Godhood

Godhood

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Basic Godhood Guide
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Mostly a picture gallery for reference but also has a basic rundown of the game.
   
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Intro
I'll just be adding some very quick images and info on the game. I only did one full playthrough of war with lust as an additional commandment, but may do more and add more info accordingly later. Will provide updates over about a week or so.

I won't be posting relics as their descriptions are all in tooltips in the collection screen in the main menu. I have noticed that they don't show when first starting the game but after loading a save and quitting to the main menu their true descriptions show.

For additional info, visit the FAQ[community.abbeygames.com] that was recently posted.
Gameplay Basics
So when starting a new game you can customize your new god. In this menu, you can also choose additional settings by clicking the gear icon. For those that like to reload often, the seed resets each season so your battle results that day are generally predetermined.



After this, you can choose which of the current 4 commandments you wish to specialize in. Each commandment focuses on different stats/classes, and when starting out you'll generally get your prophet of a fixed class w/ a random uncommon totem. Your other two disciples will tend to have a random common totem that fits one of your focused stats but can vary.

Once you have your 3 characters you can go out and go participate in sacraments aka battles. You won't have control over their actions as they will select randomly from a "deck"(called mind) of 5 actions. Your team's hp is "Religion HP" and each member has their own HP value independent of this meaning members can have more HP than your Religion HP. Wiping out the enemy's Religion HP results in a win and a fixed miracle xp amount for the battle. Your first battle will give you class upgrades for each of your acolytes(non-specialized disciples), and you are able to choose any of the available classes; it is recommended, however, that you go for classes that ideally fit your religion and your disciple's strengths. Once you obtain a miracle charge above the class upgrade, you'll be able to enhance the stats of your disciple at a miracle building. Know that you can only perform a max of 4 miracles and there is no way to remove nor modify a previously-performed miracle.

In order to level up your religion level, you need followers. You can gain followers primarily either through Holy Site Center rituals or through missions that reward followers. You can check what rewards you get from each tier by clicking on the magnifying glass on the upper right corner. Note that in your village you may only inspire 3 disciples at a time. Later on there will be more resource types like offerings(needed mostly for miracles), fanatics(used for building upgrades), sun shards(for ability points), and your commandment's special resource(for unique miracle bonus). Rituals and sacraments all take up 1 season, and each year has 3 seasons.

At a certain point in the game you'll also gain new initiates to recruit. As far as I've seen it can be up to 4 new initiates and up to rare(/purple) quality. You need enough worshipper support to hire them, so you may need to kick an existing disciple or level up to hire the new one. If they have a class they'll also give you a reward based on his/her stats.





There's an element wheel that determines who he/she is strong or weak to. Hovering your mouse over their element type will also provide detailed info. Tooltips in the Stats Tab will also give you details of things such as how much less/more damage you receive with that armor value.



In the world map, you can obtain certain rewards such as relics, sun shards, or new acolyte bonuses. The world map right now is the same so starting a new game will not give you a new map. One of the ways to win the game is by completing the final battle on the 4th and final big island. You will not be able to gain additional shards, relics, or other rewards after completing it the first time. There are nodes that will replenish but provide no reward beyond miracle xp.

Hotkeys/Shortcuts
1,2,3,4: select which ritual you want to do
Q: Map
Spacebar: ends your turn or toggles inspection mode during Sacrament
Right-click: exits your ritual selection (to clarify, does not cancel a ritual once you've assigned someone)
Esc: main menu
Example Build
For war, I used just the first three disciples w/ 2 executioners and 1 rage prophet. For this, you want to stack buffs on your hunter's lodge before using up your miracles. Ideally you wait for your statue and a common might relic(use your rage prophet to help) w/ max upgrades before using their miracles. Also make sure they're at happy or ecstatic. We're mostly maxing out cunning and might so that we always start first and so our first turn will push out a lot of damage. Consider switching rage prophet for an executioner or other disciple early on when dealing w/ beast walkers. Chieftain is a better defensive replacement for rage prophet.

Later down the line you'll get Temple of War and with those upgrades you can switch to using miracles there instead(it says 8 seasons for the raid but it's only 1). For perks you'll be getting double rend raid for two free rends. For the rage prophet perk you can either get the defensive or crit one(the one i personally went for). If you also get the perk for the follow-up on an ally's violent ability(bloodbath), you'll often get a proc for additional war winds or war reapers, allowing you to win the sacrament potentially without the opponent doing anything. Spending ability shards on the other two over your prophet is preferable as your prophet will slowly start to lose stats when he gets old enough. Your primary weakness is the beast walker as they can get one of their claw abilities in before the battle starts. The very final battle has one and can potentially one shot your rage prophet and/or your religion hp.
Character stats right before endgame battle:




Just an example of the rage prophet's stats; highest damage was a 109 crit:
Commandments/Modifiers
Small section for commandment descriptions and modifiers.

War



Statue: +1 Might +1 Cunning

Peace



Statue: +1 Charisma +1 Devotion

Lust



Statue: +1 Cunning +1 Charisma

Chastity



Statue: +1 Devotion +1 Health
Building/Upgrades
Ritual
Holy Site


Offerings Stockpile
Base: 10-15 Offerings


Fanatics Grounds



Sun Stone


Monastic Order (Monasteries)


Sacrificial Shrine


Temple of War



Temple of Lust



Temple of Chastity



Temple of Peace



Miracle
Herder's Hut
Base: +2 Health
Wondrous Miracle: +1 Devotion +1 Might


Prayer Site
Base: +2 Devotion
Wondrous Miracle: +5 Faith +1 Charisma +1 Might


Storytelling Circle
Base: +2 Charisma
Wondrous Miracle: +1 Knowledge +1 Cunning


Meditation Site
Base: +2 Knowledge
Wondrous Miracle: +1 Might +1 Charisma


Market
Base: +1 Cunning +1 Knowledge
Wondrous Miracle: +1 Cunning +1 Knowledge
Note: Potential alternative for +1 Sky Shard in exchange for base miracle and 25 offerings.


Tavern
Base: +1 Health +1 Devotion
Wondrous Miracle: +1 Health +1 Devotion


Farmlands
Base: +2 Might
Wondrous Miracle: +1 Health +1 Devotion


Hunter's Lodge
Base: +2 Cunning
Wondrous Miracle: +1 Might +1 Knowledge
Totems
Common
Cat Totem


Duck Totem


Parakeet Totem


Rat Totem


Dog Totem


Crow Totem


Dove Totem


Finch Totem


Pig Totem


Hare Totem



Good
Bull Totem


Hawk Totem


IbisTotem


Lynx Totem


Armadillo Totem


Spectacled Bear Totem


Flamingo Totem



Destined
Talipa Totem


Illihotl Totem


Lilac King Totem

||Classes General Info||
Below sections are a list of the current classes you can choose from. Will list highest available tier of their abilities. Ignore the bonus damage from stats btw as those are dependent on your disciple's current stats. Note that the class sections go from Ancestral->Divine(clockwise in element wheel), from highest morale damage affinity to physical. Will list any general modifiers found here.

General
Old Age
-Occurs around disciple age of low 40's




Sleepy
-Unknown cause for modifier, but an initiate will only start with this modifier; does not appear to be acquired at any other point
-Procs at the start of each side's turn


Bloodline of the Prophet
-+10 Faith; acquired as a random starting passive from initiates
Ambassador









Perks
Perk 2: +2 Charisma or +2 Devotion
Perk 3:


Perk 4:

Chieftain









Perks
Perk 2: +2 Might or +2 Charisma
Perk 3:


Perk 4:

Rage Prophet

In-Battle Description(as descriptions are inconsistent):










Perks
Perk 2: +2 Might or +2 Health
Perk 3:


Perk 4:

Songsmith




Modifier: +20% Cunning; applies to all; indefinite





Perks
Perk 2:+2 Cunning or +2 Charisma
Perk 3:


Perk 4:

Guardian






Note: Highest tier shows Wall+ but stats are adjusted as Wall++



Perks
Perk 2: +2 Might or +2 Health
Perk 3:


Perk 4:

Weaver









Perks
Perk 2: +2 Knowledge or +2 Charisma
Perk 3:


Perk 4:


Executioner






Note: Rend gives -10 Physical Armor stacking on hit



Perks
Perk 2: +2 Might or +2 Cunning
Perk 3:


Perk 4:

Druid









Perks
Perk 2: +2 Devotion or +2 Charisma
Perk 3:


Perk 4:

Lust Priest









Perks
Perk 2: +2 Charisma or +2 Cunning
Perk 3:


Perk 4:

Beast Walker









Perks
Perk 2: +2 Might or +2 Cunning
Perk 3: +25 Evade Chance or +10 Phys Crit Chance
Perk 4:

Zealot









Perks
Perk 2: +2 Devotion or +2 Charisma
Perk 3:


Perk 4:

Ascetic

Washed Modifier:



Hidden Modifier on Hit:









Perks
Perk 2: +2 Health or +2 Devotion
Perk 3:

or +25% Defy Chance
Perk 4:

Smitesword









Perks
Perk 2: +2 Might or +2 Devotion
Perk 3:


Perk 4:

1 Comments
AtomicBomb248 24 Jul, 2019 @ 6:42pm 
This thread has ton of info that is helpful! Thanks!