User:Dan Maku

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Hello! You found my GodVille wiki page of strange and wonderful things!

I plan to use my userpage for data collection, tips and tricks when playing, and other random and miscellaneous trivia. Here's some of the game data that I have collected (or plan to); most of this involves stuff that happens in towns:

  • Money spent on beer/savings (the "moneywasting phase")
  • Prayer rates in town (mostly Last Resort, Los Demonos, San Satanos, and Deville)
  • Item ripoff rates at the traders
  • Equipment prices
  • Healing item effectiveness
  • Documenting current pet progress
  • Daily Forecast guide
  • Special Monsters
  • Associated Artifacts (ever wondered why Pandora's Boxer usually drops his boxers upon defeat?)

See contents box for what I have so far. I am also aware that a fair amount of these things have been covered by others, but I still wish to make my own contributions.

Town/Roadside Trader Stats

Statistics of interest: potion prices (listed as average since the game gives you the price of the entire batch... sometimes...), ripoff rates (The trader {outwitted,tricked,etc.} the hero and got his (item) for {free,nothing,a song}...), money wasted in moneywasting phase, possibly item selling prices (golden bricks are best for this)

How a normal trip to town works:

  • 1. Hero arrives in town and fully heals up. In Monsterdam and Lostway, this step takes for-freaking-ever.
  • 2. If hero has enough items, hero sells items. If not, hero returns to quest (with chance of mini-quest).
    • "Enough items" seems to be defined as greater than 38% in the "instatown zone" (around miles 0-50 where your hero always goes to town on low health), and greater than 48% after that. And I mean "greater than," not "greater than or equal to." So for us guys with the max 50 item capacity, 19 or 24 items (exactly 38.0/48.0%) are not enough, and I can't confirm that the devs changed things up with this hero.
  • 3. After hero sells all his items, the Earthly News bar fills up; at this point, he may buy, in this order, skill upgrades, potions, and (only on "no equipment" forecast days) golden bricks. Never skipped, unfortunately. (Darn skill upgrades! -says the man who's disappointed with his low Mastery position and now actually wants this to happen. So naturally it doesn't.)
  • 4. Earthly News bar resets and fills back up; at this point, he may buy equipment and a golden brick. (I think that's the order.) Skipped on "no equipment" days, and often skipped at roadside traders for some reason ("Back to performing great feats!").
  • 5. Moneywasting phase; once that bar fills back up your hero's going to waste a bunch of money, and not always on beer. In Los Adminos without a temple? Better get melting. Have a temple? Better hope he puts it in savings. Skipped outright with abstinence aura (which means you can't put money in savings with abstinence).
  • 5b. Apparently heroes sometimes sleep after this step now. This used to be exclusive to post-quest Godville trips. Currently researching the chances of this event. If your hero decides to nap, nothing of interest happens during this step other than wasting 7 minutes. And for some reason, the diary entries signifying this event suggest waking up, yet you get the entry immediately after spending your money.
  • 6. Prayer phase; at the end of this phase, you get godpower based on how much is donated at the very end and what town you're in (See Praying in Town).

The steps are different if you have returned from Godville after finishing a quest:

  • 1. Hero immediately sells items. After selling stuff, he may buy skills and potions.
  • 2a. If hero is at 30% or lower health (red health or just barely above, I've seen it happen): The gold brick/equipment phase is skipped and the hero heals up to full.
  • 2b. If hero is not at low health: Hero may buy bricks and equipment. The downside is that the moneywasting phase replaces the healing phase.
  • 3. Hero sleeps. Guaranteed in this case.
  • 3b. Non-templed only: Hero works on temple construction. Nothing remarkable happens here either. (Note: I forget if this happens before or after sleeping, or if it happens at all if the healing phase is done).
  • 4. Prayer phase; receive new quest afterwards.

Healing phase:

Nothing much to say here other than how annoyingly long this takes in Monsterdam. Lostway also has a (not as) slow healing rate, but that town pretends not to exist. This is the only phase you always go through every standard town visit, meaning that Monsterdam's penalty is always in effect. You may want to encourage your way through if you need to heal your pet or have an aura you care about. Bumchester of all towns, however, seems to have a faster healing rate, which is actually nice since it lies within the 'instatown zone.' I would advise avoiding Bumchester if you're gonna sell, though; the lower selling prices makes it inferior to Beerburgh for savings purposes.

Vanilla healing rate is 3-5 HP per tick (usually 4). Monsterdam's healing rate is 1-3 HP (usually 2); Lostway's is also 1-3 HP, but you get more 3s. Bumchester's rate is 7 HP on average. Incidentally, the amount healed per tick seems to follow a pattern with minor deviation, that is, 4-4-4-3-4-4-4-3-4-4-4-3-4-4-3-4-4-4-3 (notice the part with only two 4s I threw in as an example) is the norm or something like that. My guess is that the mostly consistent pattern is because you're not healing either 3 or 4 points, but rather something like 3.75 points every time, with the game rounding it in an unknown way.

Another thing I've noticed is that you get mini-quests only when leaving town immediately after healing.

Trading phase:

Included in steps 2-4. My main interest is in seeing how many items the traders get for free, followed by potion prices.

For each town, there are three ripoff rates that I calculate: the standard one, and two rates for the "traders more likely to rip you off" forecast. The standard rate is a proportion of total non-bold items that the trader gets on normal days; that is, 9/50 means that out of 50 normal items, that town's traders have gotten 9 for free. I have never had a trader rip me off on a bold item on a normal day. Days with that forecast, however, are a different story. Not only are they more likely to rip you off, but they can actually take your bold items! For that reason, that is maybe my most hated forecast in the entire game. I calculate normals and bolds separately. Traders cannot rip you off if you have an aura of huckstering, and I'm presuming traders can never cheat you out of golden bricks. "Bad Day" rates look something like 6/13+0/2B*.

Order of operations is selling items, buy skills, buy potions, but equipment, buy bricks. Particularly irksome is that the sequence begins with "buy skills", the priciest of the steps; if you don't have a temple and you have enough money to upgrade a high-level skill (I'd say an upgrade to level 8 (4500 coins)or higher) you might want to melt your gold before that skill upgrade happens. Superstition leads me to assume that if you can buy a skill upgrade, you will buy one, unless you actually want to.

There are two formulas you can use to determine the expected price:

  • (Current level +2 ) x 500
  • (Level it will be upgraded to +1) x 500

That is, a level 19 skill that the game has decided to upgrade to level 20 will cost 10500 gold, usually a bit less (maybe 150 less) or rarely a bit more (50 more). I believe this rate applies to all towns.

As for buying potions, heroes below level 30 buy one potion, heroes between levels 30-49 buy two, and heroes at 50 or higher buy three. Regardless of level, there is an additional chance your hero will buy one extra. According to the Milestones wiki page, some towns have cheaper potions and increased ripoff rates. Since I've yet to observe the former (although I do perceive the latter), that is why I'm collecting this data. Unfortunately, I can only collect the average, since the game cannot give individual prices. The number in parentheses is the sample size, or how many potions for which I have the average calculated, mostly as a personal reminder. Not that this matters anyway, since the potion's gonna be a fake when you most need it.

My hero almost never buys equipment these days. Maybe I should start up a new alt? Regardless, I was able to input my old data into a linear regression calculator and got this average approximate equation: Y = 68.64*X + 1008, where X is equipment level.

I also have some roadside trader info for a future section; for now, here's some preliminary info:

  • Earliest RT I've encountered: MS 25
  • Sometimes skips the equipment phase (as noted by the "Back to performing great feats!" Earthly News message immediately after skills/potions step)
  • They only show up when your inventory is full enough that you'd sell in town
  • 99% likely superstition: very high chance of accidentally summoning a trader immediately after encouraging/influencing
  • Meeting one gips you out of godpower, but one advantage is no moneywasting phase
  • Can still buy or even exchange skills

Moneywasting phase:

The amount of money wasted is (usually) a whole-number percentage of how much money you have at the end of this phase, multiplied by the town's rate (which explains why only certain towns seem to round the calculation to an extra digit: they don't, but multiplying the "vanilla" value gives the final result that extra digit). Current theory is that the game picks an integer from 15-49 or so, before multiplying. As a town statistic, some towns have lower rates; towns like Beerburgh and Los Adminos are notorious for having insanely high rates (1.7 and 2.0 times as much respectively). Putting money into savings is a substitute outcome for those with temples, and it is calculated using the same rates: this is why those towns are, in theory, excellent for this purpose, but even Pure Good! players will be tempted to click the punish button if that money is completely wasted...

I think it's time where I just put the rates for money wasted and how often it's saved. But for the unsolved towns, (X) means money was completely wasted, (S) means money was saved, and (S*) means the Forecast guaranteed the saving.

Now for the stats:

Godville (aka vanilla stats)

  • Healing rate: 4 HP/tick (a "tick" is every time the HP bar refills itself on its own while healing)
  • Selling multiplier: 1
  • Ripoff rate: 4/21, 11/31+0/0B*, 6/13+0/2B*
  • Potion prices: 4/945, 3/657, 3/621 (avg. 202.0909...)
  • Selling multiplier: 1
  • Equipment multiplier: 1
  • Money saved/spent on beer: 9/10
  • Prayer multiplier: 1

Laplandville (2014): I worked really hard during the 2014 holiday season to get this info. Equipment price and prayer rate were a pain in the butt.

  • Healing rate: 12 (maybe 11?)
  • Selling multiplier: 2.5
  • Equipment multiplier: 0.3
  • Money saved/spent on beer: 25%-65% {Observed sample: 26.0, 28.6, 42.9, 50.7, 50.7, 55.9, 59.8, 62.4}
  • Spending multiplier: 1.3 (I guess they wanted it to be favorable for savings)
  • Prayer multiplier: 3

Laplandville (2016): Mostly because I neglected to mark wastes/saves.

  • Potion average: 3/537
  • Money saved/spent on beer: 59.8(S)


  • Healing rate: 7, probably more like 6+6/7 (normal pattern: 777776 or 7777776)
  • Ripoff rate: 1/18
  • Selling multiplier: 0.75
  • Potion average: 253.5 (2)
  • Money saved/spent on beer: 26.0(unknown)
  • Spending multiplier: Estimated to be 1.3. I tend to avoid selling here, low sell prices makes it not that good for savings

Last Resort:

  • Healing rate: 4
  • Selling multiplier: 1?
  • Ripoff rate: 2/10 regular items, 0/10 (still presumed higher than usual, maybe got lucky. Early town means I usually get small samples anyway)
  • Potion average: 2/388
  • Equipment multiplier: 1?
  • Money saved/spent on beer: 16.8(S), 20.4(X)
  • Spending multiplier: 0.6
  • Prayer multiplier: 2


  • Healing rate: 4
  • Selling multiplier: 1?
  • Ripoff rate: 2/10
  • Potion prices: 1/170
  • Equipment multiplier: 1?
  • Money saved/spent on beer: 2/3
  • Spending multiplier: 1.7
  • Prayer multiplier: 1


  • Healing rate: 4
  • Selling multiplier: 1?
  • Ripoff rate: 2/15
  • Money wasted: 3/4
  • Spending multiplier: 1, contrary to what the Towns wiki page says about spending less.
  • Heck, this place might be as vanilla as Godville without the temple/arena!


  • Healing rate: 4
  • Selling multiplier: 1.5?
  • Ripoff rate: 4/25
  • Potion prices: ???
  • Equipment multiplier: 1? (seriously unsure here, never got equips from here)
  • Money saved/spent on beer: 2/3
  • Spending multiplier: 1.7
  • Prayer multiplier: 1

Los Demonos:

  • Healing rate: 4?
  • Selling multiplier: 1?
  • Ripoff rate: ???
  • Potion prices: ???
  • Equipment multiplier: 1?
  • Money saved/spent on beer: 43.0(S), 35.0(S), 27.0(S), plus one I only remember I saved (4/4)
  • Spending multiplier: 1
  • Prayer multiplier: 0.6


  • Healing rate: 1, maybe 1.5
  • Ripoff rate: 3/24
  • Potion average: 3/603
  • Money saved/spent on beer: 33.0(S)
  • Spending multiplier:
  • Prayer multiplier: 1


  • Healing rate: 4
  • Estimated selling multiplier: 2
  • Ripoff rate: 3/24, 3/22, 4/26, 2/33, 10/38+1/4B*
  • Potion average: 3/516
  • Selling multiplier: 2(?)
  • Equipment multiplier: 0.6
  • Money wasted: 5/8
  • Spending multiplier: 1 (but you will learn that 49% is a lot)
  • Prayer multiplier: 1

Los Adminos

  • Healing rate: 4
  • Ripoff rate: ???, wiki says higher
  • Potion average: 2/348
  • Savings chance: 0/1 (plus 2 forecasted saves, don't worry)
  • Spending multiplier: 2

San Satanos:

  • Ripoff rate: 2/23
  • Potion average: 194.25 (4)
  • Money wasted: 2/2
  • Spending multiplier: 1
  • Prayer multiplier: 0.6



  • Savings chance: 20.0(X)


  • Savings chance: 49.0(X)
  • Pet recovery: Level 24, 9603; 400.125/level... which is cheap but not that much cheaper. Still good to note it here.


  • Healing rate: 4?
  • Ripoff rate: 4/26
  • Potion average: 3/651
  • Selling multiplier: 1
  • Equipment multiplier: 0.4. Knowing that this is a contested fact, I stand by this.
  • Savings chance: 20.0(S), 15.0(S)
  • Spending multiplier: Either 1 or 0.5, probably 1
  • Praying multiplier: 1


  • Ripoff rate: 3/21
  • Savings chance: 2/4
  • Spending multiplier: 1
  • Praying multiplier: 0.7

Lostway: Note: for some stupid reason, past MS 660 the "previous town" as listed by mousing over the mile counter swaps back and forth between Deville and Lostway/Unspecifiedistan at just about every tick while traveling.

  • Healing rate: 2.5 assumed
  • Ripoff rate: 6/20 (definitely high!)
  • Potion average: 4/888
  • Selling multiplier: 1.75 (countered by ripoff rate)
  • Equipment multiplier: Not gonna happen with my luck
  • Savings chance: 9.5(S)
  • Spending multiplier: 0.5?
  • Praying multiplier: 1

So yeah, definitely try (keyword try) to come here if you got a lot of bolds!

Unspecifiedistan: Note: Same note as above, past MS 800. Not even most epics never even get this far...

Praying in Town

Prayer is the final phase in a full trip to town. Heroes will waste even more money, but this time it'll at least go to something productive: your godpower. Four things determine how much GP will be recovered: how much you donate at the end, what town you're in, whether you actively vote in the ideabox, and if the Daily Forecast is the one that increases town-prayer effectiveness.

There is, in fact, a mathematical formula that determines how much GP is restored, as seen on the wiki's Prayer article which works in vanilla towns, where x = the money donated at the end:

floor((x - 100) / 10 + 20) : this simplifies to floor(0.1x + 10)

  • floor here means to round (0.1x + 10) towards negative infinity to nearest integer, or to round downwards in this case since we're working with positive numbers.

Money your pet steals and money lost to the "express prayer's terminal" Earthly News, etc., do NOT count; and GP earned from the "morale boost, gonna pray really hard" diary entry and the "Tried to give my offering to a monk, but he said that Omnipotent One wouldn't bless such a violent person as myself. I took offense and stabbed him in front of the altar. Looks like I doubled my sacrifice!" (!) diary entry are free, so enjoy.

Furthermore, there is a minimum to your gains, which is a random number from 25 to 28. This means that if you donate only 1 coin, you will get anywhere from 25-28% back. In this formula, of note is that you potentially start getting extra when donating 160 coins (=26% minimum), are guaranteed extra at 190 coins (=29%), and gain a full 100% at 900 coins.

The two bonuses possible are the Ideabox-voting and Daily Forecast bonuses. I don't vote often in the Ideabox, so I'm not certain of its effect, but I think it doubles the final result, including the 25-28% minimum (effectively making it 50-56%). On the other hand, I'm certain that the Daily Forecast has the same doubling effect. I think the two bonuses stack as well, meaning that if you get both bonuses, you're guaranteed a full 100% refill!

The above formula applies to towns that have normal prayer rates. Four towns in the game (technically five) have modified rates, applied to the base formula:

  • Last Resort (and Laplandville, a Christmas-only town) give more GP than normal. (Last Resort gives x2, Laplandville x3)
  • Los Demonos, San Satanos, and Deville give less GP than normal. (Los Demonos and San Satanos give x0.6, Deville x0.7)

I believe these are the steps the game uses to determine how much GP you get:

  • Base formula: floor(0.1x + 10); x = coins donated
  • Multiply result by town's rate (see above)
  • If result is less than 25, then you get 25-28% back.
  • Double the result on a "more GP per town prayer" day
  • Double the result for the ideabox bonus


Last Resort, x2 (extra gain starts at 30 coins; 100% gain starts at 400 coins)

  • 245 coins for 68%
  • 259 coins for 70%
  • 277 coins for 74%

Los Demonos, x0.6 (extra gain starts at 340 coins; 100% gain starts at 1570 coins)

  • 501 coins for 36%
  • 700 coins for 48%
  • 1333 coins for 85%

San Satanos, x0.6

  • 309 coins for 25%
  • 342 coins for 26%
  • 395 coins for 29%
  • 484 coins for 34%

Deville, x0.7 (extra gain starts at 280 coins; 100% gain starts at 1330 coins)

  • 722 coins for 57%
  • 917 coins for 70%

My personal tips:

Last Resort is one of the best towns in the game for its double prayer rate. I'd recommend trying to sell in that town as much as possible, but also for a couple of other reasons: it is between Bumchester and Beerburgh, two towns notorious for the money wasted there; and when your hero is within the first 30 milestones (LR is at 20) you will always go to town at low health, making it easy to get in and sell if you have enough items. Punishing your hero works as well for this purpose, though you may go to Godville instead if you use low health instead of "go to town" VCs... which isn't always a bad thing either. I observe that Last Resort also has a lower moneywasting rate than normal as well (especially in contrast to those two nearby towns), but I have yet to collect that info myself.

Since Deville gives less GP, it can be a bit difficult to gain GP towards the end of an epic quest. Deville is at mile 500, but the towns of Lostway at 660 and Unspecifiedistan at 800 often pretend not to exist, meaning much more often than not you'll go to either Deville or all the way back to Godville. For normal quests, San Satanos presents a similar problem, but it's somewhat less troublesome as you rarely go past 190 on a normal, and some quests don't even go past 170 or even 130.

Los Demonos, San Satanos, and Deville... with names like those you can't help but wonder why these towns give less.

Equipment Prices

There are two main goals in collecting this information:

  • 1. To see if there exists a formula for determining equipment prices. There is obviously a correlation between quality and price.
    • Approximate equation: Y = 68.64*X + 1008
  • 2. To see and to show which towns have cheaper or more expensive equipment. Of note are the following observations that contradict what this page says...
    • My Los Adminos examples to indicate that equipment is on par with most other towns, not more expensive.
    • In the past, people have claimed that Anville has more expensive (but better-quality) equipment. My data is a blatant counterexample that reveals Anville equipment cheaper than even Tradeburg's.
    • San Satanos's equipment also appears to be on par. In fact, I don't think any towns have more expensive equipment (though this may have been the case in the past).

I know, most of my examples come from Godville. Outside of having recently leveled up, it is difficult to collect this. For the most part I blame the level-dependent limit on total equipment points that I seem to observe.

For skill discounts, it tells you the percentage of the price that was removed; this means that if it was 25% off, the cost of the equipment is 75% of the full price. The amount saved on equipment this way seems to be the only way in which a skill's level actually matters, as far as I know.

Format: Equipment, rating, town, price; trade skill discount (skill, level, price without discount, rounded near).

  • Can of WMD-40, +65, Beerburgh, 5567
  • Big bangles, +66, Godville, 5413
  • Pandora's boxers, +66, Godville, 5577
  • Inflatable decoy hero, +67, Godville, 5505
  • Inflatable decoy hero, +67, Godville, 5599
  • Custom skin, +67, Godville, 3841; 31% off (selfish interest level 18, full price 5567 coins)
  • Pantaloons of fury, +67, Los Adminos, 3447; 40% off (tooth sampling level 25, full price 5745 coins)
  • Eyepatch of the tiger, +69, Tradeburg, 3536 (note that Tradeburg indeed has cheaper equipment)
  • Shroud of clarity, +70, Godville, 5926
  • Freudian slippers, +71, Tradeburg, 3553 (Tradeburg again)
  • Knickerboxers of glory, +71, Los Adminos, 5884
  • Unlike button, +72, Tradeburg, 3649
  • Shroud of mystery, +72, Godville, 5908
  • Suicide watch, +72, Deville, 5898
  • Impact bracers, +73, Roadside Trader (mile 132), 6156
  • Server patch, Los Adminos, +71, 5812
  • Honest Abe’s Top Hat, Tradeburg, +73, 3582
  • Single-pronged trident, Anville, +73, 2403 (There you go, Anville has the cheapest equipment)
  • Sharpest tool in the box, Anville, +74, 2454 (You heard it from me)
  • Blind faith, Deville, +77, 6348
  • Nunchuckle, Laplandville, +79, 1953 (As expected, Laplandville is even cheaper, but that town only exists around Christmas, so...)
  • Biodegradable armor, Tradeburg, +82, 4081
  • Shock absorbers, Godville, +87, 6937
  • The Schwartz, Los Demonos, +105, 8179
  • Emergency contact lenses, Tradeburg, +110, 5113

I estimate that Tradeburg's equipment sells for 60% of normal, Anville's sells for 40%, and Laplandville for 30%. To-Do: They say that San Satanos also has "better but more expensive" equipment.

How to Avoid Death

NOTE: This was typed long before I knew about that "Godville UI+" app thingy. Keeping this up for the sake of explaining mechanics, but for plugin users, put these in your custom informers:

(title)|gv.currentMonster != "" && <= 21|112

(for undeads)|gv.currentMonster ~* "Undead" && <= 50|112

And Encourage as necessary. The first works for general purposes as monsters almost never do more than 20 HP. Almost. Quite a few enemies are able to do 21 or even 23 damage! I just don't wanna get pinged every time he's below 25 or something like that. The second is for Undead Monsters since Undead Strong Monsters get stacked benefits of being both Undead and Strong. I think I've seen one do over 40 damage before, but I gotta re-confirm that.


There is nothing worse than dying on the field, losing over 20,000 gold coins and a sack full of bold items. Or perhaps you're displeased with your low Survival Pantheon position. I've made it up to 60 and I still consider myself low. Here are my observations on how heroes die and how to avoid it. If you want Honored Martyr, feel free to do the exact opposite.

First off is a description of how heroes run from battle. The reason heroes don't die all the time is because they automatically run when at 18 HP or less.


For this section, I will describe two types of damage: "Earthly News damage" and "Diary damage."

  • Earthly News damage (EN damage) is the more common and more natural of the two. This type of damage is (sometimes) listed in the Earthly News. (The hero got his ears boxed for 2 hp...) Strong Monsters deal more EN damage than others
  • Diary damage is what you need to watch out for. Certain diary entries in (and out of) battle cause damage to your hero, the monster, or both. There is a far-from-complete list of standard Diary damage entries in this section. Damage incurred by Punishing counts as Diary damage as well (I think), but since I'm a good hero at the time, I don't have those messages... although it must be noted that it is possible for even Encourages to deal otherwise-negligible damage to your hero (the pat-on-the-back and "allergic to pollen" effects).

Now, your hero only runs if Earthly News damage brings your hero to 18 HP or less. If Diary damage brings your hero down that low, he'll still be fighting! Furthermore, Diary damage can deal more damage than EN damage does, so if Diary damage puts you in single-digit HP, just about any monster can kill you at that point. Note, however, that Diary damage itself cannot kill you, but it can bring you to 1 HP; the EN damage is what actually kills you. If you survive the EN damage, you'll run away as usual.

Now, as listed, the threshold for running away is 18 HP, and only diary damage bypasses the running-away part. This means that if there were no such thing as Diary damage, then the only way a monster could kill you is with a hit that does 19 or more damage. Most monsters in the game rarely do more than 12. This is where "Strong Monsters" come in; field monsters so powerful that the hero writes a diary entry on being about to fight one. I usually refer to this entry type as "warning entries."

  • Example: This Enemy of the People doesn't appreciate my jokes. It will pay for its discerning sense of humor. Attack!

Strong Monsters are indeed strong. They have more health and can do more EN damage than regular field monsters. The increased damage output is important here. Remember when I said that you'd need to take a hit that does 19 or more damage to die without the 'aid' of Diary damage? Your typical Strong Monster can do up to 21. "Undead" monsters count as Strong Monsters as well insofar as that they are revived with the health and damage values as a typical Strong Monster; furthermore, Undead Strong Monsters (such as Undead Adamant Atheist) are also possible, and yes, they are even stronger. I think I've seen one do over 40 damage once, and can confirm that they can do at least 27! Your Hurricane in a Bottle is actually useful here.

Ways to identify naturally Strong Monsters:

  • Warning entries
  • In most, but not all, entries containing the Monster's name, the Monster's name is a link to its GodWiki page, regardless of whether or not the page exists yet. (All text on the monster's page is amusing flavor text that has no impact on gameplay.)
    • Warning entries, for example, do not link to the Wiki.
  • Most Strong Monsters drop more money (if they decide to drop money at all) than normals. For reference, normal monsters give you 2-40 coins. Some Strong Monsters drop around 70-100 coins, others (namely Multi-Legged Luggage if I recall) as much as 250 coins.
  • Most enemies instantly die if you use a combat skill at the start of battle. Strong Monsters can survive that.
  • If you see in the Earthly News that the monster is hitting you for 15 or more HP, you're probably fighting a Strong Monster.
  • In the Godville Times, there is a section for Wanted monsters. Only Strong Monsters can be Wanted.
  • The Godville Times crossword also distinguishes between normal and Strong Monsters. Probably the most absolute way to check.

Sometimes I see certain monsters meet only some of these criteria...

  • Space Invader, Monty Python, and Lost Action Hero seem to be sort of pseudo-Strong Monsters; they sometimes if not usually have warning entries and Wiki links, and they do a bit more damage, but drop as much money as normal monsters (which honestly makes them not worth it). Nor have I seen them as Wanted monsters. If I recall, the Lost Action Hero appeared in a recent crossword as a normal monster. It's best to assume these monsters to be just as damaging as the official Strong Monsters.
  • On my computer, I have a screenshot in which I fight a Gnomebreaker, definitely a strong monster, with no warning entry and no link in the "enemy defeated" entry. However, I still won 79 coins. A low amount for a Strong Monster I'll admit, but certainly more than normal.
  • My theory on the warning entries is that it is not based on the type of monster, but rather its stats, specifically their HP; the Gnomebreaker in the above example probably didn't have enough health for the game to produce a message. Also part of this theory is that money drops are also monster-linked, if the Multi-Legged Luggage dropping more money than any other monster is any indication.

Incomplete list of diary damage entries:

  • The pain I feel from my most recent wound is a pleasant distraction from the pain I felt from the wound before it.
  • I laughed in the {Monster}'s face and yelled, “Is that all you've got?” Unfortunately, it doesn't know what a rhetorical question is.
  • Tried to do a full roundhouse kick, and ended up twisted knee-deep into the ground. I'm so agile!
  • The {Monster} gave me a taste of my own medicine. Yuck! I'm a great hero, but a terrible pharmacist.
  • Tried to fight smarter, not harder. Took a hard hit to the head. That really smarts!
  • MEDIC! I need a medic over here!
  • Graciously complimented the {Monster} on what a lovely corpse it would make. Overwhelmingly grateful, it tried to give me a tight hug. Around the throat. With barbed wire.
  • Performed a shieldbash on the {Monster}. Its shield was destroyed, but now I've got a splitting headache. (also damages enemy)

Really, the simple way to avoid death is to watch for both diary damage and Strong Monsters, encourage at the appropriate times, always have godpower ready (or better yet, turn on Auto-Discharge in your settings)*, and most importantly (although easily the hardest part), keep a 24/7 watch on your hero.

And to avoid "die" commands.

  • This is because the act of manually using an accumulator charge "advances" the Earthly News by one step, and that one step could be the one that kills you.

What happens while dead

This is merely a trivia section, as the only reason you'd keep your hero dead is because you're fed up with him/her and just can't be bothered to click that Resurrect button. That, or to see the Earthly News/diary entries for this situation, but the game is set up to discourage leaving your hero dead. The two (possibly 3) ways Godville does this is by taking a long time between Earthly News and especially Diary updates, and by degrading your equipment while the hero is dead. The third way is with the aura of spookiness, but while it does make it so that monsters literally never drop gold (except for Wealthies), it supposedly has some benefits. I'm just not sure what those are. Even if the effects are purely negative though, you'd still be more productive than remaining dead to circumvent it. It is also said that your hero is left in a veeeeery upset mood if he has to revive his own self, but I've yet to see evidence of this "bad mood." If you wait the full "24 hours" (or rather, how long it takes for the orange bar to fill up. It's usually a bit shorter, by about 15 minutes), 7 diary entries will be written, each further-spaced than the rest. With each entry comes a chance of your equipment getting damaged by 2 points, and it's actually pretty likely to happen at least once.

  • The 7 diary entries are written a specific period of time after death. 5 minutes, then 10 minutes later (total of 15 after death), then 25 minutes (methinks it ought to be 30), 80 minutes (should be 90), 2 hours, 4 hours, and the 7th entry happens 8 hours and 40 minutes after the 6th. Give or take a minute or two for each.
    • Killed at 11:24; entries at 11:29, 11:39 (this one rusted my arm equip), 12:04, 1:24, 3:24, 7:24, and 4:03. Self-revived at 11:17.
  • Earthly news still updates every 3-5 minutes.

Aura of Spookiness: Presumably a combination of all other auras according to its GodWiki page (huckstering for alleged price increase, pacifism for alleged lower encounter rate). The only obvious effect is that monsters have a 0% chance of dropping gold. So that much is like Hoarding without the 100% artifact drop rate. The aura is only given if you manually resurrect the hero after a significant period of time of being dead. Heroes that revive themselves have no aura, but you might as well suck it up and do it yourself if you want progress. Unless you're like me and keep them dead as punishment.

  • Longer deaths give longer auras upon resurrection. I don't know the minimum time required to be eligible for one, but a short death gives you an hour. Clicking Resurrect at the last minute can give you 6 hours.
    • This is affected by aura-duration-affecting Earthly News. Combined with getting a 12-hour aura on a "good" day, solving the crossword at the last minute for 1:30 more, and winning first when the GV Times updates (5 hours) could give you the longest possible aura, lasting over 18 hours. Possibly 23 if it's possible to get the same good news twice in a row, which I don't think is possible. (Auras seem to cap at 8 hours anyway, so what I had typed is useless.)
  • Superstition tells me that you're also more likely to get an aura if you stay dead longer. A 23-hour death still isn't a 100% chance, but it will last a long time.
  • Receiving spookiness will overwrite your current aura upon revival.

Pet Progress

Significant Otters Boo and Stitch

Significant Otters were completely useless to me, although I did not realize this when I was a new player. Pets can take four different utilities from what I've read: combat, transport, trade, and healing. (No word yet on the recent dungeoning trait they recently added to some new pets) Otters are not rideable, and from experience my Otters were only active at healing. On rare occasions I did observe a combat entry, but it was the one where the pet nibbles on the monster and does tickling damage, which I think all pets can do. I also observed trade entries (growling at the trader to supposedly make him pay more) but I didn't pay much attention to what effect it had. Significant Otters are mainly healing pets, and even that they don't do very well; I only observed pet healing after fleeing from battles, and they did not heal more than normal. Unfortunately, I cannot recommend any other alternatives for beginning pets, although ideally you'd want whatever can participate in battle. Note: this is all subjective evidence that I observed over a year ago when I started playing Godville, so I may be wrong on some counts.

Boo was acquired on 1/30/13, timed out on 2/17/13, and was released immediately. He lasted until level 6, mostly since I didn't know how to recover pets at the time.

Stitch was acquired on 2/25/13, and for whatever reason I did not record when I released him. He lasted until level 15.

Prancing Pony Scrat

I highly recommend this pet for early play. You can get one from levels 24-39 (according to the wiki's Pets article) and is one of the first rideable pets one can acquire. Prancing Ponies are just as useless in combat, but their transport ability more than makes up for that. From experience, my Prancing Pony always used his transport ability when going to town (except after quest completion; heroes never ride pets in that situation), which saves a lot of time. Scrat never healed either, but that's no big deal as far as I know. The Stripeless Zebra may be another alternative for heroes in the same level range, although better pets are unlocked upon level 30. Vogon poets are terrible; from what I hear, they may be the worst pet in the game.

Scrat was acquired on 5/24/13, and I liked him so much I kept him until level 30 to earn my medal. He reached that level on 1/18/14, but was knocked out and timed out on 2/1/14. As much as I liked Scrat, I decided I needed an upgrade...

Double Dragon Tigger

The first pet that's actually worth something in battle. When I released Scrat I had my eyes on either a Double Dragon or a Multi-Legged Luggage, and this is what I got. With Tigger I learned that your odds of riding them to and from town go up with level, reaching practically 100% at some point. As you can guess, I prefer pets that specialize in both combat and transport.

Tigger was the first pet for whom I documented specific progress; that is, when he levels up, personalities (since I have my medal it can change each level), when he is knocked out and recovered (including medal saves), and the recovery price.

Tigger was acquired on 2/6/14.

  • 02/06/14 07:04 P.M. Level 1
  • 02/07/14 05:07 P.M. Level 2
  • 02/08/14 06:31 P.M. Level 3 Droller
  • 02/10/14 06:29 A.M. Level 4 Neat
  • 02/13/14 10:14 A.M. Level 5 Fearsome
  • 02/16/14 08:22 P.M. Level 6 Nimble
  • 02/19/14 10:43 A.M. Level 7 Brutal
  • 02/22/14 05:56 P.M. Level 8 Cheerful
  • 02/27/14 01:34 A.M. Level 9 Garish
  • 03/05/14 09:19 P.M. Level 10 Mighty
  • 03/12/14 08:14 A.M. Level 11 Mighty
  • 03/17/14 02:17 A.M. Level 12 Vigorous
  • 03/23/14 ??.?? ?.M. KO, pet medal save
  • 03/13/14 ??:?? ?.M. Level 13 Vigorous
  • 03/28/14 06:05 P.M. KO, no save
  • 03/28/14 10:42 P.M. Recovered, 5404 coins (415.69/level) in Deville (technically a fast recover, but the feature wasn't in yet)
  • 03/29/14 09:59 P.M. Level 14 Perilous
  • 04/07/14 04:13 P.M. Level 15 Vivid
  • 04/14/14 07:52 P.M. Level 16 Indomitable
  • 04/21/14 04:13 P.M. Level 17 Great
  • 04/28/14 08:19 P.M. Level 18 Unbeatable
  • 05/06/14 04:58 P.M. KO, no save
  • 05/06/14 08:25 P.M. Fast recover, 7653 coins (425.166.../level) in Godville
  • 05/06/14 08:25 P.M. Level 19 Infernal
  • Unknown ??:?? P.M. Level 20 Slashing (sometime between 5/11 and 5/19)
  • 05/27/14 06:45 A.M. Level 21 Unique
  • 06/05/14 12:32 P.M. Level 22 Superb
  • 06/06/14 01:29 P.M. KO, no save
  • 06/07/14 01:11 A.M. Recovered, 9240 coins (420/level) in Godville
  • 06/18/14 04:46 A.M. Level 23 Superior
  • 06/27/14 11:02 P.M. Level 24 Unbeatable
  • 07/01/14 04:47 A.M. KO, no save
  • 07/01/14 01:15 P.M. Fast recover, 9603 (400.125/level) in Dogville
  • 07/06/14 05:45 A.M. Level 25 Superior
  • 07/18/14 03:54 P.M. Level 26 Superior
  • 07/21/14 11:44 A.M. KO, no save. Again. Worthless medal. It works once then fails 5 times in a row. Including shortly after the one save.
  • 07/21/14 03:54 P.M. Fast recover, 10876 (418.308/level) in Last Resort
  • 07/25/14 11:03 P.M. Level 27 Tenacious
  • 08/06/14 10:41 A.M. Level 28 Unique

Tigger is currently active at level 56. Will ark at level 57, maybe 58 if I'm feeling risky.

Battlesheep Buck

I just got real lazy with this page around when I got him. Data's on my Chronicles and only up to Level 16. Pet is now Level 30 in my ark.

Terror Bull Dino

Was still lazy and thus have zero data. Pet is level 30 in my ark, thus earning me Honored Animalist. Will likely release once Toto hits 30; the lack of riding and dungeoneering on this thing hurts its usefulness.

Inner Demon Toto

Again, no data. Maybe I should get to that once I start using him again. Pet is level 19 in my ark,

Godvilla Sven

Stopped documenting pet levels by this point, but he's level 21 in the ark. I switch between Sven and Tigger, my strategy being to have Tigger level up once or twice while using my death-avoiding techniques to also avoid pet KOs, and use Sven to pay for a cheaper bill when it inevitably happens.

Special Monsters

My commentary and tips on getting the most out of special monsters:

You'll know that you're fighting a special monster, a monster who gives a usually useful reward when you defeat it but gives you a penalty if it defeats you, by two things:

  • The start of fights with these monsters are announced in the diary with warning entries, similar to Strong Monsters
  • The name of the monster contains an adjective noting what kind of monster it is: currently we have Wealthy, Enlightened, Glowing, Questing, Loaded, Healing, Smith, and Bricked monsters.
    • Previous seasonal monster types are Holiday (which was the introduction of this mechanic) and Shedding.
    • Undead monsters do not appear like the above types do; they are self-resurrected monsters that you encounter after killing them the first time.

In terms of health and damage, Special Monsters seem to be an in-between between normal and Strong Monsters. However, Special Strong Monsters do exist.

On 7/9/14, I learned that these special monsters are, in fact, able to kill you:

  • 04:29 I laughed in the Questing Gnomebreaker's face and yelled, “Is that all you've got?” Unfortunately, it doesn't know what a rhetorical question is. ("Diary damage" entry that put me at 1 HP)
  • 04:30 Won the game of “kick the bucket” against the Questing Gnomebreaker and stood victorious... for about a split second.

While biting a massive bullet and letting my hero die on screen just to test this, I also learned that actually dying instead of running away does not inflict the usual penalty, other than your death count and Survival position; that is, I lost no quest progress to this.


  • Wealthy: You like money, right? These guys get you 1,000-1,300 gold upon killing them, without the hassle of losing anything special if you lose the fight!
    • Winning and losing messages are the same as with normal monsters, other than the fact that you win a lot of money. Bypasses the 'can't win money from monsters' side-effects of hoarding and spookiness auras as well!
    • Observed range of winning rewards: 1043-1290 coins
  • Enlightened: Usually give you around 23-40% GP when you win, but they will take away around 10% if you lose by telling your hero a secret about his/her god (that's you, by the way) a secret so embarrassing that your hero loses faith in you. If close to or at full GP, always use an encourage/punish against them so the bonus is not wasted. Also use one if your hero requires the assistance; you'll usually get it all back and more from killing the monster. You may also use Smite commands if coming in at 5-10% GP, since you'd lose it anyway if those commands fail.
  • I've also noticed that the two win messages award you different amounts, one less than the other.
    • Winning: The Enlightened Unchangeling was subjected to a spiritual cleansing through sacrifice. To the glory of thee, my Lord! (21-28)
    • Winning: The Enlightened Unchangeling was sacrificed so it could personally pass my humble request to you, my Lord! (30-39)
  • Glowing: Some players may find this kind less useful, but I think they are. They drop a random aura when you kill them (not spookiness, rage, bliss, or totemism though; those are only gained through their own special means). They do not override your current aura, meaning that the Glowing monster your aura of trail brought to your hero might as well be just a normal monster... except you WILL lose your aura if they defeat you.
    • Winning:
      • The glow of the dead Glowing Godvillain spread over me. It turned out to be immortality. (lasted for 00:41)
    • Losing:
      • With its final blow the Glowing Abracadaver took the remains of my hoarding. Bastard. (If I recall, I still had over an hour left!)
    • Normal win message if you already have an aura upon winning; normal lose message if you have no aura to lose.
  • Questing: Quests take forever. Kill these guys for 15-19% worth of quest progress (3% for your epic). Losing to a Questing monster, however, is the only way I can think of to lose progress on a quest.
    • Losing:
      • The Questing Omnomnomnivore spared my life in exchange for the notes on my current quest.
  • Loaded: You win their most valuable item when you beat one. Which is apparently a random activatable artifact. On the other hand, you lose your most valuable item when you're defeated. Which is also a random activatable item... but unlike these monsters, you don't always have one. The presumed priority for the item you give up is activatable, non-activatable bold, regular item. It could also be determined by selling price. I think it's the former. I sure hope so. I'd hate to lose a boss monster's broken heart if that's the case. (Ideally, I'd test this with a boss tail. Those things do not sell for much. As an aside, your alchemical transmuters do work on boss parts.)
  • NOTE: I presume that you would, based on the fact that the recent fishing event uses the same algorithm to decide your bait. To see your most valuable items, go play Bingo. Clicking "Show Inventory" lists your items in descending value order.
    • Winning:
      • The Loaded He-Who-Must-Be-Ashamed passed away leaving me its best trophy: hurricane in a bottle.
    • Losing:
      • Convinced the Loaded Centipig to spare my life in exchange for my most precious artifact - seal of disapproval.
      • Possible normal lose message if you have no items?
  • Healing: Eh, these monsters could be a bit more useful. Usually they only heal for about 100 HP while dropping an unreliable health item. Your hero will still blame the trader for selling him a fake, strangely enough. Sometimes, instead of dropping a potion, they may heal for a good bit more; see each individual win message for its range. At least you don't lose anything for losing to a Healing.
    • Winning:
      • Right before its death the Healing Pokergeist restored my health. Picked up a pitcher o' health from its dead body. (this one healed for 92 HP)
      • Right before passing away the Healing Knightmare reflexively restored my health. (range unknown)
      • A clap — and the Healing Spell-Podcaster burst into pieces. Skin lumps and bright slime scattered in all directions. Wow, I think it's a healing water! (range unknown; remind me to submit a grammar correction)
      • Sliced in half Healing Albatrocity sprinkled me with a fountain of healing water. (healed for at least 189, wasn't paying attention; grammar correction again.)
    • Normal lose message; no penalty.
  • Smith: They don't always give you their benefit, but they can improve your equipment that other monsters constantly tear holes in. Possibly including the Smith monster itself if you should lose, unless the monster thinks your equipment is already bad enough and will just take an item instead. Arguably not useful unless you care about Mastery like I do, and their bonus is not guaranteed. Perhaps the best use is that it saves you from wasting money on buying equipment. I have a theory that it a hero's maximum possible equipment is dependent on current level, but that's for another section.
    • Winning:
      • The Smith Antagonist couldn't fix anything prior to its sudden death. (no result, thankfully doesn't happen too often)
    • Losing:
      • The Smith Thundertaker tore off an important part from my equipment and sent me away for the repair kit. (lose 1 equipment point)
      • The Smith Disastronaut tore off some needed parts from my equipment and joyfully ran away.
      • Disdained by my equipment, the Smith Poly-Atheist took a blood-curdling cream and sent me to a blacksmith. (lose random item)
      • (I've also seen a no-result losing outcome)
  • Bricked: Bricked monsters suck. They say you can win golden bricks or blue bricks (read: accumulator charges) but I almost always win are wood and stone bricks instead. As in 90% of the time. Stone bricks usually sell for less than 250 gold, and wooden bricks aren't even bold (and thus the trader can take them for free). At a losing penalty of 500 or more gold (or possibly a brick for you non-templed guys), Bricked monsters have a penalty that can be higher than their reward.
    • "Winning":
      • The Bricked Badonkadonkey passed away, leaving me with a wooden brick. (As a non-bold, they sell for ~50 gold. Get used to this.)
      • The Bricked Anarchitect passed away, leaving me with a wooden brick. Darn.
      • The Bricked Doppelgangster passed away, leaving me with a wooden brick. I'd kill it if it wasn't dead already.
      • The Bricked Willy-the-Wasp perished, leaving me with a golden brick. Thanks! (Ain't gonna happen.)
    • Losing:
      • 10:23 The Bricked Jabberwookie took 629 gold coins and ran away to melt himself a golden brick.
      • Losing penalty range: 629-750. Way more than what you wooden (or even stone) brick would have sold for.
      • (Since I am templed, I don't think I can even lose a gold brick to these guys, so I'd have to take a "lose brick" message from another player)
  • Undead: Undead monsters suck even more. These monsters appear in a different fashion than the others; during Halloween events or when the daily forecast says so, any monster, including strong ones, can revive themselves. Undead monsters are much stronger than their not-undead counterparts, so it's more like fighting three or even four monsters for the price of one. Undead normal monsters are about as powerful as a not-undead strong monster, and an Undead strong monster... let's just say that I once had an Undead Adamant Atheist survive four successful punishes. There's no benefit to killing an undead monster either. About the closest thing I can think of is a higher chance of specifically dropping a zombie survival kit, which is at least a bold item. That, and they sometimes drop two items, although I think that's a bug. One I hope never gets fixed. (Note: they only have a chance of dropping two items if you get the killed again diary entry that mentions getting an item; the mentioned item is the one more likely to be the survival kit, and you have a chance at a second unannounced item. If you get the other entry, then you only have the chance of the unannounced item. When I collect winning messages or even images, this should be clarified.)
    • Chance for only the unannounced item:
      • Gave the Undead Flying Spaghetti Monster a candle, book, and bell. While it was trying not to drop them, I neatly exorcised its head from its body. That should do it. (80 coins?)
    • The Undead Doctor Hu was killed yet again. Found a nonstopwatch.
    • Normal lose message, including dying messages. Working on your temple? Let's hope you get a brick this death.

NOTE: Golden pumpkins used to be a thing, and you got them by killing these guys. At first it was a Halloween-only thing, but then there was a time where you could win them even out-of-season. However, I've yet to see a single pumpkin for months, not even during Halloween 2016. So yeah, unless I do see another pumpkin, these guys are *not worth it at all.


  • Festive (formerly Holiday): The first ever type of special monster introduced to Godville, they have been spotted during the Christmas season and during the Godville Anniversary on May 10. They always give you a free accumulator charge. No losing penalty, either, since the devs hadn't thought of that yet.
    • Need to wait for Holiday event to collect winning/losing messages
  • Shedding: It's spring! This means monsters don't need their fur coat, and will gladly donate them to you when you kill them. Unfortunately, mangy fur coats and winter fur coats sell as much as wooden and stone bricks, respectively. At least their losing penalty of a random item is more balanced...
    • Same here
  • Undead: Technically seasonal, as they show up during Halloween regardless of forecast.


  • Wealthy: Win 1,000-1,300 coins; Lose nothing (?)
  • Enlightened: Win 21-39% GP; Lose 7-10% GP
  • Glowing: Win random 1-hour aura; Lose current aura
  • Questing: Win 15% quest progress/3% epic progress; Lose 5% quest progress/1% epic progress
  • Loaded: Win random activateable; Lose your own most valuable item (hierarchy: activateable/bold/normal)
  • Healing: Win 100-150 HP and healing item; Lose nothing
  • Smith: Win one point of equipment (probably); Lose either one point of equipment or an item (also probably)
  • Bricked: Win a wooden or stone brick; Lose ~500-750 coins (or a brick if still building temple)
  • Holiday: Win charge; Lose nothing
  • Shedding: Win mangy or winter fur coat; Lose random item
  • (values in this TL;DR list are estimates; see actual section for actual observations)

A few final notes: It seems that only one-word monster species (including hyphenated words) can be special monsters, including strong monsters (the exception to this rule is Undead... which I need to add to my list. They suck, by the way. Especially Undead strong monsters. ). So while you may encounter a Wealthy Polardroid, a Healing Wal-Martian, or a Bricked OctoBear, you will never see a Questing Talkshow Ghost. One possible reason for this is because the names would be too long, at least for the mobile app for which I don't even have a phone. Seeing as how I have encountered the Loaded He-Who-Must-Be-Ashamed, I don't see why multi-word monsters can't be special.

I've also yet to see generic adjectives (Fat, Mechanical, e.g.) ever since this system was implemented, leading me to believe they have been removed.

Incidentally, I think the "Glowing Grue" monster was also removed from the game because of this system, or at least because of Glowing monsters. It's been removed from the List of Monsters page, even after I put it back on. That, and I've yet to see this monster as well. Oh well. Besides, if my above theory holds true (and I have yet to disprove it) then there never would be such a thing as a Glowing Glowing Grue.

Associated Artifacts

Certain monsters have a high chance of dropping a very specific (but usually not very special) item. We call these "associated artifacts," or AAs. In most cases, the AA is only dropped by its associated monster; the torrent seed and invite to Godville are among the few exceptions.

Note, however, that with two non-Christmas exceptions (and they are great exceptions), the associated artifact drop is not guaranteed. The listed monsters may drop different items, or even no item at all; they simply have a higher chance of yielding their AA. Furthermore, since special monsters (except Wealthy) override normal item drops, you won't get their AA... which means it would suck to meet a Bricked Holykeeper, assuming they exist. However, I'm not sure if Undead monsters also bypass AA drops.

Other than the cases of the Holykeeper and Godville Admins, this is useless trivia, but entertaining nonetheless.

  • Torrent Leech: torrent seed (droppable by other monsters as well)
  • Whatchamacallit: thingamajig (also droppable by others)
  • Firefox: firefox tail
  • Jackalope: lucky jackalope's foot
  • Pandora's Boxer: pair of pandora's boxers
  • Devil's Advocate: folder N666
  • Hell's Bell-ringer: hell's bell
  • Mad Scientist: deactivated frankincense monster
  • Zombo-Wirt: Wirt's other leg
  • Beelzebieber: Beelzebubble gum

Most important are these monsters, who are guaranteed to drop very useful items:

  • Holykeeper: holy powercell
  • Godville Administrator: invite to Godville (droppable by other monsters, but the Admin always drops one. By the way, an invite to Godville is a very useful household item. You should be so very proud of yourself.)
  • Satan Claus: priceless gift (Christmas only)
  • Secret Satan: really priceless gift (Christmas only)
  • Santa Claws: Santa Claws bag (Christmas only)
  • Christmas Wraith: christmas miracle (Christmas only)

I believe there will be new Christmas-specific ones each year, that I want to make sure of before I add them.

Monsters are not the only sources of associated artifacts, just the most common. There are several items I've only seen as mini-quest rewards, in mini-quest boss inventories, and one other item.

Mini-quest reward:

  • Boldly go and take on some mini-quest: quest positioning system
  • Determine the longest distance between point A and point B: really long meter
  • Find out who, what, when, where, why, and how: wonderbox (I'd like to see if I can craft this item)
  • Go there, do that, get the t-shirt: ‘I love Godville’ T-shirt (unsure)
  • Find the entrance to a secret lair: ‘Secret lair is here’ sign
  • Moon a werewolf: cheese moon
  • Go fishing in the gene pool: extra chromosome
  • Fathom the unfathomable: x-ray depthometer
  • Fish for a red herring: gold fish (not to be confused with 24k goldfish)
  • Teach a fish to catch a man: fish call (I think this step usually gets skipped, but I've seen it happen)
  • Help an angel earn it’s wings: angel’s feather
  • Find where angels fear to tread: invite to hell
  • Calculate a snowball’s chance in hell: wet pants
  • Locate a hive of scum and villainy: dirty money (unsure)
  • Don’t panic: “Don’t Panic” T-shirt (unsure... that this mini-quest step even exists. I have literally never seen it.)
  • Look for love in all the wrong places: bunch of wilted flowers (unsure)
  • Flirt with disaster: ‘555-LOVE’ phone number
  • Demand a refund for a broken heart: broken heart (There exists both a bold and regular item called "broken heart." The bold version is specific to the quest.)
  • Take the bull by the horns: bull’s horn

Mini-quest boss inventory:

  • 5 out of 6 MQ-only bosses have entire associated inventories, along with the usual extra goodies; only listed are items only found in these inventories.
  • Ancient Demon: demon's hoof, flaming trident
  • Drowned captain: captain's pipe, Davey jones's locker
  • Vegan Cannibal: lion's share of meat (unsure)
  • Level Boss and Wherewolf have associated inventories but no items unique to them.
  • Mad Clown is the one MQ-only boss that doesn't have an associated inventory.
  • As far as I know, no other boss has an associated inventory either.


  • Silver coin stamped with "In Godville We Trust": I have never seen any monster drop this. Nevertheless, there is a diary entry whose entire purpose is to give you this specific item.
    • Found a silver coin bearing the inscription 'In Godville We Trust'. Nice.