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Everything is awesome...

An Encouragement is an influence a god can perform to lighten up an injured, depressed or otherwise unsuspecting hero. Instantly performs a fabulous miracle guaranteed (with some degree of backfiring depending on the place of use) to cheer up anyone.

General Information

To encourage a hero, a god must use the 'Encourage' button on his Remote Control at a 25% Godpower cost. Since divine intervention is special, a hero will always write about it in his diary.

Encouragement will affects a hero's Personality, steering him towards the side of righteousness, but constant encouraging is needed to remain good otherwise a hero will eventually drop back down to neutral. A punishment will speed the process of reverting to neutral or even steer towards the dark side.


  • When <20hp, the hero takes shorter amounts of time to recover (5-10 seconds when pure good)
  • It's thought that the heroes are less likely to experience Death, ensuring a low death count and high ranks on the Pantheon of survival.
  • Constant encouraging will place the gods under the Pantheon of creation. The further away from neutral, the higher their rank will be.
  • The Saint achievement:
    • Honored Saint: 30000 encourages
    • Saint, 1st rank: 10000 encourages
    • Saint, 2nd rank: 1000 encourages
    • Saint, 3rd rank: Reach "pure good"


  • Compared to neutral or even evil heroes, good heroes don't dish out much damage to monsters and especially boss-monsters. Therefore, they take longer to gain experience.
  • Encouragements have less chances of melting a brick than a punishment does (due to its effective flames)
  • Cancels fishing upon use without an end reward

Effects when encouraged

While traveling

  • Restores around 60-180 hp of their health
  • Deals extra damage to a monster (if fighting one)
  • Melts 3000 gold coins into a golden brick
  • Gain a boost to their experience
  • Gain a boost to their quest percentage
  • Mend any piece of equipment (+1)
  • Nothing.
  • Getting a great amount of Godpower
  • Backfire : Lose HPs.
  • Backfire : Heal a monster (if fighting one)

In town

  • Increases guild influence
  • When trading, may grants some gold (200-500) or a free artifact (even activatables).

During adventures

  • While in a duel with another hero in the Arena or a Boss-monster, it either restores health proportional to the hero's total health, restores both hero's and opponent's health, or just the opponent's.
  • In the Dungeon it restores a little health to every conscious ally or moderately just the caster's. It could also do nothing.
  • During a Sail it could either repair some health into the ark or backfire to lose some food supplies.
  • During Datamine, it may makes a medikit appears in a nearby case.


Assorted diary entries

!Hero's Diary
12:56 PM Golden motes whirled around the trader's pictures of known shoplifters, and I realized I could tell him where some of them were. He paid me 270 gold coins for the tips before getting out his weapon and temporarily closing up shop.
!Hero's Diary
12:55 PM The trader suddenly stuck his hand out, as if he was gifting me a fez dispenser. I wonder why I had to yank it out of his hand. Almost like he didn't want to let go...
!Hero's Diary
12:08 Walked into a healing ray to find that a floating book had descended in front of me. In a trance, I read almost all of it before I realized it was a prayer. Oh, Mighty One! You trickster, you!
!Hero's Diary
12:39 A beam of light fell and struck a frog that was sitting next to me. It suddenly transformed into a man who claimed to be a Ligerian Prince who had been cursed. He gave me 168 gold coins and said that he was off to repay all those he had scammed.

See also