Hero

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Afkhero 22

level 67

I'm AFK

Age 12 years 5 months
Personality neutral
Guild no guild
Monsters Killed about 136 thousand
Death Count 78
Wins / Losses 159 / 708
Temple Completed at 05/31/2013
Wood for Ark 65.8%
Savings 2M, 727k (9.1%)
Pet Grounded hog Woody 13th level

Equipment

Weapon truncheon of diplomacy +76
Shield counter offer +76
Head iron mask +76
Body Van Allen Belt +76
Arms palm oil +75
Legs tic tac toes +78
Talisman croaking device +76

Skills

  • acid tears level 51
  • mating contact level 45
  • sober view level 42
  • eye scream level 40
  • powerful sneeze level 38
  • stifling embrace level 35
  • dove of peace level 35
  • electrostatic discharge level 34
  • flying bird level 33
  • concrete placer level 31

Pantheons

Might23658
Templehood7219
Gladiatorship5694
Storytelling314

Achievements

  • Honored Favorite
  • Honored Renegade
  • Builder, 1st rank
  • Animalist, 2nd rank
  • Careerist, 2nd rank
  • Champion, 2nd rank
  • Martyr, 2nd rank
  • Shipwright, 2nd rank
  • Hunter, 3rd rank

Hero's Chronicles

Hello, I will be AFK (away from keyboard) in the arena. This means that I will not use any voice commands or actions (encourage or punish). If we meet in the arena, for your benefit, please be cautious when using an action. Actions has a 25% chance of backfire.

Objective

My purpose is to help others build temples and accumulate free charges. I will not discriminate on who I help. I will not target individual people or announce via Guild Council when I will be entering the arena. I will aim to arena as many times is allowed by my personal constraints, game time and Godpower limits, or other. If you run into me in the arena, win so you may further your temple. Whether you use me to maximize your gains is up to you.

Below I have written a simple tutorial for beginners. If you have any questions, feel free to add me as a friend. I will respond ASAP.

Brief Tutorial on Melting a Brick

You need at least 3,000 coins to melt a single golden brick. To “melt,” you either have to encourage or punish (encouraging or punishing is also referred to as using an “action”). I suggest you use an action while your hero is selling at the merchant. By doing this, potential backfires can be directed to the merchant, rather than the hero (there is a 25% chance of backfires on actions, with exception to the miracle action). It may take several attempts to melt. On average, it takes 4 actions, although your attempts may vary. Good luck!

Note: After you have a temple, you will not be able to melt bricks. Any bricks given as a reward or through activatable artifacts will be sold.

Rewards Based on How Many Bricks You Have

50 (5%) – Third Eye http://wiki.godvillegame.com/index.php/Third_Eye

100 (10%) – You will find coins every time your hero(ine) visits your temple. the maximum amount of coins you can receive is based on this simple algebraic formula: 4n= maximum coins; where n is the amount of golden bricks you have.

1000 (100%) – Congratulations! Your temple is complete! With a completed temple, the following will happen 1) the metal: 庙 will appear after your God(dess) name 2) You have access to a new action: miracle http://wiki.godvillegame.com/index.php/Miracle 3) Everytime your hero(ine) returns to Godville, and hence visits your temple, one of the following will happen:

a) Gold donations (up to 4,000 coins)

b) Free godpower recharges. (1-2 daily)

c) Convert 10,000 coins into about 10,000 experience points; up to 30,000 coins maybe converted. Note: If your pet is knocked unconscious, your hero(ine) will skip this process.

d) Get logs for your ark.

Arena Basics

The simple truth is that a payer will always have an advantage over non-payers. However, a knowledgeable non-payer can put up a good fight against a payer (and with a little luck, win). For a non-payer, I recommend going into the arena only when you have accumulated at least 3 charges and you’re at full (100%) Godpower (GP). This will allow you 200% GP to fight with. During an arena battle, there are three different methods to increase your GP. 1. Through the successful use of the pray voice command 2. You and/or your opposing hero(ine) can randomly pray during battle and/or 3. It is a result of the miracle action, in which you steal GP from your opponent. In this section, I will briefly cover the importance and proper usage of voice commands, and some general strategies (chain punishing, chain encouraging, and action locking). The aforementioned strategies are not limited to any particular player or in any single duel. A well-versed gladiator can employ a combination.

Voice Commands (VCs) – Many beginner fighters neglect the importance of using VCs and depend heavily on actions (encourage or punish). Using VCs however can be a very important tool and is employed by many (if not, all) top gladiators. There are three types of VCs that can work in the arena: Attack, Heal, and Pray. In order for your hero(ine) to do one of the three specified actions, you will need to incorporate certain vocabulary within the command. The game associates the following key words to represent the command:

Strike/kick/hit/attack/smite/destroy/kill: Causes hero to inflict extra damage on opponent. Heal/rest/drink/restore: Recovers hero’s hit points. Pray/praise/power/worship: Recovers a portion of your Godpower.

Copied directly from the Voice of God entry on the Godwiki.

It is important to remember that when using a VC, you should not mix VCs (ie combine heal, attack, and pray under one VC). That way you can control the outcome more accurately. In addition, including all key words into a single command will not increase your chances of your hero(ine) listening. For example the VC “Heal your wounds!” is equally as effective as “Heal! Rest! Drink! Restore!”. Finally, the average success rates of VCs are 30%.

Tactic: Chain Punishing (Serial Punishing) – This is the fastest method in defeating your opponent. As the name suggests, the player punishes every turn, thus inflicting a large amount of damage to the opponent. These punishes is often coupled with Heal or Attack VCs, depending on situation. As with every action however, punishes have a 75% success rate. If a punish is not successful, one of three things will happen: 1) Nothing 2) You will inflict damage on both you and your opponent or 3) The damage that you intended to deal against your opponent, will instead be dealt solely to you.

Tactic: Chain Encouraging (Serial Encouraging) – Opposite of Chain Punishing, this tactic relies on you outlasting your opponent by keeping your health higher than theirs. Chain Encouragers, encourage every turn. However, since encourages inflict no damage on the opponent, this tactic is usually paired with Attack VCs. Encourages have a 75% success rate. In case of a backfire, one of three thing will happen: 1) Nothing 2) You will heal both you and your opponent or 3) The healing intended for your hero(ine), will instead heal your opponent.

Tactic: Action Locking – In every duel your opponent is permitted to use only four more actions (encourage or punish) than you and vice versa. Understanding this game mechanic, an Action Locker purposely uses less actions than his/her opponent. This usually puts the player at an early health disadvantage, but can be remedied through the persistent usage of heal VCs. Beyond this, the steps of this tactic varies on situation. In case of facing a Chain Punisher, an Action Locker will usually aim to use one encourage for every two punishes the opponent uses. When facing a Chain Encourager, the usage of heal VCs may be all that is required. Regardless, an Action Locker must always be cautious of their health, keep it within a reasonable range (above 1/3 Health) and using an encourage, if necessary. You will know your opponent is action locked when your “Actions left” counter is “8”. When an opponent is locked, there are several ways to win. You can to risk a punish once they are in a killable range (roughly 1/4 their total health). You can spam Heal VCs until your hero’s normal attack defeats your opponent. Or you can spam Attack VCs and hope that will defeat them. Either way, however you choose to end the duel will depend on your situation.

Arena Damage Multipliers

In an effort to prevent overly long duel matches, there is a game mechanic that amplifies the effects of encourages and punishes. The amplification of healing or damage done is dependent on the amount of turns that has taken place.

After 60 turns, effects of encourages or punishes is doubled (x2)

After 90 turns, effect of encourages or punishes is tripled (x3)

After 120 turns, effects of encourages or punishes is quadrupled (x4)

If you are a non-payer, it is unlikely that you will have such long duels. On my main character, I am a payer and had the pleasure of facing some of the top gladiators. As of this writing, my longest duel was roughly 125 turns. Although I find it highly unlikely that a duel could last much longer than that, I admit that I am unsure whether there is any other multiplier beyond the 120 turns. My understanding of this matter is verified through my peers and my dueling experiences. To my knowledge, there is no Godwiki entry regarding these matters.

Arena Tip – Research your opponents. Find out whom they won/lost against. Look at their alignment. These details can provide you some valuable insight in their dueling strategies.

A very belated thanks to Sniper404, Dogess, and Shannonus (in no particular order) for all the work they put in researching the above materials. I wouldn’t have been able to provide such a thorough write up without their help.