Note: This page includes examples from various events across both books, which may contain spoilers. You can choose to show or hide these examples using the "Show/Hide Examples" button. If you have finished both books, the examples can offer deeper insights and better understanding of the abilities:
Sequence 9: Dancer[]
- Knowledge (Mysticism): A wealth of knowledge regarding how to use dance, rhythm, and Spirituality to connect with the forces of nature and converse with unknown entities would materialize in their mind, enabling a Dancer to comprehend it instantly and use it for their own goals.
- This was the essence of being a Dancer. With this knowledge, they were able to "appease" other entities by creating new sacrificial dances that were specifically tailored to certain situations.
- Summoning Dance: By executing this dance, a Dancer could attract nearby objects or spirits and allow to be Possessed by one of them, at the cost of their own blood, thereby gaining access to one of its abilities or traits for around 20 to 30 seconds.[3]
- Some of the Possessors could inflict significant adverse effects on humans, while others might prove reluctant to depart after the Possession, creating complications.
- When bonding with the monster with the circular mouth, Lumian would become very hungry for prolonged periods of time, though in exchange he will be able to become Invisible (through mystical means) to the naked eye.
- Although not it's intended purpose, it could be used for Spirit Channeling to gain information from deceased spirits; however, they can't ask questions.[4][5]
- Instead, using the Summoning Dance to Spirit Channel will just allow them to be able to randomly see some of the spirit's memories.
- This use of the Summoning Dance consumes a lot of Spirituality and can only show one memory, making it just better than nothing.
- The Summoning Dance does not resemble a traditional sacrificial rite but is rather a Dance that is a blend of sacrifice and summoning Ritualistic Magic.
- Some of the Possessors could inflict significant adverse effects on humans, while others might prove reluctant to depart after the Possession, creating complications.
- Enigmatic Dance: Besides the Summoning Dance, this is another type of ritualistic dance that a Dancer is capable of doing, which allows them to be able to activate a special sort of power that resides within their chest to activate certain effects.
- With this dance, Lumian could activate the black thorn symbol on his chest while exploring the Dreamscape, suppressing or weakening the monsters inside.
- Summoning Dance: By executing this dance, a Dancer could attract nearby objects or spirits and allow to be Possessed by one of them, at the cost of their own blood, thereby gaining access to one of its abilities or traits for around 20 to 30 seconds.[3]
- This was the essence of being a Dancer. With this knowledge, they were able to "appease" other entities by creating new sacrificial dances that were specifically tailored to certain situations.
- Spirituality: When they dance, their Spirituality would radiate outward, merging with the ambient natural forces, which will cause them to enter a transcendent, mystical state.
- In this state, their thoughts will be concentrated, their minds will be quiet, and they will be able to perceive various subtle phenomena surrounding them, as if their Spirit Vision has been activated.
- They would also seem to be able to connect to an unseen power within them.
- In this state, their Spirituality would cause unwanted entities to be attracted to them; however, a Dancer is able to prepare a Wall of Spirituality beforehand to prevent that from occurring.[4]
- In this state, their thoughts will be concentrated, their minds will be quiet, and they will be able to perceive various subtle phenomena surrounding them, as if their Spirit Vision has been activated.
- Physical Enhancement: Upon advancement, Dancer would become extremely flexible, allowing them to actually perform the dances they were given knowledge.
- This makes them a "rhythm master"[1]
Sequence 8: Alms Monk[]
- Endurance: An Alms Monk is resistant towards extreme environments. They do not need summer or winter clothes to function normally; with a simple robe sufficing for most weather conditions.
- Luck Intuition: They can roughly sense the recent fortunes of others - Good Luck, Bad Luck, potential for Disaster, romantic opportunities and so on - but without the precise details.
- An Alms Monk can detect if someone is experiencing Bad Luck, but have no way of knowing how unlucky the person would be or how long the Bad Luck would last.
- Their actions and will are embedded into the future they sense, and when they change their decisions and will, a corresponding change in Luck will be seen.
- Lumian felt that Osta was going to be unlucky, he realized later it was the consequence of asking him something dangerous, and his warning didn't change the Inevitability.[10]
- When Lumian Lee really changed his prior decisions and thoughts, he was immediately able to see the corresponding alterations in Charlie's Luck.[11]
- Knowledge (Ritualistic Spells): Upon drinking the potion, an Alms Monk will gain knowledge on 5 different kinds of Ritualistic Spells they can use by praying themselves.[12]
- Prophecy Spell: They can use ingredients like a snake's venom sac and rocks from an eagle's nest to make a concoction that can be poured into a corpse's mouth that had been dead for no less then 7 days to momentarily Revive it and ask 3 questions about the Future.
- The corpse must be un-cremated and un-Purified for this to work.
- This is the prayer that they have to do before using this Spell:
- "I implore you, I beseech to be bestowed the Prophetic Concoction… Tulip, a herb that belongs to Inevitability, please pass your powers to my incantation!"[13]
- There are 4 rules that govern the questioning:
- The questions that an Alms Monk asks to the corpse must pertain to the Future only. Questions and inquiries about someone's whereabouts and Past actions are forbidden.
- The description of the question an Alms Monk asks to the corpse must be precise enough. If this condition is not met, an unanswered query would arise.
- For example, if asking about someone Future, numerous individuals shared the same name. Unless the birthplace or other details were specified, the corpse may instead reveal the Future Fate of a different person.
- Regardless of the corpse's country of origin or familiarity with the corresponding language, it would respond in the same language as the question posed.
- A question could only contain one element requiring an answer. It could not be framed in the manner of "when and where will it be?"
- Luck Enhancement Spell: By sending an object with their Misfortune and having others open, consume, step on or wear the object, the caster could transfer their own Bad Luck to that individual, enhancing their own Luck in the process.
- Their Misfortune will be permanently untransferable if not sent to another within 3 days.[14]
- The Alms Monk can see the Luck of the object used in the Luck Enhancement Spell.
- It takes up to half a day or at most a full day for this Spell to manifest it's effects.[15]
- The prayer that an Alms Monk had to recite to put Misfortune in an object is:
- "I implore you, I implore you to alter this destitute man's Fate. I pray you will take away his Misfortune. Gray amber, a herb that belongs to Inevitability, please pass your powers to my incantation..."[16]
- Transferring their Misfortune requires around 2 specific conditions:[14]
- The recipient had to willingly accept the object and subjectively desire to possess it.
- The recipient had to exploit a situation they shouldn't have, for the whole process.
- For example, to make a purchase, a shopkeeper wouldn't have to bear an Alms Monk's Bad Luck merely because they accepted the item—unless they sold something counterfeit or dishonestly manipulated the transaction.
- Animal Creation Spell: By using an animal hide along with a prayer, an Alms Monk can transform a target into the corresponding creature. This can be applied to themselves and canceled early with a corresponding incantation.
- While a target is under the effects of the Animal Creation Spell, they will be unable to speak as well as unable to use most of their Beyonder powers.
- Substitution Spell: They can Substitute their own Fate by making another being live as them for a while, which is used to create sufficient mystical connections for Substitution.
- In order to build sufficient connections, they must live in their house, use all of their money, and gain recognition from other acquaintances of the Alms Monk.
- If someone would then try to for example take vengeance on the Alms Monk, they would take vengeance on the Substitute (other person) instead.
- In order to build sufficient connections, they must live in their house, use all of their money, and gain recognition from other acquaintances of the Alms Monk.
- Exorcism Spell: This Ritualistic Spell was capable of banishing Wraiths and even Evil Spirits, preventing them from tormenting a Soul. But it came with two caveats.
- They needed to know the specter’s real name and possess a personal item them held in life.
- They needed ample time in order to be able to conduct and finish this Ritualistic Spell.
- Prophecy Spell: They can use ingredients like a snake's venom sac and rocks from an eagle's nest to make a concoction that can be poured into a corpse's mouth that had been dead for no less then 7 days to momentarily Revive it and ask 3 questions about the Future.
- The Ritualistic Spells of an Alms Monk will be more effective if they adopt the qualities of humility, respect, and act more like a beggar- one without many possessions.[1]
Strengthened Abilities[7]
- Knowledge (Mysticism): They will gain an abundance of sacrificial knowledge upon advancement.
Sequence 7: Contractee[]
- Contracts: A Contractee can create special Contracts to obtain a distinctive characteristic skill from various different creatures existing in the Spirit World and other realms.
- They can forge a long-term Contract, unlike a Dancer who can only borrow powers temporarily.[4]
- When one's Sequence is low, the number of Contracts they can make is severely restricted.[18]
- At maximum, a Contractee can make 5 Contracts; however, it does not often exceed 3 due to the limitations and cost involved with it.
- If a Contractee fails to choose their abilities wisely, they may struggle to beat an ordinary person armed with a gun.
- Every Contract not only has a cost but also comes with a significant long-term downside.[19]
- The cost is different for each Contract and can differ greatly. Some examples include a sacrifice of fresh human blood, the loss of the ability to fall in love, the sacrifice of a Beyonder Characteristic or thirteen portions of prepared meat.
- The associated downside can vary greatly as well. Examples include: an increased desire for sexual intercourse, the urge to show off, a permanent Spirituality drain or an increased susceptibility for hunger.
- The costs are the price one pays to the entity one makes a Contract with. They may be diminished through negotiation, Beyonder powers, or the backing of a great figure.
- They can't use Spirit World creature Contracts if their connection to the Spirit World is severed.[20]
- The Mystical Language of Fate is the language used to form their various Contracts.[21]
- In a way, their Contracts function as a weaker version of a Shepherd's Grazing.[22][18]
- Contractees are only able to gain 1 ability per Contract they make.[18]
- Here are some examples of the abilities they might obtain:
- Bottle of Fiction: This allowed allowed Guillaume Bénet to transform spaces, often with symbolic elements like doors and windows, into enclosed realms with conditions of entry.
- Only those who meet the requirements of his conditions of entry can access these spaces while others will be sent back to their original positions.[23]
- Shadow Transformation: This Contract ability granted Lumian Lee the ability to authentically morph into a Shadow; merging with it to Conceal him and move around stealthily.
- Soul Assimilation Mystic Spell: This allowed Guillaume Bénet to use the real name of an entity to affect their mental body, or even have their Spirit Body extracted.[24]
- Spell of Harrumph: An ability gained by Lumian Lee that is capable of affecting the target's Spirit Body directly, inducing dizziness or even unconsciousness.
- Its potency will grow with the Contractee's level, potentially influencing divine entities if they were to reach Sequence 4 or temporarily elevated their level.
- Weakening Ray: This is something Voisin Sanson can use which creates a a ghostly green light condensed around his eyes that disintegrates anything it hits.
- Death's Summon: A Contract ability that allowed Voisin Sanson to form a semi-transparent figure resembling him that can dissipate nearby influences.
- Rebirth: Sybil is able to be Reborn within the body of the one who killed her and take control; however, only within 2 minutes after her death.[24]
- Iron Body: This allowed Voisin Sanson to metallize his body, increasing his defenses to the point where he can resist a Sure-Hit bullet.
- Bottle of Fiction: This allowed allowed Guillaume Bénet to transform spaces, often with symbolic elements like doors and windows, into enclosed realms with conditions of entry.
Strengthened Abilities[17]
- Endurance: Their ability to Endure more extreme environments has been slightly improved.
- Luck Intuition: The specificity and accuracy of the Luck they can sense has increased.
- Knowledge (Mysticism): They will gain knowledge on the Mystical Language of Fate.
- They will also gain all sorts of information regarding summonable/recruitable creatures, the costs of forging a Contract with them, and the abilities one can gain. from said Contract[25]
- Summoning Dance: This dance now exceeds a broader sphere of influence, and their ability to possess bizarre creatures can now be done with creatures of a higher status.
- Physical Enhancement: Their flexibility as a Dancer has been slightly improved.
- This makes it easier for them to do the Enigmatic and Summoning Dance.
- Spirituality: Their Spirituality has been greatly increased.
Sequence 6: Ascetic[]
- Compression: They are defined by Endurance, accumulation, and eruption. Compression can be used for the Mind and also produces positive effects in the Physical and Mystic Domains.
- Mental Compression: Their emotions and Desires can be suppressed. This ability will accumulate these emotions and Desires and erupt it at critical moments for the desired effect.
- While an Ascetic's emotions and Desires are Compressed, it will make the corresponding negative effects of Contracts, Mystical Items, and Sealed Artifacts more bearable, but an Ascetic must regularly vent their emotions to remain psychologically sound.
- Breaking an enemy's neck is something that counts as venting their emotions.
- While an Ascetic's emotions and Desires are Compressed, it will make the corresponding negative effects of Contracts, Mystical Items, and Sealed Artifacts more bearable, but an Ascetic must regularly vent their emotions to remain psychologically sound.
- Strength Compression: By accruing their Spirituality and strength, it allows Ascetics to recover their Spirituality all at once and temporarily enlarge like a giant once un-Compressed.
- In this un-Compressed form, an Ascetic's strength, speed, and agility would be enhanced to the point where they can physically fight against a Dawn Paladin for 1 or 2 minutes.
- Ritualistic Compression: The accumulation of ritualistic processes allow them to simplify certain Ritualistic Spells learned at Sequence 8, making them applicable in combat.
- Animal Creation Spell: They can now simply envelop the target in an animal skin and utilize ritualistic accumulation as well as intoning the incantation to transform the target.
- A cumbersome and intricate ceremony became unnecessary.
- Exorcism Spell: The ritual itself can be intoned onto an object and be used in conjunction with the target's real name in order to achieve the desired effect.
- The long ritual needed before will become unnecessary.
- Animal Creation Spell: They can now simply envelop the target in an animal skin and utilize ritualistic accumulation as well as intoning the incantation to transform the target.
- Mental Compression: Their emotions and Desires can be suppressed. This ability will accumulate these emotions and Desires and erupt it at critical moments for the desired effect.
- Knowledge (Ritualistic Spells): A Ritualistic Spell of theirs has been moderately improved.
- Luck Enhancement Spell: The limitation of transferring their Misfortune has been increased to 13 days, with longer time limits relying upon the Fate Appropriation ability from now on.
- Endurance: Their Endurance stemming as an Alms Monk has been enhanced.
- This makes them more adaptable to extreme weather, to the point where even if they encounter frost, they won't be frozen. This can also be applied to their emotions and Desires.
- Spirituality: An Ascetic's Spirituality has been further improved.
- Contracts: They are able to sign up to 8 Contracts.
Sequence 5: Fate Appropriator[]
- Fate Observation: They can directly perceive an illusory River of Fate stemming from all sapio-sentient entities, enabling them to view the target's Past, Present, and Future information.
- The nearer the scenes of Fate they see are to the Present and the less those scenes involved high-level matters, the sharper they become in their eyes.
- Despite Lumian Lee being able to see everything in the past week (except scenes with high-level entities like the Evernight Nation, Madam Judgment, and the Demoness of Black) when viewing Franca Roland's River of Fate, he could not gleam much information from Hela's.
- When actively using this ability, they could touch the River of Fate of a target, enabling them to “see” a part of their Fate without their awareness.
- There is a time constraint when actively using this ability.
- The nearer the scenes of Fate they see are to the Present and the less those scenes involved high-level matters, the sharper they become in their eyes.
- Fate Appropriation: By touching the target, Fate Appropriators would be able to Appropriate and extract the desired Fate from them in the form of Fate Fragments.[28]
- They can Appropriate the Fate of living creatures, but it requires a certain amount of time.
- The less 'heavy' the corresponding Fate, the quicker the process, and vice-versa.
- The more 'heavy' the Fate Fragment, the more significant it is to the target.
- They can Appropriate a portion of the Fate of the recently deceased.[28]
- The target's overall Fate will be locked and unable to create new changes.
- The time to complete this type of Appropriation is very brief.
- Fate Appropriation has a limited range of 15 meters to work.[29]
- They can Appropriate the Fate of living creatures, but it requires a certain amount of time.
- Fate Exchange: They can Exchange a Fate that they have stored in a Fate Fragment via Compression in exchange for a specific Fate of the target.
- If the Fate Fragments of the target match, the process of Fate Exchange will begin in almost instantly. If not, then it will take anywhere between five to six minutes.
- Fate Exchange is generally quicker in taking Fates in the form of Fate Fragments from living creatures than Fate Appropriation is.
- Examples of Fate Exchanges that can happen are:
- A Fate Appropriator is able to transfer the Fate Fragment of pregnancy from a female to a male in order to make the male pregnant.[30]
- Compelling Fate: Through the use of various means like Rituals or Curses, a Fate Appropriator can increase the probability of an event by enhancing a portion of their target's short or long-term Fate.
- This can be accomplished this through 2 methods.
- Magnified Fate: By utilizing the surrounding environment around them, Fate Appropriators are able to directly enhance the probability of short-term events occurring.
- The 2 prerequisites:
- The targeted Fate must align with the current environment and circumstances.
- The targeted Fate's duration must last for only a total of ten seconds.
- Compared to Fate Rituals, the curse of Magnified Fate are simpler to activate with fewer required conditions. However, that significantly limits the ultimate effect and makes it so that nothing outlandish can be achieved.
- The 2 prerequisites:
- Fate Rituals: Through the use of mystical connections -such as a target’s blood, close relatives, and other items- they can alter the long-term Fate of their targets.
- Compared to the curse of Magnified Fate, Fate Rituals are harder to accomplish and take longer to activate, however are able to effect the target for much longer periods of time, while also having more of an effect overall.
- Fate Rituals can only affect the target in a general direction. They can make someone have a bad day, but not be able to exactly dictate the exact flavor of Misfortune.
- Compared to the curse of Magnified Fate, Fate Rituals are harder to accomplish and take longer to activate, however are able to effect the target for much longer periods of time, while also having more of an effect overall.
- Magnified Fate: By utilizing the surrounding environment around them, Fate Appropriators are able to directly enhance the probability of short-term events occurring.
- This can be accomplished this through 2 methods.
- When engaging in Fate Appropriation or Fate Exchange, a Fate Appropriator will be unable to attack the target until the process is finished or canceled.
- Knowledge (Ritualistic Spells): Certain Ritualistic Spells can be used more easily and efficiently.
- Animal Creation Spell: A Fate Appropriator can now use a more symbolic representation of animal skin in order to achieve the desired outcome of transforming a target.
- Endurance: Their Endurance stemming from an Ascetic has been moderately enhanced.
- Spirituality: A Fate Appropriator's Spirituality has been enhanced significantly.
- Physical Enhancement: Their flexibility has been greatly strengthened.
- They could now perform horrific and incredible actions with their body to the point where if ordinary folk were to merely glimpse at the corresponding shadows they cast, they would most likely deem the Fate Appropriator as being a monster.
- Compression: They can store Fate Fragments via Compression.
- At their maximum level, they can store up to 3 within their body.
- Contracts: They are able to sign up to 12 Contracts.
Sequence 4: Circle Inhabitant[]
New Abilities[1]
- Circle Inhabitant: They can create a Loop of Fate, a Cycle that intertwines Cause and Effect, a Cycle of Destiny, or a Cycle that intertwines the Past and Present.[31][32][33][34][35]
- Only one Loop can be maintained at the same time, and Loops with the same trigger conditions need to cool down for three minutes before they can be created again.
- The Loops that a Circle Inhabitant is able to create need one or more Causes (trigger conditions) that would Cause the Cycle to Loop back to the Past.
- Once triggered, the Loops they make can either make a separate space, entity, or themselves rewind to a certain Past state once activated.
- If they were to trigger a Loop and activate it, the corresponding number of Cycles will lower until it reaches its endpoint or they were to cancel the Loop itself.
- A Circle Inhabitant can also specify what aspects get rewinded, which allows them to reverse only a target's Spirituality and body and not their Fate.
- As the Circle inhabitant is the source of the effect, they cannot trigger a reset by leaving the Loop's range, that would mean truly leaving.[34]
- Once the Loop has reached its complete endpoint with all Cycles activated, a Fate that was previously selected by them will occur.
- The Loop's chosen Destiny and the number of Cycles it has relies on the amount of Inevitability power they have invested into the Loop beforehand.
- The Destiny and Cycle number on a Loop that is most advantageous to the Circle Inhabitant requires a longer creation time for the Loop.[35]
- The Loop's chosen Destiny and the number of Cycles it has relies on the amount of Inevitability power they have invested into the Loop beforehand.
- Once triggered, the Loops they make can either make a separate space, entity, or themselves rewind to a certain Past state once activated.
- The Loop can be either themselves, the target, or the environment within a 1 kilometer range. Depending on the target, the conditions will differ.[36]
- A Loop on a target can allow them to set some relatively harsh trigger conditions; however, if the target's status is higher than their own, the effect will be significantly reduced.
- There are no restrictions on forming a Loop on oneself, and it can activate even if the Circle Inhabitant was killed by an Angel. In addition, it can last a year if unused.
- If they were to form a Loop within a certain range, the trigger conditions cannot be harsh; however, it will be able to affect Angels in the corresponding area.
- Fate Observation: They can selectively filter out certain Past, Present, and Future scenes of a target's Fate, preventing them from accidentally getting Corrupted from the information.[33]
- Fate Appropriation: Once they have grasped the desired Fate within a target's River of Fate, they are able to instantly Appropriate it from the target without any wait time.[33]
- Circle Inhabitants are able to Appropriate the Fates of beings with the status of Angels; however, it would take a few minutes for the Appropriation to work.
- Fate Exchange: Once they have the desired Fate Fragment, they are able to instantly Exchange it with the target, even if those 2 Fates aren't similar to each other.[33]
Mythical Creature Form
- As Demigods at Sequence 4 who have obtained partial Godhood, they are able to manifest their incomplete Mythical Creature Form if they disregard any of the consequences.
Sequence 3: Sufferer[]
Description[37]
Among Circle of Inevitability's authorities over the Past, Present, and Future, Sufferer signifies the Present.
New Abilities[1]
- Reenactment: They can reproduce the suffering they have experienced onto their target. The potency of the attack reflects the depths of their anguish and torment, as well as their own level.[38]
- Amon, as a Dual-Pathway True God, Reenacted the supernova The Fool used against "Him" in The Fool's Gambit against the Primordial Demoness, attempting to block "Her" escape.[39]
- Amon, as an Angel of Redemption, Reenacted the supernova used against "Him", though it was far from a true supernova explosion, merely a kind of simulated reproduction.[38]
- The Circle of Inevitability Reenacted the aftermath of the Original Creator's awakening to form a massive suction force that diverted an attack from Lumian Lee.[40]
- Present State: A Sufferer can set a Present State on themselves to counter the ignition of Desire, Psychic Shocks, etc. without triggering the Loop they have created.
Strengthened Abilities[1]
- They have gained improvements in abilities from the previous Sequence.
- Circle Inhabitant: The potency and number of Loops they can make has been enhanced.
- Endurance: Their ability to resist against direct harm has been greatly enhanced.
- Contracts: They can sign more Contracts and gain new abilities than before.
- Fate Appropriation, Observation, and Exchange get strengthened as well.
Mythical Creature Form
- As a Sequence 3 Beyonder, they can respond to prayers within a certain range.
Sequence 2: Sinner[]
Description[37]
Among Circle of Inevitability's authorities over the Past, Present, and Future, Sinner signifies the Past.
Trait
- Depraved Nature: As Sequence 2 Sinners, "Their" Depraved nature is exceptionally strong, becoming nearly equal to "Their" existence. As a result, this makes "Them" especially vulnerable to the Sun Pathway's Purification and the Hanged Man Pathway's Degeneration.
- Even if a Sinner were to enter a Past state of being a True Deity of the Door and Error Pathway, rapidly Blinking would not let "Them" evade the effect of a Hanged Man's Degeneration.[41]
- While others can suppress it's effects, "They" cannot as "They" were Depraved to begin with.
- Purifying "Their" Depraved Nature won't just stop at that but also Purify "Them" as well.
- Even if a Sinner were to enter a Past state of being a True Deity of the Door and Error Pathway, rapidly Blinking would not let "Them" evade the effect of a Hanged Man's Degeneration.[41]
Authorities[1]
- Past & Cause: "They" gain initial access to the authority associated with the Past and Cause.
- "They" can revert to any Past state, with the duration depending on specific circumstances
- For forces involving the Uniqueness, the consent of the current wielder is required.
- To borrow powers from the Past, "They" must remain in a state of being a Sinner.
- As such, if a Beyonder of Higher Sequence does this (Angel of Redemption, Eternal Aeon), "They" will revert back to being a Sinner.[41]
- "They" can anchor a target's Past sins to catalyze a desired outcome in the Present.
- "They" can implant a virtual Cause into the Past to influence the Present.
- This works by implanting the temporary, virtual Cause- a false fragment of Fate- into the River of Fate's Past, thereby influencing the Present.
- As this false fragment of Fate is temporary, it is quickly washed and destroyed by the River of Fate, lasting no more than a second.
- "They" can revert to any Past state, with the duration depending on specific circumstances
Strengthened Abilities
- Their previous Beyonder abilities get further strengthened.
Mythical Creature Form
- "They" become a complete Mythical Creature. "Their" Mythical Creature Form is that of a Two-headed, Two-bodied, and Four-Armed Giant.[1]
Sequence 1: Angel of Redemption[]
Description[37]
Among Circle of Inevitability's authorities over the Past, Present, and Future, the Angel of Redemption signifies the Future.[37]
Trait
- Redemption Instinct: Upon advancement, "They" acquire an inherent instinct for Redemption.[1]
- "They" also don't possess the Degenerate Nature "They" had as a Sinner.
Authorities[1]
- Predestined Fate: "They" gain initial authority over the Future, as well as over Outcomes. The Predestined Fate authority is a lesser authority under Inevitability.[42]
- "They" can directly fix a target's Fate onto a specific River of Fate tributary, dictating a result without relying on the Past or Cause. When done against a higher status target, backlash is likely.
- "They" can enter the River of Fate and immerse "Themselves" in its various currents, each symbolizing a different Future. When "They" emerge in a burst of holy light, "They" will align with the chosen Future state, completing "Their" self-redemption.[39][41]
- The simplest application is to use this to escape "Their" Inevitable collapse or ending.
- Amon had escaped the destructive effects of the Supernova that "He" Reenacted on the Special Mirror Worlds while in "His" Past state as a Dual-Pathway True God.[39]
- "They" can shed the burdens of "Their" Past, including "Their" Depraved nature.
- Amon separated "Himself" from "His" state as a Dual-Pathway True God to escape the attempt of making "Him" lose control by the Primordial Demoness.[41]
- The simplest application is to use this to escape "Their" Inevitable collapse or ending.
- "They" can enter the River of Fate and immerse "Themselves" in its various currents, each symbolizing a different Future. When "They" emerge in a burst of holy light, "They" will align with the chosen Future state, completing "Their" self-redemption.[39][41]
- "They" can create a new possibility and a new River of Fate tributary within the domain of Destined outcomes, saving the future by creating a new Destiny out of nothing.[43]
- Amon, through a prayer, brought forth a Future possibility within a situation where there was none, allowing "Him" to slow down the rate of the Primordial Demoness's Chaos vortex.[43]
- "They" can directly fix a target's Fate onto a specific River of Fate tributary, dictating a result without relying on the Past or Cause. When done against a higher status target, backlash is likely.
Mythical Creature Form
- "Their" Mythical Creature Form has now developed into that of a Three-headed, Three-bodied, Six-Armed Giant around 4-5 meters tall that does not form a continuously Looping circle. "Their" heads represent "Their" Past, Present, and Future.[1][44][45]
Sequence 0: Eternal Aeon[]
Authorities[1]
- Reincarnation & Inevitability: "They" wield the authorities of Reincarnation and Inevitability, encompassing Past, Present, Future—Cause, Process, and Result as a whole.
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 1.12 1.13 1.14 1.15 1.16 1.17 1.18 1.19 Cuttlefish's WeChat Post: "The Circle of Inevitability Pathway"
- ↑ Circle of Inevitability, Chapter 72
- ↑ Circle of Inevitability, Chapter 189
- ↑ 4.0 4.1 4.2 Circle of Inevitability, Chapter 161
- ↑ Circle of Inevitability, Chapter 165
- ↑ Circle of Inevitability, Chapter 149
- ↑ 7.0 7.1 Circle of Inevitability, Chapter 150
- ↑ Circle of Inevitability, Chapter 345
- ↑ Circle of Inevitability, Chapter 168
- ↑ Circle of Inevitability, Chapter 159
- ↑ Circle of Inevitability, Chapter 214
- ↑ Circle of Inevitability, Chapter 162
- ↑ Circle of Inevitability, Chapter 163
- ↑ 14.0 14.1 Circle of Inevitability, Chapter 194
- ↑ Circle of Inevitability, Chapter 195
- ↑ Circle of Inevitability, Chapter 193
- ↑ 17.0 17.1 Circle of Inevitability, Chapter 316
- ↑ 18.0 18.1 18.2 Circle of Inevitability, Chapter 179
- ↑ Circle of Inevitability, Chapter 323
- ↑ Circle of Inevitability, Chapter 1168
- ↑ Circle of Inevitability, Chapter 318
- ↑ Circle of Inevitability, Chapter 60
- ↑ Circle of Inevitability, Chapter 328
- ↑ 24.0 24.1 Circle of Inevitability, Chapter 101
- ↑ Circle of Inevitability, Chapter 323
- ↑ 26.0 26.1 Circle of Inevitability, Chapter 480
- ↑ 27.0 27.1 Circle of Inevitability, Chapter 703
- ↑ 28.0 28.1 Circle of Inevitability, Chapter 85
- ↑ Circle of Inevitability, Chapter 726
- ↑ Cuttlefish's WeChat Post: "Corpse Collector Pathway Abilities"
- ↑ Circle of Inevitability, Chapter 109
- ↑ Circle of Inevitability, Chapter 465
- ↑ 33.0 33.1 33.2 33.3 33.4 33.5 Circle of Inevitability, Chapter 874
- ↑ 34.0 34.1 Circle of Inevitability, Chapter 870
- ↑ 35.0 35.1 Circle of Inevitability, Chapter 881
- ↑ 36.0 36.1 Circle of Inevitability, Chapter 886
- ↑ 37.0 37.1 37.2 37.3 37.4 Circle of Inevitability, Chapter 878
- ↑ 38.0 38.1 Circle of Inevitability, Chapter 1097
- ↑ 39.0 39.1 39.2 39.3 Circle of Inevitability, Chapter 1111
- ↑ Circle of Inevitability, Chapter 1166
- ↑ 41.0 41.1 41.2 41.3 Circle of Inevitability, Chapter 1137
- ↑ Cuttlefish's WeChat Post: "Fate Pathway Abilities"
- ↑ 43.0 43.1 Circle of Inevitability, Chapter 1139
- ↑ Circle of Inevitability, Chapter 84
- ↑ Circle of Inevitability, Chapter 470
[]
| Pathways |
|---|
| List of Standard Pathways | |
|---|---|
| Lord of Mysteries | |
| God Almighty | |
| Eternal Darkness | |
| Calamity of Destruction | |
| Demon of Knowledge | |
| Key of Light | |
| Goddess of Origin | |
| Father of Devils | |
| The Anarchy | |
