Cherreads

Mystical Items

This is not a chapter in the strictest sense of the word. It's a live-tracker of all of the Mystical Items in Kiyotaka's possession. As he gathers more, it will be constantly updated for reader's reference. Whenever I update anything here, I will mention it in the chapter. 

For navigation purposes, this chapter rests right over Chapter 1 and not in between the real ones. 

NOTE: THERE ARE SOME SPOILERS AFTER NUMBER 7 SO PROCEED WITH CAUTION UNLESS YOU WANT TO SPOIL YOURSELF FOR THE NEXT VOLUME!!!

(1)

Name: Jäger

Pathway: Red Priest Pathway 

Sequence: Sequence 9 - Hunter

Appearance: It's in the shape of a normal red ring. 

Abilities: 

(1) Trap Laying: Allows the wielder to lay basic traps and use their environment to its full potential. 

(2) Danger Intuition: They can passively sense ill intentions and danger. 

(3) Enhanced Physique

Downsides: Negligible other than becoming slightly irascible. 

Notes: It was made from the Beyonder Characteristic of Meursault who died to his own trap. Later sold to Audrey at a higher price than market. 

(2)

Name: Ember

Pathway: Red Priest Pathway

Sequence: Sequence 7 - Pyromaniac

Appearance: A thick red bracelet with occasional rust spots.

Abilities:

(1) Trap Laying: Allows the wielder to lay basic traps and use their environment to its full potential.

(2) Danger Intuition: They can passively sense ill intentions and danger.

(3) Enhanced Physique

(4) Pyromancy: User gains access to a few spell-like abilities. 

 (a) Delayed Explosion: Allows the user to delay explosions. By employing additional spirituality and manipulating the structure, they could fashion a Flame Bomb that would detonate at a predetermined time, rather than immediately upon impact.

 (b) Fire Infusion: Through close-quarters combat and the forceful clash of strength, they could gradually inject flames into an opponent's body before triggering their detonation, dealing massive damage to the enemy's body.

 (c) Fire Ravens: Summons multiple ravens made of fire. These ravens are great at intercepting and locking-on multiple targets at the same time making it more difficult to avoid than a regular Fireball and can be detonated early to impede their target's movements.

 (d) Flaming Spear: Creates a spear made of blazing-white fire which can be thrown. This spear does higher damage then an average Fireball but has a lower area of effect. A direct hit would nail their target to the ground before burning them inside-out. 

Downsides: Causes one's own anger to be amplified, resulting an in an extreme case of Pyromania. 

Notes: It was made out of the Beyonder Characteristic of Billy Red - the previous gang leader of Zmanger after Klein and Kiyotaka banded together to kill him. 

(3)

Name: Cyst

Pathway: Hanged Man Pathway

Sequence: Sequence 6 - Rose Bishop

Appearance: A slimy left-hand glove with rotten veins. It produces squelching sounds when you wear it, make it feel as if you're inserting your hand inside another man's hand. 

Abilities:

(1) Shadow Lurking: Allows one Conceal themselves in larger Shadows as well as use the power of Shadows to secretly track a target. 

(2) Shadow Shaping: Allows one to directly utilize the power of Shadows and Shape those Shadows into weapons or animals. However, this is extremely risky as it can make you Degenerate and has a high chance of making one lose control. 

(3) Disguise: Allows one to alter their facial features slightly. 

(4) Flesh Bomb: User's body's Flesh or a part of it can be torn off and made into Flesh Bombs that can be thrown as explosives, which will explode into a rain of Corrosive Blood.

(5) Flesh and Blood Curse: Let's the user to curse their enemy's blood and flesh by obtaining a part of it.

(6) Flesh and Blood Control: Can control their own body and by forming a connecting, the other person's as well. 

Downsides: Using it for more than ten minutes can cause extreme body mutations. Even it it's used in moderations, the more you use it, the more likely your body is going to start rotting from the insides, starting from one's veins which will get clogged or rot. 

Notes: It was made out of the Beyonder Characteristic of Giant - a member of Aurora Order who came to Kiyotaka's first house to investigate into him. He was already poisoned by the time they started fighting, thanks to Kiyotaka's preparations and Jäger's trap laying abilities. 

(3)

Name: Gloom

Pathway: Abyss Pathway

Sequence: Sequence 6 - Devil

Appearance: A pair of sophisticated glasses with magma running through them. 

Abilities:

(1) Danger Premonition: Allows one to sense and grasp the place of origin of danger, as well as who this danger is from. In this way, they can precisely devise countermeasures, take revenge, or nip the threat in the bud. 

(2) Language of Foulness: They can say Slow, Die or Corruption to invoke these effects. It is an AOE spell, kind of, and cannot be avoided entirely if you fully block your hearing due to its mystical nature. The effects can be reduced, somewhat, if you do so. 

(3) Sulfur Fireballs: Allows one to launche light blue Fireballs that create powerful explosions and poisons anyone or anything that comes into contact with the Flames.

(4) Lava Sword: This creates a massive blade shaped Flaming sword that looks like a scimitar in design and holds extremely high attack power. Its damage against non-undead and non-corrupted creatures is significantly higher than a Priest of Light's Light of Holiness. One strike could directly cleave through a thick stone column, leaving the sliced off end to appear to be melted off.

(5) Divination Interference (passive)

(6) Aura of Wickedness (passive) 

Downsides: All kinds of mental problems can appear by using this. It's downsides are significantly more exacerbating as using just one ability can trigger the mental problems. Of course, the severity and time period depends on the amount of abilities used in a specific time frame. 

Notes: It was made out of the Beyonder Characteristic of Hank - the Beyonder dog that was companion of Desire Apostle Jason Beria from the Beria Family. 

(4)

Name: Guile

Pathway: Fool Pathway

Sequence: Sequence 6 - Faceless

Appearance: A ring with no specific shape. It can be changed to any form the wielder wants, granted the size does not increase that of a baby's fist. 

Abilities:

(1) Shapeshifting: Allows one to become anyone at any time with their ability to freely mold their body and flesh, enabling them to perfectly mimic their target's face, body, voice, or even smell to some degree. While it is possible for a Faceless to mimic the facial features and body proportions of someone of the opposite gender, they cannot change their actual physical gender.

(2) Flame Control and Jump: Allows one to ignite fires and use that as a conduit to jump through it, achieving a pseudo-teleportation effect. This ability is only effective within a range of 50 meters. 

(3) Damage Transfer: As long as the user is not dead and can still move their hand, they can Transfer wounds to an different areas like arms or legs, turning fatal wounds into minor injuries.

(4) Acrobatics: Grants one extreme body control and able to perform various acts that only an acrobat will be able to do. 

Downsides: Amplifies an existing desire. 

Notes: During the Jason Beria arc, Kiyotaka wanted to lay low and was in need of a shapeshifting Mystical Item. Klein had written a letter to Mr. Azik regarding this and Mr. Azik released the soul of the Faceless trapped in the Creeping Hunger and then sent the BC to Klein, who later sold it to Kiyotaka at a high premium. 

(5)

Name: Scourge

Pathway: Sun Pathway

Sequence: Made from a one centimeter part of a Holy Sunbird's feather. 

Appearance: It's in the shape of a belt which can also be used as a whip.

Abilities:

(1) Its strikes are cloaked in holy flames capable of severely wounding undead and reducing weaker creatures to ash. Can also create Holy Water and other purification charms or effects. It can also purge corruption in a Beyonder Characteristic, at the cost of its effectivity. To purge corruption, it needs at least 6 months of validity before its used, and after that, it will be useless. 

Downsides: Will lose its effects after 13 months (11 months left)

Notes: Kiyotaka bought it during a Beyonder meeting for his fight against the Rose School of Thought members. 

(6)

Name: Rime

Pathway: Chained Pathway

Sequence: Sequence 6 - Zombie

Appearance: A neck scarf with strange patterns on it. Appears drenched in blood. 

Abilities:

(1) Physical Enhancement: Physical body becomes as strong as Steel. Even purification bullets to the head will cause only dizziness. However, repeated purification bullets to the head are able to chip away the defenses. 

(2) Anti-Divination 

(3) Wither Explosion: Allows the user to make the air within a mid-range of them explode into countless black wisps that induce Withering upon impact 

(4) Ice Stun: Allows one to to Seal their opponents by encasing them in Ice. This also seems to preserve the target's bodily functions as well.

Sealing Method: Freeze it inside a 70–30 mixture of fresh water and fresh blood. If left unsealed, its corruption leaks outward and starts infecting nearby objects with Wither, Decay, and Rot.

Downsides: Prolonged supply of Spirituality or using it can make the scarf meld in with your skin, eventually turning one into a semi-mindless Zombie.

Notes: Kiyotaka's spoil of war from the fight against Rose School of Thought members (Zombie Jason). He had also obtained a Werewolf characteristic (Werewolf Tyre), but he later gave it to Little Sun in exchange for ingredients for his advancement so he can corrupt it with Language of Foulness and lure out his infected teammates. 

(7)

Name: Guilt

Pathway: Arbiter Pathway

Sequence: Sequence 6 - Judge

Appearance: A clean white glove that look completely ordinary when not in use.

Abilities:

(1) Prohibition: Allows the wielder to prohibit a specific action within a certain area. Once prohibited, attempting to perform that action becomes significantly more difficult.

(2) Imprison: Restricts the movement of a target, making their body feel as if it has been bound by invisible restraints.

(3) Confinement: Creates an invisible boundary around a target or an area, preventing those inside from easily escaping.

(4) Exile: Allows the wielder to forcibly repel a target away from themselves, throwing them backwards through an invisible force.

(5) Flog: Invokes an invisible punishment upon the target, striking them as if they had been lashed by an unseen whip.

(6) Illusory Torture Device: Allows the wielder to manifest illusory instruments of torture such as branding irons. Unlike normal physical weapons, these directly damage the target's Spirit Body. However, they require physical contact and cannot be used effectively from a distance.

(7) Psychic Piercing: Allows the wielder to fire lightning-like attacks from their eyes within an effective distance of around five meters. Instead of attacking the physical body, the attack directly pierces the Spirit Body and Soul, causing unbearable pain and temporarily disrupting the target's ability to concentrate.

Downsides: High spirituality costs. Also makes one really irritated at every slight imperfection and would make the wearer correct those imperfections using barbaric methods or mystical Prohibitions. 

Notes: The gloves previously belonged to William Sikes. After Astrid killed him using her Conspiracy and Trap Making, Kiyotaka took the Mystical Item for himself. William Sikes himself was a Sequence 6: Baron of Corruption, whose Beyonder Characteristic Kiyotaka kept separately for his own advancement.

(8)

Name: Hubris

Pathway: Error Pathway

Sequence: Sequence 4 - Parasite

Appearance: An old silver pocket watch with a pitch-black face and no hands. Eight faint circular markings are engraved around the edges of its face. Occasionally, something resembling a translucent worm can be seen crawling underneath the glass before disappearing.

Abilities:

(1) Avatar Creation: Allows the wielder to separate one of their primary emotions from themselves and use it as the foundation for an Avatar. The Avatar possesses the host and wielder's memories, intelligence, knowledge and experiences up until the moment it was created. However, its personality is heavily influenced by the emotion used as its foundation. As a result, the Avatar retains Kiyotaka's intelligence and mannerisms but possesses an exaggerated emotion which he separates from himself. This Avatar is not a Marionette and does not require constant control. He can think, speak, fight and make decisions independently. The emotion used to create the Avatar is genuinely removed from the original body for as long as the Avatar exists. Only two Avatars can exist at a time. The Avatars can be recalled and reabsorbed. If the Avatar is from a different Pathway than the wielder, it becomes tricky.

(2) Theft: Allows the wielder to Steal and store up to two Beyonder abilities from other Beyonders. The wielder does not need to Steal an entire Sequence's abilities. A specific ability can be targeted if they possess sufficient understanding of the target and their Pathway. While an ability is successfully Stolen, the original owner temporarily loses access to it. Hubris can store a maximum of two Stolen abilities simultaneously. A third cannot be Stolen unless one of the existing abilities is released. Abilities belonging to Beyonders of a higher Sequence are significantly harder to Steal and have a much greater chance of failure. Stolen abilities can be used by either wielder or avatar, but both draw from the same two stored abilities.

Sealing Method: Hubris must be placed inside a small metal box and surrounded by at least three personally owned objects belonging to the person sealing it arranged in a mystical triangle. The owner must then verbally acknowledge each object as their possession before closing the box. While sealed, Hubris instinctively directs its Theft towards those objects instead of searching for targets outside the container. Over time, the objects may inexplicably exchange positions, disappear temporarily or appear inside the box despite never having been placed there. If the sealing arrangement is disturbed or Hubris is left without sufficient objects to occupy its Theft, its influence will once again begin spreading into the surrounding area.

Downsides:

(1) While Hubris is being carried or remains unsealed, objects belonging to people within approximately one hundred meters may be randomly Stolen. The wielder has no control over what is taken. Most of the time, this manifests through mundane objects such as coins, keys, jewelry, letters or ammunition suddenly appearing inside the wielder's pockets or somewhere near Hubris. However, prolonged exposure increases the possibility of more abstract things being Stolen, including a person's train of thought, their intention to perform an action or minor pieces of information from their memory. This effect does not distinguish between enemies, allies or complete strangers.

(2) Creating an Avatar requires genuinely removing one of the wielder's primary emotions. A person's emotions are intimately connected to their psyche, spirituality and sense of identity. Remaining without an important emotion for extended periods gradually makes the wielder's mental state unstable. The longer the separation continues, the easier it becomes for them to lose control, experience dissociation or begin losing their sense of self. This effect becomes considerably worse if the removed emotion is one deeply connected to the person's identity. Reabsorbing the Avatar restores the missing emotion, but doing so after a long separation may cause temporary emotional instability as the experiences of both individuals are reintegrated.

Notes: Hubris was created from the Sequence 4: Parasite Beyonder Characteristic left behind by Flora Jacob after Klein and Kiyotaka hunted her in her weakened state - although Kiyotaka was the one who participated in the real fight so he got to keep the Beyonder Characteristic. 

(9)

Name: Reproach

Pathway: Moon Pathway + Red Priest Pathway

Sequence: Sequence 7 - Vampire + Sequence 8 - Provoker

Appearance: A double edged sword with two batwings serving as its guard and a bat face on its pommel. The blade is entirely black in color like the night sky with patches of rust over it and the hilt is crimson like crimson moon, beautiful and enchanting, causing people to wield it and steal it due to how beautiful it looks.

Abilities:

(1) Every successful strike inflicts an agonizing, non-healing wound that continuously drains the target's blood. Simultaneously, the blade transmits a mental mockery that forces the wounded enemy to lose their composure and attack recklessly.

(2) Grants the wielder bursts of superhuman speed and enhanced reflexes proportional to the amount of blood spilled by the blade in combat.

Downsides:

(1) The sword induces an insatiable craving for human blood in its wielder. If the blade does not taste blood during a battle, it will feed on the user's blood instead, causing rapid anemia and lightheadedness. In most cases it causes immediate death.

Notes: Hyde had bought this after attending the Beyonder Meeting in Damir, before he went to hunt Salt Hound Ferrick and his Morrow's First-mate, Trickmaster Jason. He bought it for £1.800, using the 90% of the budget Kiyotaka gave him in one go. Since he was created out of Kiyotaka's "Pride" and due to Hubris magnifying that emotion, he thought of it beneath himself to negotiate for this Mystical Item. 

More Chapters