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
- 5 Notes & References
- 6 See Also
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.
Activating a boss monster summoning artifact while in a town, will result in the city guards killing the boss-monster and providing the hero with fewer coins than had the hero defeated the boss-monster outside of the town.
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 for extra skills and he said yes.
|Ability||Description||Strategy To Use When Fighting|
|Auriferous||Will touch heroes' 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 divine orders, making voice commands useless.||Do not give voice commands.|
|Enlightened||Reflects part of the damage from a punish back on the party. Refills godpower to 100% for surviving heroes at the end of the fight.||Do not punish. Conserving godpower is not necessary, as it will get refilled to 100% after the winning the fight.|
|Explosive||Monster may explode when their health is low, damaging all heroes. The party will notice when the boss is preparing to detonate.||Kill quickly after the warning message to avoid severe damage to the party and loss of potential lab parts. The explosion does damage equal to 20-30% of each party member's maximum health.|
|Faithless||Is immune to all punish damage, however punishes can still backfire and damage the party. Encourage backfires will not heal the monster. Miracles are still effective.||Do not punish.|
|Hulking||This ability gives the boss-monster more health.||N/A|
|Leeching||The boss-monster will heal when a god uses an encourage.||Do not encourage.|
|Mutating||The boss-monster's other abilities will change during the fight.||Watch for ability changes and alter your strategy as needed.|
|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. If multi-skilled, will occasionally use another skill in place of one of the double attacks.||Kill the boss-monster as quickly as possible. Keep health high (preferably above 200).|
|Overhearing||The boss-monster will occasionally react to voice commands.||Do not give "strike", "defend" or "heal" voice commands. "Pray" can also cause the boss-monster to receive a blessing and heal. It will sometimes cause the boss-monster to gain a new treasure.|
|Pickpocketing||May skip an attack to steal an item from a party member or seemingly out of nowhere. The boss-monster may use stolen items to heal itself, or they may be won back by defeating it.||Kill the boss-monster as quickly as possible.|
|Scurrying||The boss-monster does not take turns to attack. All combatants will attack every turn, including the boss.||N/A|
|Skilled||Creates items from scratch or by damaging the party. Can convert items into different items, usually with damage to one or more party members. Can also heal itself when creating an item, without doing damage.||Prolonging the battle allows the boss-monster to generate more valuable items (including bold and activatable artifacts), which the party can loot after defeating it|
|Sneaky||When health is low the boss-monster will first "begin looking for an escape route," then several steps later, will flee the fight, leaving the party with no money or loot.||Kill quickly after the warning message to avoid being left with nothing.|
|Squandering||Consumes gold and items that it carries.||Kill the boss-monster as quickly as possible to avoid being left with little to no loot.|
|Summoning||May summon a weaker version of itself to help take on the party, called a Mini-*name of boss-monster*. The ally will not inherit the original boss's abilities, so a faithless monster's ally can be damaged by punishes. However, godvoice actions cannot be targeted and may affect either boss-monster. The boss-monster usually summons when its health is between 50% and 33%.||Punish or kill the bosses quickly due to the added damage received by the ally, especially for small parties or when fighting solo.|
|Sweeping||The boss-monster can attack multiple party members at once.||Kill as quickly as possible.|
Types of Boss-Monsters
There are four types of boss-monsters, classified by the scenario in which they are encountered: aboveground, dungeon, mini-quest, and underground (while digging). Dungeon boss-monsters are further subdivided into three levels based on the number of abilities they have at the start of a boss fight. Above- and undergound boss-monsters can have from 1 to 3 abilities, and have been seen with none. In addition to the mini-quests with their own bosses, which are always encountered, completing a mini-quest can result in an encounter with a randomly-selected aboveground boss-monster.
A hero will battle an aboveground boss after they summon one by activating certain artifacts. The ACME monster trap and trouble magnet are two artifacts known to attract aboveground boss-monsters. An aura of hunting will greatly increase the chances of a hero meeting an aboveground boss-monster. (It will increase the chance of meeting an underground boss-monster as well.) A hero may encounter a random aboveground boss-monster at the end of any mini-quest which does not have its own boss-monster.
Note: Boss-monster summoning artifacts should only be activated outside of town. Otherwise, town guards will kill the boss before your hero gets a chance to fight it, and they will only receive the gold but no XP or items.
|Monster Species||Min HP||Max HP||Hulking Health||Health of Mini|
|Spirit of Halloween[ag 2]||?||?||?||?|
- Special Holiday season boss-monster
- Special Halloween season boss-monster
Dungeon boss-monsters are encountered when exploring a dungeon. They fall into three basic categories, determined by how many abilities they have. In most dungeons, there will be two to three 1-ability dungeon bosses, one 2-ability dungeon boss, and one 3-ability dungeon boss guarding the treasury.
|Monster Species||Lvl||Min HP||Max HP||Min Hulking||Max Hulking||Mini Health|
|Hellevangelist||2||103%||108%||153%||160%||31% to 46%|
|Tubercolossus||3||122%||123%||184%||185%||52% to 56%|
|Uranium Slug||2||103%||108%||153%||160%||32% to 46%|
Dungeon Boss-Monster Health
Dungeon boss-monster health is determined by a combination of factors:
- The max health of the adventurers: The total sum of the maximum health of the adventurers in the party (whether conscious or unconscious) is the base from which the boss' health is calculated.
- The number of boss-monster abilities: The number of abilities the boss monster has then determines a percentage of the base health for the boss to roll:
- A 1-ability dungeon boss will roll 70-80% of the base (rounded down)
- A 2-ability dungeon boss will roll 100-110% of the base (rounded down)
- A 3-ability dungeon boss will roll 120-125% of the base (rounded down)
- The number of adventurers: Smaller parties (of 2 or 3) may[hp 1] have reduced boss strength by approximately 10%. (They may also carry reduced gold.)
- Hulking boss-monsters then have their health increased by approximately 40-50%[hp 1]
If you meet a hulking 3-ability dungeon boss, its health can be almost double the party's combined health. They can then add an additional 35-55% 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.
- More data is required to confirm this information.
Underground boss-monsters are found by using the "dig" voice command, or by activating certain activatable artifacts that summon an underground boss for your hero to fight. Advice on digging up underground boss-monsters can be found on the "Digging" page.
|Monster Species||Health[ug 1]||Hulking Health[ug 1]||Health of Mini[ug 1]|
|Alpacalypse||130%, 156%, 166%||233%||47%|
|Heromnivore||164%||250%||49% to 75%|
|Jack Lantern[ug 2]||200%||247%||?|
|Mount Dracula[ug 3]||210%||?||?|
Notes & References
- Special Monsters
- Strong Monsters
- List of Monsters
- List of Boss monsters with a GodWiki article