Monsters are the creatures heroes will fight during their journeys. Monsters are classed in the following categories (follow the links to discover more about them):
- Normal Monsters
- Special Monsters
- Strong Monsters
- Pets, tamable Monsters
- Boss Monsters
- Beasties, Monsters of the sea
Did you know that almost all monsters in Godville can’t swim? What is this: a mistake of nature, or a tragic set of circumstances?
|— Godville Times, Day 238 g.e.|
In the realm of Godville, there are many ridiculously ferocious creatures that roam the countryside. These Monsters are often feared and avoided by the denizens of the land as they are often malicious and inflict torment and even death on everything that crosses their path. It is unclear from where these creatures emerge or why there appear to be so many of them, but it is rumored that mystical landmarks known as Spawn Points are responsible.
Monsters appear to be attracted to objects known as Milestones and often gather around them to prey on unsuspecting passers-by. Despite their fiendish nature, they are a critical source of experience to Heroes as they assist in honing the hero's skills through mortal combat. In addition, most monsters inexplicably carry Gold and Artifacts. It is theorized that, despite the fact that they have absolutely no use for these items, monsters carry these items simply to lure heroes into attacking them.
These creatures also appear to have the ability to inter-breed, creating new species at a regular pace. It is unclear how this happens as heroes are often too swift in dispatching monsters and too preoccupied to take the time to observe their mating habits. One thing is for sure, however: monsters appear to be limitless and capable of reproducing at an alarming rate. If left unchecked by heroes, they would most likely overrun the entire realm.
Monsters sometimes carry about their own special artifacts and also may have their own Death Rattle.
Heroes that come into contact with special monsters are advised to use extreme caution as many of them might already know of their value and will fight much harder to save themselves. Strategies that often work in favor of a hero are praying extra hard to their God for protection and remembering to wear their equipment into battle, as opposed to fighting them completely naked.
The aura of trail is extremely helpful in finding special monsters. This aura can manifest after a hero visits a shrine or by using an activatable artifact. Some gods who finish the daily crossword puzzle in the Godville Times have also seen their heroes gifted with this aura.
Special monsters are not to be confused with Strong Monsters and Boss-Monsters, who are usually much stronger. However, special monster prefixes can be registered to strong monsters and the special properties apply as seen below:
Special Monsters prefix
|Prefix||Specialty||Effect if Battle Lost|
|Bricked||Likes to carry bricks (Gold, Stone, Wood)||If you have a lot of gold, takes some of it, otherwise nothing happens|
|Censoring||N/A||Curses with an Aura of censorship|
|Enlightened||Restores some godpower when defeated||Causes loss of a small amount of godpower|
|Glowing||Gives an aura to hero when defeated if one is not already present (any existing aura is unaffected)||Removes an existing aura|
|Healing||Partially heals the hero when defeated & may give potion||Confiscates all healing items|
|Loaded||Drops an Activatable Artifact upon defeat||Takes hero's most valuable item|
|Mini||Companion monster — only created by boss-monsters with the summoning ability||N/A|
|Questing||Increases quest progress by up to 20% when defeated||Decreases quest progress|
|Shedding||Drops winter fur coat which can be sold for high price||N/A|
|Smith||Repairs or buffs a piece of equipment when defeated (not always)||Damages a piece of equipment (not always)|
|Undead||Already defeated monster — needs to be killed for a second time.||N/A|
|Wealthy||Walks around with pockets full of gold coins||N/A|
|Festive||Immediately gives an accumulator charge when defeated. [Christmas 2016]||N/A|
There used to be other monster prefixes, which were simply generic adjectives and did not convey any special abilities. These included:
- Brutal, Clumsy, Coquettish, Coughing, Crafty, Darned, Disgusting, Dwarfy, Fanged, Fat, Fussy, Giggling, Hateful, Horrible, Jumpy, Levitating, Mechanical, Morbid, Nameless, Non-Pierced, Obnoxious, Old, Plump, Quivering, Rotten, Scared, Shaggy, Sharp-eared, Single-eared, Squared, Stooping, Three-toed, Ungrateful, Unnoticeable, Watchdog, Yapping
These prefixes should not be confused with boss-monster abilities, which are applied in a similar manner during boss battles.