the added damage remains relevant throughout the game when combined with attacks that deal low damage, such as knockback, fireballs, and monk hits. For example, four uses of is equivalent to having an extra character level for the purpose of casting fireballs. The curse removal can also occasionally come in handy.
Restores 10 mana if there are enough plants on the map to be cleared, at a very affordable piety cost. This allows Earthmother followers a massive amount of extra spellcasting during the late game. If there aren't enough plants remaining on the map, the full amount of mana won't be restored. can be used to spawn plants cheaply if needed.
This boon is also usable when you are stuck from a target monster via plants but do not want to kill plants, but maybe only when you are not going to mana spike with this boon.
This boon can be used to generate large sums of piety, and is particularly useful when converting into The Earthmother during the end-game. Keep in mind that using this boon will effectively preclude a conversion into Dracul, since those blood pools will no longer be available for him. If you intend to make such a conversion at some point, avoid .
To maximize your piety gain, check the number of bloodstains before useing plantation. Avoid killing popcorns if your piety gain would exceed 100. This way you can use plantation again after you use some of your piety. Keep in mind that this boon requires 5 to use! If you converted your IMAWAL and no piety sparkles are left, you can accidently miss to use the expected plantation and ruin your run.
The Earthmother is the goddess of nature and plants, and doesn't enjoy heroes cutting a safari-style path through her precious flora. The Earthmother is one of the most straightforward deities in the game to please, and in practice the one of the few which you can reliably go the entire game without ever incurring any penalty to piety. She offers strong combat boosts in the early game, good experience boosts throughout, and potentially a lot of mana refreshment for the late game. However her boons spawn plants which can cause exploration to be difficult, especially when you prepared her.
The only two acts that anger The Earthmother are destroying plant life and using the Life steal ability. The only act that pleases her is using IMAWAL (you can also use to gain piety). This makes her fairly easy to play; petrify stuff to gain piety, and leave her plants alone. Since most dungeons don't have any plants to begin with, and the Earthmother does not create very many, it's unlikely you will ever have serious issues before the time comes to convert out.
The Earthmother grants 5 for petrifying plants and other non-XP enemies, and 10 for petrifying XP-yielding enemies. The best targets for this are plants, high level monsters that you are unlikely to kill such as the Animated Armour, and low level monsters. Petrifying plants can be used as a renewable piety generator, since the piety gained from petrifying the plants can be used to buy more boons which will spawn more plants. In this way, the penalty for preparing Earthmother's altar can sometimes actually be beneficial, although you will need to be able to cope with having your path blocked sometimes.
Sometimes you may need to chop down a plant or two as a last resort if you get blocked and take the piety hit, so in cramped levels consider maintaining a small piety buffer. An early can also be used for this purpose, particularly if the mana restoration can be put to good use to kill a high level enemy.
Earthmother's boons are strongest during the leveling up phase of the game. A dedicated Earthmother worshipper is often able to kill enemies one level higher than otherwise, and the bonus XP from these kills will be further multiplied by IMAWAL's Experience Boost. This translates to more Entangled popcorn left on the field, and makes it easier to to level up twice during the boss fight.
One good strategy with The Earthmother is to use a variety of her boons at a low cost, then either use IMAWAL or to build up to 100 , activate , and convert to another god with 50 . On the flip side, converting into The Earthmother to use and then spend your piety on to get mana for the final boss is a great "last-ditch" move for characters dependent on spellcasting. The Earthmother also makes a good "escape deity" choice if you just want to avoid taking further piety punishments. If there are no plants on the field and you don't have a Life steal ability, she will never punish you.
Advanced players with slower playstyle can write down how many plants are currently on the dungeon level.
Preperation penalty and Punishment
The Earthmother also has the least harmful desecration penalty on her altar, causing a mere 5 layers of Corrosion. You can cure this with a Burn Salve potion, and it's not going to be a huge deal for a higher-level character anyway. This makes her pretty much the only deity who is routinely desecrated immediately after converting out, and one of the most frequent victims of desecration of any deity.
Her preperation panelty is to double the number of plant spawning from her boons, including . This can seriously injure your mobility, and it can be critical in some narrower dungeons. However, her preperation panelty can sometimes help you; the panelty provides enough plants for you. In the early stage this will enhance the chance to find a petrifiable plant so that you can use IMAWAL on them to grant piety. In the latter stages you can use without the need to generate plants from other boons.
Because her preperation panelty does nothing bad on your dungeon if you don't actively worship her or use her boons, preparing her altar just to desecrate can be a descent choice if you didn't choose what diety you will follow in your run.