Desert Pathway/Abilities

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## Sequence 9: Nomad

**New Abilities**

* **Nomads** gain a variety of new survival skills and can learn new survival skills that fit each environment more easily.
	+ **Nomads** can find water easily and know techniques to find food in the desert.
* **Nomads** have high levels of endurance and can march long distances without too much effort.

## Sequence 8: Camel

**New Abilities**

* **Stockpile**: **Camels** can **Stockpile** spirituality like a camel does fat.
	+ Spirituality can be released all at once for powerful attacks or used to stop the need for eating and drinking for a while.
	+ A **Camel** can eat excess amounts of food to **Stockpile** more spirituality quicker.
	+ Under normal circumstances, up to a month's worth of energy can be **Stockpiled**, assuming sluggish actions. In high intensity situations, the **Camel's** **Stockpile** lasts for many hours of a day.
* **Camels** are thick-skinned and resistant to physical attacks. Moreover, they are also resistant to extreme changes in temperature and harsh weather conditions like sandstorms.

## Sequence 7: Rattlesnake

**New Abilities**

* **Heat Expertise**: **Rattlesnakes** have heat sensing abilities and shoot deadly heat rays with spirituality.
	+ This is effective against non-corporeal spirits.
* **Rattle**: Announcing their presence with **Rattle** intimidates enemies and suppresses their abilities.
* **Scale Transformation: Rattlesnakes** can momentarily transform parts of their body to scales to tank attacks better.
* **Rattlesnakes** can sense vague emotions and intentions from lifeforms very close by. This can be used to communicate with different species of lifeforms/potential enemies.

## Sequence 6: Environmental Scholar

**New Abilities**

* **Particle Manipulation**: **Environmental Scholars** have the ability to control particulate matter like sand and form them into different shapes.
	+ An **Environmental Scholar** can move around a cloud of sand, gravel, or dirt in combat, which can serve a variety of purposes. The particles can be used as a shield against physical attacks, or sent down the lungs of enemies to choke them to death.
	+ Makeshift weapons can be formed from particulate matter.

**Strengthened Abilities**

* **Temperature Manipulation**: **Heat Expertise** is transformed into **Temperature Manipulation**, allowing the **Environmental Scholar** to take away or grant heat to specific objects.
	+ This can achieve the effects of freezing objects into ice or heating objects up until they melt.
	+ **Stockpile**: Heat that is taken away can be **Stockpiled** into the **Environmental Scholar's** energy reservoirs, though this is a relatively slow process in comparison to just dumping the heat elsewhere.

## Sequence 5: Oasis Keeper

**New Abilities**

* **Oasis**: An **Oasis** can be set up to be able to produce simple resources like light or moisture at the cost of expending spirituality from the **Oasis Keeper**.
	+ The **Oasis Keeper** must be familiar with, understand deeply, and owned the resource before for the **Oasis** to generate it.
		- This means that regardless of the sequence, **Oasis** will never be able to create **Life**. The only potentially possible way is that if the **Oasis Keeper** is somehow given high-intelligence Beyonder powers in order to accurately understand and replicate the anatomy of **Life**, which almost surely involves non-neighboring pathways.
	+ Only one **Oasis** can be set up at a time.

**Strengthened Abilities**

* **Stockpile**: An **Oasis Keeper** has a dimensional space that is linked to their soul the size of a room, allowing them to **Stockpile** objects and not just spirituality.
	+ **Stockpiling** spirituality will still take up room within this dimensional space.
	+ **Oasis** can tap directly into the **Stockpile** to produce resources. It is also the only way in which to store or retrieve items from the **Stockpile**.
	+ If an item or living being wreaks havoc inside the **Stockpile**, it will directly damage the **Oasis Keeper**. Completely destroying the **Stockpile** will bring the **Oasis Keeper** close to death.

## Sequence 4: Drought

**New Abilities**

* **Drought**: **Droughts** can use **Drought** to limit simple physical resources in an environment.
	+ **Drought** is maintained at the cost of spirituality. Lifting it will gradually turn things back to normal. Moreover, **Drought** will gradually become more and more effective until maximum effectiveness is reached.
		- The spirituality consumption of **Drought** increases with the distance from the **Drought**.
		- **Drought** is an environmental ability, meaning that the **Drought** would be affected too if they were within the **Droughted** environment.
	+ In certain cases**,** **Drought** may not be able to completely remove the given resource; only limit.
	+ Any targets **Drought** can affect at a given sequence, **Oasis** can too.
		- **Drought** can be used to help speed up a **Stockpile** of resources using **Oasis** by forcing resources into the **Stockpile**, though it is still a gradual process, and some resources will inevitably be wasted in comparison to using **Oasis** by itself.

**Strengthened Abilities**

* **Oasis**: 5 **Oases** can be set up at the same time.
* **Stockpile** increases its inner space into the size of a medium-sized house.
* **Temperature Manipulation**: An area the size of a house can be heated to extreme levels or frozen.

**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. The form is a body riddled with holes, with scarabs constantly crawling in, out, and all around the human body. Scarabs are unable to be independent. However, they are very tough and can crawl around like moving armor to block attacks.

## Sequence 3: Sandstorm

**New Abilities**

* **Erosion**: **Sandstorms** can **Erode** all types of different constructs, including mystical formations, seals, and machinery. As different constructs become eroded, their functionality can begin to break down.
	+ Living bodies count as machinery that can be **Eroded**.
	+ **Sandstorms** can focus their efforts towards **Eroding** a certain spot in an isolated area like a concealed area and eventually bore a hole through.
	+ The surrounding environment can be **Eroded** to form particles like sand or dust for with **Particle Manipulation**.

**Strengthened Abilities**

* **Drought** and **Oasis** can now limit and produce more complex physical resources and spirituality-rich resources. They can also interact with Beyonder characteristics.
	+ **Oasis** can manufacture simple mystical items like charms or potions. **Oasis** can also be used to create common supplementary items such as Sonia Island Golden Spring Water.
	+ Using **Drought** and **Oasis** on Sealed Artifacts or Beyonders requires that the **Sandstorm** had owned the corresponding Beyonder Characteristic(s).
		- Using **Drought** on Beyonder characteristics has the effect of sealing their abilities. As **Drought** is an environmental ability, artifacts and Beyonders with equivalent characteristics in the vicinity will also be sealed.
			* The seal will strengthen over time, the rate of which depending on the sequence of the targeted characteristics and their numbers.
			* **Drought** can be applied to the inner **Stockpile** space to transform it into a place to seal artifacts.
			* **Drought** will only be applied to the specific characteristic that the **Sandstorm** is targeting. A Beyonder won't lose all of their abilities from a **Drought**.
		- Using **Oasis** to create Sealed Artifacts requires equivalent and purified Beyonder characteristics on hand. **Oasis** can also reverse the effects of **Drought** sealing a characteristic.
	+ **Sandstorms** are able to identify nearby resources with ease.
		- They can quickly tell what sequence any Beyonder is and whether they have duplicates of characteristics.
* **Particle Manipulation**: Entire sandstorms can be controlled from a distance, allowing those clouds of sand to devastate certain battlefields.

**Incomplete Mythical Creature Form**

* The amount of crawling scarabs increase, almost completely blanketing the entire body.

## Sequence 2: Disasters Proctor

**Strengthened Abilities**

* **Weather Manipulation**: **Temperature Manipulation** and **Particle Manipulation** are massively strengthened, making **Weather Manipulation** possible.
	+ **Weather Manipulation** can cause entire heat waves, freezing air, rain, and blizzards.
	+ **Particle Manipulation** doesn’t directly affect water, making control of water-related weather limited.
* **Oasis** and **Drought** can regulate mystical resources.
	+ **Oasis** and **Drought** can manipulate the levels of spirituality in the surrounding environment, allowing all spiritual abilities to become stronger or weaker. This has the side effect of strengthening or weakening the connection between the real world and the **Spirit World** correspondingly.
	+ **Oasis** and **Drought** can manipulate the levels of corruption within the surrounding environment. **Oasis** will use the status and powers of the **Disaster Proctor** to corrupt the nearby environment, while **Drought** can reduce corruption that come from other Beyonders and pathways.
	+ Up to 25 **Oases** can be used at the same time.
* **Erosion** can chip away at the mental stability and memories.

**Mythical Creature Form**

* After becoming a complete **Mythical Creature**, a **Disasters Proctor's** entire body becomes a swarm of scarabs, able to change into countless shapes besides the human body.

## Sequence 1: Resource Pharaoh

**Authorities**

* **Resources:** All **resources** are finite.
	+ **Oasis** and **Drought** can now affect abstract resources, including but not limited to **anchors**, **time**, and **luck**, provided that the **Resource Pharaoh** has the prerequisite understanding and grasp of those abstract resources.
		- **Anchors** can be also be produced directly by **Oasis** to stabilize the **Resource Pharaoh**, though those **anchors** suffer the same problems as other types of artificial **anchors** in that they cannot maintain humanity. Using **Drought** with **anchors** can take the form of directly isolating a deity from "Their" **anchors** or subconsciously steering "Their" believers away from that deity.
		- **Time** can be produced by **Oasis,** which has the effect of speeding up the current environment in comparison to neighboring ones, allowing those inside the sped up environment to perform more actions than those outside, while **Drought** does the opposite. Unlike the **Error** pathway's authority of **time**, a **Resource Pharaoh** is unable to manipulate specific targets, and time cannot be reversed or frozen completely.
			* Using **Oasis** to produce **time** can be used to speed up the effects of **Erode**.
	+ **Stockpile:** Abstract resources can be **Stockpiled** to a certain extent.
		- Manipulating abstract **resources** is taxing to the **Resource Pharaoh**, so **Oasis** and **Drought** should be used wisely in combination with **resources** stored in **Stockpile** in advance. A **Resource Pharaoh** is still bounded by the limitations of **resources**.
	+ **Desolate Wasteland** (**Divine Kingdom**): this nascent **Divine Kingdom** enforces a near-universal **Drought**, making it much more difficult to retain resources. The natural order brought by the **Desolate Wasteland** includes that of resource scarcity (dryness), sand, extreme temperatures, and harsh light.

**Strengthened Abilities**

* **Erosion** can gradually break down a **Divine Kingdom**, leading to the breakdown of functionality of that mysticism construct.

## Sequence 0: Desert

**Authorities**

* **Resources**
	+ **Oasis** and **Drought** have reached the level of authorities and allow the **Desert** to hold complete dominion over **resources**. In most cases, it is no longer required to have owned a **resource** to manipulate it.
		- The **Desert** can **Drought** all Beyonder characteristics below the level of Uniquenesses without having owned them before. **Oasis** can then restore access to select Beyonders.
			* Beyonders with higher level characteristics take longer to be **Droughted**.
			* Deities fully affected by this **Drought** have their statuses reduced to an awakened Uniqueness.
		- A Uniqueness alongside its authorities can also be **Droughted**, but this requires current ownership of the Uniqueness.
	+ **Desolate Wasteland** (**Divine Kingdom**): This complete **Divine Kingdom** will actively and constantly drain all resources until nothing is left. Whatever cannot be drained will be **eroded**, and the potency of **Disintegrate** increases within the **Divine Kingdom**.
* **Disintegrate**: **Disintegrate** can reduce most physical objects, conceptual objects, and attacks into sand. This is a higher level application of **Erosion**.

**Strengthened Abilities**

* **Temperature** and **Particle Manipulation** can be used to devastate entire planets.