Wall Pathway/Abilities

## Sequence 9: Stoic

New Abilities
* **Physical Enhancements:** Their body gains some physical enhancements, primarily focused around durability, endurance, and stamina, allowing them to deal with (difficult) physical situations more easily. (Fighting them is like fighting a stone wall, except it punches back)
* **Mental Enhancements**: Their mind's fortitude would be greatly enhanced, allowing them to tolerate high-stress situations while remaining calm and rational, along with some other minor enhancements to their reasoning, and analysis
* **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. Their **Spirit Vision** is about 'average', neither excelling in the field nor being weak

## Sequence 8: Stranger

New Abilities
* **Unfamiliarity:** They can make themselves indiscernible, fairly easily forgettable, and their actions hard to predict. They also gain good charisma, deception, and negotiation skills
* **Adaptability:** They're quick at adapting to various situations, whether it be arriving in a foreign location and blending in, engaging in combat with opponents, or having to learn a new language, they're naturally capable of taking in the environment and using it to their advantage
	+ They also have a fairly strong innate intuition for various things, including but not limited to: Locating their target(s), sources of danger, being deceived, and figuring out clues from scraps of information

Strengthened Abilities
Previous abilities are enhanced by 50%

## Sequence 7: Extremist

New Abilities

* **Presence:** They exude a kind of 'aura' that they can control for various effects, they could make themselves intimidating, gentle, shady, or unnoticeable

## Sequence 6: Extractor (Inquisitor)

New Abilities
* **Interrogation Skills:**
* **Expel:**

Strengthened Abilities
Previous abilities are enhanced by 50%

## Sequence 5: Warden

New Abilities
* **Boundary:**

* **Regulations:**

Strengthened Abilities
## Sequence 4: Prize Vault

New Abilities
* **Territory:** The ability to create a 'zone' of space that is under their influence, the 'space' isn't truly a pocket dimension, and a location has to be designated as the **Territory** for it to take effect. The **Territory** itself appears as a pitch black, empty background, with the space designated being the only real 'location'
	+ **Seal:** Within the (designated) space of the **Territory**, the space is partially sealed, separated from the real world, and weakens the majority of mystical abilities within the **Territory**
		- With first ingestion, the size of the **Territory** is 50 meters, with full digestion increasing it to 200 meters
			* Various Sealed Artifacts can be kept in the **Territory** in this manner
			* The **Territory** has a certain spirituality requirement to maintain it, a large monthly amount of spirituality is sufficient to maintain it
			* Only 1 **Territory** can be maintained and kept at a time
		- It takes at least 10 seconds for the Territory to be set up, and 3 steps are to be performed
			1. Perform a ritual to build a wall of spirituality, create a clean and undisturbed ritual environment
			2. Another ritual is to be attempted with the surrounding location, intended to seal off the surrounding location
			3. **Regulation** is to be applied on the surrounding environment
		- The **Territory** can be broken into by a Secrets Sorcerer, Parasite, using Sealed Artifacts, means specialized in breaking, or unsealing seals, or higher level Beyonders
			* Beyonders of equal or higher level can perceive the distorted space of the **Territory**
	+ **Regulation:** The space within the **Territory** could be locked, preventing access through normal, or mystical means, fully separating and sealing the **Territory** from the world, whereas unlocking the **Territory** would undo the previous effect. unlock, and lock could be applied to (a) specific target(s), to give them (free) access, or to seal them
		- **Locking** a Sealed Artifact could seal it, rendering it inactive within the **Territory**, and vice-versa with **Unlock**
		- The effects of **Regulation** are stronger within **Territory** and when enforcing them the Prize Vault gain a temporary boost in strength
	+ **Separate:** The space within the **Territory** could be divided into sub-sections, isolated or connected to each other. **Separate** can be used to attempt cleave opponents, or 'crush' them within a 'room' of the **Territory**
		- The following are 4 attacks that can be performed with separate, both within and outside the **Territory**
			* **Mince:** Cuts and grinds the target into countless smaller pieces, this can be used to divide a target into multiple separate components, has low defense negation, and is useful for dealing with weaker opponents
			* **Chop:** Cuts through the targets defenses and divides the target into 2 pieces along a line, the defense negation is weaker than **Stab**'s defense negation but is more effective against targets with high regeneration
			* **Stab:** Launches a singular focused attack that pierces and tears through the target, bypassing the majority of defenses at the same level or below, it's weaker against targets with high regeneration
			* **Mash:** Renders multiple larger pieces into a uniform mass composed of smaller individual pieces, it has low defense negation, is useful for dealing with weaker opponents and excels at dealing with targets with high regeneration

Strengthened Abilities
* **Boundary:**
* **Regulations:** Within the **Territory**, certain **Regulations** could be made, causing the environment within to change according to the arrangements, within reason
	+ For example, the Sealed Artifact, Gourd of Horus and Ra could have a **Regulation** applied onto it within the **Territory**, effectively causing the **Territory** to automatically maintain the sealing method for the Sealed Artifact, provided that the method required isn't too complex, and there are sufficient materials for the method

Mythical Creature Form

## Sequence 3: Sisyphean Proctor

New Abilities

Strengthened Abilities

## Sequence 2: Despot

New Abilities
* **Tenets:**
* **Command:**

Strengthened Abilities

## Sequence 1: Differentiator

Authorities

## Sequence 0: Wall

Authorities

Template:Indicator