Floor Pathway/Abilities

## Sequence 9: Workman

New Abilities
* **Spirit Vision:** They can use **Spirit Vision** to see non-physical things, such as ghosts and specters. They could see the different parts of a Soul, deduce a person's health and emotions, and determine if something has a magical aura.

## Sequence 8: Harvester

New Abilities
* **Ores Intuition:** They can intuitively detect various ores within the earth using their **Spirituality**, in addition, they can intuitively guess the value, type, and size of hidden ores, among other things

## Sequence 7: Reserve

New Abilities
* **Environmental Resistance:**
* **Enhanced Physical Attributes:**

## Sequence 6: Blacksmith

New Abilities
Upon ingestion of the potion, they gain forging, drafting, and analytical skills. Their spirituality, endurance, and strength is also enhanced, with the effects improving with digestion

* **Smith:** With the right 'parts' and/or materials around, they could simply **Smith** the item into a desired form, within reasonable limits
	+ The range limit is 4 meters, the equipment that could be **Smithed**, can be no more than 30-40 kilograms in weight, in addition anything with a **Spirit Body** couldn't be affected, along with anything below the stiffness, and inflexibility of wood being a non-viable target
	+ Beyonder related items had a certain resistance to this, and items with Beyonder characteristics cannot be **Smithed** entirely

* **Enchant:** They can make various **Enchantments**, with varying abilities
	+ They can **Enchant** an object with various abilities, turning it into a Beyonder item.
		- An **Enchantment** can be used for up to a month, and can have one Sequence 6 level ability at most
			* Any given object can at most have 2 **Enchants**
		- The probability of the object being successfully **Enchanted** is higher the more they understand the ability they have in mind for the object, and the more realistic and"fitting" it is for the object they wish to imbue it into. Above sequence 6 the chances of the object being **Enchanted** decreases the higher in Sequence you go
	+ There are various **Enchantment** methods for each **Blacksmith**, with more complex methods being needed for more powerful abilities. There is a mysticism ingredient requirement, with the desired **Enchantment** requiring ingredients corresponding to its domains
		- All **Blacksmiths** learn a basic 'mystic-forgery' method to make such **Enchantments**, upon consumption of the potion, with each 'mystic-art' varying from **Blacksmith** to **Blacksmith**
	+ If a **Enchantment** process is disrupted, then, there can be major or minor consequences, depending on what part of the **Enchantment** process was disrupted

Strengthened Abilities
The previous abilities are enhanced by 50%

* **Ores Intuition:** They could now intuitively judge the best metals to use in the making of metallic equipment, the quality of metallic equipment that they saw, and the purchase, and maintenance cost of such equipment

All previous abilities are enhanced

## Sequence 5: Architect

New Abilities
* **Architectural Skills:**

* **Reinforce:** They can **Reinforce** a target's physical attributes with spirituality, making them "stronger" overall
	+ The target can be strengthened up to triple it's previous "stats"
		- The targets temperature, size, radioactivity and such won't be strengthened, generally only conventional "stats" will be strengthened ie. its durability, sharpness, how ductile it is, etc.
			* For example: The weight of a sword can be **Reinforced**, but a sword's 'lightness' can't be **Reinforced**
			* Trying to **Reinforce** a nuclear bomb won't make it more destructive, just more durable
		- Technically, this makes the **Reinforced** item a Beyonder item, but due to **Reinforcement**'s nature, it can be imbued with characteristics from other pathways. Ie. it can have 'effects' from two pathways at once
	+ They have some control over what they strengthen, like how much the target is strengthened, additionally the spirituality requirement is proportional to how much the target is **Reinforced**. **Reinforce** can be used on targets with Spirit Bodies, but the duration of the effect can't exceed 8 minutes
		- They can choose to **Reinforce** aspects like how much heat a tool can take before melting, or not **Reinforce** that aspect, and **Reinforce** other aspects like being resistant to turning brittle at extremely low temperatures
		- **Reinforce** has a range limit of 50 meters
		- **Reinforced** targets can't be purified of the effect, provided that the purification isn't any more than 1 Sequence above theirs

* **Debase:** They can **Debase** a targets attributes, weakening them
	+ The target can be **Debased** by 50% at most
		- Primarily conventional 'stats' can and will be **Debased**
			* Speed, durability, stamina and strength can be **Debased**, resulting in various effects
			* If a targets strength was **Debased**, they could simply collapse due to not being able to withstand their own weight, provided that the **Blacksmith** had high digestion of their potion, and the target was lower in Sequence
		- **Debase** can be used to weaken the side effects, abilities, or generally just the Beyonder Artifact (itself), or the like, it can also be used to weaken seals to some degree
			* On targets without a **Spirit Body**, or living characteristics, **Debase** can permanently weaken them, provided that the target is around or below their Sequence level
	+ They have a certain level of control over what they can weaken, additionally the spirituality requirement is proportional to how much the target is **Debased**. **Debase** can be used on targets with Spirit Bodies, but the duration of the effect can't exceed 6 minutes
		- They can **Debase** attributes like the durability, elasticity, malleability, ductility, etc.
		- The range limit is 50 meters
		- **Debased** targets can be purified of the effects, or 'restored' (from the effects) through various means, provided that the methods/means are of a(n) equal or higher Sequence 'level'

Strengthened Abilities

* All their previous abilities are enhanced
	+ **Ores Intuition:**
	+ **Smith:**
	+ **Enchant:**

## Sequence 4: Stalwart Knight

New Abilities

Strengthened Abilities
All previous abilities are enhanced

* **Smith:**

* **Reinforce:** It can now be properly applied to themselves and others, the effect is akin to **Holy Oath**.
	+ They can still control what is **Reinforced**, and how much, when applied to themselves and others, and the spirituality cost is reduced compared to before
	+ When applied to targets at or above sequence 4, there's a chance of failure, regardless of the effect being positive or negative
	+ The multiplier cap is increased to ten
	+ Depending on the aspect, the amount multiplier (ie. 3x, 5x) that it can be **Reinforced** to can vary. This can be applied to Sealed Artifacts to bypass the downsides, while maximizing benefit, and vice versa
	+ The range is increased to 100 meters
* **Debase:** The parameters are increased
* **Overhaul:**

Mythical Creature Form

## Sequence 3: Landlord

New Abilities
* **Earth Manipulation:**

Strengthened Abilities
* **Smith:**
* **Reinforcement:** The multiplier cap is increased to 25, and the range limit is now 250 meters
* **Debase:**
* **Overhaul:**

Mythical Creature Form
## Sequence 2: Keystone

New Abilities

Strengthened Abilities
* **Smith:**
* **Reinforce:**
* **Debase:**
* **Overhaul:**
* **Earth Manipulation:**

Mythical Creature Form

## Sequence 0: Floor

Authorities
Their authority represents, and includes **Essence**, **Foundation**, and **Stability**