ฝึกพูดภาษาอังกฤษด้วยเทคนิค Shadowing จากวิดีโอ: Fool Pathway FULLY Explained in Lord of Mysteries

กำลังสร้างบทเรียน...
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In today's video, we will be going over the full path.
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We'll be starting in sequence 9, going all the way down to sequence 0, covering all the abilities along the way.
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Without further ado, let's get straight into it.
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Let's kick things off straight away with sequence 9 Seer, and it's a very decent sequence 9, nothing too crazy, but nothing too, you know, bad.
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They gain some very high spirituality for sequence 9.
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They gain knowledge on ritualistic magic, divination, anti-divination, and they have some form of danger intuition, some very minor form.
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So very decent abilities.
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On top of this, they also gain enhanced memory, which, you know, helps boost their IQ a tiny bit.
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But all in all nothing too crazy.
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Let's move on to sequence it now Let's move on to sequence a clown and once again, it's nothing too crazy, but it's nothing too bad You know, but this is a common theme we'll see throughout the food pathway at the lower
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and mid sequences
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So as a clown they just gain enhanced control over their body in every in every way
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So pretty much first of all their facial expressions They can
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hide it unless it's pure shock terror some extreme emotion They're always able to have a mask on
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and not show their true emotions which can come in handy for example
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when going against someone of the spectator pathway who rely on tiny cues to figure out your real emotions
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and they can use this during battle as well.
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On top of this their actual bodies such as their flexibility, their agility and speed especially all get massively boosted and so does their balance.
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So even if there's a huge rocking ship they're able to stay on it no problem at all.
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They can perform acrobatic moves such as backflips, being able to rapidly switch directions when going full speed.
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So a bunch of these smaller abilities like a circus clown would have.
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On top of this their spirituality gets massively boosted
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and their danger intuition gets a massive upgrade
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which for sequence a is a very good ability to have they're able to basically for example
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if i'm standing at a door
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and someone's on the other side i can pretty much predict
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who it's gonna be who's on the other side of the door
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and they can sometimes predict what the opponent's next move will be during battle
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so it can be very very useful uh to have
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and lastly they gain this ability where they can turn paper weapons
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and make them deal real damage
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so i can make a paper dagger throw it at someone
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and it'll have the effect of a real dagger
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so very decent abilities actually when you think about it
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but again not top tier in my opinion let's move on
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to sequence seven now let's move on to a very underrated
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sequence seven in my opinion called magician now it's underrated
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because it gives you such a variety of different spells it
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gives you nine new abilities yes nine new abilities the first one being damage transfer
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if i take a bullet to the heart
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and um i'm about to bleed out yeah i can just damage
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that transfer to my hand
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and i'll be perfectly fine my hand will take the damage i won't be able to use my hand anymore
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but i'd rather not be able to use the hand then
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be completely dead at all right on top this they also
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gain other things such as an air bullet they can simply point at you with a with a handgun sign
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and shoot real bullets at you on top this they can also use flaming jump
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which is within like a 30 meter radius if there's flames
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or anything related to that they can simply teleport to
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that flame which it can be very useful especially
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if they plan beforehand the fight
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and set certain things on fire on top this they gain access to paper figure substitution which means
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when a fatal attack is coming towards them they can simply
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avoid it by substituting with the paper figurine they plan beforehand they can ignite surfaces within a 30 meter radius
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that are very flammable.
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They gain access to underwater breathing, they can drop paper as weapons, they can create illusions, and they can even soften their own bones.
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So when they take a hit, for example, they can soften the impact so they don't take as much of a hit.
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And this also helps their agility and their speed from the previous sequence, even able to perform these even more acrobatic moves, right?
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So very, very good sequence seven, in my opinion, very, very underrated.
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And let's move on to sequence six.
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Now, again, I'm really not sure what it is with the full pathway
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so far but it's a very decent sequence six
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and it's called faceless now faceless is a very specific sequence right
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and we see this a lot with actually sequence sixes basically
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i can transform into anyone right for example i want to
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turn into my friend yeah i can simply shape shift my own body
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and turn into my friend right that's why it's called faceless it's as
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if i have no face i can always be someone else um on top of this though the restriction is
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that i cannot turn into someone too tall
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or too heavy for myself not at this sequence yet
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so this means
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if i'm trying to copy an nba player right i'm only like 177 centimeters i'm only about 70 kilos so
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if i'm trying to turn into someone that's 210 centimeters 120 kilos it's going to be very difficult for me
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and i don't have the enough fat reserves to morph myself into
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that maybe i can copy their face
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but it's going to be hard to recreate the entire body
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um on top of this they also gain you know boosting to their acting
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so they can really act like the person they turn into
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and enhanced memory
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So whenever they see someone they memorize their facial features They
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memorize their body perfectly down to the detail a small mole on their face Yeah, they're gonna recognize that they're gonna remember that
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so they can use it later
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So all in all this can be extremely useful for escaping situations for infiltrating situations
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And it's just a pain in the ass to go against
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because I can be anyone right if you're chasing me i'm wanted Yeah, I have a new identity within a few minutes Now let's
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move on to arguably a top three sequence five in the entire series at its full potential called marionettist
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Let me explain to you everything that's going on because it is a pretty complicated sequence five.
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First of all, as the name suggests, they can now control marionettes, which is basically you turn someone into your own personal slave, right?
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They pretty much have no conscience anymore.
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They're only a soul, but the process of getting one is pretty difficult.
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So let me explain to you what's going on first of all they're now able to see spirit body threads
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which are think of it as threads coming out of a
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person's back out of a person's body right all over their body this means
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that invisibility will no longer work on them
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because they can simply see the threads coming out of the invisible person
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so they know someone's there so it's just a small side effect bonus
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that they get pretty much now to control someone as your
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marionette you have to get into a five to ten meter range depending on your digestion
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and attempt to control the spirit body threads sort of grasp them for yourself now the issue is
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that five to ten meters is not a long range five meters is right there
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and the person who's getting affected by spirit body threads they're gonna notice
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that you're affecting their spirit body threads everyone knows about marionettes
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and how dangerous they can be as a mid-sequence beyonder
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so as soon as i'm for example i'm a sequence five
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or sequence six pirate
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and the marionette is just trying to control me i'm gonna
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realize oh shit someone's trying to be you know kill me so i just turn around and i shoot them right, dead, it's as easy as that.
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So you have to be incredibly smart with how you go about it because when you're attempting to control it, especially during the initial stage, which will last five to 20 seconds,
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depending on your proficiency at using the spirit body threats, you're incredibly vulnerable and the person can still fight back during that time, which is called the initial stage.
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If you successfully knock them out and then control the spirit body threats, get past that initial stage, that's all that matters, then they become still, they can't really move anymore,
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your thoughts will turn slower and slower and it's really, really hard to fight back after that point.
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It is pretty much over for you unless you have some kind of trump card.
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So after the initial stage was five to 20 seconds, it takes another three to five minutes to fully control you, but at that point, you're unable to move.
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So it's pretty much free game for the marionetist.
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Now, once the marionetist has controlled you, you are their slave, right?
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You only have a soul left.
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You don't have a consciousness.
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You don't have anything.
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And they can control you from 100 to 200 meters away, again, depending on their proficiency and their digestion of their potion.
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Now, another person won't even realize that you're a marionette
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because you still keep your own spirituality you don't even use
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the spirituality of the marionette is to use your own
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that you once had so people don't even realize
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that a marionette's around they can control you from far away
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and it's you know it's free game for them
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if someone you know kills the marionette they can simply run away they are in no danger whatsoever um
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and on top of this once they're fully digested their potion
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they control up to three marionettes now there's some crazy combinations
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that they can do
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if they control a shepherd at sequence five the shepherd can still use all their abilities
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if they control someone from the monster pathway they'll have incredible luck
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if they control the wraith from the chain pathway they can
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put the wraith in somebody the wraith will make them unable to move
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and then they can control the spirit body threads for free
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and get even more marionettes so that is especially the most deadly combo wraith
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and a marionettist um but yeah very very good sequence five
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if you manage to reach its full potential
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but you have to be incredibly smart with how you go about things uh
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but you know if you want a good example just watch how client did it uh let's move on to sequence 4.
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Now let's move on to sequence 4 Bizarro Sorcerer
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and this is where the full pathway truly starts to show why it's the strongest pathway in the series in my opinion.
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First of all they gain some access to concealment not a truly authority
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or anything like that simply the fact
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that they can hide their you know beyonder level from other beyonders
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which is pretty useful to have right usually you can't hide the fact
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that you're a demigod but now they can even hide the fact
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that they're a demigod from other beyonders and pretend
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that they're a sequence 6 or a sequence 5 or something like
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that which is incredibly dangerous since if someone provokes them thinking
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that they're sequence six
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and they turn out to be a sequence four it's over for them right uh anyways as for their strength
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and abilities let's go over those
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because there's a whole bunch of them first of all their
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damage transfer can now be transferred onto a paper figurine completely
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avoiding the damage at all their air bullet now has the
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strength of an air cannon they can use the flaming jump
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from up to one kilometer away they can shape shift into
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absolutely anything right any creature any animal uh any width any height etc
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and their marionette disabilities all get boosted right earlier they could
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only have up to three marionettes yeah from sequence 5 to sequence 4
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that increased to 50 50 marionettes from 3 to 50 on top is their range
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that they could control the marionette increased from 100 to maximum
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200 to one kilometer one whole kilometer that's a very very
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large radius to have on top of this they can pretty much seamlessly swap
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and teleport between any of their marionettes within their range this means
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that if i'm in trouble oh yeah simply you know i'll switch places with
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that with that tiny bug over there
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and shapeshift myself into an even tinier bug the size of a molecule right
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so you're not gonna find me and I'm simply gonna flame jump away
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and I'm perfectly fine on top of this they also gain enhanced spirituality
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which means that they can divine and use spirit vision with extreme proficiency
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and nobody can really stop them from doing
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that they're also one of the only pathways
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that gain access to their incomplete mythical creature form
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and are able to use it to some degree usually sequence
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fours sequence threes they gain access to the incomplete form
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but they aren't able to fully use it or you know
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if they do use it they're simply gonna die
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but um the full pathway can they can extract the worms
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because it's like a bunch of invisible sort of weird worms
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it's it's really disgusting their mythical creature form they can take these worms out turn them into worms of spirits
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and gift it to their own marionettes now
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when they gift it to their marionette the marionette can now
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use the abilities of a sequence for bizarre sorcerers as well
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so they extract like 30 worms from their incomplete mythical creature form put it into 30 different marionettes
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that are all within a one kilometer radius all of those marionettes can use an air cannon for example
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or any one of the bizarre source abilities be teleporting around switching with each other um
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and they all gang up on one opponent you can guess what happens right
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so it's it's really no debate
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that the sequence for bizarre sorcerers arguably the strongest sequence for for this reason alone the fact that you can share
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and basically turn yourself into 30 versions of yourself that all can use your abilities is absolutely busted in my opinion.
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But sequence three only gets crazier as it is the strongest sequence three in the entire series.
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So let's move on to that.
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Now let's move on to the undebatable strongest sequence three in the entire series called Scholar of Yore.
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Now this is where the full pathway truly, truly starts to separate itself.
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First of all, they gain three abilities related to history.
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Yes, they have control over history at the sequence three level
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sounds crazy let me explain to you the three sections are historical void borrowing historical void summoning
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and historical void hiding first of all the borrowing
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and the hiding aren't very complicated
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so let me explain to you those first the borrowing is as simple as it sounds they can borrow spirituality
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and you know other body parts
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or other basically borrow stuff from their past self for five
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minutes ago i was fine now i'm in the middle of a battle
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and i'm getting my shit robbed i'm getting beat up completely right i can simply borrow
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that my strength from my previous self
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and make myself strong again make myself okay again
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and ready to go uh now hiding is as simple as
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that as well they simply hide within the historical void
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which is like a void of history
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that they gain access to at the sequence um
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and yeah they can hide in there as long as their spirituality allows
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and they have a pretty massive spirituality with the only downside being
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that they have to exit in the exact same spot in the real world where they entered
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so someone could technically just camp there but you know
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while you're hiding in this void you can get your teammates
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to help you can get people to you know you can
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figure something out you can come up with some kind of plan.
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But all in all, of course, it is a very useful ability to have.
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But their main ability is the second one that I mentioned initially, which is the summoning.
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Pretty much, they can summon people or objects that existed in the past as a limited time from the historical void.
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Now, there isn't always going to be a successful summoning.
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Basically, it all depends on your own proficiency using the historical void.
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It depends on how well you know the person in order to be able to summon them.
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And it depends on the person's sequence.
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So if I summon a sequence one, they're not going to have the strength of a sequence one.
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They're going to be, you know, readjusted their level to how good I am at controlling them how well I know them
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and my sequence myself
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so at sequence three they might only have the strength of a sequence to themselves now the crazy part is
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that these historical void projection have their own spirit body threats
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so they can also be turned into marionettes
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so basically what I can do is
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when I'm not in danger I don't have to use this
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in the middle of a battle I can you know prepare
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myself with a group of people summon a historical void
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and attempt to control their spirit body threats
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so then gaining another marionette indy tells their teammates in advance to go into the historical void
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and prepare themselves to take over the consciousness of the historical
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summoning for example i'm a sequence three scholar viewer i have a teammate who was once a sequence one angel
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but now are only unfortunately a sequence four i tell them
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in advance i bring them to the historical void i tell
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them wait here i'm going to summon your projection i need you to take it over
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so when i'm in the historical void
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when i'm in the battle i summon their prime version of themselves
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which is the sequence one version and then they take over their prime version
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and not only do i have the summoning of a sequence one
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but i also have the intelligence of a former sequence one because usually these projections aren't going to be very smart.
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Think of it as basically they're now able to attempt to
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control someone's spirit body threats in a 500 meter radius
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and they can achieve initial control in just two seconds and they can achieve full control in just 10 seconds.
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So some pretty busted stuff and let's move on to sequence two.
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Now let's move on to sequence two miracle invoker and honestly this sequence two is a very hit or miss.
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Let me explain to you why.
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They gain access to wishing which means they have to start off with smaller wishes
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but as they complete smaller wishes through mystical artifacts or their own abilities etc they can start building up to bigger wishes.
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However, the bigger wishes, as you push the boundary of that, they will get more distorted, which means, for example, if I wish for endless money, you know, I might turn into gold myself, and then I'll be able to easily die.
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So you have to be careful with the constraints and what exactly you wish for.
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But if you manage to build a bunch, a bunch of wishes for people, you can use a miracle for yourself.
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Now, a miracle can do anything.
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It is a miracle.
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This is where the pathway, the sequence starts to shine, right?
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For example, if I'm stuck against a sequence zero, right, which is my worst nightmare as a sequence two, and they attack me, I can use my miracle in
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that moment survive that's my that's my wish
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and you know maybe i'll teleport to the other side of
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the world maybe i'll magically block the sequence zero's attacks
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and take no damage at all
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so you can truly achieve some crazy effects with the miracle
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once you reach it once you push those wishes now on
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top of this they gain other things such as increase to
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their uh spare body threat control they can control up to
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5 000 marionettes now they gain their full complete mythical creature form
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which is a bunch of illusory maggots all around it is
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absolutely disgusting it is the most disgusting mythic creature from the
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entire series honestly i don't want to even imagine it but they can separate the Worms of Spirits.
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Remember I told you back in sequence four, they only had 100.
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Yeah, they have 5,000 that they can separate now.
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And remember, they can put these into their marionettes and then the marionettes can use their abilities.
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So you can have some pretty broken sequence two level marionettes walking around wherever you want.
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They can now control these marionettes within a massive you know
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city level scale they're also able to partially jam into fey
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and influence the future so that the probability of something becomes larger
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or smaller uh they are now even able to resurrect
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which means they can basically
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when they die their beyonder characteristic will enter the historical void fuse with their worms
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and spirits from the past and then
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when they want the worms spirit will simply exit the historical void
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and they they will revive now they can do this up to three
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or four times at the sequence two level
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and this replenishes every sequence after this
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so you know very very good with the only downside being
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that they you know pretty much resurrect where their body died
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so someone again could just camp on their body however as a miracle invoker you can use your miracle
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and revive somewhere else completely so if i've completed enough wishes
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and now it's time for me to come back
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and i know an enemy is camping there it's time to
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use my miracle i'll simply move my physical body using my miracle and enter and revive in a safe spot.
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So very, very good sequence two if utilized properly, but it is very hard to do that.
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Let's move on to sequence one.
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Now let's move on to sequence one of 10 in the mysteries.
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And it doesn't seem like a super strong sequence one, but it is definitely a top five out there.
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Basically, first of all, they're able to regenerate not humans, not lives, but spirit body threads in order to control them and turn them into marionette, which they can do in only three to four seconds now,
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which is incredibly quickly if you compare it to the five minutes we first saw at sequence five.
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So basically, if someone's dead, an old sequence two, I find a sequence 2
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that is my biggest wish as a sequence 1 of 10 in the mysteries.
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I can simply regenerate their spirit body threat, not their body, so they won't be able to fight back.
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And I can simply control them and take them.
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It's free game.
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They can't even do anything about it.
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They're long dead.
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It doesn't matter to them anyways.
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Now, the other authority they get is the authority over change, more specifically grafting, which is basically breaking down things and reassembling them.
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They can achieve all types of effects with this.
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It is one of the most versatile abilities, probably the strongest sequence 1 ability out there.
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Think about the fact that I can simply break down the distance between myself and my door over there, which is about 10 meters away and I can graft the locations together.
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I can reassemble them together and I can achieve teleportation in that way.
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I can achieve this on a much grander scale for hundreds
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and hundreds of kilometers and I can do this with all types of things such as grafting endpoints, start points, anchors, prayers, which means if someone desperately needs anchors in order to control themselves,
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I can simply graft those away and even take it, etc. So all the abilities they got as sequence 7 magician and yeah, that's pretty much it.
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They're also able to revive four times again.
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So as a sequence 2, I was able to die four times and come back to life four times
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and again at sequence one I'm able to die four times
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and revive four times again the counter gets reset
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so very very strong sequence one
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and let's move on to sequence zero now let's move on to sequence zero fool
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which in my opinion might be the strongest sequence zero in
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the entire series the first authority they get is fooling
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and they can fool concepts themselves such as time history change
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mind etc let me explain to you what's going on first
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of all time imagine time is frozen by another sequence zero
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or great old one it doesn't affect them they can simply walk through
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that time on top of they can simply mess with time itself for example
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if someone was burned by a fire right i burn my i burn my hand right
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but over time it'll go away yeah the fool
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if he wants to he can keep
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that burning effect on me for as long as he wants simply
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because he has the authority over fooling time itself on top of the stick
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and also fool history if they can't change history but
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if they want someone or the whole world to think
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that something always existed the whole world will think
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that something always existed i created a country
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and i want the whole world to think it existed they
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all believed it was part of the history books even though it wasn't So you can't change it, but they could, you know, make people believe something happened that didn't.
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On top of this, you can also forcefully lower people's IQ.
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IQ is so important, especially when it comes to other sequence zeros, because there are plethora of abilities.
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Now, as a fool, I can lower someone's IQ and then they aren't able to utilize their abilities correctly.
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I can use my other fooling authorities.
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I can use my divine kingdom to conceal all of us together and have more authority over space and time.
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But we'll get to that in a second.
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So I can just mess around with people so much using destiny.
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This means that their destiny is set and no pathway with fate control can really affect them much, which is a pretty useful defensive measure to have, because a lot of pathways actually,
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you'd be surprised, have control over some level of fate, so they can't really affect the sequence zero fool with it.
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So all in all, you can see that it is pretty broken, simply because of the fact of the change authority and the fooling authority.
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Now, they go hand in hand, so using grafting, which I mentioned at sequence one, at the sequence zero level, and on top of the fooling, being able to forcefully lower people's IQ, partially control the spirit world,
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you can see why the sequence zero fool is really broken.
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in my opinion overall the full pathway might be top one
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in the series i don't think the lower sequences are even
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that bad as people make it out to seem i think
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they give you some very decent you know escape capabilities
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and survivability and of course after you get to the sequence four level it is
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so hard to kill you right it is
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so hard to get you always come back especially sequence two one is zero you can resurrect countless times
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if even one of your worms your spirit worm survives you can come back
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and keep in mind those spirit words can turn into molecules
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so it is it is ridiculous right in every way um
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honestly i love this pathway i'm actually going to give it
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sss plus i'm putting it at number one on the leaderboard top of the tier list right now
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but let's go over other pathways such the air pathway
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and then we'll see anyways regardless i hope you enjoyed the video i wish you all the best
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and um love you guys see you all in the next one

เกี่ยวกับบทเรียนนี้

ในบทเรียนนี้ นักเรียนจะได้ฝึกพูดภาษาอังกฤษผ่านวิดีโอเกี่ยวกับ "Fool Pathway" จากเกม Lord of Mysteries โดยจะมีการอธิบายลำดับความสามารถต่าง ๆ ตั้งแต่ Sequence 9 จนถึง Sequence 0 นักเรียนจะได้เรียนรู้คำศัพท์และวลีที่สำคัญเกี่ยวกับความสามารถในแต่ละลำดับ มีการนำเสนอที่เข้าใจง่ายและเต็มไปด้วยข้อมูลที่จะช่วยในการปรับปรุงการออกเสียงภาษาอังกฤษและทักษะในการพูดของคุณ

คำศัพท์และวลีสำคัญ

  • Sequence 9 Seer: ผู้มีความสามารถในการพยากรณ์และการเข้าใจมนุษย์
  • Sequence 8 Clown: มีการควบคุมร่างกายและการแสดงออกทางสีหน้าได้ดี
  • Sequence 7 Magician: ผู้มีความสามารถในการใช้เวทมนตร์หลากหลายประเภท
  • Enhanced Memory: ความสามารถในการจำที่ดีขึ้น
  • Danger Intuition: ความสามารถในการคาดเดาความเสี่ยง
  • Damage Transfer: การโอนร่างกายให้รับบาดเจ็บแทน
  • Flaming Jump: การเคลื่อนที่ไปยังไฟในระยะที่กำหนด
  • Ritualistic Magic: พลังเวทมนตร์ที่เกี่ยวข้องกับพิธีกรรม

เคล็ดลับในการฝึกพูด

เพื่อให้การฝึกพูดภาษาอังกฤษประสบความสำเร็จ นักเรียนควรฟังเสียงและโทนของผู้บรรยายในวิดีโออย่างตั้งใจ คุณสามารถทำการ shadow speech โดยการพูดตามเสียงบรรยายพร้อมกับวิดีโอ เพื่อปรับปรุงการออกเสียงภาษาอังกฤษและความคล่องแคล่วในบทสนทนาได้ดียิ่งขึ้น:

  • เริ่มต้นโดยการฟังทั้งประโยคและพยายามพูดตามในจังหวะเดียวกัน เพื่อให้คล่องแคล่วที่สุด
  • เน้นความรู้สึกและอารมณ์ของแต่ละลำดับความสามารถ เพื่อให้การพูดของคุณมีชีวิตชีวา
  • หากคุณรู้สึกว่าเร็วเกินไป ให้ใช้วิธีการ shadowspeak เพื่อทำให้ช้าลงและเข้าใจความหมายได้ดีขึ้น
  • กลับไปฟังคำศัพท์หรือวลีที่ยากและทำซ้ำจนกว่าจะสามารถออกเสียงได้อย่างถูกต้อง

การฝึกพูดที่มีประสิทธิภาพจะช่วยให้คุณสามารถปรับปรุงทักษะการพูดและการฟังได้อย่างมาก ดังนั้นอย่าลืมที่จะฝึกอย่างสม่ำเสมอ!

เทคนิค Shadowing คืออะไร?

Shadowing เป็นเทคนิคการเรียนรู้ภาษาที่ได้รับการรับรองทางวิทยาศาสตร์ พัฒนาขึ้นสำหรับการฝึกนักแปลมืออาชีพ วิธีการนี้เรียบง่ายแต่ทรงพลัง: คุณฟังเสียงภาษาอังกฤษจากเจ้าของภาษาและพูดตามทันที — เหมือนเงาที่ตามผู้พูดด้วยช่วงเวลาห่าง 1-2 วินาที การวิจัยแสดงว่าเทคนิคนี้ปรับปรุงความแม่นยำในการออกเสียง ทำนองเสียง จังหวะ การเชื่อมเสียง การฟังเข้าใจ และความคล่องแคล่วในการพูดได้อย่างมีนัยสำคัญ