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Typical Dungeon Scenery.

Dungeons are treacherous labyrinths below the surface of Godville filled with treasure, traps, boss-monsters, and adventure. Only Gods with a Temple may send their hero (at the cost of 50% of their godpower) into these places of adventure, peril and reward.

Dungeon Types

Ye Olde Dungeons

Everything 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 Bosses of varying levels are hidden all over with bosses a higher level (indicated by the number of abilities it has) closer to the treasure trove.

Special Named Dungeons

Type Description Notes
Abundance "Almost every room here has something — either loot or a trap." The ratio between trap and non-trap rooms appears to remain the same - meaning possible higher trap encounters.
Anti-influence "Magic and influences don't work in this place because of a spell." Blocks gods' influences while traveling (encourage, punish, and miracle), but can still direct. 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. This includes Boss-rooms[1] and treasuries, but not secret treasuries.
Emptiness "No traps, healing rooms or secret stashes here." -
Grace "Almost every room in here gives a drop of godpower." A typical amount is +1-2% gp per room (approx 1.33% on average.)
High Stakes "Winners get extra gold from the treasury, while those who are 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 sometimes 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, but will regain it in addition to the usual from the treasury.
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 - with the exception of hero-traders.
Solitude "All bosses have left, leaving traps instead." A dungeon without bosses but with many traps.
Surprise "Quiet, but weak 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 worsens health of explorers." The heroes will receive damage of 5-6 hp in every room.
Uncertainty "All direction arrows here are double-minded." All hints are double-minded hints.
Wealth "Gold seems to be scattered all over the place." Almost every step will generate a small amount of gold.
Woodness "This dungeon has double the amount of wood in the treasury." You will receive 2 logs.

Deity Forged Dungeons

Those are created by other deities and presents few specificities :

  • Specials glyph hints (see table below).
  • The usual Treasure Boss is replaced by the deity's Boss-Monster and will be placed whenever the God wished so.

Sending the Hero/Heroine to a Dungeon

The main aim of entering a dungeon is to find the treasure room, containing gold, loot, and gopher wood, 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 the great random.[2]

A hero can be dropped to a dungeon by pressing the “Send to Dungeon” button. The subsequent confirmation pop-up will state whether finding a log in the treasury is guaranteed or, if not, the time left until the next guaranteed log. After sending the hero, he will receive a health boost (33% of the hero’s max HP, rounded down, or however much is needed to fully heal the hero, whichever is less) and start looking for teammates with whom to form a dungeon party. A hero will refuse to enter the dungeon if he does not have at least two partners. Upon failure to enter a dungeon, the hero may

  • pray, to (at least partially) compensate for the 50 GP required to attempt entry into a dungeon;
  • acquire some gold from more successful dungeoneers (usually less than what one'd get from the treasury);
  • do nothing.

The deity must wait at least an hour before sending the hero to try again. On the other hand, if the hero does find enough teammates, they will enter the dungeon as a party and begin their search for the treasury.


While exploring in the dungeon, the gods may affect the heroes' journey through the following methods:

Direct influence

  • Encourage: The encouraged hero will gain health, all conscious party members will gain some health, or nothing will happen.
  • Punish: The punished hero will lose health, all conscious party members will lose some health, or nothing will happen.
  • Miracle: Full healing for caster or partial healing for group. Caster might also receive an item.

Voice commands

  • North: The heroes will move to the room above them on the map.
  • South: The heroes will move to the room below them on the map.
  • East: The heroes will move to the room to their right on the map.
  • West: The heroes will move to the room to their left on the map.

It is not possible to move diagonally. Aside from directional commands, no other voice commands will work while exploring the dungeon.

Healing in Dungeons

While the party is exploring the dungeon, methods to heal your hero or heroine are limited.

What will work:

  • Encourages and miracles can be used to directly heal your hero or heroine, as per information above.
  • The party may stumble upon bonus rooms that heal one or all conscious adventurers by some amount.
  • In a Dungeon of Rejuvenation, all conscious party members will be healed by small amounts at every step.

What won't work:

  • Healing artifacts carried into the dungeon won't be used at any time.
  • Voice commands to heal while exploring the dungeon will not work at all.

Healing during boss fights

Boss-monster duels can offer the opportunity to heal. Encourages during exploration are much less effective than encourages during a duel; 'heal' godvoice commands can be effective during duels as well (though, just like in the arena, an aura of audibility will have no effect during boss-monster combat).

As ever, be attentive to a boss-monster's abilities; overhearing, leeching, or explosive boss-monsters in particular require more attention to healing strategies.

Falling unconscious

If, during a boss-monster duel or from the effects of a trap room, your hero's health drops to 1 HP, they will be knocked unconscious. They will no longer be able to contribute to combat, though their max HP will still contribute to the strength of any boss-monsters encountered by the party. They will not take a full share of loot, nor will any influences or bonus rooms have any effect. The only method by which unconscious explorers can be revived is in the event that the surviving party members steer the group into a nook that revives all unconscious heroes or complete a side quest that revives knocked out explorers as a reward.

Your hero will never die as the result of an adventure in the dungeon.

Dungeon End

A dungeon can end in four ways:

  • Finding the (secret) treasury – The heroes divide the contents of the treasury amongst the conscious party members. Unconscious party members receive a smaller portion of the gold (except in High Stakes dungeons), but no logs or artifacts.
  • Exiting through the entrance – If the heroes travel back to where they entered the dungeon, they will exit the dungeon with their gold and artifacts intact. Exiting through the entrance is not possible during the first 20 steps of the dungeon.
  • Running out of steps – If the heroes are unable to find the treasury in 100 steps (50 steps in Hurry dungeons), they will leave the dungeon with their gold and artifacts intact.
  • Running out of healthy party members - If there are fewer than two conscious party members, the party will be evacuated. Unconscious party members lose half of their gold and artifacts (excluding healing potions, boss parts, and tribbles). The conscious party member (if there is one) leaves with their gold and artifacts intact.


For detailed information about driving dungeons, see Dungeon driver's license.
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:

Symbol Meaning Notes
@ Heroes Current location of the heroes. Once the heroes have entered the room, it will become an explored room.
? Unexplored room May contain various things as described below, should be avoided on low health.
Explored room Produces the same room description every time it is entered, except for rooms containing one-off events, for which the description will be replaced with a neutral room description after the heroes' second time entering the room.
🚪 Exit The heroes enter the dungeon in this room. Landing on it after the twentieth step ends your adventure.
# Wall Prevents your hero from continuing in that direction. Appears as ? until heroes step into one of the 8 adjacent squares.
💀 Beaten boss monster After a boss is beaten, this symbol appears in the square of the boss-room.
~ Triggered mole hole A mole hole sends the heroes to a random room and can only be activated once. After a mole hole is triggered, this symbol will show up. A mole hole can be neutralized by dungeon pets, like any other trap.
⚠️ Boss warning A boss monster might be in this square.
Hint room Can also appear as ↗, →, ↘, ↓, ↙, ←, and ↖ depending on the location of treasure.
Double minded hint

Can 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 hint Hot 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.
Glyph hint Can also appear as ╠, ╦ or ╣ depending on the location of treasure. These Deity Forged Dungeon specific hints indicate the direction of treasury.
! Special room Seen in dungeons of Clarity, where nearby unexplored special rooms are indicated with this symbol. Only illuminates one room in each direction. Once the party moves on, the room, if still unexplored, returns to the "?" symbol. Once explored, these rooms will become regular explored rooms. Special rooms can contain bonuses, traps, boss-monsters, and the treasury.

Pets with a dungeon ability 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.

Nook 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, the nook contains the key to the treasury and it is necessary to enter the nook in order to complete the dungeon.
🔒 Locked treasury This symbol appears 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, except in the case of a mystery nook.
+ Secret Stash Seen in dungeons in which a nook has turned all traps into secret stashes. Upon hitting the nook, all previously entered rooms that contained traps will be marked with a + 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 boss-monster hint. 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.


The 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 Rooms

The 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 Rooms

Now 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 Rooms

These rooms provide increases in godpower, gold, health, or loot. Most bonus rooms reward the heroes only once (and are replaced by neutral rooms upon re-entry) and generally provide higher gains. A small number of bonus rooms may be used repeatedly but provide less gain.

Increase in Godpower (GP)

Some bonus rooms result in an increase in godpower.

  • A one-off prayer room[3] yields a gain of approximately 25-50% GP.
  • A reusable prayer room[4] yields 3-4% GP each time the heroes enter the room.
Increase in Health (HP)

A single member or the entire party gains significant health.

  • One-off individual healing rooms can heal between 250-350 HP.
  • One-off group healing rooms heal somewhere between 100-200 HP.
  • Reusable group healing rooms heal a much smaller amount, typically between 15-25 HP.

Of course, all heroes are bound by the maximum HP dictated by their level, and can never heal to a value larger than this.

Increase in Gold

A single member or the entire party finds gold. The gain is usually between 1000-2000 gold coins, becoming less when shared. Sometimes, the increase of gold is accompanied by the discovery of artifacts[5]. These bonus rooms are one-off.

Increase in Loot

A single member or the entire party finds loot. At most one artifact is found per hero. Rooms containing artifacts can sometimes also contain some gold[5]. These bonus rooms are one-off.

Trap Rooms

These rooms reduce health, gold, or loot. But godpower may also be indirectly compromised in trying to keep the heroes alive/conscious. Unlike bonus rooms, these rooms' effects are all ongoing, with the sole exception of wormholes.

Loss of Health (HP)

A single member or the entire party loses health.

  • Individual traps can deal between 34-150 HP damage, and may scale with level. The loss of health is sometimes combined with the loss of an artifact[6] or the gain of an artifact[7].
  • Party traps can deal between 10-65 HP damage. From the second visit onward, these group traps deal half the damage dealt during the first visit, rounded up to the nearest integer.
  • Small traps deal less than 25 HP (individual or group) damage. These rooms are not marked with a trap symbol after having explored the room and cannot be temporarily disabled by dungeon pets.
Loss of Gold

A single member or the entire party loses gold. The loss is usually between 500 - 1500 gold coins.

Loss of Loot

A single member or the entire party loses an artifact. At most one artifact is lost per hero, per visit to the room. Healing potions and boss parts are protected from these kinds of traps, tribbles are not[8].

Sticky Traps

These rooms cause the heroes to lose one turn, while they are stuck in something nasty.


These rooms teleport the heroes to a random location in the dungeon. Unlike other traps, wormholes are one-time use only. Nevertheless, like most traps, wormholes can be temporarily neutralized by dungeon pets.

Mixed Rooms

Some special rooms have characteristics of bonus rooms and trap rooms. One such example is when a single member of the party loses health after being hit by a falling artifact, losing health while gaining the artifact[7]. This event is considered a trap and is marked as such on the dungeon map. Another example is when a single member of the party receives a significant amount of gold (over 1000 coins) but sustains some health damage at the same time. This mixed blessing is a one-off event.

Hint Rooms

These 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. 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).
    If the "?" 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-east and south-east
    • ⌈ South and east
    • ∧ South-west and south-east
    • ⌉ South and west
    • > 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 Boss Being Nearby
  • This is a sign that a boss is hiding in an adjacent room (any unexplored room adjacent to the room where the hint is given is the possible location of the boss-monster). 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 here. There is no marking on the map for it.


Some 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."). The exception to this is when the nook is a mystery nook ("There is a nook in this dungeon but nobody knows what the reward is."), in which case only visiting the nook will reveal its reward. There are 11 types of nook rewards:

  • A chance to find an extra log of gopher wood
  • A dungeon trap disabling switch
  • A key to open the treasury
  • A switch to turn on treasure clues
  • All traps will turn into secret stashes… or vice versa
  • Dungeon will change its type
  • Extra gold in the treasury
  • Location of all points of interest in this dungeon
  • More artifacts in the treasury
  • Ousting of the treasure boss
  • Reviving of knocked out heroes

Other Special Rooms

One-Time Boss-Monster Fight

A boss-monster will force the heroes to fight them in a duel. As per usual duel conditions, heroes may lose health, gold, and/or artifacts. Occasionally, heroes may come out on top. For instance, meeting and easily defeating an Enlightened boss-monster may leave the heroes with more godpower than what they entered with.

Treasure Room

The heroes find the treasury. The multiple rewards include: gold, loot, and possibly a log of gopher wood). The numbers in gains vary and the possibility of obtaining a log is explained further below.

Secret Treasure Room

An alternative to the usual Treasure Room - hidden to both boss and heroes until encountered by the latter. The hints will not usually pinpoint to this room, so finding it relies on luck. The rewards from the Secret Treasure are usually more plentiful than the normal Treasure Room.[9] Secret treasuries tend to hide in one of the far corners of the dungeon, hoping not to be found. If you happen to be in a dungeon with a "key to open the treasury" nook, it is not required to open the secret treasury (if there is one).

Side Quests

Some dungeons will include a side quest that can provide one of four rewards:

  • Chance to find an extra gopher wood log
  • Extra gold in the treasury
  • More artifacts in the treasury
  • Reviving of knocked out heroes.[10]

If a dungeon has a side quest, both the quest and its reward (denoted as X in the table below) will be announced in bold text on the first step of the dungeon.

Side quest Side quest announcement Notification of success
All or Exactly Two Survive "The Bureau of Promises pledges X if the whole team or exactly two of the members find the treasure." "A pleasant voice from above thanked the adventurers for finding the treasure with the required number of heroes."
Avoid all bosses "The Monster Protection Society offers a prize for avoiding all bosses: X." "A pleasant voice from above thanked the adventurers for preserving the delicate underground ecosystem."
Forty steps or less "The Department of Tour Optimization promises X to the visitors who find the reward in 40 steps or less." "A pleasant voice from above thanked the adventurers for the prompt exit from the dungeon."
Kill all bosses "The Freeshooters Association offers a prize for hunting down all bosses: X." "A pleasant voice from above announced that all bosses in this dungeon have perished and wished the intruders to burn in hell."
Limited number of direction Godvoices. "The Anti-Noise Coalition offers X for finding the treasure with 8 direction voices or less." "Thunderous whisper from above thanked the visitors for preserving silence."

Godalert.info Dungeon Maps


The https://www.godalert.info/Dungeons/index-eng.cgi 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), boss-monster locations (the monster), and boss-monster 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 thread Dungeons: have you been to the Godville underground yet? or Godalert.info.

User-collected hints and tips

  • Boss-Monster Hints
  • Treasury Location[11]
    • 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.


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 Godville 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 Boss-Monsters 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.

Deities whose champions have completed their Book of Creation gain the ability to create dungeons of their own, which have "distinctive traits, like a brand new type of treasure clues made of glyphs or an unusually placed treasury boss."[12] Creating a dungeon requires an extra 10 words for (40 glyphs), similarly to extra Lab bosses requiring extra Creatures to be created.


  1. This means that the usual boss warning symbols will not be displayed on the map, but the hint will be present on text. Example
  2. http://godvillegame.com/forums/redirect_to_post/2?post=224591
  3. 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."
  4. Example chronicle entry: "Wild horses drag the heroes east. After praying to their gods, the group steps on an invisible bridge over the abyss." The spelunkers can walk in any direction.
  5. 5.0 5.1 Example chronicle entry: "The heroes went to the east without any guidance. The adventurers discover a mini-treasury and grab handfuls of mini-loot. The heroes can go wherever they wish."
  6. Example chronicle entry: "Hoping to get more lost than ever, the heroes go west. Accidentally activating a trap, X gets a hammer on his head and loses his arcane sugar. There are passages to the west and east."
  7. 7.0 7.1 Example chronicle entry: "The heroes move to the west without much thinking. X pulled a rope hanging from the ceiling with all her might and got an artifact on her head. Grimacing from pain, she put an Encyclopedia Godvillia in her pocket. There are roads to the west and east."
  8. At least not from individual traps. Example chronicle entry: "Following an illegible treasure map, the heroes move west. With great difficulty X escaped a cobweb full of giant flies, leaving behind the hungry tribble. There are ways to the east, north and south."
  9. Godville Blog, post 133: Meanwhile in Godville
  10. Surprisingly enough, this rewards seems to also heal low-health hero for some reason. Thanks Hankvi Guidza for that report.
  11. https://imgur.com/a/8VL81Qt
  12. https://godvillegame.com/blog/post/142

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