Sequence 9: Monster[]
New Abilities[1]
- High Spirituality: This pathway has a higher Spirituality than most, and at Sequence 9, Monsters have high Spiritual Perception and Intuition.
- Danger Premonition: They have a keen intuitive premonition of danger, which grants them an extra intuition that lets them evade disasters.
- Foresight: They can often hear and see things that others cannot see or hear, giving them occasional glimpses of the future.
- This is the specialty of the Fate Pathway, making them able to see things that even Pathways with strong Spirit Vision abilities are unable to see.
- They will sometimes whisper things others cannot understand, making others consider them some kind of monsters.
Sequence 8: Robot[]
New Abilities[1]
- Physical & Mental Enhancement: Upon advancing, a Robot would gain accurate and precise control over their bodies as well as terrifying calculation skills.
- These aspects combined make Robots talented at close combat and shooting.
- They acquire affinity towards the mastery of Divination and Anti-Divination.
Sequence 7: Lucky One[]
New Abilities[1]
- Passive Luck⁂: Lucky Ones will frequently encounter Lucky events in their life, such as finding money on the street, having enemies miss attacks that were aimed at them, getting desired dice rolls, and having women they happen to like coincidentally also like them back.
- Their Luck isn't fixed and will fluctuate: at times, they are especially Lucky, and at other times, they are no different from an ordinary person.
- This unpredictable Luck isn't something that they should heavily rely upon, and as such, they have to temper their expectations.
Sequence 6: Calamity Priest[]
New Abilities[1]
- Calamity Attraction⁂: A Calamity Priest's bodies will now attract Calamities, mainly in two ways.
- Passive Attraction: They will passively suffer all kinds of Calamities, but they can see them in advance via their Foresight and make preparations to eliminate or mitigate their effects.
- Because of their Foresight, Calamity Priests can use the dangers of their own passive encounters and preparation to attack their enemies.
- Active Attraction: They can actively attract different kinds of Calamities, affecting targets and enemies as a result. Then through their Luck, they can avoid most of the danger from it.
- At its most basic level, it essentially allows them to pull their enemies into a situation where they can take advantage of their strengths the best.
- Passive Attraction: They will passively suffer all kinds of Calamities, but they can see them in advance via their Foresight and make preparations to eliminate or mitigate their effects.
- Psyche Storm: Using their Spirituality that surpassed that of other Pathways, they can directly affect their opponent’s Spirit Bodies, causing them to feel dizzy and lost.
- If a Calamity Priest's enemy entered such a state, they would be extremely prone to making errors, thus causing the Calamity to snowball and eventually devour them.
Sequence 5: Winner[]
New Abilities[1]
- Luck Manipulation⁂: Winners can manipulate Luck to a certain extent.
- Luck Accumulation⁂: Winners are able to Accumulate large amounts of Luck by living moderately while trying to not use up their Luck.
- They will be able to release their Accumulated Luck at a critical moment in order to deal with dangerous situations.
- Curse of Misfortune⁂: They can also Curse their enemies with Misfortune to a certain extent, making their targets Unlucky.
- Such Misfortune can make it so that their enemies will miss their attacks or fall under a dangerous situation.
- Luck Accumulation⁂: Winners are able to Accumulate large amounts of Luck by living moderately while trying to not use up their Luck.
Strengthened Abilities[1]
- Passive Luck⁂: They will begin to be able to more occasionally be able to encounter good things that normally have a very low probability of happening in their daily life.
- These can be things such as a Winner's enemies getting lost or making poor judgments, gaining an inheritance due to a series of mistakes by another person, or having their mistakes or flaws be interpreted as funny actions by others, making them more well-liked.
- High Spirituality: Their Spirituality has been greatly enhanced, causing the corresponding enhancements to their Spiritual Perception and Foresight abilities.
- These enhancements, along with their greatly enhanced Divination and Anti-Divination abilities, make them experts in the corresponding mystical fields.
Sequence 4: Misfortune Mage[]
New Abilities
- Misfortune Domain⁂: They can bestow Misfortune towards a certain area, making any creature that comes into contact with that area become Unlucky.[2]
- The branch that Mr. Harry was stepping on after landing on a tree immediately snapped after being within the Misfortune Domain.
- Luck Augmentation⁂: They can Augment others with limited but precise Luck, making them Lucky.
- Misfortune Transference⁂: They can Transfer the Misfortune of others into objects.
- Councilor Ricciardo used a gold coin to cure Anderson Hood of his extreme bad luck.[4]
- 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: Chaoswalker[]
New Abilities[5]
- Chaoswalking (Revelation)⁂: If the situation is chaotic, with many choices and only a few paths leading to a good ending, a Chaoswalker will get a Revelation. This can bring along 2 effects:
- If the Revelation is correctly interpreted it will guide them to the best possible outcome.
- If the Revelation is not correctly interpreted, they will suffer immensely.
- Mythical Creature Form
- As Sequence 3 Beyonders, they can respond to prayers within a certain range.
Sequence 2: Soothsayer[]
Authorities[5]
- Prophecy (Soothsaying)⁂: "They" are able to make Prophecies about how different results would occur with certain people or events due to good or bad Luck, which will have high probability of becoming real.
- Even if the final outcome does not match that of a Soothsayer's Prophecy, it will be similar.
- If "They" meet 2 conditions, "Their" Prophecies will inevitably be manifested into reality:
- The person who is told the false Prophecy believes in it's validity.
- The person prepares to avoid or welcome the false Prophecy.
Strengthened Abilities[5]
- Curse of Misfortune: "They" can bestow Misfortune upon living beings within a 30 kilometer radius.
- "Their" Misfortunes can make any Beyonder under Demigod level die within an extremely short period of time and even Demigods will die in a very short time.
Mythical Creature Form
- "They" become a complete Mythical Creature. "Their" Mythical Creature Form is that of a Snake of Mercury; a giant scaleless snake with dense patterns and symbols on its surface, the symbols being various wheels that are connected to each other. Each wheel is different and they represent different futures that might happen.[6][7]
Sequence 1: Snake of Mercury (Snake of Fate, Giant Serpent)[]
Authorities
- Fate: They can manipulate the River of Fate in various ways.
- Reboot: "They" can revert an entire region's current state or specific objects within that region to a previous state, invalidating all events that took place before a Reboot.
- The way it operates is different from a Worm of Time's Time Manipulation authority and operates more like a Sinner's Reversal authority.
- Will Auceptin rebooted Amon's Avatar state to when "He" had not yet Parasitized various people in Boklund Street.[8]
- Fated Connection⁂: "They" can use the Connection "They" have with an object to store and channel "Their" abilities through it, even if "They" are not in the vicinity.
- "They" can locate one's Astral Projection in the Spirit World and inject information in one's Dreams, creating a revelation that evolved into a specific Dream.[9]
- Klein Moretti summoned Will Auceptin's ice cream from the past to establish a subtle Connection with "Him" to be blessed with good luck.[10]
- Ouroboros imbued "His" murals with many of "His" powers, be it giving people extreme Misfortune or trapping them in a Cycle of Fate.[11][12][13]
- Will Auceptin utilized Reboots through the medium of "His" folded paper cranes to help Klein Moretti in battle.[8][14]
- Reincarnation: When "They" sense danger, "They" can preemptively Reincarnate into another body as a baby, restarting "Their" Fate to avoid it.
- This will also reset "Their" madness levels, allowing "Them" to reduce the need for an Anchor. However, this reduction of a need for an Anchor does not mean that "They" do not need one.[15]
- After being Reincarnated, "They" are left in a weakened state, however, "Their" Fate is also hidden from others, as Arrodes was unable to see anything unique about Will Auceptin.[16]
- Cycle of Fate: "They" can trap others in an endless Cycle of fated events; where those affected wouldn't even realized they are trapped.[11][12]
- "Their" Cycles of Fate bear similarities with the Circle Inhabitant's powers.
- Reboot: "They" can revert an entire region's current state or specific objects within that region to a previous state, invalidating all events that took place before a Reboot.
Sequence 0: Wheel of Fortune[]
Authorities
- Fate: "They" become the embodiment of the endless outcomes of Fate.[17]
- Probability: "They" are able to manipulate the Probability of events and the behavior of peoples and objects from all around the world.[18]
References
- ↑ 1.0 1.1 1.2 1.3 1.4 1.5 Lord of Mysteries, Chapter 910
- ↑ Lord of Mysteries, Chapter 611
- ↑ Lord of Mysteries, Chapter 612
- ↑ Lord of Mysteries, Chapter 689
- ↑ 5.0 5.1 5.2 Circle of Inevitability, Chapter 1073
- ↑ Lord of Mysteries, Chapter 1197
- ↑ Lord of Mysteries, Chapter 388
- ↑ 8.0 8.1 Lord of Mysteries, Chapter 1006
- ↑ Lord of Mysteries, Chapter 591
- ↑ Lord of Mysteries, Chapter 1157
- ↑ 11.0 11.1 Lord of Mysteries, Chapter 460
- ↑ 12.0 12.1 Lord of Mysteries, Chapter 1117
- ↑ Lord of Mysteries, Chapter 650
- ↑ Lord of Mysteries, Chapter 1146
- ↑ Lord of Mysteries, Chapter 770
- ↑ Lord of Mysteries, Chapter 889
- ↑ Lord of Mysteries, Chapter 1357
- ↑ Lord of Mysteries, Chapter 606
[]
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 |