Behemoth Pathway/Abilities

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## Sequence 9: Ogre

**Description**

Undergoing a profound physical metamorphosis, Ogres attain superhuman levels of strength and endurance, marking a transformative evolution in their physical constitution.

**New Abilities**
* **Physical Enhancements:** Upon advancing, **Ogres** undergo a profound transformation in their physical attributes, attaining inhuman levels of strength and endurance, as well as possessing enhanced *visual, auditory* and *tactile* senses.
	+ A *singular* strike from an **Ogre** can easily overpower even the most skilled and robust of Non-Beyonders, with some well timed hits being able to cause lasting damage to those without any form of regenerative prowess.
	+ Their bodies exhibit a remarkable endurance towards most physical attacks, making it challenging for adversaries to exploit any apparent physical weaknesses that they might have.
	+ They can discern whispers from nearly *10* meters away in a crowded environment, allowing them to eavesdrop on conversations that would be imperceptible to others.
	+ Their skin has extremely sensitivity towards changes in air flow, to the point that it enables them to detect fast moving targets from up to *15* meters away, so long as their movement generates air currents.
	+ They are able to discern and remember the unique odors of up to *5* individuals which they can in a doppelgänger situation to determine which individual is the real one through the odors they 'remember'.

* **Spirituality:** While possessing moderately enhanced **Spirituality** as a **Beyonder**, **Ogres** lack the corresponding control and sensitivity to properly employ it effectively, often making them subpar in the fields of **Ritualistic Magic** and **Spirit Vision**.
	+ **Ritualistic Magic:** They have a basic proficiency in **Ritualistic Magic,** however their skills are limited to the most fundamental aspects of this discipline. They lack the finesse required for complex rituals and divinations.
	+ **Spirit Vision:** They can learn **Spirit Vision** through **Cogitation**
		- A **Ogre's Spirit Vision** can discern only the **Ether Body** and relatively weak **Spirit Creatures**.
		- Although the probability of an **Ogre** succeeding in **Cogitation** in their first try is low, it is not impossible.

## Sequence 8: Goblin

**Description:**

Understanding the vague mechanisms behind wealth, Goblins possess the skills and knowledge in building up wealth and prosperity, a skill that becomes ever so important in their later sequences.

**New Abilities**

* **Wealth Intuition:** They gain the ability to sense changes and sources of **Wealth**, the tangible representation of **Luck's** influence on the Reality.
	+ Their intuition almost rivals a **Clown's** danger intuition in terms of sensitivity, but lacks the corresponding level of accuracy regarding matters that don't directly effect them, making it quite ineffective at matters involving theft and fraud.
	+ Their intuition grants them a unique insight on the cycle of fate, proving invaluable as it can detect things that even those well attuned to fate couldn't sense.
* **Wealth Tracking:** They develop expertise in tracking down and capturing sources of **Wealth**.
	+ They gain knowledge on the various ways people secure their wealth as well as the corresponding techniques needed to breach those securities.
	+ Their expertise allows them to accurately locate spots where people might hide their wealth. Combining this with their **Wealth Intuition** makes **Goblins** become experts in robbery and treasure hunting.
	+ They can use both mystical and non-mystical sources to determine various information.
		- They can randomly infer a subject's greatest asset through *conversation, body language,* and, *investigation*.
			* When it comes to *conversation,* the more sociable the target is, the more information they will be able to potentially extract from them.
		- They can infer an area's general prosperity through the results of various Divinations.
			* Through this they can potentially find the location of certain objects, provided that they have the necessary information beforehand.

* They receive moderate enhancements in their intelligence and processing capabilities, making them more adept at analyzing and interpreting the information they gather.

**Strengthened Abilities**

* **Physical Enhancements:** Their bodies become more sensitive, durable, and acquire a slimy quality.
	+ They can now withstand 2 direct swings in the same area from a damascus blade before their skin starts to break off.
	+ In terms of air-sensitivity, **Goblins** are of a higher grade, being able to detect slow moving targets from up to *50* meters from them at maximum potion digestion and in the presence of semi-strong winds.
	+ **Slimy Skin:** Their skin produces a slimy substance that allows them to easily slip through most physical restraints, navigate past most obstacles more fluidly, and slightly reduce damage from physical attacks.
		- As their potion digestion continues, they can begin to escape some **Beyonder** restraints.

* **Spirituality:** They receive minor enhancements in their Spirituality, but their control over it is enhanced to a considerable degree
	+ Compared to when they were an **Ogre,** a **Goblin'**s control and sensitivity towards their Spirituality is enhanced by several leagues.
	+ They are neither the best nor the worst when it comes to **Ritualistic Magic.** Their success rate depends largely on the level and complexity of the **Ritualistic Magic** they're trying to perform, with larger rituals still being mostly out of reach for them (with a select few being possible with a vast amount of retrials).

## Sequence 7: Troll

**New Abilities**

* **Illusory Environments:** They can alter the surrounding environment around them, creating illusory sounds, colors, and smells that closely resemble reality.
	+ They can alter small things rather quickly, with larger objects and areas taking more time and effort.
	+ If they wish to change the sensations of the environment drastically, they must prepare with various scents, paints and other resources.
	+ They can only create illusions that from them range up to the size of a lower-class *Blacklund Apartment* when they first advance. This size will gradually increase until they are able to create illusions that expand up to the size of a *middle-class flat in Intis.*
	+ Construction of an illusion and its subsequent manipulations does require **Spirituality**, with more complex and bigger illusions requiring more.
	+ At the start, they can only alter the perceived shape and size of objects within the effected area, however with the digestion of their potion and raising of their sequence they will begin to be able to modify their environment in increasingly complex ways, with the potency of the illusions even being able to fool the senses of a **Cryptologist** if they are not careful.
		- At full digestion of the **Troll Potion** they can:
			* Hide objects, people, and certain **Beyonder** powers in illusions
			* Turn objects of a similar size into something similar to that size (ex: coins to caps, canes to swords)
			* Create illusory smells and sounds, allowing them to deceive the sensations of a **Hunter** rather easily
			* Blend the surroundings into a simulation of color, sounds, and smells, causing those inside to suffer from multiple forms of sensory overload
			* Create up to **1** decoy that they can use as a scout. The decoy can adjust to the 5 senses of a target perfectly, creating a perfect illusion that can trick even those who are adept at breaking illusions.

**Strengthened Abilities**

* **Physical Enhancements:** Their physique is improved to a certain extent.
	+ They can now partially regenerate parts of their bodies, provided that the part is still attached to their body.
	+ They can break through walls with a *singular* punch.
	+ They gain a few centimeters in height.

## Sequence 6: Minotaur

New Abilities

* **Underground Construction(Mythical Tombs):** They can sink their **Spirituality** inside the ground to alter the surrounding underground environment, allowing them to create underground buildings with mystical effects.
	+ The size and power of the **Underground Structures** they create is dependent on how long they take on making it, the amount of **Spirituality** invested and the corresponding ingredients that were used to form it.
		- Additionally they must pay attention to the **4** limitations that exist in the creation of their structure.
			1. Once a construction starts, it cannot be ended. Because of this, while the limit of power for their **Underground Structures** is technically infinite, the most amount of time a **Minotaur** can have with creating a **Underground Structure** is at most *9* days.
			2. They must be within *1*000 meters of their **Underground Structure** within *3* hours of breaching those limits. If they are not, the **Spirituality** poured in would begin to leak at an exponential rate, causing it's *structure, duration, and power* will begin to lower drastically.
			3. At most, the mystical properties of a **Underground Construction** can only reach the level of a **Sequence 5**.
			4. They are only able to create *3* **Underground Structures.** As they begin to digest their potion it would increase up to a maximum of *5 **Underground Structures.***
		- Despite the harsh conditions that are placed with the creation of a **Underground Structure**, **Minotaurs** can suspend the limitations of their abilities to a certain extent.
			* They can suspend the creation of a Construction for up to *1* day, after they do that however, they must wait *quadruple the time* before they can do it again.
			* They can similarly do this with their range limitations, allowing them to be away from their **Underground Structures** for up to *5* days however, like suspending the creation of a Construction, this has a level of constraint. If they were to suspend their range limitations, they must wait around *two* times the amount of time they were gone in order to do it again.
		- For a reference point, if they were to spend an entire *week* creating a **Underground Structure**, they would be able to make it last for *3* months, be able to withstand the attacks of a **Dawn Paladin** for *5* minutes, and have it reach the size of a Football field in all directions.

* **Underground Structures** provide unique abilities that a **Minotaur** can use, so long as they remain in it's area.
	+ **Idol Creation:** They can create perfect replications of themselves out of stone, which they can then imbue with **Spirituality** to do one of 2 things.
		1. Instantly swap places around with said statue, up to a distance of *50* meters.
		2. Store and accumulate the **Spirituality** created, releasing it when appropriate and causing a **Spirituality** **Wave** that disturbs **Divination**, certain abilities that use the **Spirit** **World** like **Traveler's** **Door** and attract **Underground** **Spirits**
	+ **Entombment**: If they manage to get a person onto the ground for around *20* seconds, they can use their connection with their Underground Structure to create layers of rocks that completely and utterly encase an individual into the ground, largely dissipating most foreign powers that attempt to break it.
		- The mystical dissipation attributes that the corresponding area has is maintained through the **Minotaur's** spirituality, however even then, a target must escape the physical layers to escape the **Entombment**.
		- They can drive a target up to *30* meters into the ground, however their corresponding mystical attributes will weaken with the increase in distance.
		- They or an **Idol** they create must be within *10* meters of a target to start an **Entombment**.
	+ **Mystical Engraving:** If enough mystical materials are used in the creation of a **Underground Structure,** a **Minotaur** could, in the process of creating said structure, create up to **3 Mystical Engravings** in different parts of the structure**,** that when invoked, create an environment that has the properties of the materials they used.
		- If they were to use materials from the **Wheel of Fortune** pathway, they can invoke the powers of said **Engraving,** in order to create an environment that is filled with **Luck.**
		- If they were to use materials from the **Hanged Man** pathway, they will be able to create an environment where the souls of those recently deceased within the surrounding area would get grafted on the nearest target, thus allowing them to use up to *5* of the deceased's abilities, so long as they remain within the area effected.
		- If they used materials from random pathways, the environments they create will be random and strange, (e.g using materials from the **Fool** and **Tyrant** pathway will create an area where the properties of **Spirit Body threads** and **Lightning** were switched).
		- While the environments they create have somewhat fixed abilities, by tampering and altering with some of the **Mystical Engravings** beforehand, they will be able to alter the environments they create somewhat, i.e altering the **Hanged Man** environment to alter the direction of where recently deceased's souls go to.

* They receive high amounts of mystical knowledge on location astrology and mystic engravings.

**Strengthened Abilities**

* **Physical Enhancements:** They are partially bullet proof, having defenses that are capable of withstanding up to *3* steam rifle bullets being shot at the same area.

* **Spirituality:** Along with having higher **Spirituality,** their **Spirit Vision** has undergone a dramatic change.
	+ **Spirit Vision:** Their Spirit Vision is now at the level of a **Magician.**

## Sequence 5: Gold Mage

New Abilities
* **Gold Manipulation:** **Gold Mages** are able to take control of and manipulate any element or source of gold from up to *30* meters away from them.
	+ At it's most basic level, a **Gold Mage** has the ability to alter and move any element/source of gold that is currently near their range, being capable of changing their *shape* and *state of matter*.
		- While small and rather minor changes takes less then *2* seconds to complete, larger changes (such as changing the state of matter) require more time and **Spirituality** to be used, making more fluid and expansive manipulations unreasonable to do in unpredictable situations.
			* There are exceptions to this rule, as there is **4** distinct spells that they can be casted instantly and without much focus, provided of course that the amount of gold needed from such spells is near them.
				+ **Halcyon Armor:** They can bring forth the gold near them in order to create an armor of gold around their bodies *which at it's max potency* would be equivalent to specially forged full-body armor that is only slightly weaker then that of a **Dawn Paladin's Dawn Armor**.
				+ **Sword of Gold:** They can instantaneously create various gold battle-swords around them that *which at it's max potency* have the strength to cleave through solid rocks and the durability to compete against a **Devil's Sword of Lava.**
				+ **Gilded Mirror:** They can create a mirror of gold near them that can focus light on a surrounding location, showing hidden entities in the process and **purifying** some of the rather weak **Evil Spirits.**
				+ **Fog of Gilt:** They can condense a fog of gold that can obscures their location and allows for the limited transfer of a **Gold Mage's** spells to any target that is within the fog's range.

* They possess an extremely high amount of charisma and intelligence needed to manage their wealth and construct various social groups suited for their interest.

**Strengthened Abilities**

* **Fortune Detection:** The enhanced form of **Wealth Intuition**. They can now detect various Mystical Resources that pose great value for them and their allies.
	+ They can use this detection to grasp corresponding changes in **Fate** with an accuracy that is only unmatched by those who specialize in the field. This is due to the fact that **Fate** is also a type of **Resource**
	+ Because Beyonders are essentially a mass of resources, they can detect Beyonders with great accuracy.

* **Treasure Hunting**: The enhanced form of **Wealth Tracking.** They have the capability and skill to devise and enact plans that allow them to grasp resources they desire with great accuracy and precision.
	+ This grasp of resources can be anything as direct as stealing it, to something more abstract like bringing a Beyonder close to them (i.e turn them into a friend).

## Sequence 4: Mountain King (City Lord)

New Abilities
* **Drawing Power: Mountain Kings** are able to draw symbolic power from any sort of territory or **Beyonder Power** that they are currently in possession of.

* **Gravity Manipulation:** They can control gravity. This ability is split into *3* distinct aspects.
	+ The prerequisites:
	+ **Gravitational Increase/Decrease:**
	+ **Gravitational Field Creation:**
	+ **Gravitational Nullification:**

Strengthened Abilities
* The strengths of **Mine**, **Puzzle**, and other Beyonder creations have further increased.
	+ **Mine:** The detonation range has increased to 1 kilometer, its firepower is equal to an anti-tank landmine and variations like smoke bombs and flashbangs exist. Because of the growth of spirituality, it can be used more often.
	+ **Puzzle:** They now can **Puzzle** perception, dizzying their movements to evade trackers or make themselves harder to hit, or **Puzzle** their surroundings to create misdirection. They can assemble bridges and walls with **Puzzle**.
	+ **Animated Toy:** they can animate and order *50 **Animated Toys*** for *1 month*. Also, they are more powerful and lifelike.
	+ **Spirit Painting:** The power of created paintings have dramatically increased.
* Their artistic skills have drastically improved. Aside from painting, they can master other art forms such as sculptures and music. Any art they make is empowered with mystical properties.

Mythical Creature Form
* As a Sequence 4 Demigod they receive some level of **Godhood**, and with it comes an incomplete **Mythical Creature** form. In extreme situations, they can manifest this form, although doing so would cause intense madness and provide strong inclinations towards losing control.
	+ In this form, their presence releases an amazingly magical aura, spawning mad Beyonder creations like **Mines** and **Animated Toys**.
	+ Their incomplete **Mythical Creature** form looks like a canine, although their head remains in the form of a human. It is covered in fiery, silver fur, patterned with symbols depicting the primal aspect of nature. These markings seem animated and illusory as if belonging to a vivid dream.
		- Just the mere sight of this form would deform the body, as if one was exposed to the heat of a blazing star. Even the **Spirit Body** would be disfigured, resulting in uncanny changes.

## Sequence 3: Dark Champion

New Abilities
* They have the potential to accomplish amazing feats defying fate such as realizing impossible voyages and subverting Prophecies.
* Their presence makes minute distortions in fate, advancing their region to greater heights in terms of science, technology, economics, and other fields of development.
* They can use spells in the light and knowledge domain.
	+ **Light of Civilization:** They can project great inventions and achievements, unleashing their effect on civilization. They can project lightning rods to absorb lightning-based attacks or project light bulbs to illuminate an entire city.
	+ **Light of Discovery:** They can generate a shining radiance that brightens the surroundings, analyzing every nook and cranny with precise measurements while revealing those in **Concealed** states.
	+ **Light of Futures:** They can flash possible futures onto present reality, forwarding states, memories, and positions. They can complete a half-finished building, force a target into a wasted future state, gain memories from their future self, and time-skip to their destination.
		- Three factors influence the probability of manifesting the possible future and the strength of the effect:
			1. The likelier the possible future is, the higher the chance of success and the more concrete the effect.
			2. The lower the involved targets’ levels, the higher chance of success and the more concrete the effect.
			3. The further in time the possible future is, the lower the chance of success and the more illusory the effect.

Strengthened Abilities
* The strengths of **Mine**, **Puzzle**, and other Beyonder creations have further increased.
	+ **Mine:** The detonation range has increased to *5 kilometers* and its firepower is equal to a napalm bomb.
	+ **Puzzle:** They now can solve heavily concealed truths. With enough time, they can discover a target’s pathway and abilities like a logic **Puzzle** and even gain an understanding of their opponent’s habits as well as their blind spots.
	+ **Animated Toy:** They can control *100 **Animated Toys*** within *1 month*. Also, they are more powerful and lifelike.
	+ **Spirit Painting:** The power of the painting has further dramatically increased.
* **Star Transformation:** They can briefly transform into a shooting star. In this form, they are invulnerable, move at ridiculously fast speeds, and can overcome most obstacles. Their appearance is a collection of hopes and dreams, almost at the level of a conceptual creature. This is the upgraded version of **Mist Transformation**.
* Their mechanical aptitude has drastically improved, giving them the ability to easily create complex gadgets and systems.

Mythical Creature Form
* Their **Mythical Creature** form develops further and becomes emblazoned with the symbols of celestial bodies. The patterns on its fur have evolved into kaleidoscopic configurations, making its body shine with etherealness.
	+ Anyone who lays their eyes upon this form will have their psyche flooded with boundless wonders. Onlookers will be exposed to the secrets of the stars, causing their body to liquefy like melting wax while their mind world would be set ablaze, causing intense madness.
* As a Sequence 3 Beyonder, they can listen to prayers within a certain range. They can grant **Inspiration** to those who pray to them and send divine revelations this way.

## Sequence 2: Cyclops

New Abilities
* “They” can dive into the sea of imaginary numbers, a location hidden from fate. Doing so is extremely dangerous as the sea is filled with countless perils and the Cosmos exerts a great deal of influence over it. Those who enter may get corrupted, reappear in treacherous spaces or disappear from existence entirely. It has an unknown connection with the Spirit World and collective subconscious sea.

Authorities
* **Truth (Theories):** A **Theory Magister** can develop all manner of **Theories** to explain phenomena. By exploiting the holes in understanding created by mysteries, “They” can plug in “Their” own **Theories** and redefine the **Truth**.
	+ Their effects don't only come from the Beyonder characteristics but also in the topic being well-known but not fully understood. For example, in a murder mystery, it is obvious there is a murderer but who it is is unknown.
		- “They” must first gather evidence that suggests the validity of “Their” **Theory**. How much evidence is required would decrease with the digestion of “Their” potion and the raising of “Their” Sequence.
			* Even if “Their” **Theory** contradicts the actual **Truth**, as long as the gathered evidence suggests another conclusion, then the **Theory** can be considered valid.
			* Evidence is a pillar of support for **Theories**. Adding more details can increase their potency while removing or changing too many details can ruin it.
		- A **Theory Magister**, at a fundamental level, projects interpretations of the **Truth**, fills in the blanks, and gives answers to the unknown. This produces a variety of results.
			* “They” can conjecture about ideas, laws, and definitions, supplementing gaps in knowledge with “Their” own **Theories**.
				+ After seeing the Astral World, a **Theory Magister** posited the nature of the world was chaotic and insane, raising the level of mysticism and danger in the area.
				+ Space-time can be distorted with the **Theory** of relativity.
				+ “They” can fabricate a series of events in **The Gray Fog**, allowing Beyonders of the Fool Pathway to hide inside its gaps without understanding the corresponding history.
				+ By submitting the recent deaths of Angels as evidence, “They” can **Theorize** the existence of an Angel-level serial killer.
			* By making misleading **Theories**, “They” can link or replace the **Truth** with untruths. The larger the shroud of mystery, the larger the resulting changes.
				+ “They” can compare “Their” location with another region that has environmental similarities to indirectly achieve a **Grafting** effect.
				+ By posing as someone else in terms of clothing and character, “They” can temporarily gain that person’s identity, level and strength.
				+ “They” can rewrite information (except those protected by high-level existences) about an event from memories to **Divination** results by **Theorizing** it never occurred.
				+ “They” can replace Beyonder abilities with mundane methods that deny the influence of the supernatural.

Strengthened Abilities
* **Inspire:** “Their” ability to Inspire others is massively enhanced.
	+ When “They” **Inspire** someone’s creativity, the recipient’s computational and inferential abilities skyrocket to the level of a supercomputer.
	+ “Their” ability to transmit thoughts and ideas to the **Body of Heart and Mind** is one step away from mind control. As long as whatever “They” **Inspire** does not go against the recipient’s deepest desires, they will be remembered from the bottom of the heart. Even Angel-level Beyonders are somewhat forced to follow “Their” suggestions.
		- “They” can transmit to thousands of people - only those willing or at a significantly lower level - actions, decisions, and strategies, allowing the group to operate like a well-oiled machine.
		- “They” can **Inspire** the **Anchors** of Beyonders, replacing or reinforcing the self-recognition of an Angel or God.
	+ At “Their” level, **Inspiration** can be applied to *the body, the soul, and the inanimate*.
		- “They” can influence the rate of regeneration, activate reflexes at an inopportune time, and improve immunities.
		- “They” can cause a discrepancy in the behavior of constructs such as Marionettes, **Animated Toys**, and golems.
		- “They” can **Inspire** nonliving things such as the elements and sealed artifacts to attack the enemy.
* Thanks to “Their” authority, “Their” proficiency and range at using techniques based on uncovering the truth, such as solving **Puzzles**, **Light of Discovery**, and **Divination** has dramatically increased.
* “They” can determine the truth of any statement by observing changes in the soul with a special type of **Spirit Vision**.

Mythical Creature Form
* "They" become a complete **Mythical Creature**. "Their" **Mythical Creature** form is bathed in green-tipped silver flames. Its appearance is a writhing mass of star-filled tendrils in the rough shape of a coyote.
	+ Due to “Their” abstract nature, depending on the relevant myths and rumors, “They” can somehow appear in certain locations and even stand on the line between life and death. This is also a type of **Theory**.
	+ Those who gaze at “Them” in this form will instantly be consumed in eldritch flames. Under the extreme heat, they will mutate into unidentifiable, otherworldly beings.

## Sequence 1: Colossus

Authorities
* **Warping:** By submerging reality into the sea of imaginary numbers, “They” can rewrite the fabric of existence itself to “Their” whim.
	+ “Their” ability to manipulate reality is divided into two parts.
		- First, “they” can fold and distort space, changing the landscape until it becomes unrecognizable.
			* “They” can spatially loop starting points and endpoints to create impossible structures like Penrose steps.
			* “They” can compress the terrain into a two-dimensional space or open four-dimensional corridors for a short period of time.
		- Second, “They” can gradually transfigure the surroundings into whatever “They” desire. This allows for the reconstruction of any scene from the **Reality Architect’s** imagination.
			* As for the materials used in the construction, it is limited to whatever is in the surroundings or at hand. Living things cannot be reconstructed. However, if requirements are met, even **Divine Kingdoms** can be reproduced to a certain extent.
			* If there is an existing order, It will take time to break it down. Still, if one wants to make substantial changes, reducing the surroundings to a blank slate would be the best option.
* **Monument:** By combining “Their” mastery over space and matter and sacrificing a Sequence 4 Wonder Pathway Beyonder Characteristic at minimum, “They” can build architectural marvels, from grand xanadus to inescapable labyrinths.
	+ These don’t need to conform to sensibility. They can be continuously shifting mazes, endlessly expanding cities or infinite stairways.
	+ Although it takes years to fully establish them, **Monuments** can persist for millennia even after the **Reality Architect'**s death. Some might even withstand a True God’s might for an instant.
	+ “They” have absolute dominion over **Monuments**, able to sense and control everything within them. However, if “Their” ownership over one is revoked, others can usurp this control.
	+ “They” can rearrange the positioning and design of features within a **Monument**, as well as rig it with Beyonder creations. By making sudden changes, “They” can disorient and crush opponents. The **Monument** will even completely collapse according to “Their” will.
	+ The space can be moved to another location entirely, as well as be merged or separated with the Spirit World and Astral World.
	+ “They” can create zones within that follow “Their” wishes and rules to found lands of eternal spring, worlds of chaos, and gravity wells.
* **Chaos (Wonderland):** An ability used to create a nascent **Divine Kingdom** and break down the existing order of the surroundings, it is a “land of nonsense” filled with absurd phenomena where logic and probability go awry. From the outside, it takes the form of an iridescent bubble that blurs the happenings of the inside.

Strengthened Abilities
* The strengths of **Mine**, **Puzzle**, and other Beyonder creations have further increased.
	+ **Mine:** They can charge anything in their line of sight, even living things and those in **Spirit Body** states, as a **Mine**.
	+ **Animated Toy:** At this level, “Their” **Animated Toys** are indistinguishable from the things they are based on. Each toy made has a unique function: dragons are flying mounts with breath attacks, dollhouses can trap and control souls, clockwork constructs have a massive arsenal of weapons, etc.
	+ **Spirit Painting:** The requirements to create a **Spirit Painting** are reduced.
		- “They” can peer into the Astral World in addition to the Spirit World, enhancing the effectiveness of “Their” paintings a thousandfold.

## Sequence 0: Behemoth

Authorities
* **Wondering:** “They” are the embodiment of “Wonder”, the source of chaos and all possibilities. As ‘They” control the corresponding authorities, “They” can manifest astonishing marvels escaping the confines of truth and reality.
	+ “Their” presence alone realigns the stars in the sky and stirs colorful and creative forces, releasing all sorts of wonders onto the world.
	+ By splitting “Their” body into a cloud of possibilities, “They” can perform multiple sequences of actions at the same time.
	+ By fashioning the stars into massive constellations depicting figures of legend, “They” can unleash a spectral army that annihilates all foes.
	+ **Truth (Theories):** “They” can supply responses to matters others are curious about, causing bizarre changes. For example, if someone asked about the time and “They” said it was midnight, day and night would be switched in the region.
	+ **Chaos (Wonderland):** “Their” **Divine Kingdom** is now complete. Emerging from the sea of imaginary numbers, the landscape contains the 7 **Monuments** and is littered with various Beyonder creations such as **Mines**, **Puzzles**, populations of **Animated Toys**, and the scenes of **Spirit Paintings**.

Strengthened Abilities
* “They” can sail the sea of imaginary numbers while navigating its countless perils. “They” are also capable of opening a gate directly to its depths and summoning its whimsical currents and unreal inhabitants.
* **Nebula Transformation:** “They” can briefly transform into a nebula, giving them the ability to pin down even Gods for some time. “Their” appearance is the manifestation of all hopes and dreams. This is the upgraded version of **Star Transformation**.
* **Monument:** “They” can create **Monuments** of unimaginable proportions, from prisons that can hold Gods and cities in the heart of gestating suns to dark walls at the edge of the universe.
* The strengths of **Mine**, **Puzzle**, and other Beyonder creations have increased to the level of a God.
	+ Before “Their” death, “They” can turn themselves into a **Mine**, causing an explosion that can kill or critically injure Gods. It also catapults “Their” Beyonder characteristics through the sea of imaginary numbers. There is a chance for these to latch onto targets, who will be **Inspired** to recollect “Their” Beyonder characteristics.