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Revision as of 17:45, 23 October 2016 by Nakor the Blue Rider (talk | contribs) (→‎Supplies: Clarified the 100 turn limit.)
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A hero's ark, in typical shape after a sailing expedition.
This world didn’t have a lot of water. Just a lake here and a river there that a hero may note in diary. But then, the giant construction happened. Under all the pressure of temples and arks the flat world of Godville broke down and made a big puddle.
Quest for Booty blog post

Sailing is a treacherous but rewarding endeavor performed by heroes who have completed their arks. It involves sailing out into the vast and unexplored waters off the coast of Godville, riddled with islands, monsters, reefs, and what the heroes seek, treasure. Tugboats regularly patrol wherever heroes sail, for health and safety reasons (allowing a hero to pilot any vehicle is a health and safety nightmare in itself), so that heroes who bite off more than they can chew can be rescued. However many heroes still die at sea due to hitting one too many reefs or angering a monster they couldn't beat.

Heroes can be sent to sail for the cost of 50% godpower using the "set sail" button on the remote control. Heroes will only set sail in groups of 3 or 4. If a hero is unable to find at least partners to sail with within 15 minutes, the hero will simply pray to restore the god's spent godpower and will return to their regular heroing duties. When this happens, there will be a 1 hour cool down until the hero can attempt to sail again.

Sail Map

Sailing example.jpg

The map of the sea is made up of a hexagonal grid with each cell colored and sometimes containing a symbol to show its meaning. The map provides not only vital information, but the main means of navigation. The cells surrounding the ark can be tapped to make the hero sail in that direction for the price of 5% godpower. Long pressing a symbol on mobile or hovering the mouse over it on desktop, will display the symbol's meaning.

Meanings of symbols along with additional info are provided below with descriptions since some symbols may not show up on the wiki or may appear differently depending on the device being used.

Symbol Appearance Meaning Notes
Anchor Port Arks start beside this tile. Entering this tile will cause your hero to exit.
1 Number in dark coloured tile. Can also appear as 2, 3, or 4. Ark There is an ark here. If it is your ark, one edge will be a darker colour showing the direction the ark is facing. And the surrounding tiles will also be dark, showing where you can navigate.
Blank pale blue tile Sea There is nothing here.
Three Asterisks Reefs Your ark will take 3-5 damage every turn while in this tile.
🌀 Swirl Vortex Entering this tile will damage your ark and send it to another vortex elsewhere on the map.
👾 Alien Beastie Navigating beside this tile will start a sea battle with the beastie.
🐠 Fish Roaming Beastie This beastie will chase you within a short radius.
! Exclamation mark Point of interest There may be booty here.
Arrow. Can also appear as →, ↘, ↙, ←, and ↖ Direction hint Points towards the nearest booty.
💰 Bag with dollar sign Treasure A hero got treasure from defeating a beastie here.
Female symbol Fenimal A hero got a fenimal from defeating a beastie here.
🔦 Torch Lighthouse Exploring this island will show what is in all tiles in a 4-5 tile radius
🔧 Wrench Repair island Exploring this island has a chance to increase your ark's health.
🍴 Knife and fork Supply island Exploring this island has a chance to increase your ark's supplies.
💡 Lightbulb Hint island Exploring this island has a chance to reveal either a direction hint, a hotness hint, or several points of interest.
🙏 Person with hands together (can appear as just the hands) Prayer island Exploring this island has a chance to restore some godpower.
? Question mark Unexplored island The results of exploring this island are unknown.
Star, snowflake, cloud, hot spring or sun. (✵, ❄, ☁, ♨, ☀, or ✺) Hotness hint Shows distance to nearest booty (more info below).
💰 Bag with dollar sign Treasure A hero got treasure on this island.
Male symbol Manimal A hero found a manimal on this island.
Blank yellow tile Explored Island This island has already been visited and is no longer of use.
Blank dark blue tile Map edge Navigating into this tile will cause the hero to exit the sail.

Sailing Conditions

With the October 9th, 2016 update, Godville added special sailing conditions, which can change how the sail you've embarked on will work. These are announced immediately as the sail begins in the log during step 1. One or more of these conditions could occur on the same sail.

This list is currently incomplete. If you discover a sailing condition not currently on the list, please feel free to add it to the wiki.

Effect Description Details
More Lighthouses "lots of lighthouses in this area" More lighthouses are available on the map than normal.
Starting Hints "some treasure hints are already known" The map begins with some hint markers already placed.
No Gold Bags "no gold bags here, only manimals and fenimals" Every treasure on this map is a manimal or a fenimal. As usual, each will still also reward money or an activatable artifact.
Only '!' Hints "all treasure hints look like '!' here" The only type of hint that occurs is the type which makes three '!' tiles appear, one of which contains treasure.
50 Turns "this sea is small and the expedition must end in 50 turns" The time limit is reduced to 50 turns, but the radius of the map is reduced to 14 (down from the usual 21).
Borders Closed "the border is closed, exit only through the port" Arks must return to the port at the centre of the map to exit. The border appears as empty, impassable island tiles.
High Winds "wind disperses the arks all over the map" Arks begin randomly scattered across the map. Sailing is otherwise unaffected.
Roaming Beasties "all beasties are roaming, but very shy" All beasties on the map are the roaming type, but no more than one will attack a given sailor at any time.
Scattered Beasties "beasties are shuffled and can be anywhere in this sea" Beasties of any difficulty may appear anywhere. (Normally, easy beasties are close to centre and hard ones closer to the border.)
Double Treasure "all treasures are doubled in this generous sea" Whenever you would get a treasure bag, manimal, or fenimal, you instead get two.


Every turn, the hero will consume 1 supply. Arks start the voyage with 40 supplies, but can obtain more by finding supplies on an island or punishing. If a hero exhausts all supplies, the hero will automatically call for a tugboat, the tugboat will tow the ark back to Godville, and the hero will lose any discovered booty. Additionally, if the voyage lasts over 99 turns, the tugboats will assume on turn 100 that the hero is lost and will also automatically drag the hero back to shore, also causing the hero to lose any discovered booty. In other words, on Step 99 you need to be next to the exit in order to not be evacuated, because all arks are removed at the start of Step 100.

Navigation and Controls

Unlike in dungeons where heroes travel together, heroes sail alone, with a liking for exploring islands and fighting beasties and enough common sense to avoid danger if their ark is close to sinking, but their gods can influence them in the following ways to help them along:

Encourages will usually increase the ark's health, but like in the arena, encourages can also backfire, which may result in a loss of supplies.

Punishes will increase supplies or harm an opponent if the hero is in a sea battle. (see below) Punishes can also backfire, damaging the ark.

Miracles can either produce the effect of a lighthouse, add points of interest to the map, or increase the chance of the hero finding something on the next island visited.

Navigation commands, sent by tapping the cells surrounding the ark, will cause the hero to sail in that direction. Navigating into another ark or a beastie will start a sea battle.

The voice of god will be completely ignored by sailing heroes, but does show up on the sail log for other gods to read.

Islands and Hints

The sea has many islands scattered around. Most of which are marked on the map with symbols displaying what they contain. However, islands may be empty despite what the map promises, and any island can contain booty. Islands are explored by navigating onto them, causing the hero to tie up their ark and explore the island. A large island will take longer to explore, but the hero is more likely to find something on it.

Some islands contain booty hints. A booty hint will never point to a booty that was found before or on the turn the hint was discovered. They come in three forms:

Directional hints

Diagram of where the booty could be for a hint pointing east.

Directional hints can be found after defeating a beastie. Directional hints come in the form of arrows. The direction of the arrow indicates which direction would be used most if a hero took the shortest possible route to the nearest booty (ignoring obstacles). So if the shortest route was three tiles east and two north east, the arrow would point east. If the shortest route would use two directions equally, either direction could be indicated by the hint. The boundary of the area where the booty could be can be found by starting from the tile the hint is in, going in the direction the hint points, and moving in a zig-zag motion (see diagram). Be aware that a directional hint does not guarantee that booty is nearby, merely in that direction. The booty may be a long distance away.

Hotness hints

Diagram of where the booty could be based on what a hotness hint on the island looked like.

Hotness hints are found on hint islands and display the distance to the nearest booty (again, ignoring obstacles).

They mean the following:

  • ✵ - No treasure within 11 cells
  • ❄ - Treasure in a radius of 10-11 cells
  • ☁ - Treasure in a radius of 8-9 cells
  • ♨ - Treasure in a radius of 6-7 cells
  • ☀ - Treasure in a radius of 4-5 cells
  • ✺ - Treasure in a radius of 1-3 cells

Points of interest

Point of interest hints are found on hint islands, gained from killing beasties, or made by miracles. They do not show a symbol where they were found, but rather make three points of interest ( ! ) of the same colour appear on the map. One of them will contain a booty and the others will be red herrings.

Sea Battles

Sea battles occur when an ark encounters a beastie, or if one god tries to navigate their ark into another ark. Multiple arks can attack one beastie (or ark), and multiple beasties can attack one ark. During a sea battle, much like a battle with a scurrying boss, all opponents will attack every turn. Unlike a boss battle, however, the order in which everything happens occurs randomly, including influences taking effect. This can mean that an ark on low health may be dealt a finishing blow before an encourage reaches it.

A sea battle can be ended by navigating away from the attacker, but this is not guaranteed to work due to the random order of the actions. If an ark is attacked before it moves, it will not move at all and the fight will continue. If the battle does not end by one side sailing away, it will continue until only one side is left standing. Upon defeat, a beastie will unlock a hint, repair the ark, or give some supplies. An exception is a beastie with a name consisting of two words, which will always drop booty. If an ark is sunk by another ark, the one who sunk it gets a chance to take the booty from their hold, while the hero of the sunk ark drowns.


Every sail voyage has at least five booties scattered throughout the map, and each ark can hold two booties. There are four types of booty:

  • Manimals, found only on islands.
  • Fenimals, found only from beasties with two words in their names.
  • A large sum of money (over 10,000 gold coins, sometimes a lot more), found from both islands and beasties with two words in their names.
  • A rare and expensive activatable artifact (worth >10,000 gold) which becomes even more valuable if activated, found from both islands and beasties with two words in their names. Activation costs 50 godpower and causes it to turn into several other artifacts, often some bold and some activatable, as well as giving as much money as selling it was worth.

Manimals and fenimals have their own symbols which appear on the map where they were found and in the ark's cargo (see above). However, gold and activatable artifacts both use the treasure sign. Whether it is gold or an artifact will not be revealed until the hero exits the map. If the hero exits with a manimal or fenimal, they will also get either coins or an artifact for each creature brought back. If the hero does not exit (and drowns or evacuates instead) they will lose their booty.

Sail End

A sail can end in three ways:

Drowning - If an ark's health drops to zero, the hero will drown. Any booties collected will be lost, and the hero will die, losing the contents of their inventory and all their gold in the process, and pushing them towards their next martyr achievement. There will be a 12 hour cool down until they can sail again. Arks with 200%, 300%, or more completion, have additional maximum health and stand a better chance at not drowning. A newly completed ark has 100 health, an ark at 200% completion has 120 health, an ark with 300% completion has 135 health, and an ark with 400% completion has 145 health.

Evacuating - If a hero runs out of supplies or stays for over 100 turns, the hero will be forced to evacuate. The hero will be spared death, thanks to being pulled to shore by the patrolling tugboats, but it comes at the cost of any booty in the hold. There will be a 12 hour cool down until the hero can sail again.

Exiting - This is the most desirable outcome. A hero will exit if the hero travels to the port or the map edge, and will keep any discovered booty found on the voyage. There will be a 9 hour cool down until the hero can sail again if the hero exited through the port and a 12 hour cool down if the hero exited through the map edge.

External Links

The Hero and the Sea: Sailing Manual

LEM-'s Sea Mapping script