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Sequence 9: Seer[]

New Abilities[1][2][3]
  • Enhanced Memory: Initially, those who drink the Seer potion will gain a slight increase in memory that will continuously improve during potion digestion.
  • Spirituality: A Seer's Spirituality will get enhanced upon drinking this potion.
    • Spirit Vision: They can use Spirit Vision to see non-physical things, such as ghosts and specters. They could see the different parts of a Soul, deduce a person's health and emotions through it, and determine if something has a magical aura.
      • They can “see” obstructed objects and “hear” faint footsteps, allowing them to take preemptive judgment. However, their visual, auditory, and tactile senses do not have any enhancements.
    • Divination Arts & Ritualistic Magic: They can master all kinds of Divination methods, including astrology, spiritual numbers, and scrying as well as become more learned than a Mystery Pryer when it comes to Ritualistic Magic.
      • Seers don't gain knowledge on how to directly utilize these mystical arts, only the ability and talent to do them at an expert level. Their mastery is dependent on their time learning.
    • Danger Intuition: They can intuitively detect danger using their Spirituality.

Sequence 8: Clown[]

New Abilities[4]

  • Physical Enhancement: After advancing into a Clown, they will possess a strong control over their body, making them akin to a master acrobat and circus performer.
    • A Clown has near complete control over their bodily functions and facial expressions.
      • Their face will only show the expressions they wish to show, with the only situations such as extreme shock or pain causing them to show their true feelings, making them the nemesis of Spectators. This also applies to their limbs and other body parts.
    • Their dexterity and speed becomes exceptional, while their strength gains a decent increase.
      • These enhancements allow a Clown to commit various feats of acrobatics, such as swinging themselves up by their feet, easily scaling the outsides of buildings or using backflips to evade attacks during fights.
    • They gain powerful coordination and a near inhumane sense of balance. A Clown will never lose their balance, barring certain extreme circumstances.
      • Their enhanced coordination allows them to walk over tightropes as if they were flat ground, jump and land on the backrest of a chair without stumbling, while also making them talented at combat.
  • Paper Daggers: A Clown becomes capable of temporarily turning sheets of paper as hard and sharp as steel, allowing them to throw them as flying daggers or use them as knives.
    • These Paper Daggers that a Clown makes are powerful enough to stick to solid stone and pierce through a Hunter's flesh and bone.

Strengthened Abilities

  • Spirituality: Their Spirituality gets marginally enhanced.
    • Danger Intuition: The Danger Intuition of a Clown is greatly enhanced, even granting them an unreliable short term form of premonition.
      • They can supernaturally see the appearance of someone (or a group of people) standing behind a door without ever having to open it themselves. This does not rely on Spirit Vision.
      • They can sometimes intuitively predict the next action somebody will take. This can only provide an opportunity to take advantage of as it happens sporadically and infrequently.
        • Like Divination, this ability is much more reliable when it comes to actions that will cause harm to the Clown. This allows them to often pre-dodge attacks that would be very lethal.

Sequence 7: Magician[]

New Abilities[5][6][7][8][9][10]
  • Magicians possess 9 spell-like abilities that they are able to cast at high speeds, without needing to chant or inject Spirituality to activate them.
    1. Damage Transfer: So long as a Magician 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.
      • Each wound can only be Transferred once.
      • They cannot Transfer damage with objects.
      • They can Transfer the wounds of others.
    2. Flaming Jump: A Magician can phase through a fire spark that they had left behind and any flame that existed within 30 meters. The range would increase over time as they digest the potion.
      • During Flaming Jump, Magicians will become immune to ordinary flames. This will last until after they come out of it, after which they must use Flame Controlling for protection.
      • This is similar to the Teleportation abilities of a Traveler in that it uses the unique traits of the Spirit World. However, Magicians do not directly enter it.
        • This means Magicians are able to use Flaming Jump inside areas where the connection to the Spirit World is restricted.
    3. Air Bullet: Magicians can produce air projectiles with power and speed comparable to that of bullets fired from a custom revolver just by snapping their fingers or mimicking the sounds of a gun.
      • The power and speed of their Air Bullets will improve along with the digestion of the potion and the raising of their Sequence.
    4. Paper Figurine Substitute: Magicians can transform a Paper Figurine into themselves and swap places with it. It can not only block a fatal blow, but also weaken the damage from Curses.
      • This can be used as crude body doubles to fool others into thinking they were there
      • After using one, the Magician would reappear in a different but nearby location.
    5. Flame Controlling: Magicians are able to freely manipulate flames and ignite certain flammable substances within a range of 30 meters with a simple gesture or action.
      • Like their other abilities, the range of manipulation will increase with the digestion of the potion and raising of their Sequence.
      • Once the potion has been completely digested, a Magician could summon a single swirling flame out of thin air.
    6. Underwater Breathing: A Magician can create a thin, invisible air pipe which would allow them to breath freely underwater and seemingly turn into a Murloc.
      • The initial length of this invisible air pipe a Magician could conjure up is exactly 5 meters. As the potion digests, the length of the pipe would increase.
    7. Bone Softening: This ability allows a Magician the ability to soften their bones to some degree. This can be used to escape from a variety of different restraints like handcuffs, ropes, and chests.
    8. Drawing Paper As Weapons: This is an evolution of the Clown's Paper Daggers. It now allows a Magician to turn paper into a variety of different weapons, such as bats, bricks, canes etc.
    9. Illusion Creation: They can influence the environment, creating illusions with colors, sounds, and smells that would be close to reality, allowing them to pass off the false as true.
Strengthened Abilities
  • Physical Enhancement: Magicians experience a qualitative change to their overall dexterity.
    • Their hands become more agile and their body become more nimble, allowing them to master many non-supernatural magic tricks.
  • Spirituality: A Magician's Spirituality will get enhanced once more upon reaching this level.
    • Spirit Vision: Their ability to see various spiritual things gets slightly enhanced, but not by much.
      • They cannot see the Astral Projection deep in the Ether Body, and as such, are unable to discern whether a target is a Beyonder or not.
    • They possess many different ways to interfere with the Spiritual Intuition of a target.

Sequence 6: Faceless[]

New Abilities[11][12]
  • Shapeshifting: They can 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.
    • A Faceless restrictions include height and mass. They cannot mimic the body proportions of an individual that is too disparate in size from their original body.
      • Their new height cannot be more than a head taller or shorter than their original height
      • There is a limit to the enlargement and shrinkage of the head, legs, arms, bones etc.
    • A Faceless possesses full control over the transformation on their body.
      • They can freely shift the position of their eyes and other facial features around on their face.
      • They can make their face completely featureless, without any eyes, nose, or mouth,
      • They can even create "fake" facial features on their face such as false eyes.
      • They can change their body odor by adjusting the pores on their skin.
    • Shapeshifting and their bodily control make a Faceless good at acting.
  • A Faceless is able to accurately recall the shape and temperament of everyone they know, and through their intuition, be able to recognize the disguises of almost everyone.
  • The accumulation of the skills of the previous potions with that of Faceless leads these Beyonders to be good at tracking, combat, and anti-tracking.
Strengthened Abilities[13]
  • Their previous abilities are enhanced.
    • Flame Controlling, Flaming Jump, and other spell-like abilities had become about 30% stronger.
      • The original power of their Air Bullets and the length of their invisible pipe that enables Underwater Breathing have increased severalfold.
      • The number of times a Faceless can use Paper Figurine Substitutes and Damage Transfer has increased as a result of their Spirituality gain.
    • Spirituality: Their Spirituality grows to a large extent upon becoming a Faceless.
      • Their Divination skills receive a substantial improvement.

Sequence 5: Marionettist[]

New Abilities[14]
  • Spirit Body Threads Manipulation: This is the core power of a Marionettist. With it, they are able to perceive and manipulate Spirit Body Threads, from up to 100 meters away.
    • Through manipulating the Spirit Body Threads of an organism, they directly influence the target’s Soul Body, Astral Projection, Body of Heart and Mind, and Ether Body. Then, using the Ether Body as a bridge, they can control their target’s body.
      • Through the changes within the Spirit Body Threads of an individual target, a Marionettist will have the capability to be able to detect the Parasitism caused by a Parasite.
      • By tracing the Spirit Body Threads of a target, a Marionettist can perceive Invisible targets, such as a Shadow Ascetic's Shadow Lurking or a Witch's Invisibility.
      • The process of Spirit Body Threads Manipulation can be hard to detect, and only Beyonders with Divination or Prophetic abilities are able to detect it happening.
      • The process of controlling a target's Spirit Body Threads has a limited range of 5-10 meters (depending on potion digestion) and is split into 2 separate phases.
        • The initial phase of control takes between 5 and 20 seconds to achieve, depending on the rate of potion digestion and the potency of their target's Spirit Body.
          • The target's movements and thoughts begin to slow considerably and are often the first sign that they are being controlled. They can still attempt to fight back and can still think and move, but at reduced speed and greater difficulty; this will only increase as the Marionettist deepens the control of their Spirit Body Threads.
          • This process can be interrupted by external stimuli, usually sharp and abrupt pain, both physical and mental. Upon the process being interrupted, the target immediately regains full faculty over both thoughts and physical movement and the Marionettist would have to start the process over from the beginning.
        • The final phase occurs if the first step is not interrupted for around 5 to 2 and a half minutes, which will lead to full transformation of a target into a Marionette.
          • The amount of time needed to turn a target into a Marionette varies according to the potency of their target's Spirit Body and their digestion of their potion.
      • Marionette: Akin to a puppet, they are under full control of their Marionettist. They are dead for all intents and purposes, although they still retain a Soul.
        • Apart from superficial surface thoughts, they would not be able to know about the details of their Marionette's previous lives unless it encounters something or someone familiar.
          • Only then will they "remember" details about this familiar place or person.
        • Marionettists are initially limited to 1 Marionette at a time. They can have a maximum of 3 Marionettes at a time after completely digesting their potion.
          • They are still able to control others' Spirit Body Threads, but are unable to fully convert them into Marionettes without exceeding their current limit.
        • Marionettes can speak any languages they had learned when they were alive, even ones that the Marionettist does not currently know.
          • However, the Marionettist doesn't "learn" the language in this manner and will not be able to speak it themselves.
        • The initial maximum range for controlling a Marionette is 100 meters, this goes up to at least 200 meters with digestion of their potion.
        • Marionettists can possess their Marionettes, allowing them to fully experience everything their Marionettes sees and feels.
        • It can use all its original Beyonder powers, consuming its own Spirituality, allowing them to be directed from afar without danger.
        • Marionettes are unable to consume potions for advancements, as their Spirit Bodies are essentially dead.[15]
Strengthened Abilities
  • Marionettists will also receive a 50% increase to their Beyonder abilities.
    • Air Bullet: Its strength is comparable to a bullet shot from a steam rifle.

Sequence 4: Bizarro Sorcerer[]

New Abilities
  • Concealment: Bizarro Sorcerers possess Concealment abilities to a certain degree.
    • They are able to hide their Sequence level from a Beyonder of the same or lower level of the Justiciar Pathway, but are not able to hide the fact that they are a Beyonder.[16]
Strengthened Abilities[17]
  • Their previous abilities as a Beyonder have been massively enhanced.
    • Their abilities as a Magician have been massively improved.
      • Damage Transfer: Their wounds or that of others can be Transferred onto a paper figurine.
      • Air Cannon: The upgraded form of Air Bullet whose might has increased to that of a cannon.
      • Flaming Jump: The range for them to phase using flames has increased to 1 kilometer.
      • Illusion Creation: Their illusion abilities have experienced a qualitative upgrade.
        • Their auditory illusions that are nearly as loud as a Cataclysmic Interrer's roar.
        • They are able to hide an entire cruise liner as well as create illusory thoughts.
    • Shapeshifting: They can transform into any animals that aren't too disparate in size.
      • When they are in a Spirit Body state, this restriction is removed.
    • Spirit Body Threads Manipulation: Their ability to control the Spirit Body Threads of others have been massively strengthened and enhanced.
      • The initial control of someone's Spirit Body Threads can be achieved by a Bizzaro Sorcerer in just 3 seconds while full control is achieved within 15 seconds.
      • The initial range for them being able to control Spirit Body Threads has increased to 150 meters. This range will increase as they digest the potion.
      • Marionette: The amount, effect, and corresponding alterations Bizzaro Sorcerers can do with their Marionettes have increased tremendously.
        • They are initially able to control up to 50 Marionettes which increases with potion digestion. In addition, they can control Marionettes within a range of 1 kilometer.
          • If a Marionette were to go beyond their control range, as long as they return in range within 10 minutes, the Marionette wouldn't escape their control and truly die.
        • A Marionette's superficial consciousness can be read, and through enhanced control over Spirit Body Threads, they can achieve effects similar to Spirit Channeling.[18]
          • The higher the level of the Marionette they are trying to gain information from, the poorer the effects of a Bizzaro Sorcerer's emulated Spirit Channeling.
        • Marionette Interchange: Bizzaro Sorcerers are able to seamlessly swap places with their Marionettes within a distance of 1 kilometer.
          • When they are swapping positions with a Marionette, a Bizzaro Sorcerer can only choose to swap their bodies and clothing and not external objects.
    • Spirituality: Their Spirituality has been massively improved.
      • Divination: Bizarro Sorcerers are able to obtain more information using simple Divination methods such as instantaneous Dream Divination with a flip of a coin.[19]
      • Spirit Vision: The restriction of having to do a corresponding action to activate Spirit Vision is now removed as now they’re capable of activating it at will.[20]
Mythical Creature Form
  • As a Sequence 4 Demigod they possess some level of Godhood, and with it comes an incomplete Mythical Creature Form. The small transparent maggots inscribed with three-dimensional sinister tentacle patterns are called the Worms of Spirit.
    • Bizarro Sorcerers can divide Worms of Spirit from their own Mythical Creature Form.
      • They can kill these maggots and wait for the minute Beyonder Characteristics to be released, then use the carcasses to contain power that is bestowed by a high-level existence.
        • Through this, they are able to use the carcasses of their Worms of Spirit as high-level materials to create various charms and special bullets.
        • This fractures their own Spirit Body, dealing considerable damage and making them unable to do this frequently unless they want death.
        • If they lose too much Worms of Spirit they are able to recover by absorbing the Beyonder Characteristics of the Fool Pathway.[21]
      • Bestowal: They can "gift" their maggots to their Marionettes allowing those "gifted" to use the Bizarro Sorcerers' Beyonder powers.
        • Initially, Bizarro Sorcerers can only split 50 Worms of Spirit from their Mythical Creature Form. This increases with digestion of their potion.
          • If they go beyond their limit, they would suffer from symptoms of schizophrenia that cannot be treated. This will increase their tendency of losing control.
        • Bizarro Sorcerers can retrieve, "gift" and switch Worms of Spirit to any Marionette within a range of 1 kilometer through their Spirit Body Threads.
          • Bizarro Sorcerers must implant at least a single maggot in their Marionette if they want it to use their abilities.
            • Being technically dead, Marionettes can, through the use of Shapeshifting, be molded into shapes impossible for a living creature to assume (such as a human figure with the width of 2 fingers).
              • Through this, a Bizarro Sorcerer can increase the range of their ability to make new Marionettes to 1150 meters (1000 meters as the initial range for controlling an already converted Marionette, plus 150 meters as the initial range for taking control of a new one) by using their already converted Marionettes to take control of new Marionettes.
                • Marionettes converted in this manner can only be "gifted" a new Worm of Spirit via the already converted Marionette, so the latter must have more than one small maggot in it for it to do so.
          • When a Marionette with a small maggot implanted dies, the maggot's Beyonder Characteristics will return to the Bizarro Sorcerer after a certain period of time because of the Law of Beyonder Characteristics Convergence.
            • If the process for the return of their small maggots' Beyonder Characteristics is interrupted, that Worm of Spirit may be lost.
          • As long as a Marionette with a small maggot is alive, they will be alive and is able to recover by taking in Beyonder Characteristics from the Fool Pathway.
          • Since Worms of Spirit are part of Bizarro Sorcerers, "gifting" it to their Marionettes will not grant them the ability to think and be self-conscious.

Sequence 3: Scholar of Yore[]

New Abilities[22]
  • The main ability of a Scholar of Yore is to access and get help from history. Such an ability is divided into three parts- Historical Void Borrowing, Historical Void Projection, and Historical Void Hiding.
    • Historical Void Borrowing: They have the ability to borrow strength from their past self, whose power can be borrowed as many times as they want so long as they have enough Spirituality.
      • To a certain extent, this is something that’s self-perpetuating, preventing a Scholar of Yore from ever really being in the nadir until their Spirituality is completely drained.
    • Historical Projection Summoning: They can summon people or objects that existed in the past for a limited time as Historical Projections from the Historical Void.
      • There are three factors that influence the probability of successfully summoning the target from the Historical Void and the duration of the summoned target:
        1. The more detailed and the better the understanding one has of the corresponding piece of history and matters, the higher the chance of success is and the longer it will last.
        2. The lower the target’s level is relative to the Scholar of Yore, the higher the chance of success in summoning the Historical Projection and the longer it will last.
        3. Increasing one's affinity with the target they wish to summon in the future from will increase the chances of success in summoning it and it's duration.
        • At 80% potion digestion, if it’s the most ordinary item or something that was once theirs, they can maintain its availability for a maximum of 15 minutes.
      • Historical Projections would also have their corresponding Spirit Body Threads and thus, can be turned into Marionettes. In addition, Marionettes can be summoned as well.
      • Scholars of Yore can only summon 3 Historical Projections at a single instance in time. This also includes Historical Projections which are summoned by their Marionettes.
      • Successfully summoned Historical Projections of a higher level than the Scholar of Yore will only have a portion of the strength and quality of the original target.
      • Historical Projections of Historical Projections can be summoned. The difficulty of summoning these are reduced, but so are their strength.[23]
      • Historical Projection lack intelligence, acting only on their summoner's orders, and can only answer questions that a Scholar of Yore knows.
        • This is because everyone's mind is essentially unique and at one point in time there can only be a singular consciousness for each person.
          • If the target's true body hides in the Historical Void or enters a Concealed state, they can send their mind to their Historical Projection(s) and control it.
            • The summoned target does not have to be of the Fool Pathway to do this.
          • Existences who have died but still have a soul remaining (or have residual will) can sense when their Historical Projection have been summoned.[24]
      • They cannot summon things directly related to a Uniqueness which includes Uniqueness as objects and those who have accommodated it within them.[25]
    • Historical Void Hiding: They can enter the Historical Void and hide within its gaps, so long as their Spirituality allows. This allows a Scholar of Yore to avoid danger, but they must come out the exact spot in the world once the Scholar of Yore stops hiding.
      • While hiding in the Historical Void, a Scholar of Yore is able to send their consciousness back to their Historical Projection and control it by themselves.
        • Should they attempt to borrow power from themselves or summon a Historical Projection inside the Historical Void, a prerequisite is that they have a corresponding projection within the history inside the gap they are hiding in.
          • Klein could not borrow power from himself because he was hiding inside the Historical Void corresponding to a period of history where Giant King Aurmir buried "His" parents, inside which he had no past projection.
      • The gaps they can hide inside within the Historical Void are limited to the Scholar of Yore's understanding of the corresponding history.
        • Klein hid inside the Historical Void corresponding to a period of history where Giant King Aurmir buried "His" parents. This prevented Zaratul from chasing him even though the former was an Attendant of Mysteries.[27]
  • Scholar of Yores gain the ability to produce fog and reduce the temperature of an area.
Strengthened Abilities
  • Their abilities as a Magician have been enhanced.
    • Paper Figurine Substitutes: Their Paper Figurine Substitutes has undergone several qualitative changes, being able to disrupt Divination, Prophecy powers, tracking, and gazes.
      • Their Paper Figurine Substitutes can now also substitute certain parts of a target (like organs). Before one discovers that it’s fake, things can continue proceeding as per normal.
    • Damage Transfer: Scholars of Yore are now able to transfer a certain part of ailments, Curses, Prophecies, attacks and gazes to their Paper Figurine Substitutes.
    • Flaming Jump: Their range of phasing into flames have increased to 5 kilometers. Their Flaming Jump Is now able to transfer objects to them or their Marionettes.
    • Air Cannon: The power of a Scholar of Yore's Air Cannon is now equivalent to coastal defense artillery and it's corresponding power could be adjusted at will.
  • Shapeshifting: Scholars of Yore can transform into any creature that is within a certain limit. Some of the organs of the creature they Shapeshift to would work while others wouldn't.
  • Spirit Body Threads Manipulation: A Scholar of Yore's ability to control Spirit Body Threads have been massively strengthened in distance and time.
    • The initial control time of a target's Spirit Body Threads is now reduced to just 2 seconds, and a Scholar of Yore can achieve full control is achieved in just 10 seconds.
    • The initial range for controlling Marionettes has increased to 500 meters and as they increase digesting their potion, this eventually increases to 5 kilometers.
      • Marionette Interchange: The same initial and final range of controlling Marionettes is the same as the distance they can seamlessly swap with their Marionettes.
Mythical Creature Form
  • The divine pattern on their Worms of Spirit become more complex and has become more expressive of the themes of the Fool Pathway. In addition, a Scholar of Yore can now split about 600 Worms of Spirit from their Mythical Creature Form.
    • This change is a result of the acquired Beyonder Characteristics and mythical knowledge contained within the potion. These divine patterns can differ from person to person because it relates to their personal traits as well.
  • After complete digestion of the potion, a Scholar of Yore would be able to recover from having nearly 500 Worms of Spirit die at once in their Mythical Creature Form.
    • Losing all corresponding Beyonder Characteristics wouldn't cause them to lose their status and level. They can slowly recover by absorbing Beyonder Characteristics of the Fool Pathway.
  • As a Sequence 3 Beyonder, they can listen to prayers within a certain range. They can allow different Worms of Spirit from their Mythical Creature Form instinctively listen to prayers and respond to them while turning in the complicated ones to the main body.

Sequence 2: Miracle Invoker[]

Beyonder Characteristics:

There are in total, nine Miracle Invoker Beyonder Characteristics in existence. A maximum of six Miracle Invokers are allowed to exist at once if there are three Attendants of Mysteries already due to the limited amount of Beyonder Characteristics.

Authorities
  • Miracles (Wishes): "They" are able to perform Miracles for others and "Themselves", thus being able to achieve a myriad of effects with varying potency, which scales based on the similar accumulated Wishes that "They" have granted to others beforehand.
    • It's effects don't only come from the Beyonder Characteristics but also from similar Wishes of different creatures with Spirituality that may be related to the Sea of Collective Subconscious.
      • To put it simply, Miracle Invokers need to seek out and satisfy all kinds of Wishes before "They" could fulfill "Their" own Wishes, turning the corresponding situation into a reality.
        • As for how "They" could fulfill others' Wishes, "They" have 2 known methods.
          • "They" could use other Beyonder powers that "They" or the Sealed Artifacts that "They" wield possess to achieve the corresponding effects.
            • Klein fulfilled other people's Wishes to know about the answers to their corresponding questions by using Arrodes.
            • Klein utilized Life's Cane fulfill Jasmine's Wish of restoring her appearance before she was burned in an accident.
          • "They" could also just directly grant a Wish with "Their" previous accumulated power of Wishes in order to create a true Miracle.
            • Klein rebuilt various houses and buildings, and eventually Constant City to its former, non war-torn state via a Wish.
            • Klein removed all the deformations and disfigurements of the body in all the citizens of Moon City via a Wish.
        • At the very beginning, the Wishes that "They" could fulfill were small and trivial. "They" had to accumulate them one step at a time before "They" could create a true Miracle.
          • The effects of the Miracles each Miracle Invoker can perform are varied based on "Their" personally accumulated Wishes, some effects include Teleportation, the dissipation of Godhood, the shrinkage of an area, and much more.
            • Klein shrunk the Belltaine City Library so that it's boundaries prevented 0-02 from delivering severe punishment to others.
            • Antigonus moved a portion of an ancient Divine Kingdom from “His” memories into the real world through a Wish.
            • Kotar made Godhood dissipate in an area, suppressing all Beyonder powers above the Sequence 5 level.
    • Wishes are often distorted, and the bigger the Wish, the more distorted it's outcome, which can cause unwanted things to happen. Therefore, "They" should be careful for what "They" Wish for.[28]
      • The distortion of "Their" Wishes can be reduced by setting some clear constraints for the Wish such as time and area limits.[29]
    • Although "They" are able to perform Miracles for the same person repeatedly, A Miracle Invoker cannot grant similar Wishes to the same person within a short period of time.

Strengthened Abilities

  • "Their" improved utilization of the Historical Void includes several abilities along with greater enhancements to the things "They" are able to summon in terms of scope and time.
    • Resurrection: When "They" die, "Their" Beyonder Characteristics will enter the Historical Void and fuse with "Their" Worms of Spirit from the past, turning them corporeal. When "They" will it, these Worms of Spirit will escape the Historical Void and reform in reality to allow "Them" to Resurrect.
      • "They" need to resurrect within 3 days or "They" will truly die or become an Evil Spirit.
      • This is also a type of Miracle "They" can do at default without accumulating Wishes.[30]
      • "Their" ability to Resurrect becomes completely ineffective after 4 utilizations.
      • "Their" Spirit Body (but not physical) can be reborn inside Historical Void.
      • "They" are limited to reviving in a certain range around "Their" corpse.
        • Despite that, if "They" have made Wishes of a correct enough domain, "They" are able to make a Miracle for "Them" to Revive in a distant place away from "Their" corpse.
          • Kotar gave up on reviving near the area of "His" original corpse and instead fulfilled "His" own Wish to revive at a distant spot far away from it.[31]
    • Jamming in Fate: A Miracle Invoker can exert some influence on the future so that the probability of something becomes larger or smaller to a certain extent.
      • This ability is equivalent to interfering with the Fate of a target; however, this aspect is still different from how Wheel of Fortune Beyonders manipulate Fate.
    • Historical Void Summoning: "They" are no longer limited to just summoning items and people. It can be extended to certain scenes and historical events that "They" are familiar with.[32]
  • Spirituality: "Their" corresponding Spirituality has and the aspects of "Their" Soul (be it Spiritual Intuition, Divination Arts, etc.) have been enhanced.
    • "They" can see the result of "Their" Dream Divination in front of "Their" eyes without falling asleep.
    • "They" are able to make "Their" Spirit Body leave "Their" physical body and go to the Spirit World.
    • "Their" corresponding Danger Intuition and Spiritual Intuition receive a massive boost.
      • These abilities can be used together with Dream Divination so that "They" can see several possibilities of the future of subjects or objects "They" wanted to Divine.
      • "They" can see future scenes that have a connection to them in detail even if "They" are at a far distance from the source of the connection itself.
  • Spirit Body Threads Manipulation: "Their" ability to control Spirit Body Threads of others and turn others into Marionettes have been massively strengthened.
    • Marionette: The number of Marionettes that "They" can control has reached at least 5000 and "They" can control them within a city-wide range.
      • Klein made Utopia, where "He" not only controlled it's 5000 residents, but all of its animals as well. This includes rats, cockroaches, moths, ants, flies, mosquitoes, and pigeons.
Mythical Creature Form
  • "They" become a complete Mythical Creature. "Their" Mythical Creature Form is a vortex stacked with groups of Worms of Spirit with invisible tentacles that grow from within.
    • Due to "Their" constitution as Worms of Spirit, "They" have a high capacity for regeneration, being able to recover quickly from serious and disabling injuries.
      • Such injuries include being able to regenerate "Their" entire limbs within seconds.
  • "They" can separate at least 5000 Worms of Spirit and implant them into "Their" Marionettes.

Sequence 1: Attendant of Mysteries[]

Description

These are Angels who serve the profound mysteries. "They" have gained initial control of the corresponding domain's authorities. "They" can summon Spirit Body Threads of objects that originally existed. "They" can combine many physical objects or abstract concepts together.[34]

New Abilities
  • Regenerate: If the materials that made up an item once had a Spirit Body, then "They" could Regenerate the past Spirit Body Threads of it to make it become "Their" Marionette.[35]
    • "They" can't allow something that didn't have Spirit Body Threads produce them, but "They" can allow items Regenerate that used to have Spirit Body Threads possess them again.
      • The former mainly consisted of metallic items, gold coins, gold pounds, and so on.
      • The latter mainly consisted of beef, fish, plants, and other types of food.
        • Once creatures ate food that had "Their" Spirit Body Threads renewed, they would also transform into Marionettes, as though they had gained intense corruption.
Authorities
  • Change (Reassembly/Tampering/Grafting): "They" can Reassemble many physical objects and/or abstract concepts into something different, resulting in an unbelievable effect. It is like Changing something's definition, orientation, logic, or rules.[36]
    • The simplest application of Change is for "Them" to Graft various locations or areas within either the real world and/or the Spirit World together.
      • "They" can utilize Graft to freely enter the Spirit World and indirectly achieve a Teleportation effect; however, the prerequisite is if "They" could locate the region in the Spirit World.
        • On this point, an Attendant of Mysteries that owns Sefirah Castle would gain a unique advantage. Otherwise "They" could only rely on "Their" preparations.
      • Grafting a location to a place near "Their" main body ensures "Their" Marionettes won't go out of range, enabling "Their" Marionettes to go around the world.
    • Other applications of Grafting include Reassembling: connections, Anchors and prayers, targets, starting points and endpoints, etc.
      • Klein Grafted Amon's Avatars' target of Theft from his thoughts to a drop of blood blessed by the Mother Goddess of Depravity, instantly impregnating the Avatars.
      • Klein Grafted the events of Roselle's "rebirth" and "death" directly to each other, bypassing the process of corruption that occurred in-between these two states.
      • Antigonus Reassembled the starting point and endpoint of the words in Trunsoest Brass Book's law-making, trapping it in an infinite loop to prevent it's effects.
      • Klein Grafted the corresponding Anchors from the Sea God Scepter to "Himself" while "He" Grafted the prayers into Derrick Berg.
  • Concealment (Realm of Mysteries): An ability used to create a Divine Kingdom for The Fool; however, this Divine Kingdom is still in an embryonic state. It distorts Space-Time to separate the affected area from outside, preventing enemies and information from leaving. It takes the form of a shadowy curtain.
    • Klein stirred the power of Sefirah Castle to cast Realm of Mysteries on Antigonus's palace to prevent interference from Amon's Avatars and others from disrupting "His" Apotheosis Ritual.
    • Klein used Realm of Mysteries around "Himself" whenever "He" was thinking about important matters, which allowed "Him" to think directly of Adam's name without alerting "Him".
  • Bizarreness: "They" have mastered the full authority over the domain of Bizarreness, which contains the abilities of Flame Control, Paper Figurine, and others.[37]
    • Zaratul used "His" authority over Bizarreness to make Klein, who was a Scholar of Yore back then, unable to control the flames anymore.
Strengthened Abilities
  • "They" have mastered the authority of "Their" corresponding field.
  • Spirit Body Threads Manipulation: The full control of a target's Spirit Body Threads and conversion into a Marionette by an Attendant of Mysteries can be achieved in just 3 to 4 seconds.
  • Resurrection: "Their" Resurrection count is reset, meaning "They" can Resurrect four times regardless of how many times "They" have Resurrected as a Miracle Invoker.
  • Spirit Body: "They" lose the boundary between "Their" physical body and Spirit Body; where the 2 aspects both exist as one yet separated.
    • This is a delicate state that allows "Them" to shift the body's status between physical and spirit forms at will as well as separate and integrate these aspects as one at will.

Sequence 0: Fool[]

Description

This is a True Deity. In a sense, "He" is an embodiment of the corresponding Authorities. "He" is a master of trickery, adept at using all kinds of methods to fool all things, showcasing all kinds of fascinating miracles.[34]

Authorities[38]
  • Fooling: "He" is able to Fool all sorts of 'things' that are within "His" authority over the History, Time, Fate, Change, Concealment, and Mind Domain.
    • History: "He" is able to Fool History by splitting the past and future of an object or person, allowing it to return to a previous state or position. This allows "Him" to swap the past, present, or future conditions of a target, making the target's past become the present and vice versa.
      • Klein Fooled History into swapping "His" past and present condition while in a cage without a fixed "door". The corresponding past state of "Himself" (now as a Historical Projection) was in the cage while "His" present self was outside of it.
    • Time: "He" is able to Fool Time, being able to either rearrange the order of events in a way to play out advantageous to "Him", get rid of the restrictions put by others' time control abilities, or make the duration of processes last longer.
      • Klein Fooled Time to allow "His" Worms of Spirit to move faster then Amon's Worms of Time, preventing "Him" from getting Parasitized.
      • Klein also Fooled Time into allowing "Him" to be immune to Amon's corresponding time slowing usage of "His" Time authority.
      • Klein Fooled Time, letting "His" star first two seconds effects to last longer, allowing "Him" to trick Amon.[39]
    • Fate: "He" can Fool the Fate of "Himself" and others.
    • Change (Reassembly/Tampering): Surrounding or located conceptual objects as well as Grafted concepts can be Fooled to change accordingly and affect the environment.
      • Klein Grafted and Fooled the concepts of massive, extremely high gravity, temperature, and heat, and nuclear fusion together to change "His" surroundings into a conceptual star.
    • Concealment (Realm of Mysteries): "His" Divine Kingdom is now complete, inside are various objects Tampered with various effects that makes it hard for others to brute force their way into.
      • Klein's Realm of Mysteries contained various doors that were Grafted with many effects. One of them made it where opening it will cause the target to instantly be teleported into the sea.
    • Mind: "He" has an authority on "Blind Stupidity" from the Mind Domain.
      • This is the simplest implementation, it would greatly lower others' IQ forcefully so that they aren't able to have proper thoughts. This can even affect Sequence 0 True Gods.
      • "He" can Fool "His" targets, weaken their analytical and thinking abilities to degree they don't notice, making them reach a wrong judgements.
        • If "His" targets remember their judgement more carefully and think more about how they have reached it, they would realize that they were Fooled.
      • "He" can Fool "His" targets to make them forget an information that they have known or make them don't pay attention to it.[41]

References

  1. Lord of Mysteries, Chapter 32
  2. Lord of Mysteries, Chapter 44
  3. Lord of Mysteries, Chapter 29
  4. Lord of Mysteries, chapter 169
  5. Lord of Mysteries, Chapter 296
  6. Lord of Mysteries, Chapter 416
  7. Lord of Mysteries, Chapter 472
  8. Lord of Mysteries, Chapter 835
  9. Lord of Mysteries, Chapter 300
  10. Lord of Mysteries, Chapter 300
  11. Lord of Mysteries, Chapter 451
  12. Lord of Mysteries, Chapter 906
  13. Lord of Mysteries, Chapter 452
  14. Lord of Mysteries, Chapter 665
  15. Lord of Mysteries, Chapter 1033
  16. Lord of Mysteries, Chapter 967
  17. Lord of Mysteries, Chapter 946
  18. Lord of Mysteries, Chapter 967
  19. Lord of Mysteries, Chapter 982
  20. Lord of Mysteries, Chapter 1000
  21. Lord of Mysteries, Chapter 1158
  22. Lord of Mysteries, Chapter 1138
  23. Lord of Mysteries, Chapter 1243
  24. About "Lord of Mysteries 2", we interviewed God Cuttlefish (Part 1)
  25. 25.0 25.1 Lord of Mysteries, Chapter 1147
  26. Lord of Mysteries, Chapter 1165
  27. Lord of Mysteries, Chapter 1150
  28. Circle of Inevitability, Chapter 1033
  29. Circle of Inevitability, Chapter 1137
  30. Lord of Mysteries, Chapter 1168
  31. Lord of Mysteries, Chapter 1246
  32. Circle of Inevitability, Chapter 1140
  33. Lord of Mysteries, Chapter 839
  34. 34.0 34.1 Lord of Mysteries, Chapter 1291
  35. Lord of Mysteries, Chapter 1356
  36. Lord of Mysteries, Chapter 1356
  37. Lord of Mysteries, Chapter 1149
  38. Lord of Mysteries, Chapter 1381
  39. Lord of Mysteries, Chapter 1384
  40. Circle of Inevitability, Chapter 967
  41. Circle of Inevitability, Chapter 971

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