Trench Pathway/Abilities

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## Sequence 9: Diver

**New Abilities**

* **Divers** have toned bodies that allow them to swim more efficiently.
* **Divers** are able to hold their breaths and sustain higher depths of water.

## Sequence 8: Freestyler

**New Abilities**

* **Intuition**: **Freestylers** can pick up any skills and knowledge more quickly than before through an enhanced **Intuition**.
	+ **Freestylers** can learn various artistic and physical skills quickly and then being able to freestyle off of those skills, allowing for creative and novel applications of those skills mid "performance".
	+ This ability does not involve any enhancements to the Body of Heart and Mind. Instead, the Spirit Body becomes more receptive to improvement and is more able to express its newfound capabilities.

## Sequence 7: Seafood Hunter

**New Abilities**

* **Enhanced Vision**: Alongside having spirit vision, **Seafood Hunters** can also detect microwaves, infrared, and ultraviolet light.
* **Seafood Hunters** can manifest shrimp claws that cover their entire arms. Seafood Hunters can either choose blunt claws that are more suitable for smashing or spiny claws that are better for stabbing.
	+ Destroyed claws require a day of recovery.

**Strengthened Abilities**

* There are corresponding enhancements to the spirit body and physical body, which enhances their **Intuition**. Their strengthened spiritualities also enables them to perform ritualistic magic better.
* **Seafood Hunters** can also dive much deeper and stay underwater longer, allowing them to easily reach the Twilight Zone of the Ocean. They can also now breathe underwater.

## Sequence 6: Flow Mage

**New Abilities**

* **Water Manipulation**: **Flow Mages** are freely able to move around and bunch up water in different shapes.
	+ There are no preset spells for **Water Manipulation**, so what can be accomplished is all up to the skill of the **Flow Mage**. **Flow Mages** will typically make heavy usage of their **Intuition** to learn to use **Water Manipulation** effectively.
		- Common use cases are water bullets and weapons.
* **Flow State**: **Flow Mages** can temporarily heighten the potency of their **Intuition** and reduce their inhibitions to enter a **Flow State**. **Flow State** allows for peak performance at whatever the Flow Mage chooses to do.
	+ **Flow State** has a high rate of spirituality consumption.
	+ **Flow State** can be interfered with by powers involving the mental domain.
* **Flow Aura**: **Flow Mages** can turn on an infectious aura, causing nearby beings to trust their **Intuition** more and think rationally less.

## Sequence 5: Abyssal Delver

**New Abilities**

* **Abyssal Delvers** gain a strong physical and spiritual constitution that allow them to withstand extreme conditions.
	+ They can survive high physical and spiritual pressures. This allows them to survive at pretty much any depths within the ocean.
	+ Their physical and spiritual senses become much more potent, allowing for more effective adaptation to new environments.
	+ Their physical and spiritual constitutions can recover extremely quickly, though not as fast as a Rose Bishop.

**Strengthened Abilities**

* **Claws** are now able to recover mid-battle and are harder than steel.
* **Water Manipulation** can be used to create water cages of immense pressure, crushing everything inside.

## Sequence 4: Automator

**New Abilities**

* **Automation**: Cycles of spirituality that perform repetitive tasks can be created.
	+ **Automated** actions must be fueled by at least one soul. Traces of **Automation** in any soul can be found with not to much difficulty.
		- The selected soul doesn't have to be the **Automator's**. An **Automator** can easily force an **Automation** onto any non-demigod, and beyond that will find it easier to gain consent.
			* Other beings' souls can be **Automated** to compel them to take **Automatic** actions against their will. Those beings would be aware of their plight, but be forced to undertake those actions regardless.
	+ **Automated** actions cannot exceed 20 meters from their source soul, making local actions the most effective target of **Automation**.
		- A cycle can be **Automated** to constantly check the Heart of Body and Mind for interference from outside abilities and trigger certain changes in response. For example, the **Automation** can trigger a Sealed Artifact on hand.
		- A sequence of combat moves or Beyonder ability activations can be **Automated**, which can often be faster than performing those actions manually.
			* This is extremely useful for **Water Manipulation**.

**Strengthened Abilities**

* **Flow State** is natural to an **Automator**, allowing them to use it whenever they wish without enduring extra strain.
	+ An **Automator's** **Intuition** can replace the rational mind if the need arises, like if the rational mind ever becomes unconscious.

**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 full with gray chitin and fully formed lobster claws.
	+ Spirituality and the physical body recover faster than normal in this state.

## Sequence 3: Laminar Lord

**New Abilities**

* **Liquid Manipulation**: As a higher level application of **Water Manipulation**, a **Laminar Lord** can now manipulate all types of liquids at much higher volumes than before.
	+ Massive floods of water can be flown through the sky.
	+ Blood, lava, and poison manipulation are possible.

**Strengthened Abilities**

* **Automation's** range extends to 50 meters.
* **Flow Aura** can strengthen specific parts of **Intuition** on a large scale.
	+ **Flow Aura** can smoothen the flow of a crowd of moving people by enhancing people's intuitions with movements. This effect can also be augmented by **Automation**.

**Incomplete Mythical Creature Form**

* The incomplete **Mythical Creature** Form is now a giant lobster save for a few open areas with human skin at the joints of limbs. At this point, the **Laminar Lord** has 10 legs to walk on.

## Sequence 2: Ancient Keeper

**New Abilities**

* **Ancient Manifestation**: Anything that was ancient can manifest its effects into the present world, but this requires the **Ancient Keeper** to be aware of its existence.
	+ **Ancient Manifestation** can bring out characteristics of evolutionary ancestors.
	+ **Ancient Manifestation** can restore an ancient order, mystical or non-mystical, and have it compete with the current order for supremacy.
	+ If the **Abyssal Keeper** is old enough, they can be classified as ancient and be able to maintain that ancient state of theirs even if they would fall into a nadir.
		- Ancient variants of other Beyonders can be manifested with certain limits. Other angels can be forced to regain weaknesses "They" once had, but “They” won’t have their sequence demoted.
		- **Ancient Manifestation** cannot directly manifest a uniqueness.

**Strengthened Abilities**

* An **Ancient Keeper's** **Intuition** can match the decision making prowess of mental calculations at an extremely high level, making normal rationality nearly obsolete for the **Ancient Keeper**.
	+ This often leads to the **Ancient Keeper** making bizarre choices that end up succeeding.

**Mythical Creature Form**

* As a complete **mythical creature**, the body becomes a giant lobster made of illusory symbols and cloaked in a shade of dark blue.
	+ Alongside of having enhanced recovery, **Abyssal Keepers** will unleash an aura that manifest ancient traits of everything around chaotically.

## Sequence 1: Heart of Alteration

**Authorities**

* **Natural Processes**
	+ Any existing **Natural Processes** of an environment can be magnified or reduced. Additionally, **Natural Processes** can be sustained or restored if they are tampered with by outside forces or Beyonder abilities.
		- The **Natural Process** of global warming can be controlled.
		- The will of the Oldest One to converge can be controlled to a certain extent.
		- The rate of spirituality recovery for the **Heart of Alteration** can be increased.
	+ New large-scale **Natural Processes** and flows can be established in an environment.
		- This relies on the existing order, like that of Justiciar Laws, Death aura, or ancient orders brought back by **Ancient Manifestation**. Multiple coexisting orders can even be combined together to create a mutated **Natural Process**. Once the **Natural Process** is created, the original order cannot be retracted easily.
		- Depending on the process created, new **Natural Processes** can become self-sustaining.
	+ **Hadalpelagic Domain** (**Divine Kingdom**): This nascent **Divine Kingdom** can override or merge with an existing natural order, allowing for a new natural order to the formed that can be used to create new **Natural Processes**. The natural order that the **Hadalpelagic Domain** brings is that of high pressure, darkness, and extremely cold temperatures, which will continuously suppress all beings besides the **Heart of Alteration** while inside.
		- It takes a longer amount of time than normal for a **Hadalpelagic Domain** to be established than normal nascent **Divine Kingdoms**, and this process can be interfered with.
		- Some natural orders are completely incompatible with the **Hadalpelagic Domain**, meaning that one will be overwritten. For example, it is not possible to have an environment be dark and bright at the same time.

## Sequence 0: Trench

**Authorities**

* **Natural Processes**
	+ **Natural Process Omnipresence**: As an embodiment of **Natural Processes**, the **Trench** can sense how **Natural Processes** of all different environments in vastly different places connect to each other and has authority of **Natural Processes** at a truly global level.
		- Correspondingly, a **Trench** can manipulate **Natural Processes** to achieve extremely far-reaching effects.
		- In order to sort this vast amount of information, the **Trench's** **Intuition** must be developed to an extremely high level and accuracy beyond which that is already given by the pathway, and even then, a lot of information can be lost.
			* To prevent this, a **Trench** should pay more attention to certain areas in advance if "they" expect important knowledge to be had.
			* This authority does not fully rely on the usage of the Spirit World or divination, so it can glean information otherwise lost to anti-divination and vice versa. A Trench can also sense concealment if it affects the function of **Natural Processes** too much, though "they" won't be able to see inside the concealment.
	+ **Hadalpelagic Domain** (**Divine Kingdom**): This complete **Divine Kingdom** can merge with the order of other **Divine Kingdoms**. The natural order that the **Hadalpelagic Domain** brings is still that of high pressure, darkness, and extremely cold temperatures, which will continuously suppress all beings besides the **Trench** while inside.
		- It takes an even longer amount of time than normal for a **Hadalpelagic Domain** to be established than normal complete **Divine Kingdoms**, and this process can be interfered with.
		- **Crushing**: After establishing a complete **Hadalpelagic Domain**, a **Trench** is able to mobilize the hadalpelagic natural order (specifically that of high pressure) to **Crush** many things within the **Divine Kingdom**.
		- **Isolation**: a **Trench** can isolate the inners of the **Divine Kingdom** to a very high degree if the darkness aspect of the hadalpelagic order is made especially strong, causing a number of side effects.
			* This can provide a certain degree of concealment and lack of access to the Spirit World and Astral World. However, this will weaken **Natural Process Omnipresence** as mystical **Natural Processes** located outside will no longer be able to be sensed.
			* The **Divine Kingdom** can be subdivided, forming islands isolated from each other.

**Strengthened Abilities**

* **Ancient Manifestation** is effective on matters relating to the **Trench** uniqueness, including being able to manifest the ancient state of the **Trench** being at Their prime.
* **Liquid Manipulation** strengthens to the point where entire worlds can be flooded.