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 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.
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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]]. No backgrounds start the game following this religion.
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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.
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Zin likes it when you donate money and you or your allies kill unclean or chaotic beings.
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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.}}
  
 
==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.
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*Zin does not accept [[Demonspawn]] or undead species ([[Ghoul]]s, [[Vampire]]s, or [[Mummies]]) as followers.
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*[[Demigod]]s may not worship Zin (or any other god).
  
 
==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.
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Zin appreciates donations of gold.
*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.
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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.
*Upon conversion, Zin takes some gold, but this provides more piety than a regular donation.
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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:
*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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:*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.
  
 
==Deprecates==
 
==Deprecates==
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Your piety will decay by 1 every 340 turns, on average (1/17 chance every 20 turns).
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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]] and drinking [[potions of beneficial mutation]].  
 
 
*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.
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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.
 
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==
 
==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.
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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. Passive. No piety cost.
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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. Passive. No piety cost.  
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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 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.
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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, poisoning, 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-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.
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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. 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.
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<div id="Sanctuary"></div>
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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)
 
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:   
**[[Trap]]s are revealed.
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*[[Cloud]]s dissipate.
**[[Cloud]]s dissipate.
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*Your allies are recalled and protected against [[Abjuration]].
**Your allies are recalled and protected against [[Abjuration]].
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*Monsters inside are scared away.
**Monsters may be scared away.
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*Magical contamination discharges are greatly reduced.
**Undead and demons are subject to [[Holy Word]], which slows, damages, and scares them.
 
**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.
 
 
'''[[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.
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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==
 
==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 1-7 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. random [[list of insects|insects]], [[list of arachnids|arachnids]], and [[list of worms|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 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).
 
  
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.
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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.
  
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.
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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.
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.
 
 
 
===Recite===
 
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.
 
  
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.
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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'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:
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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.  
  
*[[Hellion]] (7 HD)
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===Ability Strategy===
*[[Tormentor]] (7 HD)
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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.
*[[Mummy priest]] (10 HD)
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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.
*[[Shadow demon]] (10 HD)
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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.
*[[Executioner]] (12 HD)
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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.
*[[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===
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==Trivia==
*If you plan on worshiping Zin, but find an early altar to [[Elyvilon]] or [[the Shining One]], consider joining their religion: they won't mind the later switch to Zin, give you some starting piety, and may allow you to start training Invocations.
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There are 4 volumes of the Axioms of Law: ''Abominations'', ''Ablutions'', ''Anathema'', and ''Apostates''.
*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, [[plague shambler]]s, [[death drake]]s, [[Jorgrun]]). The stat boost also makes you more effective in melee combat and spell casting, much like a universal (but smaller) version of [[Okawaru]]'s Heroism. Just don't expect Vitalisation's slight nutrition gain to keep you well-fed, and although it's cheap, mind your piety.
 
*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).
 
*Vitalisation doesn't actually give you the poison resistance you'd need to consume poisonous chunks. It simply prevents you from acquiring the poison [[status effect]]; you will still take full damage from sources of direct poison damage like [[Poison Arrow]] or [[Poisonous Cloud]], but not from [[Venom Bolt]] or [[Sting]].
 
*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.
 
  
 
==History==
 
==History==
In [[0.14]] Vitalisation will grant poison resistance, and Zin won't mind when you allow your sentient allies to die.
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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.
 +
*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 wasp]]s and [[red wasp]]s.
 +
*Prior to [[0.6]], Zin's wrath could summon [[Summon Swarm|insect plagues]] and [[list of eyeballs|eyes]].
 +
*In older versions, Zin's wrath could summon several hostile [[angel]]s.
  
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.
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==References==
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<references/>
  
Prior to [[0.12]], Vitalisation did not protect from the paralysing attacks of [[yellow wasp]]s and [[red wasp]]s.
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{{gods}}
  
[[Category:Gods]][[Category:Good Gods]]
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[[Category:Good Gods]]
[[Category:Crystal Ball Articles]]
 

Latest revision as of 21:26, 23 March 2024

Version 0.31: This article is up to date for the latest stable release of Dungeon Crawl Stone Soup.
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

  • 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 AshenzariCheibriadosFedhas MadashGozag Ym SagozHepliaklqanaIgnisNemelex XobehOkawaruQazlalRuSif MunaTrogUskayawVehumetWu Jian
Chaotic JiyvaXom
Evil BeoghDithmenosKikubaaqudghaLugonu *Makhleb *Yredelemnul
* Chaotic & Evil