Difference between revisions of "Zin"

From CrawlWiki
Jump to: navigation, search
(Tips & Tricks)
(Given Abilities: at least slightly consistent capitalisation)
(42 intermediate revisions by 14 users not shown)
Line 1: Line 1:
{{version013}}
+
{{version021}}
 
[[File:Zin altar.png]] ''"Spread the light, my child."''
 
[[File:Zin altar.png]] ''"Spread the light, my child."''
  
'''Zin the Lawgiver''' 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.
+
{{flavour|Zin is a god of discipline. Followers must remain pure of body and soul, refraining from dark magic and chaotic acts, and never consuming the flesh of intelligent beings. 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]]. No backgrounds start the game following this religion.
+
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 (by praying at an altar) and you or your allies kill unclean or chaotic beings.
 +
 
 +
Zin dislikes it when you drink blood, you attack neutral beings, you deliberately mutate yourself or you or your allies attack monsters in a sanctuary. Zin strongly dislikes it when you perform cannibalism, you desecrate holy remains, 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 transform yourself, you polymorph monsters, you use unclean or chaotic magic or items or you eat the flesh of sentient beings.}}
  
 
==Racial Restrictions==
 
==Racial Restrictions==
Zin does not accept [[demonspawn]] or undead species ([[ghoul]]s, [[vampire]]s, or [[mummies]]) as followers. [[Demigod]]s may not worship Zin or any other deity.
+
[[Demigod]]s may not worship Zin (or any other god).
 +
 
 +
Zin does not accept [[demonspawn]] or undead species ([[ghoul]]s, [[vampire]]s, or [[mummies]]) as followers.
  
 
==Appreciates==
 
==Appreciates==
*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.
+
*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 beginning worship ("Zin ignores your late donation."), 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.
*Similarly, [[praying]] at Zin's [[altar]] will donate half your gold, granting a chunk of piety which will be distributed as you gain [[experience]]. You'll also receive an indication of what Zin's opinion towards you will be once the piety is fully distributed.
+
*You also have an ability to donate half your gold, granting a chunk of piety which will be distributed as time passes. You'll also receive an indication of what Zin's opinion towards you will be once the piety is fully distributed. This can be an effective option for late-game converts, who can buy their way to maximum piety for circa 2500 gold, depending on the amount taken at conversion.
 
*Upon conversion, Zin takes some gold, but this provides more piety than a regular donation.
 
*Upon conversion, Zin takes some gold, but this provides more piety than a regular donation.
 
*Killing the spawn of chaos has a chance to grant piety. See the list of [[chaotic]] monsters and abilities for more details.
 
*Killing the spawn of chaos has a chance to grant piety. See the list of [[chaotic]] monsters and abilities for more details.
Line 17: Line 23:
 
==Deprecates==
 
==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 drink a [[potion of blood]].
 
*You attack neutral monsters.
 
*You attack neutral monsters.
*You allow sentient allies to die.
+
*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]] and drinking [[potions of beneficial mutation]].  
 
 
*You or your allies attack monsters in a sanctuary.
 
*You or your allies attack monsters in a sanctuary.
  
Line 33: Line 38:
 
*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.
+
*You eat the flesh of [[Monster intelligence|sentient]] beings.
  
 
Zin will forgive accidental transgressions, i.e. performing a forbidden action via an unidentified item.
 
Zin will forgive accidental transgressions, i.e. performing a forbidden action via an unidentified item.
Line 41: Line 46:
 
==Given Abilities==
 
==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. Passive. No piety cost.
+
*Zin may protect you from a fatal instance of damage. The chance increases with piety. Passive. No piety cost.
*Zin may protect you from the effects of [[Hell]]'s mystical force. The chance also increases with Piety. Passive. No piety cost.  
+
*Zin may protect you from the effects of [[Hell]]'s mystical force. The chance also increases with piety, up to 50% at maximum. Passive. No piety cost.  
*Zin may protect you from mutation at a (Piety/2)% chance. Passive. No piety cost.  
+
*Zin may protect you from mutation at a (piety/1.6)% chance, increasing up to 100% at 160 piety (******). Passive. No piety cost.
 +
*Donate Gold. You may donate half your gold for additional piety.
 
'''[[Piety|Piety level *]]''': "Apologist"
 
'''[[Piety|Piety level *]]''': "Apologist"
*'''Recite''' - Preaches a verse from one of the four books of the Axioms of Law:
+
*'''Recite''' - Preaches a verse from one of the four books of the Axioms of Law: ''Abominations'', ''Ablutions'', ''Anathema'', and ''Apostates''. The book you are told you are reciting from is selected at random and has no bearing on the effects. Each monster which can be affected at all has an effect selected from the following, in order of priority (eg a demon will never be rotted, because it will always get an effect from "demons and non-corporeal undead", even if it is also an unclean monster).
**''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]].
+
**Demons and non-corporeal undead can be dazed, confused, [[Corona|illuminate]]d, 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.
+
**Unclean monsters (corporeal undead; mutagenic monsters which are not chaotic; ancient zymes; monsters with attacks that steal, have vampiric effects, or cause hunger or rotting; [[Crazy Yiuf]], [[Psyche]], [[Louise]], and [[Gastronok]]; monsters with unclean spell effects, and monsters that [[Spell_slot_flags#Wizard_flag|cast]] chaotic spells) can be [[rot]]ted, [[smite|smitten]], [[Corona|illuminate]]d, 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.
+
**Chaotic monsters (all shapeshifters, ugly things, abominations, wretched stars, Killer Klowns, [[Tiamat]], [[Bai Suzhen]]; monsters with chaotic spell effects or melee attacks; monsters with mutating melee attacks (ie, [[Mnoleg]]); followers of chaotic gods) can be [[rot]]ted, [[smite|smitten]], [[Corona|illuminate]]d, have their flesh melted away (which deals damage but inflicts no status effects), or turned into [[pillar of salt|pillars of salt]].
**''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.
+
**Intelligent monsters which are not holy can be 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 mute, sent mad, or rendered permanently stupid.
If multiple books could apply, you are allowed to choose which to read from (e.g. whether to use Ablutions or Anathema on a skeleton). Recite takes three turns, during which you can move, fight, and evoke; anything that interrupts your speaking (potions, scrolls, spells, shouting, or using a breath weapon) will cancel the Recite status. 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.
+
:Recite takes three turns, during which you can move, fight, and evoke; anything that interrupts your speaking (potions, scrolls, spells, shouting, using other Zin abilities, or using a breath weapon) will cancel the Recite status. The effect of Recite is more powerful with higher [[piety]] and [[Invocations]], but still has potential even at very low Invocation levels. Even so, there is always a chance of weaker effects (or even no effect at all). Costs Breath.
  
 
'''[[Piety|Piety level **]]''': "Pious"
 
'''[[Piety|Piety level **]]''': "Pious"
*'''Vitalisation''' - While active, protects you from sickness, poisoning, confusion, petrification, rot, and stat drain, and boosts all your stats by [[Invocations]]/3. Gives a small amount of nutrition, but won't go past Full. Costs 1-2 Piety.
+
*'''Vitalisation''' - Temporarily gives you the Vit status, which, while active, protects you from sickness, poisoning, confusion, petrification, rot (but not direct damage from miasma), and stat drain, and boosts all your stats by [[Invocations]]/3. Also grants poison [[resistance]], protects against the status effects caused by [[curare]] and the stings of [[hornet]]s, while active. Costs 1-2 Piety.
 
'''[[Piety|Piety level ***]]''': "Devout"
 
'''[[Piety|Piety level ***]]''': "Devout"
*'''Imprison''' - Temporarily creates a silver-walled prison around an enemy, pushing away monsters adjacent to the target (if applicable). Duration depends on [[invocations]] skill. Strong monsters may break themselves out (chance for jailbreak depends on monster's HD). Costs 5 MP, 125-250 Food, and 4-6 Piety.
+
*'''Imprison''' - Temporarily creates a silver-walled prison around an enemy, pushing away monsters adjacent to the target (if applicable). 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). Costs 5 MP, 125-250 Food, and 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"
 +
<div id="Sanctuary"></div>
 
*'''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. 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. Costs 7 MP, 150-300 Food, and 15-23 Piety.
 
*'''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. 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. Costs 7 MP, 150-300 Food, and 15-23 Piety.
 
In addition to preventing enemy attacks, you enjoy the following effects from Sanctuary:   
 
In addition to preventing enemy attacks, you enjoy the following effects from Sanctuary:   
Line 67: Line 74:
 
**Undead and demons are subject to [[Holy Word]], which slows, damages, and scares them.
 
**Undead and demons are subject to [[Holy Word]], which slows, damages, and scares them.
 
**Magical contamination discharges are greatly reduced.
 
**Magical contamination discharges are greatly reduced.
**[[Hell]]'s mystical force will not strike you; any previous effects will linger, however.
 
 
**Blood is cleaned from tiles.
 
**Blood is cleaned from tiles.
 
'''[[Piety|Piety level ******]]''': "Bringer of Law"
 
'''[[Piety|Piety level ******]]''': "Bringer of Law"
*'''Cure All Mutations''' - Immediately removes all mutations from your character, both good and bad. Can only be used once per game. No piety cost.
+
*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==
 
==Punishments==
Zin will only dispense punishments to those who enter the service of an [[evil gods|evil]] or [[chaotic]] god.
+
{{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.)
 +
 
 +
Those under Zin's wrath will find their beneficial mutations stripped away, their bellies empty, 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 [[divine retribution|punishments]] to those who enter the service of an [[evil gods|evil]] or [[chaotic]] god. Switching to [[Elyvilon]] or [[The Shining One]] will transfer half of your piety to them.  
  
 
*20% chance: If possible, remove 1-7 random good mutations. Otherwise, reroll from the remaining options.
 
*20% chance: If possible, remove 1-7 random good mutations. Otherwise, reroll from the remaining options.
*30% chance: Summons either (1d3 + XL/10) hostile angels (more likely if you are high level) or a swarm of "creeping doom" (i.e. random [[list of insects|insects]], [[list of arachnids|arachnids]], and [[list of worms|worms]]).
+
*30% chance: Summons either (1d3 + XL/10) hostile angels (more likely if you are high level) or a swarm of "creeping doom" (i.e. random [[list of arthropods|arthropods]] and [[list of worms and gastropods|worms]]).
*20% chance: Recites the Axioms of Law at you, inflicting confusion, sleep or paralysis (equal chance of each).
+
*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.
 
*20% chance: Halves your current nutrition level.
 
*10% chance: Makes an extremely loud noise at your current position.
 
*10% chance: Makes an extremely loud noise at your current position.
  
 
==Strategy==
 
==Strategy==
Zin is not as straightforward as other gods, who often give you tools to help you deal more damage, allies to fight for you, or protection from damage. Zin works through more subtle means: giving monsters various status effects (Recite and Imprison) while protecting you from the same and buffing your stats (Vitalisation, protection from chaos).
+
Zin works through somewhat more subtle means than most other gods. Rather than directly killing, Zin empowers you to disable monsters with Imprison and various status effects (via Recite) while protecting you from various kinds of harm.
  
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, either to attack or disable their foes. On the other hand, Zin is not ideal for pure casters, since he provides no MP regen and spells interrupt Recite. Furthermore, Zin's strict dietary restrictions make the problem of [[spell hunger]] somewhat more difficult in branches with few animals. Pure melee combatants who eschew the use of magic entirely may also get less benefit from Zin than they would with more aggressive gods, and will receive little benefit from his intelligence boost.
+
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. All three of these gods use [[Invocations]] skill. Also, so 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.  
  
As far as species go, a strong aptitude in [[Invocations]], good melee aptitudes, and some way of compensating for Zin's dietary restrictions are optimal, though only [[troll]]s are likely to have difficulty staving off starvation.
+
In spite of the fact that Zin abhors chaos, Recite produces a variety of random effects. Recite's list of effects grows along with your [[Invocations]] skill and your [[piety]], but weak effects are always possible. Monsters resist it based on their [[hit dice]], not their [[magic resistance]]. Do note that reading scrolls, using other Zin abilities, casting spells, drinking potions, using a breath weapon, and shouting or commanding allies via the (t)ell command will interrupt recite.  
  
That being said, characters who worship the Shining One or [[Elyvilon]] may find it extremely worthwhile to switch to Zin for a brief time in the end game. Switching to Zin from a good god while at full piety will start you at nearly full piety with Zin, meaning that you need only donate half your gold and kill a handful of monsters before unlocking the ability to cure all of your mutations. This is a small price to pay for a character who's had a rough time in the extended end game. You may then immediately switch back to your old god with no penalty and with most of your original piety intact.
+
Vitalisation boosts all your stats for a low piety cost, and while active makes you immune to sickness, poisoning, confusion, petrification, rot, and stat drain, but it won't ''cure'' these ailments if you already have them, so activate it preemptively upon encountering an enemy that can inflict such effects on you. (Something of a niche case, but Vitalisation does prevent the status effects that [[curare]] and [[hornet]]s cause via their poison.) Also note that Vitalisation prevents the poisoning status but does not actually provide rPois, and thus does not lower the damage from the impact of spells like [[Poison Arrow]] or [[Venom Bolt]].  
  
===Recite===
+
Sanctuary is one of the most powerful emergency abilities in the game. Use it when you're surrounded and the situation is quickly going pear-shaped, though make sure you have an escape route too, lest Sanctuary only delay rather than prevent 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.
In spite of the fact that Zin abhors chaos, Recite produces a variety of random effects, with results ranging from the spectacular (turning a roomful of monsters into pillars of salt!) to nigh-useless (an illuminated [[brimstone fiend]] is hardly taken care of). Nevertheless, it has no cost to the player, and is able to affect a number of enemies whose magic resistance or outright magic immunity render them normally immune to negative status effects. When used properly, it can severely weaken the opposition, allowing you to mop up in safety. This is particularly true for characters who rely on [[stabbing]], as many of the status effects Zin inflicts render enemies vulnerable to sneak attacks.
 
  
Although it's critical that you don't neglect Zin's other abilities, you should make sure to use Recite often. Due to the cooldown which follows each use, however, you may want to hold back on using it if you expect a crowd of victims to enter your line of sight soon. Waking up groups of enemies and luring them to a safe one-tile corridor is often ideal. For stabbers, waiting until you are nearly in melee range to begin reciting may be a good idea, but it really is a matter for your own discretion. Recite often and learn what works. In dire straits, you can [[quaff]] a [[potion of restore abilities]] to reset your breath counter, allowing you to Recite again almost immediately.
+
==History==
 +
Prior to [[0.21]], Zin had a one-time ability at 6* which would remove all mutations, instead of cleansing mutation potions.
  
When fighting multiple types of opponents, or facing opponents that fall under multiple categories Zin hates, you will be forced to select a book to read from. Choose the book that handles the threat you're most concerned about; ''Apostates'' may not affect the swarm of summoned low-level demons, but it is very capable of disabling the dangerous priest who summoned them.
+
Prior to [[0.20]], [[potions of cure mutation]] existed, which Zin allowed the use of.
  
Recite's list of effects grows along with your [[Invocations]] skill and your [[piety]], but weak effects are always possible. Monsters resist it based on their [[hit dice]]; as such, knowing which dangerous foes have low HD is critical to making intelligent choices with Recite. Monsters with very high HD, such as [[hell sentinel]]s and [[lich]]es, are much less likely to be affected, but will still take the full impact of the Recitation if it should overcome their HD. Surprisingly vulnerable opponents include:
+
Prior to [[0.17]], Vitalisation also gave a small amount of nutrition, though never enough to go past Full.  
  
*[[Hellion]] (7 HD)
+
Prior to [[0.16]], Zin would completely protect followers from [[Hell]]'s effects at maximum piety. This was reduced to a maximum of 50% in 0.16.
*[[Tormentor]] (7 HD)
 
*[[Mummy priest]] (10 HD)
 
*[[Shadow demon]] (10 HD)
 
*[[Executioner]] (12 HD)
 
*[[Curse skull]] (13 HD)
 
*[[Balrug]] (14 HD)
 
*[[Curse toe]] (14 HD)
 
*[[Ghoul]] (14 HD)
 
*[[Murray]] (14 HD)
 
*[[Reaper]] (14 HD)
 
*[[Geryon]] (15 HD)
 
*[[Greater mummy]] (15 HD)
 
*[[Dispater]] (16 HD)
 
*[[Gloorx Vloq]] (16 HD)
 
*[[Asmodeus]] (17 HD)
 
*[[Mnoleg]] (17 HD)
 
*[[Ereshkigal]] (18 HD)
 
*[[Khufu]] (18 HD)
 
*[[Mara]] (18 HD)
 
  
===Tips & Tricks===
+
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 if multiple could be applied.
*Remember that you can switch amongst [[Zin]], [[Elyvilon]], and [[the Shining One]] without incurring wrath, and you even get some starting piety. All three of these gods use [[Invocations]] skill. So long as you do not worship an evil or (in case of Zin) chaotic god, you can also leave the religion of any of these gods without incurring penance. 
 
*Vitalisation boosts all your stats for a low piety cost, and while active makes you immune to sickness, poisoning, confusion, petrification, rot, and stat drain, but it won't ''cure'' these ailments if you already have them, so cast it preemptively as soon as you encounter an enemy that can inflict such effects on you. Also note that Vitalisation prevents the poisoning status but does not actually provide rPois, and thus does not lower the damage from the impact of spells like [[Poison Arrow]] or [[Venom Bolt]].
 
*Sanctuary is one of the most powerful emergency abilities in the game. 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.
 
  
==History==
+
Prior to [[0.14]], Vitalisation simply blocked the poison status effect without granting poison resistance. This led to players still taking heavy damage from poison-elemental spells. Also, Zin was displeased when your sentient allies were allowed to die.
In [[0.14]] Vitalisation will grant poison resistance, and Zin won't mind when you allow your sentient allies to die.
 
  
Before [[0.13]], Recite had a 3-turn delay instead of a 3-turn duration, essentially paralyzing the player while he hoped Zin did something. Also, the [[priest]] background was removed since Zin is not a very appealing god early on.
+
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 attacks of [[yellow wasp]]s and [[red wasp]]s.
 
Prior to [[0.12]], Vitalisation did not protect from the paralysing attacks of [[yellow wasp]]s and [[red wasp]]s.
  
[[Category:Gods]][[Category:Good Gods]]
+
{{gods}}
[[Category:Crystal Ball Articles]]
+
[[Category:Good Gods]]

Revision as of 04:40, 1 December 2018

Version 0.21: 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, and never consuming the flesh of intelligent beings. 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 (by praying at an altar) and you or your allies kill unclean or chaotic beings.

Zin dislikes it when you drink blood, you attack neutral beings, you deliberately mutate yourself or you or your allies attack monsters in a sanctuary. Zin strongly dislikes it when you perform cannibalism, you desecrate holy remains, 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 transform yourself, you polymorph monsters, you use unclean or chaotic magic or items or you eat the flesh of sentient beings.

Racial Restrictions

Demigods may not worship Zin (or any other god).

Zin does not accept demonspawn or undead species (ghouls, vampires, or mummies) as followers.

Appreciates

  • 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 beginning worship ("Zin ignores your late donation."), and the tithe has a reduced effect in the Orcish Mines and on gold acquired. Paying a tithe has a chance to increase piety based on its size.
  • You also have an ability to donate half your gold, granting a chunk of piety which will be distributed as time passes. You'll also receive an indication of what Zin's opinion towards you will be once the piety is fully distributed. This can be an effective option for late-game converts, who can buy their way to maximum piety for circa 2500 gold, depending on the amount taken at conversion.
  • Upon conversion, Zin takes some gold, but this provides more piety than a regular donation.
  • Killing the spawn of chaos has a chance to grant piety. See the list of chaotic monsters and abilities for more details.

Deprecates

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

  • You drink a potion of blood.
  • 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 perform cannibalism.
  • You desecrate holy remains.
  • You use Necromancy. Casting Necromutation instead causes excommunication.
  • 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.
  • You eat the flesh of sentient beings.

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

On average, your piety will decay naturally by 1 every 340 turns.

Given Abilities

Piety level -: "Anchorite"

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

Piety level *: "Apologist"

  • Recite - Preaches a verse from one of the four books of the Axioms of Law: Abominations, Ablutions, Anathema, and Apostates. The book you are told you are reciting from is selected at random and has no bearing on the effects. Each monster which can be affected at all has an effect selected from the following, in order of priority (eg a demon will never be rotted, because it will always get an effect from "demons and non-corporeal undead", even if it is also an unclean monster).
    • Demons and non-corporeal undead can be dazed, confused, illuminated, affected by holy word, or turned into pillars of salt.
    • Unclean monsters (corporeal undead; mutagenic monsters which are not chaotic; ancient zymes; monsters with attacks that steal, have vampiric effects, or cause hunger or rotting; Crazy Yiuf, Psyche, Louise, and Gastronok; monsters with unclean spell effects, and monsters that cast chaotic spells) can be rotted, smitten, illuminated, affected by holy word, or turned into pillars of salt.
    • Chaotic monsters (all shapeshifters, ugly things, abominations, wretched stars, Killer Klowns, Tiamat, Bai Suzhen; monsters with chaotic spell effects or melee attacks; monsters with mutating melee attacks (ie, Mnoleg); followers of chaotic gods) can be rotted, smitten, illuminated, have their flesh melted away (which deals damage but inflicts no status effects), or turned into pillars of salt.
    • Intelligent monsters which are not holy can be dazed, confused, or paralysed; if they were followers of evil or chaotic gods, they can also be smitten, blinded, affected by antimagic, illuminated, struck mute, sent mad, or rendered permanently stupid.
Recite takes three turns, during which you can move, fight, and evoke; anything that interrupts your speaking (potions, scrolls, spells, shouting, using other Zin abilities, or using a breath weapon) will cancel the Recite status. The effect of Recite is more powerful with higher piety and Invocations, but still has potential even at very low Invocation levels. Even so, there is always a chance of weaker effects (or even no effect at all). Costs Breath.

Piety level **: "Pious"

  • Vitalisation - Temporarily gives you the Vit status, which, while active, protects you from sickness, poisoning, confusion, petrification, rot (but not direct damage from miasma), and stat drain, and boosts all your stats by Invocations/3. Also grants poison resistance, protects against the status effects caused by curare and the stings of hornets, while active. Costs 1-2 Piety.

Piety level ***: "Devout"

  • Imprison - Temporarily creates a silver-walled prison around an enemy, pushing away monsters adjacent to the target (if applicable). 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). Costs 5 MP, 125-250 Food, and 4-6 Piety.

Piety level ****: "Orthodox"

  • No new abilities.

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. 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. Costs 7 MP, 150-300 Food, and 15-23 Piety.

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

    • Traps are revealed.
    • Clouds dissipate.
    • Your allies are recalled and protected against Abjuration.
    • Monsters may be scared away.
    • Undead and demons are subject to Holy Word, which slows, damages, and scares them.
    • Magical contamination discharges are greatly reduced.
    • Blood is cleaned from tiles.

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 bellies empty, 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 Elyvilon or The Shining One will transfer half of your piety to them.

  • 20% chance: If possible, remove 1-7 random good mutations. Otherwise, reroll from the remaining options.
  • 30% chance: Summons either (1d3 + XL/10) hostile angels (more likely if you are high level) or a swarm of "creeping doom" (i.e. random arthropods 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

Zin works through somewhat more subtle means than most other gods. Rather than directly killing, Zin empowers you to disable monsters with Imprison and various status effects (via Recite) while protecting you from various kinds of harm.

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. All three of these gods use Invocations skill. Also, so 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.

In spite of the fact that Zin abhors chaos, Recite produces a variety of random effects. Recite's list of effects grows along with your Invocations skill and your piety, but weak effects are always possible. Monsters resist it based on their hit dice, not their magic resistance. Do note that reading scrolls, using other Zin abilities, casting spells, drinking potions, using a breath weapon, and shouting or commanding allies via the (t)ell command will interrupt recite.

Vitalisation boosts all your stats for a low piety cost, and while active makes you immune to sickness, poisoning, confusion, petrification, rot, and stat drain, but it won't cure these ailments if you already have them, so activate it preemptively upon encountering an enemy that can inflict such effects on you. (Something of a niche case, but Vitalisation does prevent the status effects that curare and hornets cause via their poison.) Also note that Vitalisation prevents the poisoning status but does not actually provide rPois, and thus does not lower the damage from the impact of spells like Poison Arrow or Venom Bolt.

Sanctuary is one of the most powerful emergency abilities in the game. Use it when you're surrounded and the situation is quickly going pear-shaped, though make sure you have an escape route too, lest Sanctuary only delay rather than prevent 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.

History

Prior to 0.21, Zin had a one-time ability at 6* which would remove all mutations, instead of cleansing mutation potions.

Prior to 0.20, potions of cure mutation existed, which Zin allowed the use of.

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. This was reduced to a maximum of 50% in 0.16.

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 if multiple could be applied.

Prior to 0.14, Vitalisation simply blocked the poison status effect without granting poison resistance. This led to players still taking heavy damage from poison-elemental spells. 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 attacks of yellow wasps and red wasps.

Gods
Good ElyvilonZinThe Shining One
Neutral AshenzariCheibriadosFedhas MadashGozag Ym SagozHepliaklqanaIgnisNemelex XobehOkawaruQazlalRuSif MunaTrogUskayawVehumetWu Jian
Chaotic JiyvaXom
Evil BeoghDithmenosKikubaaqudghaLugonu *Makhleb *Yredelemnul
* Chaotic & Evil