Abilities of dungeon’s bosses.
- Auriferous – when the boss hits you it gives you gold.
- Deafening – stifle voise commands. Don’t use its.
- Enlightened – the boss gives 100% godpower after fight with him.
- Explosive – suddenly… can explode, if don’t have a time to kill the boss in 2 or 3 moves.
- Faithless – don’t believe in your actions. Can heal yourself and don’t afraid of healing the boss.
- Hulking – very much health power.
- Leeching – can heal up from positive influences.
- Mutating – can change own abilities.
- Nimble – can hit twice per turn.
- Overhearing – hear and use voice commands.
- Pickpocketing – still trophies from inventory.
- Scurrying – hit together heroes.
- Skilled – create items in own turn. Can heal from creation or hit whole party.
- Sneaky – can run away from fight in 3 or 4 moves after the message about escape.
- Squandering – spend the money in own turn, but don’t hit at this moment.
- Summoning – can create the mini-boss without abilities and third own health power.
- Sweeping – can hit all heroes at the same time.
Auras.
- Abstinence – the aura of asceticism. The hero don’t spend money on equipment and parties in the towns.
- Audibility – the hero hear voice commands better, than usual.
- Baiting – the aura of fishing. The hero goes fishing often, then usual.
- Curiosity – the hero can open activated artifacts himself without godpower.
- Immortality – the hero doesn’t die with this aura.
- Hoarding – the hero finds new items and artifacts after every fight with monsters.
- Huckstering – the hero sells the artifacts more expensive, than its cost.
- Hunting – help the hero digging boss-monsters and meet boss-monsters in the traveling.
- Totemism – the hero gets this aura, when he meet the guild’s monster and have a rank higher advisor cardinal and etc.). The aura gives godpower for fightings with monsters.
- Trail – the hero more often finds monsters with special abilities and wanted monsters from newspaper.
100-103.
80-84.