Chained Pathway/Abilities

Overview**Abilities**AdvancementList of BeyondersRelated GroupsMisc

## Sequence 9: Prisoner

**New Abilities**
* **Prisoners** are those who are locked up in prisons, and that also corresponds to having their spirituality and desires constrained by reason, body, and the world.
* They master many criminal techniques, such as lockpicking with wire, digging tunnels with soup spoons, and killing with seemingly harmless items.
* **Explosives Mastery**: They are also good with bombs and explosives.
* **Physical Enhancements**: The Beyonders of this Sequence have strong bodies and keen senses, often possessing both a staid appearance and a crazy heart within them.

## Sequence 8: Lunatic

**New Abilities**
* **Berserk**: A **Lunatic**’s greatest characteristic is to be able to autonomously sacrifice their rationality and let their desires run amok in exchange for strength and enhancements in every aspect. Apart from not having clear thoughts during this period, there isn't much of a problem.
* **Mental Resistance**: They can even gain stronger resistance towards Beyonder powers that can disrupt one's thoughts and influence their mind.

**Curse**
* From this Sequence onwards, curses will gradually appear.
* **Lunatic's Curse**: **Lunatics** easily lose control.

## Sequence 7: Werewolf

**New Abilities**
* **Werewolf Transformation**: They can turn into a **Werewolf**, growing short, erect hair as fur and turning their nails sharp, long, and firm, like claws.
	+ A **Werewolf** has terrifying strength, agility, and speed.
		- They are weak to the theurgical spells of the Sun domain such as a 's **Holy Light Summoning**.
	+ Their claws and teeth are in no way inferior to Beyonder weapons of the same Sequence, and they contain venom.
	+ They know some darkness-related spells.
		- Targets who are under the **Werewolf**’s control would become subordinates after a period of time, when a **Werewolf**’s venom infiltrates their body for a period of time. They would become a monster like a **Werewolf**, and typically, these monsters possess very short lifespan.
		- They make the darkness encroach on their target, making them feel an eerie chill.
	+ **Regenerative Healing Factor**: They have powerful regenerative abilities.

**Curse**
* **Werewolf's Curse**: Every time the **Crimson Moon** becomes full, they will lose part of their sanity, grow black fur, and their bloodlust and desire for tasting blood would reach its peak. A **Werewolf** who is always unable to suppress their instinct to kill and their bloodlust during a full moon will turn increasingly cold and more twisted.
	+ Certain Sealed Artifacts, particularly those corresponding to a , allow them to maintain their rationality in the event of a **Full Moon**. This is also applies to the curses of a **Zombie** and **Wraith**, which also activate during a **Full Moon**.

## Sequence 6: Zombie

**New Abilities**
* **Zombie Form**: They can turn into a special type of **Zombie**.
	+ **Steel Skinned**: Their physical bodies are as hard as steel. A revolver shot directly to their head would make them dizzy at best, they'd need to be shot five times in the same spot to break their defenses.
		- If a **Zombie**'s defenses are broken, all other forms of damage isn't lethal if their brain isn't destroyed.
		- This does not save them from being weak to **Purification** powers, or direct attacks to their **Spirit Body**.
	+ **Zombie Strength**: Their strength has been raised significantly from the foundation of a **Werewolf**.
		- **Critical Strike**: They can unleash a critical attack.
		- **Enhanced Speed**: They can run faster than a steam locomotive at its peak speed.
	+ **Zombie Manipulation**: They wield a portion of death-related spells and can easily summon zombies and control ghosts.
	+ **Ice Control**: They have mastery over ice and frost powers, this is different from a 's frost powers.
		- They can create slippery layers of ice to affect their target's movement.
		- **Contact Freezing**: Their physical attacks that make contact will freeze their enemy's body, gradually stiffening their flesh and blood.
			* They can directly freeze water that they come into contact with to create ice walls.
		- **Ice Stun**: They can **Seal** their opponents by encasing them in ice.
	+ **Rotting Mastery**: They wield Beyonder powers related to decay, rot, and withering.
		- **Rotting Sludge**: They can create **Rotting Sludge** to affect their target's movement.
		- Their fists can effuse a rotting aura to augment their attacks with decay.
		- **Withering Wisp**: They can condense their decaying powers to attack a target from mid-range, making the air explode with black wisps inducing withering.
		- **Aura of Decay**: They can emit an **Aura of Decay**, making the surrounding vegetation visibly wither away.

**Strengthened Abilities**
* **Regenerative Healing Factor**: Their supernatural healing is improved, bone-deep wounds would heal in short order.

**Curse**
* **Zombie's Curse**: The **Zombie**’s curse replaces the **Werewolf**’s and **Lunatic**’s curse. They do not exist together, and it’s the same later on.
	+ They will thirst for the warm blood and fresh meat of humans. During the **Full Moon**, this state will be particularly serious. Every time the **Crimson Moon** is full, they will be in great pain. If they don't give up on self-control, they will be in so much pain that they will lose their ability to fight.
		- This can be limited with the use of certain medicines such as sedatives, however, they would eventually build up resistance against that specific type of medicine, rendering it ineffective. Sedatives made by Beyonders such as  would be more effective.

## Sequence 5: Wraith

**New Abilities**
* **Wraith Form**: They can turn into a **Spirit Body** form, a **Wraith**, thus obtaining the corresponding powers.
	+ As **Wraiths**, they can pass through physical obstacles and can fly through the air.
	+ **Invisibility**: They can turn **Invisible**, this type of **Invisibility** is more effective compared to ordinary wraiths.
		- This makes them very hard to detect for most Low to Mid-Sequence Beyonders, even with **Spirit Vision**, one will find it difficult to discover a **Wraith** unless they were a High-Sequence Beyonder.
			* They are unable to hide their **Spirit Body Threads** and thus they can be seen by .
			* They are unable to hide their scent, hence they can be noticed  if they are in the same area.
	+ **Night Vision**: They can see in the dark.
	+ **Wraith Shriek**: By letting out a sharp shriek, they can directly attack the opponents' **Spirit Body**.
		- Depending on the resilience of their targets, they could:
			* Directly be knocked unconscious;
			* Be close to being knocked unconscious;
			* Or be interrupted for a moment and be stunned on the spot as they experience excruciating pain.
		- This ability can affect a huge area.
	+ **Mirror Blink**: They can instantly jump through most things with reflections. The maximum range is *300 meters*.
		- Some examples of the things they can blink to are mirrors, gold coins, glass, ice, and eyes.
	+ **Forceful Possession**: They gain the ability to forcefully invade and take control of their target's body by overlapping with the opponent's eyes.
		- If their target has a strong body, the **Wraith** can make them directly commit suicide by decapitation using the target's own bare hands.
			* If the target is killed by a physical attack with the **Wraith** still possessing them, the **Wraith** will be unharmed.
			* If the target is killed by an attack that can affect the **Wraith**, they will suffer the corresponding damage.
		- Using a simple ritual along with possessing a target's body, they can help a person draw things realistically from said person's memories.
		- They can accelerate the separation of a Beyonder characteristic from a corpse. The prerequisite to doing so requires them to possess the target, kill the person, and have complete control of the body.
	+ **Divination**: As **Spirit Bodies**, they can directly interact with the Spirit World to gain information. This naturally gives them the powers of **Divination** and **Anti-Divination**.
	+ As **Wraiths**, they have tremendous resilience and won't die immediately even if they lose their head.
		- They are immune to biological poison, regular flames, and many ordinary forms of physical attacks.
		- Demon-Hunting and Exorcism type attacks can hurt them but it would not be fatal.
		- However, they are weak to **Purification** powers such as **Light of Holiness** from a  and **Lightning Strike** from an  when in their **Spirit Body** state.
	+ **Wraiths** wield many death-related spells, they would still be able to control the undead like with their **Zombie Form** even in their **Wraith Form**.
	+ As a fusion of spirit and flesh, attacks like an 's **Psychic Piercing** typically wouldn't significantly affect them, they can even cause the attack to backfire on their opponent.
		- Should they be incapacitated, they will lack the ability to reflect such attacks to their opponents.

**Strengthened Abilities**
* **Ice Control**: Their control over over ice as a **Zombie** is improved, they can now condense their frost powers into translucent icicles, which are hard to see, to directly attack their opponents.
	+ They can use this Beyonder power even in their **Wraith Form**, allowing them to create reflective surfaces to use **Mirror Blink**.

**Curse**
* **Wraith's Curse**: On the night of a **Full Moon**, they either need to consume a certain number of Human Souls, or they become extremely weak. Choosing the former is equivalent to being on the brink of losing control at any moment.

## Sequence 4: Puppet

**New Abilities**
* **Telekinesis**: They can control every non-living thing within a certain radius, this allows them to use their surroundings as weapons and traps.
	+ This includes ownerless Sealed Artifacts that are not held or controlled by anyone physically or through **Spirituality**.
* **Source of Curses**: They can become various kinds of things such as marionettes and paper figurines, and curse the target directly through the established connections. At Sequence 4 they can use this ability to hurt the enemy only by hurting themselves. Any damage to them will be reflected on the target as well vice versa.

**Strengthened Abilities**
* **Evil Spirit Form**: Their **Wraith Form** and its corresponding powers are enhanced, turning it into an **Evil Spirit Form**.

## Sequence 3: Disciple of Silence (Cursed Artifact)

**New Abilities**
* **Deformation Curse**: By opening their mouth, they can emit a silent scream that transforms the target into a harmless creature, their target will lose most of their traits and Beyonder powers for a certain time after being transformed.
	+ Both living and non-living objects can be cursed.
* They can attach themselves to objects.

**Strengthened Abilities**

* **Source of Curses**: They can use this ability without having to hurt themselves in the process.

## Sequence 2: Ancient Bane

* By opening "Their" mouth and inhaling, "They" can blow up a cold breeze that forcibly pulls the enemy's spirit making it impossible for the enemy to maintain their state of hiding.
* At the Angel level "They" can use the deformation curse on any target that is reflected in "Their" eyes. There is no upper limit for the duration of the cursed state. If there is no resistance or correction done by an existence of the same level as the user, the curse cannot be dispelled.
* They can accumulate the pain they experience and use it to strengthen their curses.

## Sequence 1: Abomination

* The core description of the Chained Pathway is: "*The body is the cage of the soul and the world is the cage of the body*".
	+ By roaring, the minds of surrounding creatures can suddenly go blank, and all thoughts can be temporarily lost.
		- Even if "They" didn't directly attack the enemy, their target would still suffer erosion and curse unknowingly.
		- Using this concept "They" can reduce the compatibility of the body and soul of their enemies by making their bodies gradually become a cage restricting their souls, causing their actions to become more rigid and their movements slow and heavy.
	+ Suah affected the surrounding spirituality transforming it into layers of barriers that attempted to restrain and restrict the actions of Klein and Reinette.
	+ Suah's aura caused Klein's spirituality to "freeze" quite a bit seeming to bind "His" body and Soul.
	+ Suah caused the scarlet flames from Klein's **Flaming Jump** to come alive and bind him to the ground.
* “They” can directly bestow the power unto “Their” believers, but there is a time limit.
	+ The descent of Abomination Suah’s aura tainted all the living creatures in the vicinity, causing them to either break down and suffer a tragic death, or turn into werewolves or zombies.
* "They" can create curses normally undetectable by saints, even through a **Historical Projection**. This can cause the target to suffer an unexpected and sudden death.
* **Abomination**: "Their" arms would suddenly lengthen; its surface would be dark and sticky, and it seemed to be flowing with a strange liquid. Among these liquids, pale skulls grew out, eyeballs with obvious blood vessels grew out, tongues with fangs grew out, and all kinds of strange-shaped things grew out, making the feeling of extreme evil and extreme madness very fast.
	+ Diffuse, instantly drying the surroundings and infecting the minds of others with craziness, rendering the victims temporarily unable to react appropriately.

## Sequence 0: Chained

* "He" can disrupt the connection between reality and the Spirit World, restraining Beyonder powers that directly use the Spirit World.

## References

1. ↑ 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 *Lord of Mysteries*, Chapter 331
2. ↑ *Lord of Mysteries*, Chapter 1245
3. ↑ 3.0 3.1 3.2 *Lord of Mysteries*, Chapter 1236
4. ↑ *Circle of Inevitability*, Chapter 294
5. ↑ 5.0 5.1 5.2 *Lord of Mysteries*, Chapter 527
6. ↑ 6.0 6.1 *Lord of Mysteries*, Chapter 528
7. ↑ 7.0 7.1 7.2 *Lord of Mysteries*, Chapter 347
8. ↑ 8.0 8.1 *Lord of Mysteries*, Chapter 348
9. ↑ *Lord of Mysteries*, Chapter 545
10. ↑ 10.0 10.1 10.2 10.3 *Lord of Mysteries*, Chapter 728
11. ↑ 11.0 11.1 11.2 11.3 11.4 *Lord of Mysteries*, Chapter 350
12. ↑ *Lord of Mysteries*, Chapter 338
13. ↑ *Lord of Mysteries*, Chapter 731
14. ↑ *Lord of Mysteries*, Chapter 726
15. ↑ *Lord of Mysteries*, Chapter 706
16. ↑ *Lord of Mysteries*, Chapter 785
17. ↑ *Lord of Mysteries*, Chapter 520
18. ↑ *Lord of Mysteries*, Chapter 900
19. ↑ *Lord of Mysteries*, Chapter 879
20. ↑ 20.0 20.1 20.2 *Lord of Mysteries*, Chapter 1234
21. ↑ *Lord of Mysteries*, Chapter 875
22. ↑ *Lord of Mysteries*, Chapter 332
23. ↑ 23.0 23.1 23.2 *Lord of Mysteries*, Chapter 346
24. ↑ *Lord of Mysteries*, Chapter 278
25. ↑ *Lord of Mysteries*, Chapter 880
26. ↑ *Lord of Mysteries*, Chapter 1158
27. ↑ *Lord of Mysteries*, Chapter 1235
28. ↑ *Lord of Mysteries*, Chapter 1237