Difference between revisions of "Zin"

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[[File:Zin altar.png]] ''"Spread the light, my child."''
 
[[File:Zin altar.png]] ''"Spread the light, my child."''
  
'''Zin''' is a God for those focused on inner strength. Followers must remain pure of body and soul, refraining from unholy, evil, unclean or chaotic magic; the use of mutations and the consumption of intelligent beings' flesh. They may preach to or imprison the unenlightened, and can ultimately gain a divine refuge. Zin values selflessness, demanding a tithe of 1/10 of all gold gained, preferably followed by donations of more. Zin's followers can safely convert to [[Elyvilon]] and [[the Shining One]].
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{{flavour|Zin is a god of discipline. Followers must remain pure of body and soul, refraining from dark magic and chaotic acts. They must also tithe a fraction of all gold gained, preferably followed by donations of more. In exchange, worshippers may invoke Zin's wrath upon sinners, and eventually gain various divine protections. Zin's followers can convert to Elyvilon or the Shining One while keeping some piety.
  
Along with [[Elyvilon]] and [[the Shining One]], Zin is considered a [[good god]]. [[Priest]]s start the game worshipping Zin, except for orcs, who worship [[Beogh]] instead, though they can convert to Zin at his altar.
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Zin grants followers the ability to preach to the unenlightened masses, and powers to vitalise their bodies and gain divine stamina, protecting them from various afflictions. Later, followers gain the ability to imprison their foes temporarily. Followers can eventually find temporary safety in a divine refuge. As piety grows, followers will be protected from mutation, and Zin may even occasionally directly intervene to save a follower's life.
  
== Racial Restrictions ==
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Zin likes it when you donate money and you or your allies kill unclean or chaotic beings.
Zin does not accept [[Demonspawn]] or undead species ([[Ghoul]]s, [[Vampire]]s, and [[Mummy|Mummies]]) as followers.
 
  
[[Demigod]]s may not worship Zin or any other deity.
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Zin dislikes it when you attack monsters in a sanctuary.  Zin strongly dislikes it when you use evil magic or items, you attack non-hostile holy beings, you attack allies, you transform yourself, you or your allies kill non-hostile holy beings, you deliberately mutate or transform yourself, you use unclean or chaotic magic or items or you polymorph monsters.}}
  
== Appreciates ==
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==Racial Restrictions==
* Zin takes a 10% tithe every time you pick up gold, unless you're already at max piety. This tithe counts remainders (e.g., if you pick up two piles of 15 gold one after the other, Zin will take 1 gold piece from the first and 2 from the second). However, Zin knows if you try to save gold piles before converting to him ("Zin is a bit unhappy you did not bring this gold earlier."), and the tithe has a reduced effect in the [[Orcish Mines]] and on gold [[scroll of acquirement|acquired]]. Paying a tithe has a chance to increase piety based on its size.
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*Zin does not accept [[Demonspawn]] or undead species ([[Ghoul]]s, [[Vampire]]s, or [[Mummies]]) as followers.
* Similarly, [[praying]] at Zin's [[altar]] will donate half your gold, granting a chunk of piety over a few hundred turns. You'll also receive an indication of Zin's favour towards you.
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*[[Demigod]]s may not worship Zin (or any other god).
* Upon conversion, Zin takes some gold, but this provides more piety than a regular donation.
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* Killing the spawn of chaos has a chance to grant piety. See the list of [[chaotic]] monsters and abilities for more details.
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==Appreciates==
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Zin appreciates donations of gold.
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*On worship, and every time you pick up gold, Zin takes a 10% tithe. Zin counts remainders: if you pick up two piles of 15 gold one after the other, Zin will take 1 gold piece from the first and 2 from the second. Also, if you are at maximum piety (200), there is no tithe.
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:For tithes, base piety gain = <code>gold_taken * 141 / (40 + 2 * absolute_depth)</code>,<ref>{{source ref|0.30.1|god-prayer.cc|219}}</ref> but this can be modified:
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:*If the gold was obtained from the [[Orcish Mines]], the piety is halved.
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:*For the gold taken upon worship, and any gold from a [[scroll of acquirement]], the tithe's effect is reduced. Gold from these sources is instead worth <code>30 * log2(gold_taken / 10)</code> piety (max. 150 piety). If the tithe was reduced this way, ignore the Orcish Mines penalty entirely.
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:*Zin knows if you try to save gold piles before worship ("Zin ignores your late donation.").
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*You may also donate half your current gold. The piety from donations = <code>(gold) * ln(gold) / 200</code>, which always gives less piety than a tithe of the same amount.<ref>{{source ref|0.30.1|god-abil.cc|238}}</ref> Piety is not given right away; it is distributed over a lengthy period of time. You'll receive an indication of what Zin's opinion towards you will be once the piety is fully distributed.
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**One time big donations are more efficient than multiple small ones. For example, five donations of 100 gold would give 8-12 piety, but one donation of 500 gold would give 15-16 piety.  
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**Late-game converts can buy their way from 0* to 6* for ~3600 gold donated.
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**If you are at 200 piety, any piety from donations is saved until you drop below 200 piety.
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Zin also appreciates killing [[evil]] or [[chaotic]] creatures, which has a chance to grant piety.
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==Deprecates==
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Your piety will decay by 1 every 340 turns, on average (1/17 chance every 20 turns).
  
== Deprecates ==
 
 
Zin dislikes it (i.e. [[piety]] loss) when:
 
Zin dislikes it (i.e. [[piety]] loss) when:
*You drink blood from a [[potion of blood]] or a [[potion of coagulated blood]].
 
 
*You attack neutral monsters.
 
*You attack neutral monsters.
*You allow sentient allies to die.
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*You deliberately mutate yourself. This includes deliberately making yourself [[glow]] and drinking [[potions of mutation]] when not at 6*.  
*You deliberately mutate yourself. This includes deliberately making yourself [[glow]].
 
 
*You or your allies attack monsters in a sanctuary.
 
*You or your allies attack monsters in a sanctuary.
  
 
Zin strongly dislikes it (i.e. [[penance]]) when:
 
Zin strongly dislikes it (i.e. [[penance]]) when:
*You perform [[cannibalism]].
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*You use [[Necromancy]].
*You desecrate holy remains.
 
*You use [[Necromancy]]. Casting [[Necromutation]] instead causes excommunication.
 
 
*You use [[unholy]] magic or items.
 
*You use [[unholy]] magic or items.
 
*You attack non-hostile holy beings.
 
*You attack non-hostile holy beings.
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*You [[polymorph]] monsters.
 
*You [[polymorph]] monsters.
 
*You use unclean or [[chaotic]] magic or items.
 
*You use unclean or [[chaotic]] magic or items.
*You eat the flesh of sentient beings.
 
  
Zin will forgive accidental transgressions (i.e. performing a forbidden action via an unidentified item) but only once.
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If you use any [[talisman]], you will be excommunicated. Also, Zin won't let you join while you're transformed.
  
On average, your piety will decay naturally by 1 every 340 turns.
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Zin will forgive accidental transgressions, i.e. performing a forbidden action via an unidentified item.
  
== Given Abilities ==
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==Given Abilities==
 
'''[[Piety|Piety level -]]''': "Anchorite"
 
'''[[Piety|Piety level -]]''': "Anchorite"
*Zin may protect you from a fatal instance of damage. The chance increases with Piety. (Costs Piety)
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*Zin may protect you from a fatal instance of damage. The chance increases linearly from 10% at 0 piety to 28% at maximum. (Passive, no cost)
*Zin may protect you from the effects of [[Hell]]'s mystical force. The chance also increases with Piety. (Costs nothing)
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*Zin may protect you from the effects of [[Hell]]'s mystical force. The chance increases with piety, up to 50% at maximum. (Passive)
*Zin may protect you from mutation at a (Piety/2)% chance. (Costs nothing)
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*Zin may protect you from mutation at a <code>(piety/1.6)</code>% chance, increasing up to 100% at 160 piety (******). (Passive)
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*'''Donate Gold''' - You may donate half your gold to increase your piety.
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Also, Zin will identify if a monster is a [[shapeshifter (monster)|shapeshifter]] ("Zin warns you: The <monster> is a foul <glowing> shapeshifter.").
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'''[[Piety|Piety level *]]''': "Apologist"
 
'''[[Piety|Piety level *]]''': "Apologist"
*'''Recite''' - Preaches a verse from one of the four books of the Axioms of Law:
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*'''Recite''' - Preaches a verse from the Axioms of Law. Each monster which can be affected at all has an effect selected from the following, in order of priority:<ref>{{source ref|0.30.1|god-abil.cc|850}}</ref>
**Abominations, which harshly deals with chaotic monsters: chance to cause [[bleeding]], to [[smite]], to [[Corona|illuminate]], to sear their flesh, or to turn them into [[pillar of salt|pillars of salt]].
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**'''Demons, [[insubstantial]] undead:''' dazed, confused, [[Corona|illuminated]], affected by [[holy word]], or turned into [[pillar of salt|pillars of salt]].
**Ablutions, which punishes unclean monsters and walking corpses: chance to cause bleeding, to smite, to cause [[rot]], to illuminate, to cast [[holy word]], or to turn them into pillars of salt.
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**'''Unclean monsters:''' [[smite|smitten]], [[Corona|illuminated]], affected by [[holy word]], or turned into [[pillar of salt|pillars of salt]].
**Apostates, which applies to unbelievers and heretics (i.e. monsters who worship a god other than Zin, such as orcs of Beogh): chance to put to [[sleep]], to daze, to [[confuse]], to [[Cause Fear|fear]], and to [[paralyze]] unbelievers, while heretics may suffer bleeding, smiting, blindness, muteness, illumination, [[paralysis]], madness, and dumbness.
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***Includes the following: substantial [[undead]]; mutagenic monsters who are not chaotic; monsters with [[vampiric]] or [[draining]] effects; monsters with unclean spell effects; monsters that [[Spell_slot_flags#Wizard_flag|cast]] chaotic spells. Also includes [[ancient zyme]], [[Maurice]], [[Crazy Yiuf]], [[Louise]], [[Gastronok]].
**Anathema, which combats demons and undead: chance to daze, to confuse, to fear, to illuminate, to cast [[holy word]] or to turn them into pillars of salt.
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**'''[[Chaotic]] monsters:''' [[smite|smitten]], [[Corona|illuminate]]d, have their flesh melted away (pure damage), or turned into [[pillar of salt|pillars of salt]].
If multiple books could apply, you are allowed to choose. (e.g. whether to use Ablutions or Anathema on a skeleton.) Recite takes 3 turns, during which you are helpless. The effect of Recite is more powerful with higher [[piety]] and [[Invocations]]; stronger effects only occur at high power, but there's always a chance of weaker effects (or even no effect at all). (Costs Breath.)
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***Everything weak to [[silver]] ("it is vulnerable to silver and hated by Zin") is chaotic. See [[:Category:Silver_vulnerability|List of silver vulnerable monsters]].
 
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**'''Intelligent non-[[holy]] monsters:''' dazed, confused, or paralysed. If they were followers of evil or chaotic gods, they can also be [[smite|smitten]], blinded, affected by [[antimagic]], [[Corona|illuminate]]d, struck [[silence|mute]], sent mad (permanently [[confused]]), or rendered permanently stupid.
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:You Recite for three turns; each turn has a chance to affect enemies, but no enemy can be affected more than once per recite. You can move, fight, cast spells, read scrolls, etc. during this time. Being [[silence]]d, [[berserk]]ed, or disabled, e.g. [[paralysis]], will end the effect. Recite is more powerful with higher [[piety]] and [[Invocations]], though there's always a 50% chance (calculated for each individual monster, each turn) of nothing happening, and monsters can resist based on their [[HD]] ([[orb of fire|orbs of fire]] are immune). (1-39 turn -recite cooldown)
 
'''[[Piety|Piety level **]]''': "Pious"
 
'''[[Piety|Piety level **]]''': "Pious"
*'''Vitalisation''' - Protects you from sickness, nausea, poison, confusion, petrification, rot and stat drain while active, and boosts all your stats by [[Invocations]]/3. Gives a small amount of nutrition, but won't go past Full. (Costs 1-2 Piety.)
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*'''Vitalisation''' - Temporarily gives you the Vit status. While active, it gives full poison immunity, protects you from sickness, confusion, petrification, and stat drain, and boosts all your stats by <code>[[Invocations]]/3</code>. Lasts for <code>60 + 2d10</code> turns, regardless of skill.<ref>{{source ref|0.30.1|god-abil.cc|1240}}</ref> (1-2 Piety)
 
'''[[Piety|Piety level ***]]''': "Devout"
 
'''[[Piety|Piety level ***]]''': "Devout"
*'''Imprison''' - Temporarily creates a silver wall prison, similar to a Tomb card, around an enemy. After the imprisonment is over the monster gets Recited. Imprison can only be used on monsters which are susceptible to Recite. (Costs 5 MP, 125-250 Food, and 4-6 Piety.)
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*'''Imprison''' - Temporarily creates a silver-walled prison around an enemy, pushing away monsters adjacent to the target. It will fail if there is no space to push an adjacent monster to, or if you are adjacent to the monster. Duration depends on [[Invocations]] skill. Strong monsters may break themselves out before the effect ends on its own (chance of doing so depends on monster's [[HD]]). (5 MP, 4-6 Piety)
 
'''[[Piety|Piety level ****]]''': "Orthodox"
 
'''[[Piety|Piety level ****]]''': "Orthodox"
 
*No new abilities.
 
*No new abilities.
 
'''[[Piety|Piety level *****]]''': "Immaculate"
 
'''[[Piety|Piety level *****]]''': "Immaculate"
*'''Sanctuary''' - Creates a stationary Sanctuary with a radius and duration dependent on your [[Invocations]] skill, centered on yourself. Its radius will decrease as its duration runs out. Sanctuary is instantly dispelled if you or one of your allies attacks. While in Sanctuary, you receive these benefits (costing 7 MP, 150-300 Food, and 15-23 Piety):
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<div id="Sanctuary"></div>
**Blood is cleaned from tiles.
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*'''Sanctuary''' - Creates a stationary Sanctuary centered on yourself, with a radius and duration dependent on your [[Invocations]] skill. Its radius will decrease as its duration runs out. So long as you remain within the radius of Sanctuary, no enemies can attack you (this protection extends to your allies, as well). If you or one of your allies attacks, Sanctuary is instantly dispelled and Zin considers it an evil act. (7 MP, 15-23 Piety)
**Traps are revealed.
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In addition to preventing enemy attacks, you enjoy the following effects from Sanctuary: 
**Clouds dissipate.
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*[[Cloud]]s dissipate.
**Your allies are recalled and protected against [[Abjuration]].
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*Your allies are recalled and protected against [[Abjuration]].
**Monsters may be scared away.
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*Monsters inside are scared away.
**Undead and demons are subject to [[Holy Word]], which slows, damages, and scares them.
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*Magical contamination discharges are greatly reduced.
**You [[Repel Missiles|repel missiles]].
 
**Magical contamination discharges are greatly reduced.
 
**[[Hell]]'s mystical force will not strike you; any previous effects will linger, however.
 
*'''Cure All Mutations'''. Free, but one time use per game. Followers do not gain this ability immediately after obtaining Immaculate status.
 
 
'''[[Piety|Piety level ******]]''': "Bringer of Law"
 
'''[[Piety|Piety level ******]]''': "Bringer of Law"
* No new abilities.
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*Zin will cleanse [[potions of mutation]]. This means you will no longer lose piety from quaffing potions of mutation, and potions of mutation will only remove [[mutations]], not add them.
  
== Punishments ==
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==Punishments==
Zin will only dispense punishments to those who enter the service of an [[evil gods|evil]] or [[chaotic]] god.
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{{flavour|Zin does not punish followers who leave Zin's service; however, those who take up the worship of evil or chaotic gods will be scourged. (Kikubaaqudgha, Yredelemnul, Makhleb, Lugonu, and Beogh are evil, and Xom and Jiyva are chaotic.)
  
* 20% chance: If possible, remove of up to seven random good mutations. Otherwise, reroll from the remaining options.
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Those under Zin's wrath will find their beneficial mutations stripped away, their enemies alerted, and their senses confounded by the axioms of Law; confusion, fainting and complete paralysis will be their lot.}}
* 30% chance: Summons either (1d3 + XL/10) hostile angels (more likely if you are high level) or a swarm of "creeping doom" i.e. insects, scorpions, spiders, and worms.
 
* 20% chance: Recites the Axioms of Law at you, inflicting confusion, sleep or paralysis (equal chance of each).
 
* 20% chance: Halves your current nutrition level.
 
* 10% chance: Makes an extremely loud noise at your current position.
 
  
==Strategy==
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Zin will only dispense [[divine retribution|punishments]] to those who enter the service of an [[evil gods|evil]] or [[chaotic]] god. Switching to other gods or breaking Zin's conduct will not result in any wrath. Switching to [[Elyvilon]] or [[The Shining One]] will transfer half of your piety to them.
  
Zin is not as straightforward as other gods, who, most of the time, give you tools to help you deal more damage or protect you from damage. Zin, on the other hand, works through more subtle means: inflicting on monster various status effects (Recite and Imprison) while protecting you from the same and buffing your stats (Vitalisation, protection from chaos).
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*1/3 chance: If possible, remove 1-7 random good mutations. Otherwise, reroll from the remaining options.
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*1/2 chance: Recites the Axioms of Law at you, inflicting confusion, sleep, or paralysis (equal chance of each).
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*1/6 chance: Makes an extremely loud noise at your current position.
  
This means that the characters best suited for Zin worship are those who have multiple tools at their disposal to deal with monsters and who enjoy a large boost to all stats: in other words, melee hybrids who can fight toe-to-toe and who also use magic, such as [[skald]]s. On the other hand, Zin is not ideal for pure casters, since he provides no MP regen and Recite makes you immobile for three turns, which could prove disastrous for a physically weak character. Furthermore, Zin's strict dietary restrictions exacerbate the problem of [[spell hunger]]. Pure melee combatants who eschew the use of magic entirely will also have trouble with Zin since he provides no means of healing or summons. This makes large-scale attrition battles against groups of monsters or summoners dangerous.
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==Strategy==
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Zin is more subtle than most gods. Instead of killing enemies directly, Zin offers a variety of defensive abilities and buffs. From trapping enemies with Imprison, or debuffing them with Recite, Zin is great for strong characters (and/or strong players) who can sacrifice power for tools that can handle the toughest of situations.
  
As far species go, a strong aptitude in [[Invocations]], good melee aptitudes, and some way of compensating for Zin's dietary restrictions are optimal: this marks [[Hill Orc]]s as the species best suited for Zin worship... which is ironic since they are the only ones who cannot begin the game worshipping him.
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Zin is also useful for the [[extended]] game. With so many [[evil]] monsters, piety is gained quickly. Defensive tools are useful when [[torment]] can make any situation nasty. Zin also blocks [[mutation]]s and [[Hell's mystical force]], which is a nice benefit.
  
===Recite===
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In terms of overall god strategy, remember that you can switch amongst Zin, [[Elyvilon]], and [[the Shining One]] without incurring wrath, and you even get some starting piety with your new god choice. And as long as you do not worship an evil or chaotic god at any point later on in the game, you will not incur wrath if you leave any of these three gods. Note that Zin isn't "free" to worship before you find other gods, since Zin takes a tithe.
  
Considering Zin abhors chaos, Recite has pretty random effects, with results ranging from the spectacular (turning a roomful of monsters into pillars of salt!) to nigh-useless (an illuminated [[Pit Fiend]] is hardly taken care of). Nevertheless, when properly used, it can severely weaken the opposition and allow you to mop up.
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===Ability Strategy===
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*In spite of the fact that Zin abhors chaos, Recite produces a variety of random effects. Weak effects are always possible, but since Recite is a practically free ability, you might as well use it. It lasts for 3 turns, each turn can produce an effect, and you can do anything (including spells, scrolls, and other "spoken" abilities) during the time.
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*Vitalisation is fairly cheap. It offers a stat boost, poison immunity, and blocks a few statuses. It won't ''cure'' statuses, however, so be proactive and know what inflicts what status. The poison immunity blocks the effects of [[curare]] or a [[hornet]]'s sting.
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*Imprison is a strong ability whenever you need to get away from a scary monster. Whether it'd be a [[unique]] or just an out of depth monster, the silver walls will allow you to avoid them. Then, you can explore a different area, skip the floor, or even swap branches. Keep in mind that Imprison won't work if you are adjacent to your target. It tries to displace monsters adjacent to your target - if there's no space, it will also fail.
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*Sanctuary is one of the most powerful emergency abilities in the game. Use it when you're surrounded and/or the situation is quickly going pear-shaped. Make sure you have an actual way to escape, lest Sanctuary only delay your death. Note that you can't recast Sanctuary while you already have one still active, and that it costs a hefty 15 piety to invoke.
  
Knowing when to use Recite is key. Since it takes three turns to cast during which you are helpless, you want to avoid casting it when surrounded by dangerous foes, but you do want to affect as many monsters as soon as possible, due to Recite's breath cooldown. Waking up groups of monsters and retreating in a one-tile corridor is optimal. Furthermore, in a group fight, pick the book that will affect the most dangerous enemies in the group: Apostates rarely is the right choice unless you need to kill dangerous priests you can't reach.
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==Trivia==
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There are 4 volumes of the Axioms of Law: ''Abominations'', ''Ablutions'', ''Anathema'', and ''Apostates''.
  
Recite's effects grow in potential with [[Invocations]] and [[piety]], and monsters resist it based on their [[hit dice]]; as such, dangerous foes with low HD (e.g. [[executioner]]s with 12 HD) are particularly vulnerable, but you won't be bringing those with higher HD (e.g. [[ancient lich]]es with 27 HD) to their knees with your voice alone.
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==History==
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{{CBA|0.32|Zin's wrath will be able to inflict [[blind]]ness when reciting the Axioms of Law.}}
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*Prior to [[0.27]], Sanctuary provided a [[holy word]] effect inside it.
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*Prior to the removal of the [[food]] system in [[0.26]], Zin forbid eating the flesh of monsters with [[Monster intelligence|human intelligence]], [[holy]] beings, and cannibalism. Species with high hunger costs, namely [[Troll]]s, were more difficult to play as a result.
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*Prior to [[0.21]], Zin had a one-time ability at 6* which would remove all mutations, instead of cleansing mutation potions. Also, Zin's [[mutation resistance|mutation protection]] was 100% at max piety instead of 6* (200 piety instead of 160).
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*Prior to [[0.20]], [[potions of cure mutation]] existed, which Zin allowed the use of.
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*Prior to [[0.18]], Recite would be interrupted by many things that "prevent you from speaking", including: casting spells, reading scrolls, drinking potions, using god abilities, eating, and using [[breath]] weapons.
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*Prior to [[0.17]], Vitalisation also gave a small amount of [[nutrition]], though never enough to go past Full.
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*Prior to [[0.16]], Zin would completely protect followers from [[Hell]]'s effects at maximum piety.
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*Prior to [[0.15]], followers of Zin would on occasion be seen as allies by [[:Category:Holy holiness|holy monsters]]. The chance of this occurring rose with piety. Also, Recite prompted you to choose a book - each book had different effects (e.g. one book only affected "demonic & undead", one only affected "chaotic").
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*Prior to [[0.14]], Vitalisation simply blocked the poison status effect, without resisting poison; it didn't protect from impact damage from spells like [[Venom Bolt]] or [[Poison Arrow]]. Also, Zin was displeased when your sentient allies were allowed to die.
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*Prior to [[0.13]], Recite had a 3-turn delay instead of a 3-turn duration, essentially paralyzing the player while they hoped Zin did something. Also, the [[Priest]] background was removed, making it impossible to begin play worshiping Zin.
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*Prior to [[0.12]], Vitalisation did not protect from the paralysing sting of [[yellow wasp]]s and [[red wasp]]s.
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*Prior to [[0.6]], Zin's wrath could summon [[Summon Swarm|insect plagues]] and [[list of eyeballs|eyes]].
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*In older versions, Zin's wrath could summon several hostile [[angel]]s.
  
===Tips and tricks===
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==References==
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<references/>
  
*Priests begin the game with very weak equipment; and Recite, even with a few levels in [[Invocations]], is not powerful enough to guarantee your safety in the early game. Consider starting the game with another background, such as [[Fighter]], [[Gladiator]], or [[Monk]], and converting at an altar to Zin.
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{{gods}}
*Along the same vein, if you do not start the game worshipping Zin but find an early altar to [[Elyvilon]] or [[the Shining One]], do join their religion: they won't mind the later switch to Zin and may allow you to start training [[Invocations]] earlier (though that's somewhat unlikely for the Shining One, barring a very late Zin altar).
 
*Vitalisation boosts all your stats and makes you immune to nearly every negative status you could incur, but it won't ''cure'' them, so cast it preemptively as soon as you encounter an enemy that can inflict some nasty effects on you (e.g. early [[adder]]s, [[rotting hulk]]s, [[death drake]]s). The stats boost also makes you much more effective in melee combat. Just don't expect Vitalisation's slight nutrition gain to keep you well-fed.
 
*If you want to identify a bunch of potions by quaffing them, cast Vitalisation first. It will protect you from most negative effects, save mutation (which Zin may shield you from based on your piety).
 
*While Vitalisation will prevent nausea from eating contaminated meat, its poison resistance is not enough to let you eat poisonous chunks of meat.
 
*Imprison is best used when you're faced with a couple of powerful monsters at once. Imprison one, then finish off its friend before Imprison is over. Or run.
 
*Sanctuary is one of the most powerful emergency abilities in the game (up there with [[Cheibriados]]'s Step From Time and [[Elyvilon]]'s Divine Protection). Use it when you're surrounded and the situation is quickly going pear-shaped, though make sure you have an escape route too, since otherwise Sanctuary will only delay the inevitable. Note that you can't recast Sanctuary while you already have one still active, and that it costs a hefty 15 piety to invoke.
 
  
[[Category:Gods]][[Category:Good Gods]]
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[[Category:Good Gods]]

Latest revision as of 05:29, 21 June 2024

Version 0.31: This article may not be up to date for the latest stable release of Crawl.
Zin altar.png "Spread the light, my child."
Zin is a god of discipline. Followers must remain pure of body and soul, refraining from dark magic and chaotic acts. They must also tithe a fraction of all gold gained, preferably followed by donations of more. In exchange, worshippers may invoke Zin's wrath upon sinners, and eventually gain various divine protections. Zin's followers can convert to Elyvilon or the Shining One while keeping some piety.

Zin grants followers the ability to preach to the unenlightened masses, and powers to vitalise their bodies and gain divine stamina, protecting them from various afflictions. Later, followers gain the ability to imprison their foes temporarily. Followers can eventually find temporary safety in a divine refuge. As piety grows, followers will be protected from mutation, and Zin may even occasionally directly intervene to save a follower's life.

Zin likes it when you donate money and you or your allies kill unclean or chaotic beings.

Zin dislikes it when you attack monsters in a sanctuary. Zin strongly dislikes it when you use evil magic or items, you attack non-hostile holy beings, you attack allies, you transform yourself, you or your allies kill non-hostile holy beings, you deliberately mutate or transform yourself, you use unclean or chaotic magic or items or you polymorph monsters.

Racial Restrictions

Appreciates

Zin appreciates donations of gold.

  • On worship, and every time you pick up gold, Zin takes a 10% tithe. Zin counts remainders: if you pick up two piles of 15 gold one after the other, Zin will take 1 gold piece from the first and 2 from the second. Also, if you are at maximum piety (200), there is no tithe.
For tithes, base piety gain = gold_taken * 141 / (40 + 2 * absolute_depth),[1] but this can be modified:
  • If the gold was obtained from the Orcish Mines, the piety is halved.
  • For the gold taken upon worship, and any gold from a scroll of acquirement, the tithe's effect is reduced. Gold from these sources is instead worth 30 * log2(gold_taken / 10) piety (max. 150 piety). If the tithe was reduced this way, ignore the Orcish Mines penalty entirely.
  • Zin knows if you try to save gold piles before worship ("Zin ignores your late donation.").
  • You may also donate half your current gold. The piety from donations = (gold) * ln(gold) / 200, which always gives less piety than a tithe of the same amount.[2] Piety is not given right away; it is distributed over a lengthy period of time. You'll receive an indication of what Zin's opinion towards you will be once the piety is fully distributed.
    • One time big donations are more efficient than multiple small ones. For example, five donations of 100 gold would give 8-12 piety, but one donation of 500 gold would give 15-16 piety.
    • Late-game converts can buy their way from 0* to 6* for ~3600 gold donated.
    • If you are at 200 piety, any piety from donations is saved until you drop below 200 piety.

Zin also appreciates killing evil or chaotic creatures, which has a chance to grant piety.

Deprecates

Your piety will decay by 1 every 340 turns, on average (1/17 chance every 20 turns).

Zin dislikes it (i.e. piety loss) when:

  • You attack neutral monsters.
  • You deliberately mutate yourself. This includes deliberately making yourself glow and drinking potions of mutation when not at 6*.
  • You or your allies attack monsters in a sanctuary.

Zin strongly dislikes it (i.e. penance) when:

  • You use Necromancy.
  • You use unholy magic or items.
  • You attack non-hostile holy beings.
  • You or your allies kill non-hostile holy beings.
  • You attack allies.
  • You polymorph monsters.
  • You use unclean or chaotic magic or items.

If you use any talisman, you will be excommunicated. Also, Zin won't let you join while you're transformed.

Zin will forgive accidental transgressions, i.e. performing a forbidden action via an unidentified item.

Given Abilities

Piety level -: "Anchorite"

  • Zin may protect you from a fatal instance of damage. The chance increases linearly from 10% at 0 piety to 28% at maximum. (Passive, no cost)
  • Zin may protect you from the effects of Hell's mystical force. The chance increases with piety, up to 50% at maximum. (Passive)
  • Zin may protect you from mutation at a (piety/1.6)% chance, increasing up to 100% at 160 piety (******). (Passive)
  • Donate Gold - You may donate half your gold to increase your piety.

Also, Zin will identify if a monster is a shapeshifter ("Zin warns you: The <monster> is a foul <glowing> shapeshifter.").

Piety level *: "Apologist"

You Recite for three turns; each turn has a chance to affect enemies, but no enemy can be affected more than once per recite. You can move, fight, cast spells, read scrolls, etc. during this time. Being silenced, berserked, or disabled, e.g. paralysis, will end the effect. Recite is more powerful with higher piety and Invocations, though there's always a 50% chance (calculated for each individual monster, each turn) of nothing happening, and monsters can resist based on their HD (orbs of fire are immune). (1-39 turn -recite cooldown)

Piety level **: "Pious"

  • Vitalisation - Temporarily gives you the Vit status. While active, it gives full poison immunity, protects you from sickness, confusion, petrification, and stat drain, and boosts all your stats by Invocations/3. Lasts for 60 + 2d10 turns, regardless of skill.[4] (1-2 Piety)

Piety level ***: "Devout"

  • Imprison - Temporarily creates a silver-walled prison around an enemy, pushing away monsters adjacent to the target. It will fail if there is no space to push an adjacent monster to, or if you are adjacent to the monster. Duration depends on Invocations skill. Strong monsters may break themselves out before the effect ends on its own (chance of doing so depends on monster's HD). (5 MP, 4-6 Piety)

Piety level ****: "Orthodox"

  • No new abilities.

Piety level *****: "Immaculate"

  • Sanctuary - Creates a stationary Sanctuary centered on yourself, with a radius and duration dependent on your Invocations skill. Its radius will decrease as its duration runs out. So long as you remain within the radius of Sanctuary, no enemies can attack you (this protection extends to your allies, as well). If you or one of your allies attacks, Sanctuary is instantly dispelled and Zin considers it an evil act. (7 MP, 15-23 Piety)

In addition to preventing enemy attacks, you enjoy the following effects from Sanctuary:

  • Clouds dissipate.
  • Your allies are recalled and protected against Abjuration.
  • Monsters inside are scared away.
  • Magical contamination discharges are greatly reduced.

Piety level ******: "Bringer of Law"

  • Zin will cleanse potions of mutation. This means you will no longer lose piety from quaffing potions of mutation, and potions of mutation will only remove mutations, not add them.

Punishments

Zin does not punish followers who leave Zin's service; however, those who take up the worship of evil or chaotic gods will be scourged. (Kikubaaqudgha, Yredelemnul, Makhleb, Lugonu, and Beogh are evil, and Xom and Jiyva are chaotic.)

Those under Zin's wrath will find their beneficial mutations stripped away, their enemies alerted, and their senses confounded by the axioms of Law; confusion, fainting and complete paralysis will be their lot.

Zin will only dispense punishments to those who enter the service of an evil or chaotic god. Switching to other gods or breaking Zin's conduct will not result in any wrath. Switching to Elyvilon or The Shining One will transfer half of your piety to them.

  • 1/3 chance: If possible, remove 1-7 random good mutations. Otherwise, reroll from the remaining options.
  • 1/2 chance: Recites the Axioms of Law at you, inflicting confusion, sleep, or paralysis (equal chance of each).
  • 1/6 chance: Makes an extremely loud noise at your current position.

Strategy

Zin is more subtle than most gods. Instead of killing enemies directly, Zin offers a variety of defensive abilities and buffs. From trapping enemies with Imprison, or debuffing them with Recite, Zin is great for strong characters (and/or strong players) who can sacrifice power for tools that can handle the toughest of situations.

Zin is also useful for the extended game. With so many evil monsters, piety is gained quickly. Defensive tools are useful when torment can make any situation nasty. Zin also blocks mutations and Hell's mystical force, which is a nice benefit.

In terms of overall god strategy, remember that you can switch amongst Zin, Elyvilon, and the Shining One without incurring wrath, and you even get some starting piety with your new god choice. And as long as you do not worship an evil or chaotic god at any point later on in the game, you will not incur wrath if you leave any of these three gods. Note that Zin isn't "free" to worship before you find other gods, since Zin takes a tithe.

Ability Strategy

  • In spite of the fact that Zin abhors chaos, Recite produces a variety of random effects. Weak effects are always possible, but since Recite is a practically free ability, you might as well use it. It lasts for 3 turns, each turn can produce an effect, and you can do anything (including spells, scrolls, and other "spoken" abilities) during the time.
  • Vitalisation is fairly cheap. It offers a stat boost, poison immunity, and blocks a few statuses. It won't cure statuses, however, so be proactive and know what inflicts what status. The poison immunity blocks the effects of curare or a hornet's sting.
  • Imprison is a strong ability whenever you need to get away from a scary monster. Whether it'd be a unique or just an out of depth monster, the silver walls will allow you to avoid them. Then, you can explore a different area, skip the floor, or even swap branches. Keep in mind that Imprison won't work if you are adjacent to your target. It tries to displace monsters adjacent to your target - if there's no space, it will also fail.
  • Sanctuary is one of the most powerful emergency abilities in the game. Use it when you're surrounded and/or the situation is quickly going pear-shaped. Make sure you have an actual way to escape, lest Sanctuary only delay your death. Note that you can't recast Sanctuary while you already have one still active, and that it costs a hefty 15 piety to invoke.

Trivia

There are 4 volumes of the Axioms of Law: Abominations, Ablutions, Anathema, and Apostates.

History

  • In 0.32, Zin's wrath will be able to inflict blindness when reciting the Axioms of Law.
  • Prior to 0.27, Sanctuary provided a holy word effect inside it.
  • Prior to the removal of the food system in 0.26, Zin forbid eating the flesh of monsters with human intelligence, holy beings, and cannibalism. Species with high hunger costs, namely Trolls, were more difficult to play as a result.
  • Prior to 0.21, Zin had a one-time ability at 6* which would remove all mutations, instead of cleansing mutation potions. Also, Zin's mutation protection was 100% at max piety instead of 6* (200 piety instead of 160).
  • Prior to 0.20, potions of cure mutation existed, which Zin allowed the use of.
  • Prior to 0.18, Recite would be interrupted by many things that "prevent you from speaking", including: casting spells, reading scrolls, drinking potions, using god abilities, eating, and using breath weapons.
  • Prior to 0.17, Vitalisation also gave a small amount of nutrition, though never enough to go past Full.
  • Prior to 0.16, Zin would completely protect followers from Hell's effects at maximum piety.
  • Prior to 0.15, followers of Zin would on occasion be seen as allies by holy monsters. The chance of this occurring rose with piety. Also, Recite prompted you to choose a book - each book had different effects (e.g. one book only affected "demonic & undead", one only affected "chaotic").
  • Prior to 0.14, Vitalisation simply blocked the poison status effect, without resisting poison; it didn't protect from impact damage from spells like Venom Bolt or Poison Arrow. Also, Zin was displeased when your sentient allies were allowed to die.
  • Prior to 0.13, Recite had a 3-turn delay instead of a 3-turn duration, essentially paralyzing the player while they hoped Zin did something. Also, the Priest background was removed, making it impossible to begin play worshiping Zin.
  • Prior to 0.12, Vitalisation did not protect from the paralysing sting of yellow wasps and red wasps.
  • Prior to 0.6, Zin's wrath could summon insect plagues and eyes.
  • In older versions, Zin's wrath could summon several hostile angels.

References

Gods
Good ElyvilonZinThe Shining One
Neutral AshenzariCheibriadosDithmenosFedhas MadashGozag Ym SagozHepliaklqanaIgnisOkawaruQazlalRuSif MunaTrogUskayawVehumetWu Jian
Chaotic JiyvaNemelex XobehXom
Evil BeoghKikubaaqudghaLugonu *Makhleb *Yredelemnul
* Chaotic & Evil