[Wiki搬运][非凡途径]Pathways[2/2][诡秘之主]
内有:全序列中英文对照/各途径概述
-Chart of All Known Sequences (220/220)-
如上图,1为新2为旧,我自己加的中文,虽然我知道可能有人做过了但是我还是忍不住自己扒了一遍就当加深印象了(什么),顺便无面人真就faceless啊我喷了xx
这么多英文搞完我已经头晕眼花了,不知道会不会有虫xx
-List of Pathways-
Each pathway belongs to a group containing multiple pathways. At high Sequences, pathways can switch to other pathways in the same group without suffering madness, making Beyonder characteristics and ingredients of the same pathway group valuable to all the pathways within that group. The only pathway without any other pathway to switch is the Wheel of Fortune Pathway.
Lord of the Mysteries
Fool Pathway
The Fool pathway seems to be about acting and directing actors. It specializes in illusions, changing appearances, controlling other people as marionettes, divination, and strong muscle and facial expression control. At high Sequences, they can resurrect from the dead, turn their marionettes almost into another copy of themselves, and bring things from the past to the present. Summon someone or something him familiar from history, And exists in the form of a fictitious body with the corresponding ability.
Door Pathway
The Door pathway has many traditional mage abilities. They can teleport, perform divination, phase through objects, cast tricky spells, and copy other Beyonders' powers. Their main ability is to travel quickly through the Spirit World. At high Sequences, they will have higher capabilities to manipulate space. They can also make things happen in secret, allowing them to avoid detection through Beyonder methods.
Error Pathway
The Error pathway is good at stealing from others. They can trick others through illusions, steal their opponents' Beyonder abilities, and steal reasoning and attacking intentions. At high Sequences, they can turn into a parasite to live in a host, as well as steal abstract concepts such as life, destiny, and fate. They are also experts in exploiting the loopholes in the rules, becoming a "bug" like existence.
The Ancient Sun God called this pathway a "Bug", and explained it as "a trojan horse of fate, the slug of time, the loopholes in rules, the manifestation of all errors"
God Almighty
Hanged Man Pathway
The Hanged Man pathway seems to have corruption and degeneration abilities. They represents depravity but also represents sacrifice and commitment in a positive sense. They can use powerful flesh and blood magic, manipulate shadows and steal souls to use other Beyonders' abilities. At high Sequences, they could manifest their foe's corruptive thoughts and use their stolen soul's abilities simultaneously.
Visionary Pathway
The Visionary pathway is adept at subtle psychological and thought manipulation. They can read minds, understand emotions, manipulate others, hypnotize people, and plant false ideas and emotions in people. At high Sequences, they can control others without their realization and even affect reality through their thoughts and dreams.
White Tower Pathway
The White Tower pathway represents the omniscience in "omniscience and omnipotence". Their knowledge is more mysterious than that of the Hermit or Paragon Pathways. They have good memory and reasoning, as well as the ability to copy other powers. At high Sequences, they can see the future.
Tyrant Pathway
The Tyrant pathway specializes in water and weather-related abilities. They can cast powerful water, wind, and electricity spells, gain strength in water, sing to disable their opponents, glide in the air, act freely underwater for long periods of time, and become enraged to increase their power. At high Sequences, they can control sea creatures, walk freely in the ocean, control the weather, travel at the speed of lightning, and can even produce enough electrical power to rival a star.
Sun Pathway
The Sun pathway has traditional priest abilities, such as powerful light and holy magic, as well as buffing abilities. They can cast light and fire spells, buff others and themselves with music, create notaries which act as buffing charms for people, purify evil spirits, and create unbreakable contracts. At high Sequences, they could directly reduce their opponent's Sequence and creates an ocean of light to instantly purify their foes in a large area.
Goddess of Origin
Mother Pathway
The Mother pathway has plant and earth-related abilities. They also dabble in the field of healing, healing both physical and soul body. At high Sequences, they are able to make their surroundings flourish quickly, creating a chimera/crossbreed, an ordinary human, and various constructs such as golems.
Moon Pathway
The Moon pathway has powerful healing and buffing capabilities, as well as good physical stats. They can create powerful healing and buffing potions, tame animals, regenerate, and cast darkness spells. At high Sequences, they could freely utilize the power of moonlight to move instantly and shield a certain area, making their activities hidden.
Key of Light
Wheel of Fortune Pathway
The Wheel of Fortune pathway is adept at manipulating fate, luck, and probability. They can control luck, store luck and release it, make people unlucky, perform and counter divination, predict the future, gain increased bodily control, and manipulate disasters. At high Sequences, they can make the certain uncertain, trap people in an endless loop of fated event, and avoid danger by restarting the encounter or through reincarnation.
The Anarchy
Black Emperor Pathway
The Black Emperor pathway can manipulate rules and order to suit their own needs. They are proficient at distorting justice and law in order to exploit loopholes while using their opponent's own words, actions, and intentions to restrict them. Those of this pathway can set down an order that must be followed by those weaker than them. At high Sequences, they can endlessly resurrect and cheat death if their order still remains.
Justiciar Pathway
The Justiciar pathway is strong at setting laws and punishing lawbreakers. They can set up rules that will inflict punishments if broken, directly attack minds and souls, recognize people supernaturally, detect abnormalities, and use all kinds of weapons and explosives. At high Sequences, they can negate other Beyonder powers and supernatural phenomena, and enforce order upon chaos.
Scourge of Destruction
Red Priest Pathway
The Red Priest pathway seems to contain war-related abilities. They are experts with fire, traps, have enhanced strength and agility, can find and attack weaknesses, they are good at plotting conspiracies, and can provoke others into losing control. At high Sequences, they can transform into a blazing meteor to travel quickly, and control the weather.
Demoness Pathway
The Demoness pathway seems to be centered around causing disaster and catastrophe. They have excellent agility, have powerful ritual and curse magic, good at assassinations, can manipulate invisible threads, incite people to cause crimes and inflict disease. At high Sequences, they can resurrect, petrify things, spread plagues, and control natural disasters.
Phantom of Knowledge
Paragon Pathway
The Paragon pathway specializes in knowledge of the natural world and crafting items. They have excellent scientific knowledge, historical knowledge, mechanical knowledge, can create powerful Beyonder weapons, and have an intuitive knowledge of using and avoiding the drawbacks of sealed items. At high Sequences, they can pour their spirit into objects they create to give them life.
Hermit Pathway
Not much is known about the Hermit pathway, but they seem to specialize in knowledge of the mystical and occult world. They have good divination and ritual magic abilities. At high Sequences, they are able to see and hear hidden existence easily, creating spell based on fairy tales, and foresee the woven fate of a person.
Eternal Darkness
Twilight Giant Pathway
The Twilight Giant pathway has traditional warrior abilities, including many powerful combat capabilities, both offensive and defensive. They can easily master all weapons, conjure powerful weapons and armor, destroy evil spirits, take damage for others, enter an almost unbreakable defensive stance, and wield extreme strength, speed, and agility. At high Sequences, they can mix powerful drugs and medicines for stat enhancements or healing, suppress their intentions, create doppelgangers, automatically identify weaknesses in others, and bend light to hide their presence.
The power of the Twilight Giant pathway is also related to waning.
Death Pathway
The Death pathway is notable for its powers related to the dead and spirits. They can create zombies, summon spirits to fight for them, resist cold and decay, travel through the spirit world, communicate with the dead, and have enhanced abilities to fight undead, wraiths, and other evil spirits. At high Sequences, they can resurrect and instantly kill their enemies.
Darkness Pathway
The Darkness pathway has powers related to the night and souls. They gain strength during nighttime, can pacify souls, enter others' dreams, cast AoE sleep spells, see in the dark, and suppress their enemies' moods and desires. At high Sequences, they can host evil spirits within them, shift a certain area under the state of secrecy, and give misfortune to others.
Father of Devils
Chained Pathway
The Chained pathway gains different types of mutant abilities, although they also inherit a curse. They can summon zombies, jump through things with reflections, resist bullets with powerful defense, possess others, control ghosts, cast death-related spells, regenerate and heal themselves, and sacrifice rationality for more power. They have high strength, speed, and defense, but have some difficulty in controlling themselves. They also lose power or control during the full moon. At high Sequences, they can control every nonliving thing within a certain radius and hex their target turning them into harmless animals.
Abyss Pathway
The Abyss pathway gains demonic and devil-related abilities. They have high strength, perception, can cast ritual and sacrificial spells, control and corrupt the desires of others, detect danger intuitively, increase in size, resist mental, poison, and curse attacks, and buff themselves for more strength and defense. At high Sequences, they can make their enemies able to make a mistake easily.
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