Boss-Monsters are monsters that are a little different from the everyday monsters a hero often encounters. They are a little bit bigger and usually have a fearsome mustache--sometimes with handlebars, oh my!
All of this is obviously in accordance with the first rule of computer games: there must be a boss at the end otherwise players won't feel like they've accomplished something. As this rule contradicts a few of the other rules (such as rules 4, 7 and 4 + 7i), it was not at first obeyed in the land of Godville, but eventually someone waved a magic wand and many heroes' heads suddenly exploded and the bloody residues formed the basis of these new boss-monsters (conservation of mass and energy in action). Information regarding the species of these creatures is not currently available on the Godwiki due to the restriction of hazardous substances. However, it is known that some monsters may only be encountered as boss-monsters. The minimum health of a boss-monster is about 180 hit points.
- 1 Strategy for Fighting Boss-Monsters
- 2 Winning or Losing a Boss-Monster Fight
- 3 Boss-Monster Abilities
- 4 Types of Boss-Monsters
- 4.1 Underground Boss-Monsters
- 4.2 Mini-Quest Boss-Monsters
- 4.3 Activatable Artifact Boss-Monsters
- 4.4 Dungeon Boss-Monsters
- 4.5 Aboveground Boss-Monsters
Strategy for Fighting Boss-Monsters
Boss-monster fights follow a nearly identical format as duels with other heroes. Accordingly, the best strategy for defeating a boss-monster is for a god to help a hero with encouragement, punishment, voice of commands, and miracles during the fight. Since the commands are identical to those in the arena, arena fighting tips should give a novice god the basic information. Miracles can still be considered rude in group fights. Though you are not stealing a fellow god's (hero's) experience, you may destroy the valuable artifacts that the other gods look forward to winning.
Boss-Monsters also have special abilities that require a specific strategy (see below).
If a god cannot help a hero while fighting a boss-monster, the next best thing is to ensure that the hero has maximum health going into a boss-monster fight. For example, if a hero is on a mini-quest and the hero's god has to walk into a very important meeting with the Supreme God of the Universe (or just the God's Supervisor), the god should encourage or provide other commands to make the hero's health bar filled with green before the boss-monster fight. Gods can also memorize the six mini-quests that usually precede a boss-monster fight and heal the hero near the completion of those mini-quests.
Winning or Losing a Boss-Monster Fight
Losing a duel to a boss-monster will cost a hero only a few coins, but winning the duel can win big. If there's time, a god should inspect the boss-monster's inventory before the hero is defeated. A very strong boss-monster's inventory may contain a couple of gold bricks. These boss-monsters are often so strong that the hero is defeated by the boss-monster's first strike. The hero's god must attend to the duel quickly before his or her hero is defeated.
Boss-monsters have special abilities that differ from heroes and other monsters. The only reason they have this is because boss-monsters asked the Godville mayor of extra skills and he said yes.
|Ability||Description||Strategy To Use When Fighting|
|Auriferous||Will touch heros' blood, rocks, stones, and artifacts and turn them into gold.||Do not punish or use attack voice commands if you want to prolong the fight and maximize gold obtained.|
|Deafening||Shouts down god orders making voice commands useless.||Do not give voice commands.|
|Enlightened||Reflects part of the damage from a punish back on the hero. Refills godpower to 100% for surviving heroes at the end of the fight.||Do not punish. Finish fight with 0% godpower.|
|Explosive||Monster explodes when defeated, damaging all heroes.||Do not end the battle with very low health! 100 hp should be sufficient.|
|Faithless||Is immune to all punish damage, however punishes can still backfire and damage the hero. Encourage backfires will not heal the monster. Miracles are still effective.||Do not punish.|
|Hulking||This ability gives the boss-monster more health.||-|
|Leeching||The boss-monster will heal when a god uses an encourage.||Do not encourage.|
|Nimble||Allows a boss-monster to strike twice per turn. May cause up to 80 in health for a single-hit and up to 160 for a double-hit.||Kill the boss-monster as quickly as possible.|
|Pickpocketing||May skip an attack to steal an item from a hero or seemingly out of nowhere. Stolen items can be used to heal by the boss-monster, or may be won back by the hero.||Kill the boss-monster as quickly as possible.|
|Scurrying||The boss does not take turns to attack. All fighters will attack every turn, including the boss.||-|
|Skilled||Creates items from scratch or by hurting the hero. Can convert items into different items, usually with damage to the hero. Can also heal itself when creating an item, not damaging the hero.||-|
|Sneaky||When health is low the monster will first "begin looking for an escape route," then several steps later, will flee the fight, leaving all heroes with no money or loot.||Kill quickly after the warning message to avoid being left with nothing.|
|Squandering||Consumes gold and items to heal itself.||Kill the boss-monster as quickly as possible.|
|Summoning||May summon a weaker version of itself to help take on the horde of opposing heroes, called a Mini-*name of boss-monster*. The ally will not have the same abilities as the monster, so a faithless monster's ally can be damaged by punishes. However, which boss-monster an action affects appears to be random. The Mini-boss-monster is usually summoned when the boss-monster is between two thirds and half down in health.||Do not punish when the boss is low on health.|
|Sweeping||The boss-monster can attack multiple heroes at once.||-|
Types of Boss-Monsters
There are four types of boss-monsters: underground boss-monsters, mini-quest boss-monsters, activateable artifact boss-monsters, and dungeon boss-monsters.
The first step in finding an underground boss-monster is to tell a hero to dig. To do this, write "dig" in the voice of god box and press send. As with all voice commands, a hero may or may not listen. After a "dig" voice command is heard by the hero, look for the "Challenge Friend" button on the remote control. If you have over 50% godpower and the button has disappeared, get ready for a fight with one of these underground boss-monsters because the button disappearing (but not because godpower is lower than 50%) means that a boss-monster is "hooked" and the hero will then look for an ally (who is digging and is healthy) over the next 4 minutes or so from the time the voice was sent (and not the time the response to the voice was recorded). If an ally is found, the battle commences.
- Requires two (or more) people digging at the same time.
- Starting entries (recorded so far ⇀ there are likely more that have yet to be reported):
- I heard a strange sound coming from the ground ⇀ like something is moving deep underneath.
- My shovel skid into the ground, opening an entrance to a den. I hear a distant roar. Why do I have a bad feeling about this?
- I fell into a dark cavern and felt something sinister nearby. It’s pitch black… Am I going to be eaten by a grue or something?
- Discovered a small cavern. I'm going to keep absolutely still until I can be sure nothing's in here.
- I have a bad feeling that I’m about to dig something that I wish I could bury back…
- There's a really bad smell coming from the hole I just dug...
- My excavations disturbed an old rock slide, revealing an abandoned mine shaft. Despite the “DANGER” signs, there's still gold here. I wonder why the miners left...
- Got sucked into a black hole. Couldn't see anything. Can hear a lot though. None good.
- As I plunged my shovel into the ground, the floor caved in and I dropped into a menacing abyss. I hope I can get out of here in time...
- I just saw (pet) scramble away to safety. A few heroes digging nearby ran in another direction. Something isn't quite right...
- Heard some noises, swearing, shouts about raids, bosses and underground caves. Is someone digging nearby? Mighty One, I'll be right back — if there's anything going on, I'll take part!
- Something tells me I dug up the wrong X...
- Just when I thought I'd reached the bottom, there was a knock from the other side.
- What are you doing, (pet)? Stop barking in the lair, there's nothing there... is there?
- Hero/ine will wait 4 minutes after the starting diary entry for a match before moving on to the next milestone
- Minimum recorded level of a hero fighting a boss-monster is level 10 so you probably can't meet a boss-monster if below this level.
- Levels of heroes appear irrelevant (low and high levels can tag-team the same monster)
- Like mini-quest bosses, health of the hero is NOT restored before the fight
- Also like mini-quest bosses, miracles by temple-owning heroes work but will likely destroy the boss-monster’s loot.
Strategies for Locating an Underground Boss-Monster
- Dig while the hero's health is one third or more (while health is yellow or green).
- Dig every 30 seconds after the first response
- Dig after the Earthly News changes on the same milestone
- Dig only on odd numbered milestones, but digging on even numbered milestones has also been known to work on occassion (about 49.999% of the time)
- Time your dig command in such a way that the response (if any) comes in the following minute as recorded by the diary (i.e. send it at 10:45 (and 57 seconds) to get the response at 10:46.
- Dig on Earthly News that suggest either jumping or crawling (Somersaulting back to town is a preferred one)
- There have been numerous reports that digging (at least for gold) while “searching for the path” is not a good idea
- Activate a Hazardous minerals map artifact.
Underground Boss-Monster Species
|Monster Species||Health||Hulking Health||Health of Mini|
|Heromnivore||164%||250%||49% to 75%|
*All health numbers are estimates and indicated as a percentage of the combined total potential health of all heroes in the duel.
**Special Halloween 2012 Boss-Monster
Some boss-monsters can only be found after a specific mini-quest.
Activatable Artifact Boss-Monsters
Some boss-monsters can only be found with special activatable artifacts like the ACME monster trap.
Note: You should only use the boss summoning item outside of the town, otherwise, Townsguard will kill it and you will only end up with the gold and no XP nor the items.
Dungeon Boss-Monster Species and Their Health Limits
|Monster Species||Class||Minimum Health||Maximum Health||Min. Hulking Health||Max. Hulking Health||Health of Mini|
|Tubercolossus||A||122%||123%||184%||185%||52% to 56%|
|Uranium Slug||B||103%||108%||153%||160%||32% to 46%|
Dungeon Boss-Monster Health Limit Exceptions
- Any boss-monster encountered in Surprise dungeons will be weaker by about 30% of the health limits seen in the table above. In other words, expect 70% of all health ranges if you're ever in one. It's the trade-off for monsters popping out without warning.
- Monsters encountered while in a party of 3 are also weaker by roughly 10%, ie.: 90% of health limits in the table above. Therefore, it is advantageous to be in smaller groups as bosses tend to be weaker making fights faster and easier, but the gold acquired will be lesser as well. Going in larger groups, therefore, would be more beneficial for earning gold.
Dungeon Boss-Monster Classes
As evidenced by the table above, there seems to be 3 classes of dungeon boss monsters, described in more details below. Simply arrange the bosses by "Minimum Health" in the above table to make the classes stand out.
These bosses are the weakest of the pack, with health ranging from 76% to 78%. When they're hulking, the hp is a modest 115% to 117%. So far, there hasn't been any noted case of a Summoning Class C Dungeon Boss Monster. So, no Mini's seem to be accompanying these weak bosses:
Class B monsters are a little tougher with observed health between 102 and 108 percent of the party's total health. If they're ever hulking when you encounter them, that means their health would be from 153% to 162%. They do sometimes summon their Minis. They're quite formidable:
These are the strongest dungeon bosses with health varying from 122% to 125%. If you meet a hulking Class A Boss Monster, expect its health can be as high as 195% of the party's combined health; that's nearly twice as much health. They can add an additional 50% to the opposition health if they come accompanied by a Mini. Beware. Any fights with these bosses without a full party of healthy heroes or a party with only a few active players can be quite taxing on the amount of charges used and can result in defeat. Caution is advised when encountering these beasts:
A hero may stumble upon an aboveground boss-monsters while questing or by activating an ACME monster trap or trouble magnet. An aura of hunting will greatly increase the chances of a hero meeting an aboveground boss-monster.
|Monster Species||Health||Hulking Health||Health of Mini|
|Aboveground||Archnemesis • Arrestocrat • Broadbandit • Centourist • Cholestroll • Terminator T-34|
|Dungeon||Class A||Afterlifeguard • Appetitan • Ark Enemy • Bosstradamus • Dungeon Keeper • Hangoverlord • Obscentinel • Stalactitan • Tubercolossus|
|Class B||Aftermoth • Buzzkiller • Detrimentalist • Glitch Doctor • Hazmatador • Hellevangelist • Magnum Octopus • Uranium Slug|
|Class C||Bluffalo • Catastroflea • Dungeon Sweeper • Flowsnake • Minotourist • Nachomancer • Plundertaker • Quasidodo • Sighborg|
|Mini-Quest||Ancient Demon • Drowned Captain • Ku Klux Clown • Level Boss • Mad Clown • Vegan Cannibal • Wherewolf|
|Underground||Alpacalypse • Alpha Mole • Bossferatu • Dragonandon • Giga Byter • Heromnivore • Jack Lantern • Moleosaurus • Overtaker • Squirmisher • Terracotta Worrier • Vertigoat|