Godville Wiki

Narrator: This is the sad tale of the township of Dogville. Dogville was in the Rocky Mountains in the US of A, up here where the road came to its definitive end, near the entrance to the old abandoned silver mine. The residents of Dogville were good honest folks, and they liked their township. 1 Godville invite. 1076 gold coins +11.7%. Printed at the printing house. Published under the influence. Watch out, your milk is boiling over. Anyone who takes the heroes to be positive role models and tries to emulate their lifestyle frankly deserves any consequences that occur. All unfunny content is actually hilarious but over your head.

Contents.Gameplay Godville is a zero-player game, which means it does not require interaction from the player for the game to progress. In the game, there is the hero-character, who is a, and there is the god-character, who is played by the player. The hero is a religious fanatic who uses a diary to communicate with the god, and occasionally needs a sign of the god's existence; the player uses the god-character to influence the hero positively or negatively using rewards and punishments, and sometimes direct communication.The game is also a, meaning the hero will wander his world, defeat monsters, find and use treasure and items, and sometimes lose to monsters and unfriendly non-player characters.

The player names the hero. Over time, the hero levels up and learns special skills, and has his own personality as a result of his adventuring, as well as his interaction with the god. The game provides some items with enhanced abilities which the hero can use only with the god's involvement; the hero will sell these items even if they do 'have some marvelous effect'. The hero can also have a pet companion.The game allows some limited interaction: the god can have the hero duel other heroes. The hero who wins takes some coins from the losing hero as well some of his items. The god can somewhat influence these duels, but sometimes the god's attempt aids the opposing god's hero instead of his own.The game has day and night themes. After a period of time playing the game, the game enables the player to review the most-important events the hero has participated in since the last time the player checked the game.The Russian version of the game in 2010, which was entirely in a web browser, had no graphics or sound.

Development and release Mikhail Platov developed the video game as 'a clear progeny of '. A beta version of the game was announced in May 2010. The game was released for iPhone and iPod in July 2010 and shortly after for iPad; Android in March 2011 and for web browser a month later; Windows Phone in July 2013; and Apple Watch in 2015.The game is free-to-play and connected to the Internet. Once their characters reach level 10, players can suggest updates to the game, which are then voted upon by the community of players for subsequent inclusion. Themes The game satirizes religion, the role-playing game genre, the massively-multiplayer online game genre, and video games in general. Occasionally, the hero will be philosophical. Reception On release, Eli Hodapp, editor-in-chief of TouchArcade, said that the game 'sounds a little stupid' but that 'it's surprisingly amusing without needing to actually do anything at all'., writing for, called Godville 'a fun, funny, incredibly clever little game'; he later added in that it was 'one of the most compelling, engaging, and addictive little bits of software out there'.

In 2012, called the game 'darkly rewarding in its meaningless levelling and incessant battles even before you take into account the smart writing', and was similarly addicted to 'the promises of numbers that get larger and larger over time'. In 2014, said the game 'has a wickedly funny side, and it will light up your imagination.' Hodapp said that the original adventures the character went on were repetitive, but that the developers had implemented a number of excellent community suggestions within the first month.

The lack of control over the hero was appealing to Hodapp. He originally thought the game was novel and didn't expect it to last, but was surprised that he was still interested in the game years later, and likens checking the game to checking his email or Twitter feed.compared the game favorably to, another video game in the genre. Reviewers approved of the game on mobile platforms, including iPod Touch, iPhone, Apple Watch, and Android. It was also included in Mashable 's '11 Facebook Games You're Embarrassed to Admit You Play' list. See also.References.

Typical Dungeon Scenery.Dungeons are treacherous labyrinths below the surface of filled with treasure, traps, and adventure. Only with a may send their hero (at the cost of 50% of their ) into these places of peril and reward. It is beneath the surface of the world of Godville, beneath the layers of treasure (not to be confused with the lairs of ) lies the underworld, where those who have died wait for and revenge.A long time ago, the various demons in the underworld built the Dungeons to keep heroes in for eternity after they had died. However, the heroes seemed to keep escaping them as their gods had found a button on their remote control that created a tunnel between the Dungeons and the world above, which the heroes would use to escape. Eventually the demons of the underworld had had enough and in a rage they destroyed that particular button, to prevent the heroes from escaping, only to find that they barely had enough time to lock the heroes in the dungeons before they were resurrected.

As a result the dungeons were no longer used, and fell into disrepair. Eventually the admins of repaired the button and since then, gods have been able to create tunnels into the underworld so their heroes can retrieve the treasure left there by fallen heroes.Dungeon-dwelling creatures were quite unhappy about their hard-earned treasures being taken away bit by bit by the intruding heroes and heroines. So, after much planning, the decided to spice up the dungeon-exploring experience by introducing new features. On Day 1303 g.e., the gods & goddesses of Godville were advised of these new battle ground conditions by the Godville admins. Contents.Dungeon Types Ye Olde DungeonsEverything in these are quite straight-forward. The party takes a step per turn, all unexplored rooms are indicated along with blocked passages and special rooms are hidden here and there. At least 3 of varying levels are hidden all over with a higher level (indicated by the number of abilities it has) closer to the treasure trove.Special Named Dungeons TypeDescriptionNotesAbundance'Almost every room here has something — either loot or a trap.'

-Anti-influence'Magic and influences don’t work in this place because of a spell.' Blocks gods' influences while traveling, but can still direct. After burner climax pc.

The influences still work during boss battles.Clarity'Bright light illuminates interesting places on the map.' Special rooms are indicated by a (!) when in proximity.Emptiness'No traps, healing rooms or secret stashes here.' -High Stakes'Winners take extra gold from the treasury while knocked out get nothing.' -Hoarding'Most of the gold from the treasury is in the pockets of greedy bosses.' Bosses have more gold.

The treasury has less.Hotness'All treasure hints in this dungeon play “Hot and Cold.' All hints are hotness hints.Hurry'In this dungeon heroes have 50 steps until evacuation instead of 100'Party has to find treasure within 50 steps.Jumping'Anomalous gravity sometimes makes heroes jump over the squares.'

The party will skip rooms.Migration'Stronger bosses are not always near the treasure.' Boss-monsters will spawn randomly, instead of having the strongest monsters closer to the treasure hoard.Mystery'This dungeon is special, but nobody knows how.' It can be any type of the special dungeons.Pledge'Everyone pledged one log of wood for a promise to leave the dungeon through the treasury.' Every hero loses a log upon entering the dungeon.Rejuvenation'The air here is alive and all healing.' The heroes will receive healing of 5-6 hp in every room.Robbery'Everyone has to donate all their gold into the treasury's fund for fair redistribution later.' All coins are lost upon entering. The treasury will have the amount of coins that the heroes had upon entering added to the usual amount.Savings'After finding the treasure all heroes' gold will be automatically deposited into Savings'When the heroes reach the treasury all coins will be deposited into savings, leaving them with none.Solitude'All bosses have left, leaving traps instead.'

A dungeon without bosses but with many traps.Surprise'Weak, but quiet bosses tend to appear out of nowhere and attack all of a sudden.' No warnings will be given when the heroes are near a boss-monster. However, bosses are weaker.Toxicity'Toxic gas in the passages undermines health of explorers.' The heroes will receive damage of 5-6 hp in every room.Uncertainty'All hints to the treasury are double-minded.' All hints are double minded hints.Wealth'The gold seems to be scattered all over the place.' -Woodness'This dungeon has double amount of wood in the treasury.' You will receive 2 logs.Sending the Hero/Heroine to a DungeonThe main aim of entering a dungeon is to find the treasure room, where there is, and, which the heroes will take before returning to the surface.

If the hero has gotten fewer than two gopher logs from dungeons within the last 24 hours, they are guaranteed to find a log in the treasure room. If they have found two or more, then it is up to. ObstaclesThere are many obstacles that can stop a hero from reaching the treasure:. A hero will refuse to enter the dungeon if he does not have two partners.

A dungeon map.Once in the dungeon, the gods will be informed of the heroes movements through the Dungeon Log, which is very similar to a duel log, only describing the heroes surroundings and movement. They can also view the dungeon as explored so far through the map, which appears as a grid of squares with various symbols in them. The Symbols have the following meanings:SymbolMeaningNotes@HeroesOnce the heroes have entered the room it will become an explored room.?Unexplored roomMay contain various things as described below, should be avoided on low.Explored roomWill produce the same entry every time it is entered, for one off events it will be replaced with a neutral room entry if entered a second time.🚪ExitYour heroes appear in this room. Landing on it after the twentieth step ends your adventure.#WallWill prevent your hero from continuing in that direction. Will appear as? Until heroes step into one of the 8 adjacent squares💀Beaten boss monsterAfter a boss is beaten, this symbol appears in the square of the fight.Triggered mole holeA mole hole will send the heroes to a random room, they can't be avoided and only get activated once.

After a mole hole is triggered, this symbol will show up.⚠️Boss warningA boss monster might be in this square.↑Hint roomCan also appear as ↗, →, ↘, ↓, ↙, ←, and ↖ depending on the location of treasure.∨Double minded hintCan also appear as ⌊, or ⌋ depending on the location of the treasure. These hints can occur in any kind of dungeon. They are the only kind of treasure location hint given in a dungeon of Uncertainty. More info below.✵Hotness dungeon hintHot and cold hints show up as ✵ Freezing/Very Cold → ❄ Cold → ☁ Mild → ♨ Warm → ☀ Hot → ✺ Burning/Very Hot.

These symbols don't point to any direction but indicate how close you are towards the treasure. The closer you are the hotter it gets. They are the only kind of treasure hint given in a dungeon of Hotness.!Special roomSeen in dungeons of Clarity, where nearby unexplored special rooms are indicated with this symbol. Only illuminates 1 room in each direction. Once the party moves on, the room returns to the '?'

Once explored, these rooms will become regular explored rooms. You will find things like artifacts, gold, traps, etc.with a will also cause these marks to appear on the map. Again, they mark any kind of special room, but unlike Clarity dungeons the mark can appear at any distance and never disappears until the room is explored.✖NookMay do one of any number of things. The first entry in the Dungeon Log describes the nook and its reward in bold text (for example, ' A decaying map on a wall reveals a nook with the reward: dungeon will change its type.' When it's a mystery nook, its behaviour is revealed only if you enter it. Occasionally, it will be necessary to enter the nook in order to complete the dungeon.🔒Locked treasuryThis symbol will appear on the map if the party discovers the treasury before visiting a nook that unlocks the treasury.

A bold-text message in step 1 of the Dungeon Log will warn if a nook visit is required to unlock the treasury.+Secret StashSeen in dungeons with a nook with the following message, 'A decaying map on a wall tips off about a nook with a reward: all traps will turn into secret stashes. Or vice versa.'

After hitting the nook, a message like this will appear, 'After tossing a big coin in the nook the happy adventurers realize that all traps in this dungeon have turned into secret stashes' and then some rooms will turn into the + symbol.Driving To Avoid Boss-Monsters. Avoiding boss-monsters helps to speed up a dungeon, reduce charges spent, and make for a happier hero.

Often times, a boss-monster can be avoided if a god takes the time to isolate the boss-monster's location. In the example to the right, the heroes start in cell D2, they move west to C2, then west again to cell B2 where they receive a. The boss-monster hint seen in cell B2 means that a boss-monster could be in any of the three cells touching cell B2; cells B1, A2, or B3 (as noted by the red circles).

Instead of guessing where the boss-monster could be located, an experienced driver will backtrack east to cell C2. Next, the driver will give a north command to cell C1. If cell C1 gives a boss-monster hint, the driver will know that a boss-monster is in cell B1. Conversely, if cell C1 does not give a boss-monster hint, the driver will know that cell B1 does not have a boss-monster. The driver can then make an effort to avoid the boss-monster. Naturally, walls may prevent gods from using this strategy or may prevent heroes from being able to walk around a boss.RoomsThe heroes will wander the dungeon by themselves, but will also listen to the instructions of their gods, who generally have a better sense of direction. Rooms can significantly affect the direction of the expedition as well as the outcome of the treasure hunt as they have several effects.

Listed below are descriptions of each type of room and their effects.Neutral RoomsThe dungeons mostly consist of these rooms, even though it may feel like there are more Trap Rooms than anything else in certain dungeons. Entering these rooms has no apparent effect, other than providing entertainment for the Gods and Goddesses. Nothing happens.Special RoomsNow and then, the dungeon party may enter a special room with either positive, negative or both outcomes for a single member or all. The effects and results of these rooms are detailed below.Bonus RoomsThese rooms provide increases in,. Some exist only once and generally provide higher gains while others may be used repeatedly but provide less gain.

But, most of these rooms appear only once.Increase in or GP. The heroes pray to give their gods some (one off ).

Increase ranges from 3% GP to 50% GP.Increase in. A single member of the party finds. All members of the party receive (sometime a single member finds it and shares it with the party). The gain is usually between 1000 - 2000.

This becomes less when shared.Increase in. A single member of the party gains significant (one off). Gain is between 50-150 (scaled according to level).

Godville wiki

All heroes find something that heals them (one off or can be reused). Gain is between 15-30 (scaled according to level).Increase in. One member of the party finds an (one off).

All heroes get some (one off). In each of these circumstances, each hero/heroine receives a single, except the treasure room.Hint RoomsThese rooms can come in quite handy in leading the party through the maze of the dungeon layout.Hint for Location of Treasure. The heroes find a clue as to what direction they should search in. The first clue can be expected to be found in the first 25 steps, but this is not guaranteed.

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NOTE: These clues point in the direction of the treasure, but not necessarily the direction you should go, see diagram. They also are not necessarily the exact direction. For example, a hint pointing north may have the treasure mainly north, and slightly west. More specifically, a treasure found 5 rooms south and 1 room east can be indicated by a south-east arrow rather than a south arrow. This becomes a southward arrow if the treasure is located 6 rooms south and 1 room east. This implies that diagonal arrows (i.e.: NE, NW, SE, SW) have a limit of a 5:1 ratio before they become straight arrows (i.e.: N, S, E, W).

Contains the treasury, a clue given at the heroes' previous location (to the north) would point south. A double-minded hint contains two directions. One of the directions is correct, the other is not. Double-minded hints come in the following forms:. ∨ North-west and north-east.

⌊ North and East. North-west and south-west. ⌋ North and west. Hotness hints refer to the fewest number of steps required to reach the treasure, rather than the direct distance from the hint.

This means that a hotness hint two squares from the treasury may be cold if walls force the party to take a long path to reach it. Hotness hints come in the following forms:. ✵ freezing/very cold: 19 steps or more. ❄ cold: 14-18 steps.

☁ mild: 10-13 steps. ♨ warm: 6-9 steps. ☀ hot: 3-5 steps. ✺ very hot: 1-2 steps.

Except for Migration and Solitude dungeons, the treasure will be located in one of the eight rooms adjacent to the treasure boss (the boss-monster with three abilities).Hint for Being Nearby. This is a sign that a is hiding in an adjacent room (any unexplored room adjacent to the room where the hint is given is the possible location of the ).

This clue will be a subtle phrase in the description of the room such as 'something big and heavy is walking nearby'. A list of known boss hints is available. There is no marking on the map for it.Trap RoomsThese rooms reduce,. But may also be indirectly compromised in trying to keep the heroes alive/conscious. Unlike bonus rooms, these rooms' effects are all ongoing.Loss of.

get taken away from one or all members of the party. The loss is usually between 500 - 1500.Loss of.

One member of the party drops an. All heroes drop some. In each of these circumstances, each hero/heroine loses a single.Loss of. A single member of the party loses significant.

Loss is between 55-150 (scaled according to level). All heroes find something that harms them slightly. Loss is between 14-55 (scaled according to level).NooksSome dungeons will have a nook, which will be marked on the map by an ✖ when the adventurers drop into the dungeon. The nook, if present, may do one of any number of things. The first entry in the Dungeon Log describes the nook and its reward in bold text (for example, ' A decaying map on a wall reveals a nook with the reward: dungeon will change its type.'

When it's a mystery nook, its behaviour is revealed only if you enter it. Occasionally, it will be necessary to enter the nook in order to unlock the treasury.Mixed RoomsSome special rooms have characteristics of bonus rooms and trap rooms. The only observed example of such a room is when a single member of the party receives a significant amount of gold but this is accompanied by sustaining some damage at the same time.Other Special Rooms One-Time FightA will force the heroes to fight them in a duel.

As per usual duel conditions, heroes may lose, and/or. Occasionally, heroes may come out on top. For instance, meeting and easily defeating an Enlightened may leave the heroes with more than what they entered with.Treasure RoomThe heroes find the treasury. The multiple rewards include:, and possibly a log of ). The numbers in gains vary and the possibility of obtaining a log is explained further below.Side Quests Kill All BossesThe dungeon will start with a notification of the side quest, for example. The website provides a graphical description of a dungeon expedition.

It also displays hints (the green arrows), possible locations of the treasure based upon those hints (the white question marks), locations (the monster), and warnings (the yellow triangle). Hovering a mouse cursor above a blank square will display the diary entry for that particular square.

Most importantly, Gods can attempt to match their current map with an existing map to obtain a full picture of the dungeon.For more information on the Godville Dungeon Maps site, go to the forum threador.User-collected hints and tips. Treasury Location.

The treasure is generally found around 5-6 rooms diagonally from the entrance, in the quadrant indicated by the treasure hints. Dungeon layout permitting, search around this area, but don’t get fixated as it could be 3 up and 9 over, or 5 down and 7 over.

The treasury is never in the 5 columns or rows centred on the entrance. If the treasure is in the NW quad, it will be at least 3 rows north of the row the entrance is in, and at least 3 columns west.References.

Example chronicle entry: 'Not knowing what they are doing, the heroes move to the west. The heroes are standing next to the exit, but their sense of heroic honor and dignity won't let them to leave the dungeon before traveling 20 steps. A fresh breeze blows from the east.' . Example chronicle entry: 'Powerful magnets draw the heroes to the east.

After stumbling onto an abandoned sanctuary, the heroes unrolled single-use prayer rugs neatly stacked nearby and sent rays of goodness to their gods. Visible pathways lead to the west, east and north.'