LightReader

Chapter 873 - Characters & Illustration

[Characters]

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Klein Moretti

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Amon

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Aaron Ceres

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Adam

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Ademisaul

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Aguesid Negan

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Alger Wilson

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Alista Tudor

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Aderson Hood

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Animal Trainer

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Antigonus

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Audrey Hall

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Aurmir

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Azik Eggers

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Benson Moretti

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Bernadette Gustav

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Bethel Abraham

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Bladel

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Cattleya

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Chained God

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Cohinem

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Colin lliad

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Cynthia

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Daily Simone

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Danitz Dubois

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Darkwill

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Derrick Berg

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Dorian Gray Abraham

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Dunn Smith

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Earl Hall

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Edessak Augustus

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Edwina Edwards

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Elizabeth

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Elland Kag

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Emlyn White

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Eternal Blazing Sun

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Evernight Goddess

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Fors wall

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Frank Lee

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Frye

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George Augustus III

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Glaint

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God of Combat

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God of Knowledge and Wisdom

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God of Stream and Machinery

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Groselle

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Hanass Vincent

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Hazel Macht

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Helene

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Hidden Sage

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High-Dimensional Oversee

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Ian Wright

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Ikanser Bernard

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Ince Zangwill

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Inextinguishable Ravings

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Isengard Stanton

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Joyce Meyer

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Jurgen Cooper

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Kalvetua

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Katarina Pelle

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Leonard Mitchell

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Leticia Dolera

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Lilith

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Lord of Storms

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Lovia Tiffany

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[Pathways]

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Pathways are the potions that grant ordinary human beings incredible powers. Pathways are named after sequence-0 when known, otherwise sequence-9 if unknown. There are 22 pathways, all pathways start from sequence-9 and end at sequences-0.

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[[STANDARD PATHWAYS]]

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[FOOL PATHWAY]

Fool pathway seems to be about fooling perceptions and reality. They specialize in divination, illusions, changing appearances, strong muscle and facial expression control, and controlling other people as marionettes with spirit body threads. At High-Sequences, they can turn their marionettes into another duplicate of themselves, bring things (including themselves) from the past to the present, create countless miracles, create a mysterious environment that's full of tampering and concealment, and are able to fool all sorts of things.

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[ERROR PATHWAY]

The Error pathway can deceive and steal all sort of things. They can trick others with their eloquence, slight-of-hand and through illusions, steal their targets Beyonder or mundane abilities, steal thoughts and intentions. At High-Sequences, they can turn into a parasite to attach in a host, create avatars, manipulate time, and also become experts in exploiting the loopholes in rules.

The Ancient Sun God called this pathway a "Bug", and explained it as "a trojan horse of fate, the slug of time, the loopholes in rules, the manifestation of all errors."

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[DOOR PATHWAY]

The Door pathway has many abilities that allow to pass obstacles. They can travel and teleport, perform divination, phase through objects, evade with tricky spells, record and use other Beyonders' powers. At High-Sequences, they will have higher capabilities of manipulating space, and their travel ability is no longer restricted to Spirit World. They can also apply use concealment, allowing them to avoid detection through Beyonder methods, and they can replicate Beyonder abilities without the need to record it provided they have sufficient knowledge of said ability.

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[VISIONARY PATHWAY]

The Visionary pathway is adept at psychological manipulation. They can read minds, discern emotions, hypnotize, and travel between dreams. They are also good at acting, knowing what kind of emotional reaction to show in the appropriate situation and knowing, in detail, what kind of expression and body language to react. At High-Sequences, they can enter and influence the Mind World, weave out realistic dreams, control others without realization and even affect reality through their thoughts and dreams.

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[Sun Pathway]

The Sun pathway has traditional priest abilities, such as powerful light and holy magic, as well as buffing abilities. They can cast light and fire spells, buff others and themselves with chant, buffing or weakening people and Beyonders power, purify and exorcise, and established contracts that are hard to break. At High-Sequences, they could directly reduce their opponent's Sequence and create an Area-of-Effect ocean of light to instantly purify their foes.

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[Tyrant Pathway]

The Tyrant pathway can be understood as omnipotence in the sea, land and air domains. It specializes in water and weather-related abilities. They can cast powerful water, wind, and electricity spells, gain strength in water, sing to disable their opponents, glide in the air, act freely underwater for long periods of time, and become enraged to increase their power. They are known to have a bad temper and are sensitive to the level of a high-ranking person. At High-Sequences, they can control sea creatures, walk freely in the ocean, create earthquakes, travel at the speed of lightning, and can even produce enough electrical power to rival a star.

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[White Tower Pathway]

The White Tower pathway represents the search for knowledge to reach the omniscience in "omniscience and omnipotence". In contrast to Hermit Pathway and Paragon Pathway, this pathway includes both scientific and mysticism knowledge. Beyonder of this pathway have a good memory and the ability to mimic others' powers by analysis. At High-Sequences, they can see the future and deduce the past, directly observe, analyze and use the fundamental laws of reality, and reveal all information about a person, hidden or otherwise.

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[Hanged Man Pathway]

The Hanged Man pathway represents becoming part of myriad things to reach the omnipotence in "omniscience and omnipotence". It has depraved abilities. It specializes in directly sensing and listening to the whispers of secret entities, shadow-related spells, flesh and blood magic, and grazing Souls to use their Beyonder abilities. At High-Sequences, they control shadows, peel evil thoughts and fuse them with a shadow to form a monster, utter evil words, and turn into a depraved "ocean" to overwhelm their enemies and cause interference.

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[Darkness Pathway]

The Darkness pathway has powers related to the night, soul and sleep. They gain strength during nighttime, can pacify souls, enter others' dreams, cast Area-of-Effect sleep spells, see in the dark, and suppress their enemies' moods and desires. At High-Sequences, they can host evil spirits within them, control darkness, shift a certain area under the state of secrecy, erase or hide things, and give misfortune to others.

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[Death Pathway]

The Death pathway is notable for its powers related to the dead and spirits. They can create zombies, summon spirits to fight for them, resist cold and decay, travel through the spirit world, communicate with the dead, and have enhanced abilities to fight the undead, wraiths, and other evil spirits. At High-Sequences, they can resurrect and instantly kill their enemies.

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[Twilight Giant Pathway]

The Twilight Giant Pathway has traditional warrior abilities, both offensive and defensive. They can easily master all weapons and physical combat styles, physically resist supernatural powers, conjure powerful light weapons and armor, purify evil spirits, take damage for others, enter an almost unbreakable defensive stance. At High-Sequences, they can mix powerful concoctions for enhancements, healing, or apply various effect, conceal their intentions, transform into mercurial liquid, identify weaknesses in others, and bend light to hide their presence. At Sequence 2, they can use the "Twilight", the light of decay.

The power of the Twilight Giant pathway is also related to waning: matter and spirit will decay, collapse and perish.

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[Demoness Pathway]

Demoness pathway seems to be centered around causing natural disasters and catastrophe. They have excellent agility, have powerful ritual and curse magic, good at assassinations, can manipulate invisible threads, incite people to cause crimes and inflict disease. At High-Sequences, petrify things, spread plagues, and control natural disasters. One of the core abilities of the Demoness pathway revolves around mirrors and manipulating the world within them. They represent the feminine (side) of The Original Creator.

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[Red Priest Pathway]

The Red Priest pathway seems to be centered around causing man-made disasters and catastrophe. It contains war-related abilities. They are experts with fire, traps, have enhanced strength and agility, can find and attack weaknesses, they are good at plotting conspiracies, and can provoke others into losing control. At High-Sequences, they can transform into a blazing meteor to travel quickly, and control the weather. One of the core abilities of the Red Priest pathway revolves around fire. They represent the masculine (side) of The Original Creator.

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[Hermit Pathway]

The Hermit pathway specializes in knowledge of the mystical and occult world. They have good divination and ritual magic abilities, possess a deep knowledge of mysticism and mysteries, cast traditional spells, scribe scroll spells, as well as conjure and manipulate the stars. At High-Sequences, they are able to see and hear hidden existences easily, self-create spells, travel the spirit world, drain power from mystical knowledge, and foresee the woven fate of a person.

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[Paragon Pathway]

The Paragon pathway specializes in knowledge of the natural world and crafting items. They have excellent scientific knowledge, historical knowledge, mechanical knowledge, can create powerful Beyonder weapons, and have an intuitive knowledge of using and avoiding the drawbacks of sealed items. At High-Sequences, they can pour their spirit into objects they create to give them life, comprehend mysticism with science, alter the laws of physics and promote the light of civilization known as technology.

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[Wheel of Fortune Pathway]

The Wheel of Fortune pathway is adept at manipulating fate, luck, and probability. They can control luck, store luck and release it, make people unlucky, perform and counter divination, predict the future, gain increased bodily control, and manipulate disasters. At High-Sequences, they can make the certain uncertain, trap people in an endless loop of fated event, and avoid danger by restarting the encounter or through reincarnation.

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[MotherPathway]

The Mother pathway has plant and earth-related abilities. They also dabble in the field of healing and genetics, in terms of both physical and soul body. At High-Sequences, they can induce their surroundings flourish quickly and create chimeras/crossbreeds, ordinary humans, and various construct such as golems. They can also deprive life force from targets and their surroundings to return them to the earth.

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[Moon Pathway]

The Moon pathway has powerful healing abilities, as well as enhance biological targets. They can create powerful healing and buffing potions, tame animals, regenerate, and cast darkness spells. At High-Sequences, they can summon things or people from a far distance, and increase negative energy and spirituality of a region to release monsters and evil spirits.

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[Abyss Pathway]

The Abyss pathway has demonic and devil-related abilities. They have high strength, perception, can cast ritual and sacrificial spells, control and corrupt the desires of others, detect danger intuitively, increase in size, resist mental, poison, and curse attacks, and buff themselves for more strength and defense. At High-Sequences, they can make their enemies lose control on their desires, corrupt others with their voice.

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[Chained Pathway]

The Chained pathway has different types of mutant abilities, but they're also cursed. They can summon zombies, jump through things with reflections, resist bullets with powerful defense, possess others, control ghosts, cast death-related spells, regenerate and heal themselves, and sacrifice rationality for more power. They have high strength, speed, and defense, but have some difficulty in controlling themselves. They also lose power or control during the full moon. At High-Sequences, they can control every nonliving thing within a certain radius and hex their target turning them into harmless animals.

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[Black Emperor Pathway]

The Black Emperor pathway manipulates rules to suit their interests. They are proficient at loophole exploitation, possess extreme physicality, use bribery to achieve various effects, distort words, actions, and intent, disorder all sorts of things, and dominate others. At High-Sequences, they could exploit abstract laws, manipulate the environment to their advantage, magnify the effect of their actions, isolate the location from the outside world, and infinitely resurrect if "Their" order was still in place. Sequence 0 can endlessly resurrect and cheat death if "Their" order still remains.

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[Justiciar Pathway]

The Justiciar pathway is about defending 'Order'. It is strong at setting laws and punishing lawbreakers. They can set up rules that will inflict punishments if broken, directly attack minds and souls, recognize people supernaturally, detect abnormalities, and use all kinds of weapons and explosives. At High-Sequences, they can negate other Beyonder powers and supernatural phenomena, and enforce order upon chaos. They can also set 'Verdicts' and 'Rules' and any sentence they speak in mystical language can be set as a rule for their targets to follow.

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[FOOL PATHWAY]

Sequence 9: Seer

**All Abilities**

- Enhanced Memory: Continuous boost; Ritualistic Magic/Divination memorization.

- Spirituality: Enhanced.

- Spirit Vision: Ghosts/souls/auras/health; hidden detection.

- Divination/Rituals: Astrology/scrying expertise.

- Danger Intuition: Spirituality precog.

Sequence 8: Clown

**All Abilities**

- All Seq 9.

- Physical Enhancement: Acrobat control/expression mask/dexterity/balance.

- Paper Daggers: Steel paper weapons.

- Spirituality/Danger Intuition: Boosted premonitions/door sight.

**Not a Ritual**: act joyfully despite misery.

Sequence 7: Magician

**All Abilities**

- All Seq 8.

- 9 chantless powers: Damage Transfer, Flaming Jump (30m), Air Bullet, Paper Figurine Substitute, Flame Controlling, Underwater Breathing (5m), Bone Softening, Paper Weapons, Illusion Creation.

- Physical/Spirituality/Spirit Vision: Dexterity boost/intuition jam.

Sequence 6: Faceless

**All Abilities**

- All Seq 7 (+30%).

- Shapeshifting: Mimicry/reshaping (height limits).

- Spirituality/Divination: Major growth.

**Ritual**: Find a mermaid and listen their song during consuming the potion.

Sequence 5: Marionettist

**All Abilities**

- All Seq 6 (+50%; rifle Air Bullet).

- Spirit Body Threads: 100m sense/5-10m control (phased Marionette conversion; 1-3 puppets).

- Marionettes: Possession/ability retention.

**Ritual**: Turn a Sequence 6 (or equivalent) Beyonder into Marionette without detection

Sequence 4: Bizarro Sorcerer

**All Abilities**

- All Seq 5 (massive boosts).

- Bestowal: Worm gifts (50+; 1km).

- Concealment vs Justiciars.

- Air Cannon/Flaming Jump (1km)/Illusions/Shapeshift/Threads (150m)/Marionettes (50; 1km)/Interchange.

- Mythical Form: Worms of Spirit (madness induction).

**Ritual**: Use Marionettes to hunt/kill a demigod (other pathway); replace their Beyonder traits with your Worms of Spirit

Sequence 3: Scholar of Yore

**All Abilities**

- All Seq 4 (enhanced).

- Historical Borrowing/Projections (3x)/Hiding; prayer Worms.

- Paper Figurine anti-divination/Damage Transfer curses/Flaming Jump (5km)/Air Cannon artillery/Threads (500m create/5km control).

**Mythical Creature Form**: 600+ Worms; recovery.

**Ritual**: Spend time separated from present reality (e.g., Historical Void isolation mimicking 300 years cultural shift);

Sequence 2: Miracle Invoker

**All Abilities**

- All Seq 3 (enhanced).

- Miracles (wish accumulation).

- History (9 summons/3 Angel/Fate jam)/Resurrection (4x)/Spirituality (awake Divination/Spirit travel)/Threads (5,000 city-range).

**Mythical Creature Form**: Vortex; ultra-regen.

**Ritual**: Show a "miracle" to the world (e.g., construct solo town of fully lifelike Marionettes with goals/experiences).

Sequence 1: Attendant of Mysteries

**All Abilities**

- All Seq 2 (mastered).

- Regenerate Threads in ex-living matter.

- Reassembly/Grafting (teleport/world range).

- Realm of Mysteries/Bizarreness (body blur/suppression).

- Threads instant; proxy powers.

**Ritual**: "Fool" history, time, or fate;accommodate Sefirah Castle.

Sequence 0: Fool

**All Abilities**

- All prior embodied.

- Fooling (history/fate/reality/time).

- Full Authorities: Change/Concealment/Error/Door overlap; Divine Kingdom (Realm of Mysteries); infinite deception/miracles/proxies.

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[DOPR PATHWAY]

Sequence 9: Apprentice

**All Abilities**

- Door Crossing: Phase through walls/objects via Spirit World (short distances; no true teleport).

- Enhanced Spirituality: Basic intuition for paths/escapes.

Sequence 8: Trickmaster (Swindler)

**All Abilities**

- All Seq 9.

- Physical Enhancement: Agility/dexterity for tricks/escapes.

- Minor Illusions: Simple deceptions/sleights.

- Door Tricks: Create illusory/illusory doors for traps/evasion.

Sequence 7: Astrologer

**All Abilities**

- All Seq 8+

- Record (1 Beyonder power ≤Seq 7): Replicate once (weaker; paper-based).

- Astrology Divination: Future glimpses via stars (ambiguous).

- Enhanced Teleport: Spirit World hops ≤100m (quick escapes).

Sequence 6: Scribe

**All Abilities**

- All Seq 7 (+potency).

- Record (up to 4 powers ≤Seq 6; digest to 5): Replicate stored abilities (e.g., demigod if aided).

- Door Summoning: Open temporary doors to Spirit World for teleport/evasion.

**Ritual**: Use recordings to mimic a Seq 5 ability fully (1 day undetected)

Sequence 5: Traveler

**All Abilities**

- All Seq 6 (enhanced recordings).

- Teleportation: Long-range via Spirit World (km-scale; combat viable; precise exit).

- Space Concealment: Hide in "door mazes" (attacks redirect; exile foes).

**Ritual**: Teleport continuously for 1 day covering 1000+ km without rest.

Sequence 4: Secrets Sorcerer (Planeswalker)

**All Abilities**

- All Seq 5 (major boosts).

- Concealment: Hide secrets/objects/self (vs ≤Seq 4 detection).

- Secret Doors: Create isolated spaces/dimensions (accessed via specific doors; exile/trap).

- Recording: Angel-level powers (weaker copy).

- Sealing: Seal ≤Seq 4 entities/effects (temporary).

**Mythical Creature Form**: Partial; induces spatial chaos/distortion.

**Ritual**: Seal a demigod (other pathway) in a Secret Space using recordings.

Sequence 3: Wanderer

**All Abilities**

- All Seq 4 (enhanced).

- Dimensional Travel: Cross planes/worlds (no Spirit World reliance).

- Advanced Sealing: Seal abstracts/negative effects (e.g., corruption).

- Recording: High-Sequence powers; multi-use.

- Space-Time Warp: Minor time dilation in concealed areas.

**Mythical Creature Form**: Spatial rifts/portals; worm-like forms evoking doors.

**Ritual**: Wander isolated from reality (e.g., create/travel solo chaotic dimension mimicking Outer God corruption risk)

Sequence 2: Planeswalker

**All Abilities**

- All Seq 3 (massive boost).

- Authority - Space: Manipulate fabric (graft/fold distances; new dimensions).

- Enhanced Sealing: Seq 2+; conceptual (e.g., fate threads).

- Recording: Near-perfect high-level copies.

- Teleport: Planetary/instant; group carry.

**Mythical Creature Form**: Vortex of doors/portals; regeneration via spatial folds.

**Ritual**: Open a Door to an Outer Deity realm; return unscathed with "gift" (high corruption risk)

Sequence 1: Key of Stars

**All Abilities**

- All Seq 2 (mastered).

- Authority - Door: Summon/create infinite doors (worlds/universes).

- Ultimate Sealing: Angels/ abstracts (e.g., Godhood aspects).

- Space-Time Authority: Warp time/light; evade stars.

- Transform to Concepts: Become "Door"/symbol to dodge attacks.

**Mythical Creature Form**: Interconnected key/door network; cosmic scale.

**Ritual**: Forge/accommodate a Sefirah-level "Key"; seal an aspect of reality.

Sequence 0: Door (Gateway)

**All Abilities**

- All prior embodied as True Deity.

- Supreme Authorities: Space/Sealing/Travel (create universes; seal gods/concepts).

- Freedom Embodiment: Unrestricted movement across multiverses; replicate any pathway power.

- Divine Kingdom: Infinite door labyrinth (inescapable; time/space laws).

- Ultimate: Warp reality via doors (e.g., Mr. Door's feats: cross seals, dimension exile).

**Ritual**: Become the "Door" to all existence; accommodate Uniqueness/Sefirah; open gateway transcending reality.

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[ERROR PATHWAY]

Sequence 9: Marauder

**All Abilities**

- Theft: Steal mundane items undetected (enhanced sleight-of-hand).

- Misdirection: Subtle perception influence via words/gestures.

- Physical Enhancement: Agility/speed boost for evasion/theft.

Sequence 8: Swindler

**All Abilities**

- All Seq 9+.

- Mental Disruption: Mild hallucinations/illusions for cons.

- Enhanced Misdirection: Deceive perceptions/environment.

- Minor Power Theft: Temporarily borrow low-level mundane skills.

Sequence 7: Cryptologist (Magician of Impropriety)

**All Abilities**

- All Seq 8+.

- Mystical Decryption: Reconstruct mysteries from hints (dreams/illusions).

- Enhanced Observation: Spot subtle clues/errors.

- Prophecy Awareness: Foresee traps/loopholes.

Sequence 6: Prometheus (Scholar of Mischief)

**All Abilities**

- All Seq 7.

- Beyonder Power Theft: Steal 1 power (≤2 hours; familiar targets; 1 active).

- Ability Siphoning: Mundane skills/attributes.

- Enhanced Misdirection: Speech/gestures fool senses.

**Ritual**: Steal/use a Seq 5 Beyonder power temporarily undetected.

Sequence 5: Dream Stealer

**All Abilities**

- All Seq 6 (multi-theft).

- Dream Manipulation: Steal memories/thoughts via dreams.

- Guise Theft: Impersonate others' appearances/voices briefly.

- Fate Siphoning: Minor destiny swaps (exhausting).

**Ritual**: Steal a dream/ritual from a Seq 4 target undetected [6].

Sequence 4: Impersonator (Swindler of Fate)

**All Abilities**

- All Seq 5 (enhanced thefts).

- Identity Theft: Full impersonation (incl. auras).

- Heavenly Mystery Guise: Pose as deity followers; hijack prayers/responses for charms/powers.

- Parasitization: Attach to Sealed Artifacts (reduce negatives).

**Mythical Creature Form**: Partial; induces errors/madness in observers.

**Ritual**: Impersonate/steal from a demigod undetected.

Sequence 3: Mentor of Deceit

**All Abilities**

- All Seq 4 (3 simultaneous power thefts).

- Deception Authority: Judgment errors; cheat natural laws briefly.

- Advanced Fate Theft: Exploit destiny loopholes.

- Avatar Creation: Trace fate ripples via deaths.

**Mythical Creature Form**: Worm-like; erodes time/rules.

**Ritual**: Create deceptive "town" of stolen identities; deceive reality

Sequence 2: Trojan Horse of Destiny

**All Abilities**

- All Seq 3 (massive).

- Destiny Authority: Induce fate errors/parasitize targets.

- Multi-Avatar: Parasite hosts; steal anchors.

- Rule Loopholes: Temporary law breaks.

**Mythical Creature Form**: Time-eroding slugs; high parasitism.

**Ritual**: Parasitize/steal a Seq 2 destiny thread

Sequence 1: Worm of Time

**All Abilities**

- All Seq 2 (mastered).

- Time Authority: Summon stone clock phantom (view history fragments).

- Theft: Time/anchors/authority (slow/speed objects).

- Ultimate Parasitism: Deep host takeover (e.g., Seq 1 weakened).

**Mythical Creature Form**: Cosmic worms; causality twists.

**Ritual**: Steal time from a historical event/angel.

Sequence 0: Error

**All Abilities**

- All prior embodied as True Deity.

- Supreme Authorities: Error/Deceit/Theft/Time (create error environments; logical contradictions; parasitize gods).

- Divine Kingdom: Erroneous realm (deceives reality/rules/fate).

- Ultimate: Deceive world laws (e.g., Amon's feats: steal fates/powers/universally parasitize)

**Ritual**: Become manifestation of all errors; accommodate Uniqueness/Sefirah; fool cosmic rules.

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[HUNTER PATHWAY]

Sequence 9: Hunter

**Advancement Changes**: Influx of survival/hunting knowledge; body gains beastly strength/agility/reflexes/senses.

**Detailed Abilities**

- Knowledge (Survival/Traps): Instinctive outdoor skills, trap-making (pits/snares/poisons from nature).

- Enhanced Physicals: 2-3x mortal strength/speed; heightened smell/hearing for tracking 500m+.

- Weakness Detection: Intuit prey vulnerabilities for fatal strikes.

Sequence 8: Provoker

**Advancement Changes**: Voice/mien provokes emotions; adrenaline constant.

**Detailed Abilities** (Prior senses x1.5)

- Provocation: Words/gaze incite rage/fear (3-7 targets, 15min; breaks Seq 9 wills).

- Enhanced Traps: Explosive/illusory pitfalls (10m radius, lure prey).

- Lies/Chaos: Subtle deceptions amplify conflicts.

Sequence 7: Pyromaniac

**Advancement Changes**: Flame resistance (skin chars not burns); inner fire awakens.

**Detailed Abilities** (Physicals peak mortal; suppress equal/lower fire powers)

- Pyromancy: Mold fire into balls/lances/birds/walls (30m, melts steel; firewall defense).

- Flame Jump (Limited): Merge with flames for short hops (10m).

- Crowd Control: Flames disorient groups (fear/panic induction).

Sequence 6: Conspirer

**Advancement Changes**: Mind excels at plots; shadows aid stealth.

**Detailed Abilities** (Flames continent-threat; traps auto-target)

- Conspiracy: Weave lies/plots turning foes/allies (affects 20+; lasts week).

- Weapon Augmentation: Ignite arms for weakness-piercing (ignores half defenses).

- Provocation Evolution: Area taunts (50m, forces attacks).

**Ritual**: Orchestrate conspiracy killing 100+ (e.g., riot/war); undetected mastermind.

Sequence 5: Reaper

**Advancement Changes**: Eyes detect life force; bloodlust aura.

**Detailed Abilities** (Traps chain; senses 5km track)

- Fatal Strikes: Auto-target weaknesses (3x damage; bypasses armor).

- Steel Manipulation (Minor): Harden weapons/body briefly.

- Power Distribution: Share minor buffs to allies (team hunt boost).

**Ritual**: Reaper a Seq 4 via traps/conspiracies; steal their "prey essence".

Sequence 4: Demoness of Affliction / Iron-Blooded Knight (Partial Dual)

**Advancement Changes**: Demigod; Mythical Form partial (flame-armored warrior). NOTE: Female in this sequence change into male.

**Detailed Abilities** (Authorities bud; flames purple-hot)

- Affliction Flames: Curses via fire (plagues/decay, army-scale).

- War Knight: Giant strength (8m); battlefield control (ally power amp).

- Mythical Form: Induces terror/chaos (100m aura berserks foes).

**Ritual**: Hunt demigod; conquer army in flames/war chant.

Sequence 3: Scholar of Calamity / Profane King

**Advancement Changes**: Multi-body potential; war soul resonates. Risk: Endless conflict urge.

**Detailed Abilities** (Global flames; soul harvest)

- Calamity Authority: Plague/war storms (continent ravage).

- Trinity Templar: 3 linked forms (coordinate battles).

- Atmokinesis: Weather war (storms/fire rain).

**Ritual**: Inspire 30M+ fear via national conquest/war.

Sequence 2: Duke of Entropy / Duke of Madness

**Advancement Changes**: Entropy aura (rots surroundings); near-deity.

**Detailed Abilities** (Reality-warping war)

- Entropy: Accelerate disorder/decay (regions crumble).

- Madness Flames: Gaze instills insanity (armies shatter).

- Gathering of Masses: Concentrate team power (Seq 2 Uniqueness mimic).

**Ritual**: Spread regional apocalypse (rot/madness); act as end-bringer.

Sequence 1: Conqueror / War Bishop

**Advancement Changes**: Angelic; masculinity authority (virility/strength amp). .

**Detailed Abilities** (Cosmic scale)

- Conquest: Submit minds/bodies (loyalty oaths; unconscious control).

- Spear of Destruction: Annihilate avatars/true bodies (weakness hit = death).

- Sacrifice Authority: Pray for Primordial power descent (star system rituals).

**Mythical Creature Form**: Flame titans; multi-projections.

**Ritual**: Conquer nation/army; sacrifice for god-power.

Sequence 0: Red Priest

**Advancement Changes**: True Deity; primordial war priest.

**Detailed Abilities** (All mastered)

- Supreme Authorities: War/Conquest/Chaos/Plague/Fire (apocalypse ignition; god-hunting).

- Divine Kingdom: Eternal war realm (inescapable carnage).

- Ultimate: Purple flames melt reality; command infinite armies.

**Ritual**: Accommodate Uniqueness/Sefirah; ignite global war ritual as "Red Priest".

-x-X-x-

[DEMONESS PATHWAY]

Sequence 9: Assassin

**Advancement Changes**: Body gains agility/reflexes; killer instincts awaken. Risk: Bloodlust erodes empathy.

**Detailed Abilities**

- Enhanced Physicals: Superhuman speed/dexterity (wall-run, mid-air turns); heightened senses.

- Shadow Stealth: Blend into darkness for ambushes.

- Fatal Strike: Intuit/exploit weaknesses for one-hit kills.

**Ritual**: Assassinate target undetected; consume their heart while acting as silent death.

Sequence 8: Instigator

**Advancement Changes**: Charm aura emerges; voice incites desires. Risk: Manipulates self/allies accidentally.

**Detailed Abilities** (Prior agility x1.5)

- Instigation: Words/gestures provoke fights/true desires (5-10 targets, 10min).

- Enhanced Assassination: Spider silk threads for binding/pleasure (disables foes).

- Minor Curses: Whisper hexes causing misfortune.

**Ritual**: Instigate group conflict killing 3+ Beyonders; escape via shadows.

Sequence 7: Witch

**Advancement Changes**: Feminine allure intensifies; black magic affinity. Gender change to female (If the person is male). Risk: Uncontrollable charm seduces unintended.

**Detailed Abilities** (Stealth 50m range)

- Black Magic: Curses/frost/fire/plagues (20m, weakens Seq 7).

- Mirror Substitution: Swap with mirror image to dodge attacks (1-3 uses/day).

- Flight (Limited): Broom/gliding via wind curses.

**Ritual**: Curse/kill Seq 6 via ritual; bathe in their blood under moonlight.

Sequence 6: Pleasure (Demoness of Pleasure)

**Advancement Changes**: Extreme charm (gaze enchants); threads from hair. Risk: Pleasure addiction corrupts morals.

**Detailed Abilities** (Curses linger days)

- Invisible Threads: Hair → control/trap (50m, pleasure overload disables).

- Charm Enhancement: Gaze seduces (Seq 6 succumb briefly).

- Anti-Divination: Obscures fate/location.

**Ritual**: Seduce/enslave Seq 5 undetected for 1 day.

Sequence 5: Banshee (Witch of Agony)

**Advancement Changes**: Screams carry curses; pain tolerance high.

**Detailed Abilities** (Charm affects groups)

- Agony Curse: Screams inflict pain/spasms (100m AoE, stuns foes).

- Mirror World Entry: Travel/control mirrors (short-range teleport).

- Plague Domain: 50m disease spread (fever/paralysis).

**Ritual**: Spread plague killing 100+; wail amid corpses.

Sequence 4: Despair (Demoness of Despair)

**Advancement Changes**: Demigod; partial Mythical Form (catastrophic aura). Fully female. Risk: Despair corrupts soul.

**Detailed Abilities** (Plagues city-scale)

- Disaster Spread: Plagues/disasters via gaze (stiffens/paralyzes armies).

- Stiff Threads: Black magic-infused (inflict curses on touch).

- Enhanced Black Magic: Frost/fire curses ignore defenses.

**Mythical Form**: Induces horror/despair (100m radius panic).

**Ritual**: Infect army with incurable plague; survive counterattack.

Sequence 3: Unaging (Demoness of Unaging)

**Advancement Changes**: Eternal youth; mirror mastery. Risk: Mirror entrapment.

**Detailed Abilities** (Threads 1km)

- Mirror Self: Create hidden mirrors for resurrection (multiple; 10km plagues).

- Mirror Control: Traverse/pull into Mirror World (angel curses via medium).

- Charm Angels: Gaze enchants high-sequences (marionette-like).

**Mythical Form**: Mirror phantoms; petrification gaze.

**Ritual**: Petrify region; conceal resurrection mirror.

Sequence 2: Catastrophe

**Advancement Changes**: Apocalypse aura; natural disasters bend to will. Risk: Self-catastrophe backlash.

**Detailed Abilities** (Global plagues)

- Catastrophe Authority: Summon storms/plagues (continent ravage).

- Enhanced Mirrors: Angel-scale resurrections; reality petrification.

- Ultimate Charm: Stuns resilient foes briefly.

**Mythical Form**: Multi-mirror entities; disaster vortex.

**Ritual**: Trigger national disaster (e.g., plague wiping cities).

Sequence 1: Lady of Calamity / Mother of Misfortune

**Advancement Changes**: Angelic; calamity embodiment. Risk: Universe-ending urges.

**Detailed Abilities** (Cosmic scale)

- Calamity Authority: Reality-warping disasters (angel petrification).

- Mirror Resurrection: Infinite via concealed mirrors.

- Thread Dominion: Planetary control/enslavement.

**Mythical Form**: Cataclysmic goddess; fate curses.

**Ritual**: Curse angel/Outer Deity aspect; embody apocalypse.

Sequence 0: Demoness

**All Abilities**

- Supreme Authorities: Catastrophe/Plague/Charm/Mirrors/Threads (world-ending disasters; god seduction).

- Divine Kingdom: Mirror hell of eternal despair/plagues.

- Ultimate: Petrify stars; summon apocalypses (e.g., wiki feats: primordial feminine catastrophe)

**Ritual**: Accommodate Uniqueness/Sefirah; birth ultimate calamity as "Demoness of Disaster".

**Notes**: Evolves from assassin to apocalypse bringer; excels curses/survivability/seduction. High versatility vs combat paths; gender lock/madness risks.

-x-X-x-

[VISIONARY PATHWAY]

Sequence 9: Spectator

**Advancement Changes**: Mind sharpens dramatically (intelligence/memory surge); calm detachment aura. Risk: Emotional numbness isolates from humanity.

**Detailed Abilities**

- Enhanced Mental Attributes: Inferential/analytical/observational genius; perfect memory (recall details years later).

- Body Language Analysis: Read micro-expressions/intentions (predict lies/actions 80% accuracy).

- Psychological Cue: Subtly guide thoughts (e.g., plant doubt in conversations).

**Ritual**: Observe/interact with 9 people undetected; analyze their psyches via notes/prayer to "Visionary".

Sequence 8: Telepathist

**Advancement Changes**: Telepathy awakens; senses emotions passively. Risk: Overhearing thoughts causes info overload/headaches.

**Detailed Abilities** (Prior analysis x2 range)

- Mind Reading: Surface thoughts (10m, 1-3 targets; blocks resist).

- Emotion Discernment: Feel hidden feelings (e.g., detect fear/lust).

- Frenzy: Trigger extreme emotions (rage/panic in groups of 5).

**Ritual**: Read minds of 3 Beyonders (≥Seq 9); incite frenzy leading to conflict.

Sequence 7: Psychiatrist (Psyche Analyst)

**Advancement Changes**: Darkvision/tracking; mystical senses enhance. Risk: Absorbing traumas corrupts own psyche.

**Detailed Abilities** (Mind read penetrates deeper)

- Psychological Invisibility: Go unnoticed in minds (stalk undetected).

- Mind Healing/Chaos: Cure/cause mental disorders (e.g., induce phobia).

- Placate: Calm frenzy/losing control (self/allies, Seq 9 effective).

**Ritual**: Treat/analyze psyche of Seq 6; trigger hidden frenzy in target.

Sequence 6: Hypnotist

**Advancement Changes**: Psychological invisibility; dragon scale defense. Risk: Hypnosis backfires on unstable minds.

**Detailed Abilities** (Emotions affect 20m groups)

- Psychological Invisibility (Advanced): Enemies ignore/misattack allies.

- Mind Control (Basic): Alter thoughts/actions briefly (Seq 6 succumb).

- Dragon Scale: Mental/physical damage reduction (20%).

**Ritual**: Hypnotize Seq 5 undetected; sign Spirit World harpy contract with intense emotion.

Sequence 5: Dreamwalker

**Advancement Changes**: Dream access; subtle emotion shifts. Risk: Trapped in nightmares.

**Detailed Abilities** (Control 50m; scales tougher)

- Dream Traversal: Enter/manipulate dreams (extract info/alter memories).

- Contract with Harpy: Feather boosts dream powers (Spirit World aid).

- Intense Emotions: Amplify feelings in reality via dreams.

**Ritual**: Traverse dreams of 10+; manipulate to reveal secrets.

Sequence 4: Manipulator

**Advancement Changes**: Demigod; Mind Island access. Risk: Mental plagues infect self.

**Detailed Abilities** (Hypnosis affects Angels weakly)

- Mind Island Entry: Dive into subconscious (rewrite thoughts/spread plagues, e.g., town-wide depression).

- Virtual Persona: Create mental avatars (harbor identities).

- Manipulation: Direct control (Seq 3 resist partially).

**Mythical Form**: Partial; induces confusion (50m aura).

**Ritual**: Infect/manipulate Seq 3 Mind Island undetected.

Sequence 3: Dream Weaver

**Advancement Changes**: Dragon scales full; dream mastery. Risk: Dream-reality blur causes insanity.

**Detailed Abilities** (Global dream reach)

- Dream Weaving: Mass dream control (alter realities subconsciously).

- Corpse Cathedral: Durable mental prison (holds Seq 3; resists attacks).

- Enhanced Scales: High resistance; envision boosts.

**Mythical Form**: Dream phantoms; mental storms.

**Ritual**: Weave dreams causing regional chaos (e.g., mass hysteria).

Sequence 2: Discerner

**Advancement Changes**: Truth/fate perception; near-deity mind. Risk: Over-discernment shatters sanity.

**Detailed Abilities** (Mind control planetary)

- Truth Discernment: Pierce lies/illusions (even Angel deceptions).

- Fate Perception: See threads/outcomes; guide events.

- Envision (Basic): Imagine effects into partial reality.

**Mythical Form**: Truth-warping eyes; fate webs.

**Ritual**: Discern/rewrite fate of Seq 1 event.

Sequence 1: Author (Attendant of Imagination)

**Advancement Changes**: Angelic; narrative authority.

**Detailed Abilities** (Cosmic envisioning)

- Narrative Creation: Stories become real (e.g., fairytales manifest).

- Improved Envision: High-Sequence effects (orchestrate wars).

- Mind World Mastery: Planetary subconscious control.

**Mythical Form**: Giant dragon of imagination; reality scripts.

**Ritual**: Author event deceiving reality (e.g., world war via narrative).

Sequence 0: Visionary

**Advancement Changes**: True Deity; thought shapes existence.

**Detailed Abilities** (All mastered)

- Supreme Authorities: Imagination/Vision/Psyche (envision Divine Kingdoms; speak futures true).

- Divine Kingdom: Imagined realm (bends reality/minds).

- Ultimate: Rewrite history/events via pure thought (e.g., Adam's feats: global orchestration).

**Ritual**: Envision/accommodate Uniqueness; become manifestation of all visions.

-x-X-x-

[SUN PATHWAY]

Sequence 9: Bard

**Advancement Changes**: Voice gains mystical resonance; minor holy affinity. Risk: Over-singing strains vocal cords/Spirituality.

**Detailed Abilities**

- Singing: Imbue songs with buffs (courage/devotion; 10m radius, allies resist fear 20%).

- Fire Manipulation (Basic): Summon small flames (5m, ignites combustibles).

- Light Spells: Basic illumination (night vision minor).

**Ritual**: Sing praises to Sun in ritual; inspire 9 listeners to devotion without Beyonder detection.

Sequence 8: Light Supplicant (Prayer of Light)

**Advancement Changes**: Skin glows faintly; anti-undead intuition.

**Detailed Abilities** (Songs affect 20m)

- Daylight: 10m+ bright light (dispels minor darkness).

- Blessing: Buff allies (reduce fear/cold/death; +20% vs undead).

- Sunshine: Midday sun blast (damages spirits/corpses; blinds normals).

- Cleave of Purification: Holy-infused strikes (vaporizes wraiths).

- Horror Immunity: Immune to fear/horror.

- Holy Oath: Recite Hermes for agility/fire/holy boosts (weapons glow).

- Sun Halo: 20m ally courage/purify evil.

**Ritual**: Pray/perform solar ritual exorcising undead; act as light bearer.

Sequence 7: Solar High Priest (Notary)

**Advancement Changes**: Taller/stronger physique; holy energy courses.

**Detailed Abilities** (Light pillar vaporizes groups)

- Light of Holiness: Arms-wide summon pillar (evaporates evil; eyes gain mini-suns for night vision).

- Purification Halo: Layered golden light (precise courage/evil dispel).

- Fire Jump: Merge with flames for hops (20m).

- Contracts: Binding oaths (hard to break; punish violators).

- Physical Buffs: Strength/speed surge.

**Ritual**: Notarize unbreakable contract; purify Seq 6 corruption.

Sequence 6: Lightseeker (Judge)

**Advancement Changes**: Eyes pierce illusions; justice sense. Risk: Rigid morality blinds to nuance.

**Detailed Abilities** (Halo 50m; contracts Seq 5 bind)

- Justice Aura: Punish evil (damage amp vs corrupt).

- Holy Armor (Basic): Light shield (blocks attacks).

- Enhanced Spells: All prior x2 potency (e.g., eternal light zones).

**Ritual**: Judge/execute guilty Beyonder via solar trial.

Sequence 5: Priest of Light

**Advancement Changes**: Radiant aura; undead repels.

**Detailed Abilities** (Global light reach minor)

- Flaring Sun: Massive light ball + holy flames (disintegrates undead armies).

- Sun Domain: Create holy zones (purify corruption continuously).

- Ally Resurrection (Minor): Revive recently dead allies.

**Ritual**: Purify major undead nest/cursed land solo.

Sequence 4: Unshadowed

**Advancement Changes**: Demigod; no shadows cast; solar physique.

**Detailed Abilities** (Purification waves cleanse Beyonder traits)

- Purification (Core): Waves dispel degeneration/corruption/evil/ailments (even potions).

- Flaring Sun (Advanced): Wide-radius annihilation (allies at risk).

- Holy Armor: Full golden protection.

- Solar Oath: Massive ally buffs (Seq 4 level).

- Sun Envoy: Transform to mini-sun (intense heat/light).

- Praise the Sun: Absolute purification upgrade.

- Justice Judgment: Define principles; 3-5x aura damage to violators.

**Mythical Form**: Partial; room-filling holy blaze [2].

**Ritual**: Purify demigod corruption; embrace sun in ritual isolation.

Sequence 3: Justice Mentor (Sun Halo)

**Advancement Changes**: Angelic light body; eternal day possible. Risk: Blind zealotry.

**Detailed Abilities** (Continent purification)

- Sun Authority (Basic): Eternal daytime (replace moon with light).

- Enhanced Domains: Holy fields suppress evil pathways.

- Mass Contracts: Oath networks (global buffs/punishments).

**Mythical Form**: Blazing seraph; fear evil.

**Ritual**: Mentor masses in justice; halo regional evil purge.

Sequence 2: Sunlight Angel (Oracle of Light)

**Advancement Changes**: Near-deity; prophecy via light.

**Detailed Abilities** (Star-system light)

- Oracle Visions: Future glimpses via solar rays.

- Lightseeker Evolution: Justice scales planetary.

- Resurrection Authority: Revive armies.

**Mythical Form**: Multi-winged solar entity.

**Ritual**: Prophesy/judge Seq 1 event accurately.

Sequence 1: White Angel

**Advancement Changes**: Angelic perfection; white flames.

**Detailed Abilities** (Cosmic purification)

- White Flame Authority: Purify abstracts/corruption at source.

- Divine Contracts: Bind gods briefly.

- Sun Incarnation: Become eternal sun (world illumination).

**Mythical Form**: Radiant angel host.

**Ritual**: Cleanse Outer Deity influence regionally.

Sequence 0: Sun (Eternal Blazing Sun)

**Advancement Changes**: True Deity; primordial light source. Risk: Universe-burning overreach.

**Detailed Abilities** (All mastered)

- Supreme Authorities: Purification/Sun/Light/Contracts/Justice (purify worlds; eternal day; god oaths).

- Divine Kingdom: Infinite holy domain (evil annihilated).

- Ultimate: Replace stars; incinerate realities (e.g., wiki feats: primordial holy wars)

**Ritual**: become eternal sun via global prayer.

-x-X-x-

[TYRANT PATHWAY]

Sequence 9: Sailor

**Advancement Changes**: Aquatic adaptation; storm intuition. Note: Good at balancing even during storms.

**Detailed Abilities**

- Aquatic Affinity: Swim like fish; hold breath 30min; navigate seas intuitively.

- Storm Sense: Predict weather/ships (1km accuracy).

- Enhanced Physicals: Water resistance; minor wind bursts for jumps.

**Ritual**: Sail solo through storm; pray to sea god while surviving waves.

Sequence 8: Folk of Rage

**Advancement Changes**: Rage surges strength; voice booms.

**Detailed Abilities** (Prior senses 5km)

- Rage Boost: Enrage for 3x strength/speed (10min; critical hits).

- Siren Song (Basic): Shouts disorient foes (20m stun).

- Wind Control: Gusts for propulsion/defense.

**Ritual**: Enrage crew/foes to mutiny in storm; emerge victorious.

Sequence 7: Seafarer (Ocean Songster)

**Advancement Changes**: Gills optional; sea creature command.

**Detailed Abilities** (Songs affect ships)

- Ocean Song: Replicate disaster sounds (tsunamis/earthquakes via voice; capsizes vessels).

- Navigation Mastery: Locate anything oceanic (lost ships/treasures).

- Enhanced Rage: Permanent minor boost; water/wind spells.

**Ritual**: Command sea beasts to sink ship; sing victory hymn.

Sequence 6: Wind-blessed

**Advancement Changes**: Glide on winds; lightning affinity. Risk: Lightning backlash shocks self.

**Detailed Abilities** (Songs global minor)

- Wind Blessing: Flight/gliding (50km/h); lightning enchantment on weapons.

- Storm Summon: Localized gales/lightning (100m storms).

- Sea Walking: Breathe/move freely underwater.

**Ritual**: Bless fleet to victory in naval battle undetected.

Sequence 5: Oceanus

**Advancement Changes**: Water body partial; authority aura. Risk: Dehydration on land.

**Detailed Abilities** (Lightning spears unerring)

- Calamity Creation (Basic): Tornadoes/tsunamis (city-scale).

- Tyrannical Aura: Intimidate ≤Seq 5 (fear submission).

- Enhanced Navigation: Cross oceans instantly via currents.

**Ritual**: Create/survive personal calamity at sea.

Sequence 4: Cataclysmic Interrer

**Advancement Changes**: Demigod; mythical storm form. Risk: Calamity addiction destroys surroundings.

**Detailed Abilities** (Disasters regional)

- Calamity of Destruction/Terror: Earthquakes/lava/typhoons (continent threat).

- Roar of Terror: Capsize fleets; Spirit World impact.

- Mythical Form: Partial; induces submission/fear (1km aura).

**Mythical Creature Form**: Storm giant; lightning storms.

**Ritual**: Trigger natural disaster sinking armada; rule survivors.

Sequence 3: Sea King

**Advancement Changes**: Absolute sea lord; multi-projections. Risk: Land weakness extreme.

**Detailed Abilities** (Global seas)

- Sea Dominion: Raise levels/control creatures; walk ocean floor.

- Enhanced Calamities: Spirit World storms; lava spews.

- Aura Evolution: Demigods speechless; Angels anxious.

**Mythical Form**: Oceanic behemoth; fear all seas.

**Ritual**: Conquer ocean region as undisputed king.

Sequence 2: Thunder King (King of Lightning and Storms)

**Advancement Changes**: Near-deity; electricity embodiment. Risk: Constant storms follow.

**Detailed Abilities** (City-devastating lightning)

- Lightning Authority: Spears/oceans of electricity; speed-of-light travel.

- Severing: Cut barriers/connections (Historical Projections/parasites).

- Dominion Kingdom: Embryonic Divine Kingdom (storm castle; enhanced attributes).

**Mythical Form**: Thundercloud entity; Angel submission.

**Ritual**: Rule storms/calamities; partition kingdom sections.

Sequence 1: Prince of Storms (Tyrant Angel)

**Advancement Changes**: Angelic; cosmic weather. Risk: Tyrannical overreach isolates.

**Detailed Abilities** (Planetary control)

- Tyrant Authority: Impose order on calamities; physics obey.

- Severing Mastery: Counter theft/parasitism; realm passages.

- Aura Absolute: Gods tremble; dominate Sealed Artifacts.

**Mythical Form**: Storm seraph; multi-realm dominion.

**Ritual**: Sever angel fate; establish tyrannical rule.

Sequence 0: Tyrant (Lord of Storms)

**Advancement Changes**: True Deity; primordial sea/storm god. Risk: World-flooding wrath.

**Detailed Abilities** (All mastered)

- Supreme Authorities: Storms/Lightning/Seas/Tyranny (star-devastating bolts; eternal oceans).

- Divine Kingdom: Infinite storm realm (laws bend; inescapable).

- Ultimate: Generate star energy; light-speed movement (e.g., wiki feats: global tempests)

**Ritual**: Accommodate Uniqueness; proclaim tyranny over seas/world.

-x-X-x-

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