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Beyonder WeaponEdit

A Beyonder Weapon is something different than a Sealed Artifact. While an artifact will have a downside a Beyonder weapon will have no such drawbacks and can be used until the Weapon breaks or loses its effect.

Name Chapter Function
Traveler Bracelet 177 A Silver Bracelet that has similar ability to sequence 5 Traveler's spirit world travel ability. It was made by Abraham Family, and using it will create a connection to the ancestor of the Abraham Family, Mr. Door. It can only be used five times.
Inscribed Steel Sword 240 Smithed by the Church of the Eternal Blazing Sun. With purifying and evil warding effects, it is the nemesis of Water Ghosts, Wraiths, Zombies, and other undead creatures.
Meat Cleaver 240 A combat weapon made by an outstanding craftsman. The cleaver can be transformed to make it easier to carry. It has no Beyonder effects. 
Axe of Hurricane 274 It can raise the user's agility and running speed. It has a 15% chance of inflicting a numbing effect on the enemy and a 5% chance of producing a bolt of lightning. If used in a thunderstorm, the chance of the lightning bolt will be raised to 50%.
Whip of Slowness 274 It can constantly create formless restraints, influencing the enemy bit by bit, gradually slowing down their actions. The longer the battle, the more effective it will be.
Purifying Bullets 334 Engraved with the sun domain's labels and symbols, forming a complete charm. It can be used to purify ghost-related monsters. It Causes more damage to wraiths and shadows.
Demon Hunting Bullets 21
334
Engraved with the tiny Sacred Emblems—a black background dotted with stars and a half crimson moon. Used to hunt corrupted creatures.
Exorcism Bullets 334 Used to counter evil-type monsters.
Holy Sunbird Whip 344 A whip woven from the feathers from the Holy Sunbird. It can be disguised as a belt. When used, it will be covered with pure holy flames. Any undead monsters that are whipped by it will suffer great damage, and weaker ones will be obliterated. It can also be soaked in liquids to create Sun Holy Water at the expense of the spirituality’s durability. Each time used in this way will decrease its durability by a month.
Sanguine Anesthesia Gas 520 A potion that cause target deep slumber that lasts for more than three hours.
Harris Rapier 918 An item belonged to Ludwell. It has power-bringing absolute destruction to the items it stabbed.
Control Spirit Bullets 993 Engraved with strange and indescribable pattern they kept extending inward as though they were coming together in the middle at some point. Made by Klein from the remains of Worm of Spirits and had the effect of paralyzing one body once being hit.
Moon Paper Figurine 1001 A paper figurine with similar to sequence 4 Moon Pathway Shaman King ability, moonlight paper figurine. It can only be used once, and can make the user who bought it feel slightly cold.
Aging Bullets 1012 A bullet made from the remains of Worm of Time. It was engraved with godhood symbol and magical label of Error Pathway's Time domain. It would cause the enemy to lose plenty of vitality if the enemy could be affected by it, making them enter an aged state.
Deceit Bullets 1012 A bullet made from the remains of Worm of Time. It was engraved with godhood symbol and magical label of Error Pathway's Deception domain. It was capable of misdirecting the enemy, making them make errors in judgment.
Deprivation Bullets 1012 A bullet made from the remains of Worm of Time. It was engraved with godhood symbol and magical label of Error Pathway's domain. It was used to steal three Beyonder powers that the target had formerly used, beginning with the most recent power.
Parasite Bullets 1012 A bullet made from the remains of Worm of Time. It was engraved with godhood symbol and magical label of Error Pathway's parasite domain. It would create Worms of Time that didn't live long. They would secretly Parasitize the target's body and allow the shooter to control them.
Klein's Gold Coins V7C58 An ordinary gold coin that mutated after being infected by Sefirah Castle's breath. It can enhance one's divination accuracy while also enhancing one's ability to resist outside interference.

CharmsEdit

Charms are mystical items. They needed to be carved with the help of ritualistic magic, pray for a great existence to bestow some of their power, and store them inside materials that can withstand the power. They had certain unique abilities that could be used in battle. The wielder needed to activate them with specific incantations; it was impossible to use them at will. The spirituality it contained would decrease over time.

Name Chapter Function
Slumber Charm 127 A charm in the domain of Darkness Pathway, similar to sequence 8 Midnight Poet. Its ability is forcefully pulling people to sleep.
Dream Charm 127 A charm in the domain of Darkness Pathway, similar to sequence 7 Nightmare. Its abilities allowed the wielder to enter the dream of someone else.
Requiem Charm 127 A charm in the domain of Darkness Pathway. Able to soothe ghosts, souls, zombies, and the like. It could also deal with vengeful and evil spirits to a certain extent.
Flaring Sun Charm 162 A high-level charm in the domain of the Sun Pathway. Its ability calls forth a pure and blazing hot pillar of light from the sky.
Language of Foulness 241 A charm in the domain of the Hanged Man Pathway. Let the opponent hear a terrifying roar, infecting them with madness. If the target was strong, then they might benefit from it, but the price was becoming a devout believer of the True Creator, and if they were weak, they would die on the spot.
Shriek Charm 527 A charm in the domain of the Chained Pathway. It's able to create an invisible sound wave that swept outwards like a tsunami and drills into the ears of everyone around.
Ninth Law 622 A high-level charm in the domain of the Justicar Pathway. It can indicate a necessary restriction on the target, making them be in an extremely disadvantageous state.
Fate Siphon 771 A high-level charm in the domain of the Error Pathway. Can swap the fate between wielder and target in a short time.
Language Comprehension charm 903 A translator charm that belongs to the Church of the God of Knowledge and Wisdom.
Deity's Curse 942 The high-level charm in the domain of misfortune. Give the misfortune curse that contains with the aura of deity to the target.
Yesterday Once More 1012 The high-level charm in the domain of history. Give the user the ability to see through one's past and borrow the power of their historical self for a period of time.
Parasite Charm 1012 The high-level charm in the domain of Error Pathway. It could create Worms of Time that didn't live long. They would secretly Parasitize the target's body and allow the charm-user to control them.

See AlsoEdit

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