OU

-如果水流漫过-

[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)-

[1石墨链接]

[2石墨链接]

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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