Jungle Pathway/Abilities

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## Sequence 9: Monkey

**New Abilities**

* A **monkey** works well in groups, allowing them to be skilled in socialization and remember/understand group dynamics well. **Monkeys** will notice disturbances and special factors of the group, from within and without.
* **Monkeys** gain an appropriate increase in physical attributes and are adept in climbing and jumping around.

## Sequence 8: Bat

**New Abilities**

* **Bats** have enhanced hearing, able to hear pitches that other beings otherwise can’t.
* **Bats** are highly skilled in remembering environmental details
* **Echolocation**: **Bats** can emit spirituality-enhanced, inaudible sound waves and gain feedback from them, allowing **Bats** to detect objects and more spirituality dense objects in a 10 meter radius with 360 degree coverage.
	+ **Echolocation** through walls is not possible.
	+ Unless the Beyonder has considerable skills in spirituality detection, they won’t detect **Echolocation** being used.

## Sequence 7: Totem Shaman

**New Abilities**

* **Totem Building**: Shamans can carve a variety of wooden **totem** poles, each at least the size of a doll, that apply mystical effects to all designated beings inside the radius.
	+ **Totems** are pre-charged with spirituality before activation. They can also be recharged by injecting spirituality inside. Activation can also be preset to a certain time.
	+ **Totems** can be made to effect everyone except for those with registered spiritualities on the **totem**, or effect only those with registered spiritualities.
		- Everyone includes all beings larger than a bug.
	+ A **Totem's** radius can range up to 20 meters. However, spirituality consumption increases accordingly.
	+ Available **Totems**:
		- **Totem of Healing**: Regeneration is sped up.
		- **Totem of Stabilization**: Mental stability is increased.
		- **Totem of Weakening**: Physical bodies and spiritual bodies are drained of strength.
		- **Totem of Self-Destruction**: The **totem** blows itself up, flinging wooden shrapnel about.
		- **Blessed Totems:** The **Totem** can be imbued with certain mystical ingredients and prayers to higher existences for corresponding magical effects. For example, you can make **Totems** **of Slumber**.
* **Totem Shamans** are able to perform ritualistic magic now with their enhanced spiritualities.

## Sequence 6: Howler

**New Abilities**

* **Translation**: **Howlers** can understand and communicate with all different types of species and creatures.
* **Parrot**: **Howlers** can copy the voice of people they've listened to before. They can also copy the speech of other species.
* **Howl**: **Howlers** can **Howl** really loudly to apply certain effects. **Howl** cannot be used to communicate, as it is a primal scream.
	+ **Panic**: Emotions and rationality get stirred up, causing everyone around to act more rashly and chaotically. Non-Beyonders would run around in circles in a panic.
	+ **Intimidate**: Everyone nearby gets stunned.

**Strengthened Abilities**

* **Echolocation** now works within a 30 meters radius and has limited detection through walls.
* **Howlers** can create **Totems of Howling**, which are able to use the abilities of **Howling**.
* As a **Howler** (monkey), a **Howler** gains a vast increase in athleticism and spiritual vitality.

## Sequence 5: Poisonous

**New Abilities**

* **Poison Secretions**: Different types of potent poison can be secreted as gases or liquids from the limbs. They will take effect very quickly, taking effect starting within 5 seconds.
	+ **Hallucinatory Poisons**: Hallucinations can range from overlapping illusions with the real world to full on acid trips.
	+ **Paralyzing Poisons**: Certain parts of the body or the entire body will be paralyzed.
	+ **Liquefying Poisons**: Mass cell death is caused at the location where the poison was administered.
	+ **Seizure Poisons**: Parts of the body will spasm.
* **Poison Resistance:** Nearly all types of toxins are ineffective against **Poisonous**.

**Strengthened Abilities**

* **Poisonous** can carve **Totems** midbattle out of nearly any plant material instead of just wood.
	+ **Totems of Poison** can be created, which can continuously poison an area for hours on end with a certain degree of concealment.
* **Poisonous** have duplicitous tongues, allowing for others to be skillfully manipulated in concert with **Translation** and **Parrot**.

## Sequence 4: Twisted Mage

**New Abilities**

* **Meander**: Physical actions have a trajectory and a target, but **Meander** sidetracks these actions.
	+ **Sequential Meandering**: This makes the action affect a different target, and after a period of time, the action returns to its original trajectory and affects the original end destination.
		- Example: **Sequential** **Meandering** Wander forces the caster to first Wander to a target destination. Then after some time, the caster automatically Wanders to their original intended destination.
	+ **Parallel Meandering**: There is no delay in the action affecting its original target, but the action is also made to affect other targets at the same time.
		- Example**: Parallel Meandering** Distort on a physical object's motion forces the caster to Distort other targets as well.
	+ Conditions/Caveats:
		- The less the action gets **Meandered**, the more likely **Meandering** is to work.
		- **Meander** cannot directly reflect an action to the caster.
		- **Meander** will not reduce the final effects of the action on the original endpoint.
* **Twisted Aura**: when activated, beings inside this aura find it much easier to misinterpret or misunderstand the actions and intentions of others.

**Incomplete Mythical Creature Form**

* As a Sequence 4 Demigod they receive a some level of Godhood, and with it comes an incomplete **Mythical Creature** Form. **Twisted Vines** extend from the back, and these **Twisted Vines** can be used as whips or limbs in combat. An Evolutionist can use up to 8 **Twisted Vines**.

## Sequence 3: Tropical Terrorist

**New Abilities**

* **Overgrowth**: **Tropical Terrorists** can rapidly grow plants from seeds or totems into a small forest. Among these many plants, some can be imbued with **Twisted Vines** to become **Twisted Plants**.
	+ Tropical Terrorists can observe the surroundings of the **Twisted Plants**, and they can recollect their **Twisted Vines** from a large distance. However, those **Twisted Plants** will turn back to normal soon afterwards.
		- Recollection of **Twisted Vines** can be interrupted, and the corresponding Beyonder characteristic is then lost forever.
	+ **Twisted Plants** cannot be directly controlled by Tropical Terrorists. They act instinctually and independently.
		- **Twisted Plants** can attack physically and instinctually by moving their branches and stems quickly. **Twisted Plants** can also spray poison gas or secrete poison liquid depending on the species of plants. These are the same types of poisons as the ones learned at Poisonous.
		- **Twisted Plants** are self sustaining and can absorb nearby spirituality. If they need more, they can also drain spirituality from the main body.
	+ Existing **Totems** can be promoted with **Twisted Vines** into **Twisted Totems,** which are able to selectively use their mystical abilities to affect certain targets instead of just having a radius of effect.

**Incomplete Mythical Creature Form**

* **Twisted Vines** now extend from all over the body, and there are 50 in total. At complete digestion, Tropical Terrorists can use up to 40 **Twisted Vines** before needing to stop to avoid losing control.

## Sequence 2: Living Labyrinth

**New Abilities**

* **Twisted Boons:** **Living Labyrinths** can bestow powers up to sequence 3 onto creatures that have **Twisted Vines**. This process is similar to how **Twisted Plants** are created, and abilities corresponding to **Totems** can also be granted as **Twisted Boons** as well.
	+ Unlike the process to create **Blessed Totems**, **Living Labyrinths** no longer need blessings of deities from other pathways and can bestow abilities with "their" own understanding of the abilities and "their" own status. However, a sequence 3 **Twisted Boon** will not be a true sequence 3 since they don't have all of the prerequisite pathway abilities; only the mimicked ones.
	+ **Twisted Boons** can be granted to creatures with characteristics from differing pathway, but only one **Twisted Boon** can be granted at a time to a creature.
		- **Twisted Boons** will not grant exact abilities from a specific pathway. Powers can be mutated, changed, or outright missing and the Living Labyrinth has no control on what the final result is.
	+ In the case where a non-intelligent animal is granted a **Twisted Boon**, they can gain intelligence for the duration of that **Twisted Boon**.
	+ Up to 6 sequence 3 level **Twisted Boons** can be created at a time, and more for lower level **Twisted Boons**. These numbers can increase depending on the amount of digested characteristics.

**Strengthened Abilities**

* **Meander:** The **Living Labyrinth** has an intuition of all sorts of trajectories, including abstract ones like Fate. This allows for more effective use of **Meander.**
* **Echolocation** is strengthened to the point where merely hearing any sound gives enough information to imagine the surrounding environment clearly.

**Mythical Creature Form**

* As a complete **Mythical Creature**, the **Living Labyrinth** fully becomes a mass of squirming vines, able to change shape freely and at will.
	+ There are now a total of 500 **Twisted Vines**, and fully digested **Living Labyrinths** can use 400 before losing control.
* **Shifting Soul**: Upon assuming the form of a complete **Mythical Creature**, a **Living Labyrinth’s** soul no longer obeys the standard soul structure. Instead, the soul continually shifts and moves between layers in an almost incomprehensible mess of vines.
	+ Effects and damage towards the soul are often isolated to specific clusters of vines, making abilities involving or affecting the soul of the **Living Labyrinth** more difficult to perform and more ineffective.
	+ This provides a certain degree of anti-prying against divination and other knowledge seeking mystical abilities.

## Sequence 1: Envoy of Emergence

**Authorities**

* **Emergence**
	+ **Meander** is gains some level of authority, allowing it to affect objects and trajectories at a much higher level.
		- **Meander** can stir the **Emergent** forces within a target and cause unexpected side effects to everything they do for a while. What ends up **Emerging** is not under the control of the **Envoy of Emergence**.
			* **Emergence** only adds properties that individual components don't have on their own, not detracts. This is why **Meander** has never affected the target's end destination and instead sidetracked the process instead.
		- **Meander** can affect abilities targeting abstract concepts or trajectories with less strictly defined end destinations.
			* The trajectory of **Conversation** can be **Meandered**, forcing people to talk about additional topics before returning to their original topics.
			* The trajectory of **Position** can be directly **Meandered**, allowing someone to temporarily teleport to other places before returning to the original position. This is more direct and different than **Meandering** something's physical motion, which can be done at lower sequences.
	+ **Vined Understory** (**Divine Kingdom**): This nascent **Divine Kingdom** is a cathedral-sized mass of trees, plants, and vines strewn about. **Meanders** are intertwined with the structure of the **Divine Kingdom** itself.

**Strengthened Abilities**

* **Twisted Boons**: By default, up to 2 sequence 2 level **Twisted Boons** can be granted. This number can increase depending on how many angel-level characteristics of the Jungle pathway are digested.

## Sequence 0: Jungle

**Authorities**

* **Emergence**
	+ **Disruption**: Any series of planned events or scenes can be inexplicably **Disrupted** due to **Emergent** forces.
		- **Ability Disruption**: Abilities can be forced to fail.
			* After they fail, those abilities will not be able to be used for a certain amount of time.
		- **Event Disruption**: Any series of events, whether planned normally or ordained by abilities like **Prophecy**, can be made to fail.
			* **Event Disruption** can only be used if the enough of the target events are known.
			* **Event Disruption** cannot specify specific events to replace the original ones.
			* **Event Disruption's** potency and chance of success depends on the current number of variables present in the environment.
	+ **Meander** can group many targets and trajectories together and stir **Emergent** forces within them all at once, causing unexpected side effects to the group composite for a while.
	+ **Vined Understory** (**Divine Kingdom**): This complete **Divine Kingdom** is now the size of an entire rainforest. **Emergent** forces are much more powerful inside.

**Strengthened Abilities**

* **Twisted Boons**: Up to 2 sequence 1 level **Twisted Boons** can be granted, and more sequence 2 **Twisted Boons** can also be granted corresponding to the number of digested sequence 2 level characteristics.
* **Overgrowth** can cover an entire planet with complex rainforests.