Sequence 9: Prisoner[]
Prisoners are those who are locked up in prisons, and that also corresponds to having their Spirituality and desires being constrained by reason, body, and the world.[1]
New Abilities[1]
- Criminal Knowledge: They gain knowledge that makes them masters of many criminal techniques, such as lock picking with wire, digging tunnels with soup spoons, and killing with seemingly harmless items.
- They are also possess knowledge that makes them good at using bombs and explosives.
- Physical Enhancements: The Beyonders of this Sequence possess strong bodies and keen senses, often possessing not only a staid appearance but also a crazy heart within them.
Sequence 8: Lunatic[]
New Abilities[1]
- Berserk: A Lunatic's greatest characteristic is to be able to autonomously sacrifice their rationality and let their desires run amok in exchange for strength and enhancements in every aspect of themselves.
- Apart from not having clear thoughts during this period, there isn't really much of a problem.
- They can gain stronger resistance towards Beyonder powers that can disrupt their thoughts and influence their mind.
- They are bound in both body and Soul, which makes it difficult to obtain useful information on them by just relying on mediumship and Divination.
Curse[1]
- Lunatic's Curse: At Sequence 8, their Curse makes them easily lose control.
- From this Sequence onwards, they will begin to be effected by Curses.
Sequence 7: Werewolf[]
New Abilities[1]
- Werewolf Transformation:[2] They can turn into a Werewolf, growing short, erect hair as fur, turning their nails sharp, long, and firm, like claws, while possessing some spell-like abilities.
- While in this Werewolf Transformation, they will possess terrifying strength, agility and speed.
- They are particularly weak to the theurgical spells of the Sun domain such as a Solar High Priest's Holy Light Summoning.[3]
- A Werewolf's claws and teeth are in no way inferior to Beyonder weapons of the same Sequence, and it possesses venom.
- They possess some darkness-related spells.
- When their venom infiltrates a target's body over a period of time, they can gradually turn the target into a monster similar to that of a Werewolf.
- These monsters are under the Werewolf's control and typically possess a very short lifespan.
- They can make the darkness grow heavier and condense like frost, slowly but firmly seeping into their target's skin, flesh, and bones, which causes an uncontrollable fear to well up within their mind.[4]
- When their venom infiltrates a target's body over a period of time, they can gradually turn the target into a monster similar to that of a Werewolf.
- While in this Werewolf Transformation, they will possess terrifying strength, agility and speed.
- Healing Factor: A Werewolf possesses powerful regenerative abilities.
Curse
- Werewolf's Curse: Every time the Crimson Moon becomes full, they will lose part of their sanity, grow black fur, and their bloodlust and desire for tasting blood would reach its peak.[1]
- A Werewolf who is always unable to suppress their instinct to kill and their bloodlust during a Full Moon will turn increasingly cold and more twisted, losing their humanity in the process.[1]
- Certain Sealed Artifacts, particularly those corresponding to a Scarlet Scholar, allow them to maintain their rationality in the event of a Full Moon. This is also applies to the curses of a Zombie and Wraith, which also activate during a Full Moon.
Sequence 6: Zombie[]
New Abilities[1]
- Zombie Transformation: They can turn into a special type of Zombie, one that possesses powerful defense, strength, and spell-like capabilities.
- Their physical bodies are as hard as steel. A revolver shot directly to their head would make them dizzy at best, they'd need to be shot five times in the same spot to break their defenses.
- If a Zombie's defenses are broken, physical damage isn't lethal if their brain isn't destroyed.
- Their defense is weak to Purification powers, or direct attacks to their Spirit Body.[5]
- Zombie Strength:[6] Their strength has been raised significantly from their initial foundation of a Werewolf.
- Ice Control:[6] They have mastery over Ice and Frost powers, which is different from a Witch's powers.[7]
- Attacks that make contact can freeze the target's body, stiffening their flesh and blood.
- They can directly freeze water that they come into contact with to create ice walls.[9]
- They can create slippery layers of ice to affect their target's movement.[10]
- Ice Stun: They can Seal their opponents by encasing them in ice.[11]
- They wield powers related to Decay, Rot, and Withering.
- They can make the air within a mid-range explode with black wisps inducing withering.[8]
- They can create rotting sludge to affect their target's movement.[10]
- They can emit an aura of decay, making the surrounding vegetation visibly wither away.[5]
- Their fists can effuse a rotting aura to augment their attacks with decay.[5]
- Zombie Manipulation:[6] They wield a portion of death-related spells and can easily summon zombies and control ghosts.
- Their physical bodies are as hard as steel. A revolver shot directly to their head would make them dizzy at best, they'd need to be shot five times in the same spot to break their defenses.
Strengthened Abilities
- Healing Factor: Their supernatural healing has been drastically improved, with bone-deep wounds now being able to heal in a short period of time.[12]
Curse
- Zombie's Curse: They thirst for the warm blood and fresh meat of human beings. When the Full Moon shines, this state will be particularly serious, causing them great pain, if they don't give up on self-control, they will be in so much pain that they will lose their ability to fight.[1]
- The Zombie’s curse replaces the Werewolf’s and Lunatic’s curse. They do not exist together, and it’s the same later on.[1]
- This can be limited with the use of certain medicines such as sedatives, however, they would eventually build up resistance against that specific type of medicine, rendering it ineffective. Sedatives made by Beyonders such as Apothecaries would be more effective.[13][8]
Sequence 5: Wraith[]
- Wraith Form: They can turn into a Spirit Body form, a Wraith, thus obtaining the corresponding powers.
- As Wraiths, they can pass through physical obstacles and can fly through the air.
- Invisibility: They can turn Invisible, this type of Invisibility is more effective compared to ordinary wraiths.
- This makes them very hard to detect for most Low to Mid-Sequence Beyonders, even with Spirit Vision, one will find it difficult to discover a Wraith unless they were a High-Sequence Beyonder.
- They are unable to hide their Spirit Body Threads and thus they can be seen by Marionettists.[15]
- They are unable to hide their scent, hence they can be noticed Potions Professors if they are in the same area.[16]
- This makes them very hard to detect for most Low to Mid-Sequence Beyonders, even with Spirit Vision, one will find it difficult to discover a Wraith unless they were a High-Sequence Beyonder.
- Night Vision: They can see in the dark.[17]
- Wraith Shriek: By letting out a sharp shriek, they can directly attack the opponents' Spirit Body.
- Mirror Blink: They can instantly jump through most things with reflections. The maximum range is 300 meters.[20]
- Some examples of the things they can blink to are mirrors, gold coins, glass, ice, and eyes.
- Forceful Possession: They gain the ability to forcefully invade and take control of their target's body by overlapping with the opponent's eyes.
- If their target has a strong body, the Wraith can make them directly commit suicide by decapitation using the target's own bare hands.[12]
- Using a simple ritual along with possessing a target's body, they can help a person draw things realistically from said person's memories.[22]
- They can accelerate the separation of a Beyonder characteristic from a corpse. The prerequisite to doing so requires them to possess the target, kill the person, and have complete control of the body.[12]
- Divination Arts: As Spirit Bodies, they can directly interact with the Spirit World to gain information. This naturally gives them the powers of Divination and Anti-Divination.[23]
- As Wraiths, they have tremendous resilience and won't die immediately even if they lose their head.[12]
- Wraiths can go out without eating or drinking for about 2 weeks.[24]
- They are immune to biological poison, regular flames, and many ordinary forms of physical attacks.[25]
- Demon-Hunting and Exorcism type attacks can hurt them but it would not be fatal.[25]
- However, they are weak to Purification powers such as Light of Holiness from a Priest of Light and Lightning Strike from an Ocean Songster when in their Spirit Body state.[25]
- Wraiths wield many death-related spells, they would still be able to control the undead like with their Zombie Form even in their Wraith Form.[26]
- As a fusion of spirit and flesh, attacks like an Interrogator's Psychic Piercing typically wouldn't significantly affect them, they can even cause the attack to backfire on their opponent.[11]
- Should they be incapacitated, they will lack the ability to reflect such attacks to their opponents.
Strengthened Abilities
- Ice Control: Their control over over ice as a Zombie is improved, they can now condense their frost powers into translucent icicles, which are hard to see, to directly attack their opponents.
- They can use this Beyonder power even in their Wraith Form, allowing them to create reflective surfaces to use Mirror Blink.[11]
Curse
- Wraith's Curse: On the night of a Full Moon, they either need to consume a certain number of Human Souls, or they become extremely weak. Choosing the former is equivalent to being on the brink of losing control at any moment.[1]
Sequence 4: Puppet[]
New Abilities
- Poltergeist: They can control every non-living thing within a certain radius, this allows them to use their surroundings as weapons and traps.
- This includes ownerless Sealed Artifacts that are not held or controlled by anyone physically or through Spirituality.[3]
- Shanks utilized this ability to restrict Klein Moretti in place by making his clothes entangle him.
- Source of Curses: They can form a connection with a target by turning themselves into mystical puppets and magical paper figurines identical to that target.
- This established connection allows them to use a variety of different methods based in either the physical (nails, blood, etc.) or supernatural (Spirituality, mystic traces, etc.) to Curse their target.
- At Sequence 4 they can use this ability to hurt the enemy only by hurting themselves. Any damage to them will be reflected on the target and any damage the target experiences will also be reflected on them.
Strengthened Abilities
- Evil Spirit Form: Their Wraith Form and its corresponding powers are enhanced, transforming it into an Evil Spirit Form.
- They can directly possess inanimate objects.[27]
- They are able to avoid instant death in the Underworld, as long as they don't linger in it for too long.[28]
- As Sequence 4 Demigods they receive some level of Godhood, and with it comes an incomplete Mythical Creature Form. Disregarding all consequences, they can release their incomplete Mythical Creature Form.
- The outward appearance of their incomplete Mythical Creature Form depends on their own self-awareness and choices made during their advancement to Sequence 4 Puppet, it acts as a base to bind and stabilize the various Curses resulting from the disassembly process.[29]
- A Puppet of the Temperance Faction of the Rose School of Thought would therefore have the outward appearance of a demigod-level mummy.[29]
- The outward appearance of their incomplete Mythical Creature Form depends on their own self-awareness and choices made during their advancement to Sequence 4 Puppet, it acts as a base to bind and stabilize the various Curses resulting from the disassembly process.[29]
Sequence 3: Disciple of Silence (Cursed Artifact)[]
New Abilities
- Transfiguration Curse: By opening their mouth, they can emit a silent scream that transforms their target into a harmless creature, the target will lose most of their traits and Beyonder powers for a certain time after being transformed.[28]
Strengthened Abilities
- Source of Curses: They can use this ability without having to hurt themselves in the process.[3]
- Nevertheless, they can choose to harm themselves to enhance the Curse's effectiveness.
- Sharron opted to pluck her eye reflecting Mirror Roselle Gustav to cause a Curse that banished the latter deep within the Spirit World.[30]
- Nevertheless, they can choose to harm themselves to enhance the Curse's effectiveness.
Sequence 2: Ancient Bane[]
New Abilities
- By opening "Their" mouth and inhaling, "They" can blow up a cold breeze that forcibly pulls the enemy's spirit making it impossible for the enemy to maintain their state of hiding.
- "They" can accumulate the pain "They" experience and use it to strengthen "Their" Curses.[31]
- Resurrection: With prior preparations, an Ancient Bane can resurrect in the Spirit World in a special state.[32]
- Reinette Tinekerr, after "Her" fall in battle against Suah and other foes, resurrected in the Spirit World and now attempts to complete "Her" body.[32]
Strengthened Abilities
- Transfiguration Curse: At the Angel level, the Transfiguration Curse is significantly strengthened.
- "They" become a complete Mythical Creature. "Their" true Mythical Creature Form is a collection of various Curses, it is invisible and intangible.[29]
- The outward manifestation of "Their" Mythical Creature form depends on "Their" own self-awareness and choices made during "Their" advancement to Sequence 2 Ancient Bane. The ancient, evil item capable of bearing angelic power becomes the core of "Their" Mythical Creature Form, essentially the vessel that carries the aggregate Curses.
- Reinette Tinekerr's Mythical Creature Form is a castle-sized doll with blood-red eyes, dressed in a black gothic dress with countless mysterious symbols and sinister vines.[35]
- Born Mythical Creatures like Suah and Tirié, who have not completed the corresponding Sequence advancements, exhibit forms that are essentially amplifications of "Their" Beyonder characteristics.
- The outward manifestation of "Their" Mythical Creature form depends on "Their" own self-awareness and choices made during "Their" advancement to Sequence 2 Ancient Bane. The ancient, evil item capable of bearing angelic power becomes the core of "Their" Mythical Creature Form, essentially the vessel that carries the aggregate Curses.
Sequence 1: Abomination[]
Authorities
- Binding⁂: The core description of the Chained Pathway is: "The body is the cage of the soul and the world is the cage of the body".[3]
- Using this concept "They" can reduce the compatibility of the body and soul of "Their" enemies by making their bodies gradually become a cage restricting their Souls, causing their actions to become more rigid and their movements slow and heavy.
- By roaring, the minds of surrounding creatures can suddenly go blank, and all thoughts can be temporarily lost.
- Even if "They" didn't directly attack the enemy, "Their" targets would still suffer erosion.
- Using this concept "They" can reduce the compatibility of the body and soul of "Their" enemies by making their bodies gradually become a cage restricting their Souls, causing their actions to become more rigid and their movements slow and heavy.
- "They" can create Curses normally undetectable by Saints, even through a Historical Projection. This can cause the target to suffer an unexpected and sudden death.[36]
- "Their" Curses are also extremelly potent as even as a Historical Projection they can use a mystical puppet and a single Worm of Spirit and the power of a Attendant of Mysteries to isolate a Miracle Invoquer from his Marionnette effectively cutting his control of them.[37]
- Abomination: "Their" arms would suddenly lengthen; its surface would be dark and sticky, and it seemed to be flowing with a strange liquid. Among these liquids, pale skulls grew out, eyeballs with obvious blood vessels grew out, tongues with fangs grew out, and all kinds of strange-shaped things grew out, making the feeling of extreme evil and extreme madness very fast.
- "Their" true form as Abominations, not "Their" Mythical Creature forms from the Prisoner Pathway, inherently carried Madness, Evil, Distortion, Chaos, Hatred, Indulgence, and Curse, causing effects equivalent to revealing "Their" Mythical Creature forms on "Their" surroundings.[38]
- One could say that "Their" Abomination appearances were a product of "Their" self-perception combined with "Their" complete Mythical Creature forms.
- The descent of Abomination Suah’s aura tainted all the living creatures in the vicinity, causing them to either break down and suffer a tragic death, or turn into werewolves or zombies.[21]
- "They" can extend their arms into the sky and into the ground to Seal the surroundings,[21] "They" can also extend it into the void to disrupt the overlapping of reality and the Spirit World.[31]
- Beyonder powers like Teleportation would not be completely affected.[31]
- "Their" true form as Abominations, not "Their" Mythical Creature forms from the Prisoner Pathway, inherently carried Madness, Evil, Distortion, Chaos, Hatred, Indulgence, and Curse, causing effects equivalent to revealing "Their" Mythical Creature forms on "Their" surroundings.[38]
- As Abominations, born Mythical Creatures would now exhibit a Mythical Creature form of a grotesque tree-like shape coated in viscous black liquid.[29]
Sequence 0: Chained[]
Authorities
- Binding: "He" can sever the connection between reality and the Spirit World, restraining Beyonder powers that directly use the Spirit World.[21]
References
- ↑ 1.00 1.01 1.02 1.03 1.04 1.05 1.06 1.07 1.08 1.09 1.10 1.11 Lord of Mysteries, Chapter 331
- ↑ Lord of Mysteries, Chapter 1245
- ↑ 3.0 3.1 3.2 3.3 Lord of Mysteries, Chapter 1236
- ↑ Circle of Inevitability, Chapter 294
- ↑ 5.0 5.1 5.2 5.3 Lord of Mysteries, Chapter 527
- ↑ 6.0 6.1 6.2 Lord of Mysteries, Chapter 845
- ↑ 7.0 7.1 Lord of Mysteries, Chapter 528
- ↑ 8.0 8.1 8.2 Lord of Mysteries, Chapter 347
- ↑ Lord of Mysteries, Chapter 545
- ↑ 10.0 10.1 Lord of Mysteries, Chapter 348
- ↑ 11.0 11.1 11.2 11.3 Lord of Mysteries, Chapter 728
- ↑ 12.0 12.1 12.2 12.3 12.4 Lord of Mysteries, Chapter 350
- ↑ Lord of Mysteries, Chapter 338
- ↑ Lord of Mysteries, Chapter 731
- ↑ Lord of Mysteries, Chapter 726
- ↑ Lord of Mysteries, Chapter 706
- ↑ Lord of Mysteries, Chapter 785
- ↑ Lord of Mysteries, Chapter 520
- ↑ Lord of Mysteries, Chapter 900
- ↑ Lord of Mysteries, Chapter 879
- ↑ 21.0 21.1 21.2 21.3 21.4 Lord of Mysteries, Chapter 1234
- ↑ Lord of Mysteries, Chapter 875
- ↑ Lord of Mysteries, Chapter 332
- ↑ Lord of Mysteries, Chapter 255
- ↑ 25.0 25.1 25.2 Lord of Mysteries, Chapter 346
- ↑ Lord of Mysteries, Chapter 278
- ↑ 27.0 27.1 Lord of Mysteries, Chapter 880
- ↑ 28.0 28.1 28.2 28.3 28.4 Circle of Inevitability, Chapter 1136
- ↑ 29.0 29.1 29.2 29.3 Circle of Inevitability, Chapter 1147
- ↑ Circle of Inevitability, Chapter 1133
- ↑ 31.0 31.1 31.2 31.3 31.4 Lord of Mysteries, Chapter 1235
- ↑ 32.0 32.1 Lord of Mysteries, Chapter 1041
- ↑ Lord of Mysteries, Chapter 1157
- ↑ 34.0 34.1 Lord of Mysteries, Chapter 1158
- ↑ Lord of Mysteries, Chapter 1147
- ↑ Lord of Mysteries, Chapter 1237
- ↑ Fight with Zaratul and Suah in book 1, during the ritual to Sequence 1 of Klein
- ↑ Circle of Inevitability, Chapter 1101
[]
Pathways |
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List of Standard Pathways | |
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Lord of Mysteries | |
God Almighty | |
Eternal Darkness | |
Calamity of Destruction | |
Demon of Knowledge | |
Key of Light | |
Goddess of Origin | |
Father of Devils | |
The Anarchy |