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| “ | The era that was buried in the past is a memory shared between us, and also the critical period in which our humanity was born, sprouted, and nourished. Even if I’ve had a long life, it remains my fondest memories. | „ |
| ~ Evernight Goddess to Klein Moretti |
Amanises also known by many as the Evernight Goddess, Goddess of Misfortune and Eternal Darkness, is one of the overarching protagonists of the supernatural dark fantasy light novel, manhua and its 2025 Donghua animated television series, Lord of the Mysteries and its sequel, Circle of Inevitability.
"She" is the Goddess of the Church of the Evernight Goddess who is among the seven Orthodox Gods and was the Subsidiary Goddess of the Annihilation Demonic Wolf Flegrea and "She" was well known to be as the Goddess's of Misfortune who was been active since the Second Epoch. She holds the authorities of the Darkness, Death and Twilight Giant Pathways and formerly the Moon Pathway, being the Great Old One including the Sefirot River of Eternal Darkness.
It is widely believed that she symbolizes The Moon for being known as, however, Mr. Door said she represents her as "The Star" from the Tarot Card. At the end of the Worlds War, she willingly gave up the Moon Uniqueness to Lilith.
'"She" is the first God that Klein became familiar when he first joined the Nighthawks and confirmed that she was Klein's blessed ever since she watched him closely from the start and can receive immediate responses and help from "Her" Authority.
It is revealed that she is Transmigrator from Northern Europe[1] who formerly work in the higher management of big company[2] in Modern Era who first came out from the Sefirah Castle however "She" was awakened by the end of the Second Epoch and later helped humanity through the Cataclysm in the Third Epoch with the help of other 5 Gods. "She" was also involve of the surrounding situation of Klein's transmigration to Sefirah Castle to Tamper its characteristics in order to prevent the Celestial Worthy's awakening.
Appearance[]
Due to being an Orthodox God, she doesn't have an actual figure for her believers to worship her, but "Her" appearance was shown in the ruins of the Fourth Epoch.
In the Fourth Epoch, she has an extremely lazy with hazy facial features as "She" wears a layered classical black dress that isn't overly complex along with radiating rays of circle in the bottom of her head that sparks speckles of radiance along with pieces of bright and resplendent gems. From first glance, it feels that you can see through the night and stars. Her head resembles the a full red moon.
1350 World War: During the world war, she wore a layered black dress that sparkles a radiance while her waist and ribs stretch out two arms. Among six hands, two of them hold a scythe weapon, two holds the red moon, one holds the golden accessory that originally belonged to the God of the Underworld while the other hand is empty.
Twisted Version (Forsaken land of Gods): During Klein's exploration in the Giant Kings court from the Forsaken Land of the Gods, he saw Amanises appearance wearing a black classical dress that isn't complicated but layered with her body being ethereal as her face is blurry being covered with a mask.
Before Accommodating the Eternal Darkness: Before she accomodated the Above Sequence, she wears a layered unadorned classical black gown while her face is shrouded in veil.
After Accommodating the Eternal Darkness: To be added
Honorific Name[]
| “ | The Evernight Goddess stands higher than the cosmos and more eternal than eternity. |
„ |
| ~ Current Honorific Name of the Evernight Goddess |
| “ | The Evernight Goddess stands higher than the cosmos and more eternal than eternity. |
„ |
| ~ Former Honorific Name of the Evernight Goddess |
Powers and Abilities[]
"She" wields the authorities of the Darkness Pathway with powers of Concealment, Darkness and Misfortune who wields Fate as the Empress of Misfortune. "She" formerly once held the authority of the Moon pathway Uniqueness in which Klein assumed she was wielding a sealed artifact and gave it to Lilith in the World War in exchange to kill the God of Combat, one of the Ancient Gods since the Second Epoch.
In "Her" divine kingdom she resides is called, Tenebrous Heaven, covered in an endless, silent darkness filled with moonflowers and night vanillas.
As being the Eternal Darkness, prior to the events of the World War, "She" can control the domains of Darkness, Serenity, Death, Spirit, Twilight, and Decay where she can use this authority to make her believers or non believers fall into Eternal Slumber, use Twilight to face their demise and use Death to find their final destination. The powers of Darkness, Concealments, Death giving "Her" the authority to vanish, keep her Secrets from being out, as well as using the power of Death to write every creatures death and Twilight to Decay through Passage of time.
Beyonder abilities: Darkness Pathway[]
Main Article: Darkness Pathway
Sequence 9: Sleepless[]
- Sleepless gain Nocturnality in which, the deeper in the night, the more powerful a sleepless will become in their capabilities in physical, intuition and mental capabilities. Their abilities include being gifted to see through the dark while sensing dangers especially sleeping around three to four hours a day.
- Sleepless gain high spirituality possesing high perception and sensitivity which is higher than other corresponding pathways.
- Spirit Visions: They gain this ability but cannot however differentiate the status of different body parts but can see spiritual things but isn't effective when relying on their spiritual perception.
- Ritualistic Magic and Divination Magic: Their spirituality only allows them to do limited use of Ritualistic and Divination abilities as theyre far more inferior to the Sequence 9: Seers of the Fools Pathway and Mystery Pryers of the Hermit Pathway.
Sequence 8: Midnight Poet[]
Midnight Poets can sign through the night but are well expertise in combat, marksmanship and spiritual perception.
| “ | Oh, the threat of horror, the hope of crimson cries! One thing at least is certain—that this Life flies; |
„ |
| ~ Lord of the Mysteries, chapter 28 |
- Midnight poets have the ability to cast recital poems relating to the night. This kinds of effects manifests in all sorts as they can resisted the Cogitating effects, however repeated affects would eventually wear down one's defenses. These effects that Midnight Poets can cast are the following:
- Tranquilize: This type of ability can purify the souls, hearts and bodies of people which is used to check if a Beyonder has last control which should reveal the following abnormal reactions. The corresponding phrase for this type of effect are:
- "When once the sun sinks in the west, And dewdrops pearl the evening’s breast; Almost as pale as moonbeams are, Or its companionable star, The evening primrose opens anew Its delicate blossoms to the dew; And, hermit-like, shunning the light."
- "Lacking clothes and food, they have no shelter in the cold. They are drenched by rains, and huddle around the rocks for lack of shelter. They are orphans snatched from the breast, hope lost on them; they are the poor that have been forced off the proper path. The Evernight did not forsake them, but bestowed them with love"
- Lullaby: This type of ability can bring multiple people to sleep, while those who choose to resist will remain serene, making it difficult to express and evoke emotions. Those who are afflicted with it will beleive they only heard it in dreams as the corresponding phrase is:
- "Calm is the morn without a sound, Calm as to suit a calmer grief, And only thro’ the faded leaf, The chestnut pattering to the ground."
- Pacify: When Midnight Poets are able to tranquilize their opponents by making their desire to love making them feel limping and unresponsive. In its corresponding phrase:
- "Thus it blooms on while night is by; When day looks out with open eye, Bashed at the gaze it cannot shun, It faints and withers and is gone."
- Midnight Poets can also use this to cause their opposing target to feel Fear.
- Tranquilize: This type of ability can purify the souls, hearts and bodies of people which is used to check if a Beyonder has last control which should reveal the following abnormal reactions. The corresponding phrase for this type of effect are:
Sequence 7: Nightmare[]
Previous abilities strengthened:
- Nightmares High Spirituality has been enhanced significantly to resonate around them allowing to recite Midnight Poems without needing to use their throat.
New abilities:
- Nightmares can separate their soul from their physical body while they sleep using Nightmare State which they can only move within city-wide range and infiltrate dreams.
- In the night, lights appear normally dim while in their Nightmare State and everything tainted with sense of blurriness. In the Dreams, will appear as blob of Illusory oval lights in this structure allowing Nightmare to directly see them dreaming.
- Nightmares Dream Shaping ability is similar to Sequence 5: Dreamwalker of Visionary Pathway, which cause different changes inside the dreams of the target which they could be displaying several behaviors where they interrogate a target to reveal their innermost secrets and to give fear and crush the target's spirit and psyche.
- Nightmares can use Dream Invasion to forcefully their targets into dreams without alerting them under most normal circumstances. However they have limited range if done quickly but Nightmare Beyonders can slowly coax their target and thus Dreaming around 100 meters range.
- Nightmares can generate tentacle-like Nightmare Limbs that protrude their back when fighting in close range.
Sequence 6: Soul Assurer[]
Previous abilities strengthened:
- Soul Assures previous abilities from their previous sequences has been enhanced.
- Dream Invasion: They increased their range to 150 meters when forcing a target to a dream.
- High Spirituality: The Spirituality of Soul Assures has enhanced slightly where they gain slightly enhancement on their Ritualistic Magic and Divination Arts making them handle more complex magic.
- Midnight Poems: A Soul Assures has manifest its effects where they can agitating the target's Spirit Body in heightening the corresponding frustrations and destructive urges.
New abilities:
- Soul Assures has the ability to use Requiem causing the Spirit Body to go to sleep and suppressing their target's desires, thoughts and moods making them go freeze on the spot as they can directly soothe the souls, etc into undead silence. Using this ability, Soul Assures can treat their emotional state. This is similar to Sequence 7: Psychiatrist of Visionary Pathway.
Sequence 5: Spirit Warlock[]
Previous abilities:
- Spirit Warlocks range of Dream Invasion has increased to 200 meters.
New Abilities:
- Spirit Warlocks have the ability to use Spirit Commandeering where they can Seal natural spirits wether deceased, undead or evil as they can put them to sleep and house their targets with their bodies.
- Spirit Warlocks tend to house those spirits in their teeth and are better in controlling and have better controlling natural spirits compared to Sequence 6: Spirit Guide of Death Pathway when they're more suited to control deceased spirits. Their strength depends on deceased and natural spirits where they can find and control and some cases, they can achieve within 2-3 tasks at once with the help of Spirits.
- The number of Spirits that can be commanded by Spirit Warlocks is limited by the strength of their own body and in this sequence where they control within 4-5 Spirits where different spirits are good at different works.
- Example of using Spirits that can be used:
- Terror Banshee can be used to drain the consciousness of others and inject them with feelings as a form of offensive attacks. The natural Spirits lets the Spirit Warlocks sink them to the ground and fuse to traversing speeds faster than a steam train.
- Various kinds of Spirits that were controlled by Spirit Warlocks can bestow them the Flight ability.
Sequence 4: Nightwatcher[]
Once Beyonders reach sequence 4, they reach the status of a Demigod withing a qualitative change, where they gain immortality with an incomplete Mythical Creature Form named Eight-Legged Demonic Wolf. However its differences from other pathways is their Bloodline abilities and traits of the descendants The Deities that are used for their advancement will grant them new abilities but distinct abilities.
Previous abilities strengthened:
- Spirit Commanding can have one more Spirit that they can command where they are dealing with creatures.
- Nightwatchers previous ability of Requiem has gone under qualitative change where they can sense the deepest Darkness and sounds of poetry are tranquil and peaceful as inducing people to sleep as deceased Spirits and Wraiths have become Pacified where they gain spiritual salvation.
- Nightwatchers Nocturnality has been enhanced where they need dark environment and the stronger their strength and faster recovery of the speed. The opposite is true when their abilities are much weaker in the sun.
- Nightwatchers ability of Dream Invasion has expanded to 1000 meters affecting multiple targets while being pulled into the same Dream.
New Abilities:
- Nightwatchers can form a Night Domain that boost their capabilities and weaken their enemies inside and trapped. This is used for defense with negative effects with providing a comfortable combat environment from the spirits that were controlled by the Nightwatchers. While the Night Domain can weaken in many ways which Corrodes and lose their vitality and being blessed with Misfortune.
- Nightwatchers can create Hair Entanglement to manipulate countless hairs similar to the Sequence 6: Despair of Demoness Pathway to bind and immobilized enemies. Its ability can bring coldness as their thoughts peaceful and will no longer resists to their peaceful slumber while this ability can be invisible that were emerged from Darkness and can be interchangeability of Darkness and Demoness Pathway.
- Nightwatchers have the abilities related to Concealment and certain amount of Curse of Misfortune to others.
Mythical Creature Form:
- As a Sequence 4 Demigod, a Nightwatchers receives a partial certain level of partial Godhood with an incomplete Mythical Creature Form with a form of incomplete Eight-Legged Demonic Wolf and revealing their form infects the surroundings of their Godhood while enhancing their powers greatly while driving others mad to some degree.
Sequence 3: Horror Bishop[]
Previous abilities strengthened:
- Horror Bishops previous sequence abilities has been enhanced greatly.
New Abilities:
- Horror Bishops has the ability of using Sword of Darkness surging the depths of Darkness with bone sword that has strange patterns drawn combining with Repose and Horror. Swinging the weapon surges the Darkness out making a tide with danger that symbolizes Darkness and will not be avoidable in advanced if not prepared while its waving symbolize silent destruction and vanquishment, part of Concealment.
- Horror Bishops can create a Nightmare World where they drag everyone In it within their range, however its range is a small city that protects them from Evil or kinds of Corruption and Bishops can freely move around in or out of the Nightmare World.
- Horror Bishops has a low manifestations of Horror authority as the targets mind will tremble involuntarily when looking at them directly making it difficult to contain and Conceal affecting their state greatly. Beyonders who don't have a mental adaptability or aren't strong enough would lead to death or become crazy when losing control. Promoted Horror Bishop's cannot restrain their aura as long as they don't appear in front of Low-Sequence of Beyonders of their own corresponding pathway.
Mythical Creature:
- In this sequence of a Beyonder, they can respond within their range while their Mythical Creature form increases their powers once they reveal it.
Sequence 2: Servant of Concealment[]
Previous abilities strengthened:
- Their previous Sequence beyonder powers has gained improvement where the Nightmare World can cover a large city while Requiem becomes a peaceful state.
Authorities:
- Servants of Concealment has now posses the authority of Concealment where the target can be entered in a Concealed state, which cannot be sensed by the outside world as the targets will be erased. For the outside world, they can see it as a fog covered in the dark while the target cannot exert his influence.
- When a Historical Projection is summoned and can sense and enter the state of Concealment letting them take over it.
- Servants of Concealment can Conceal Secrets and inferred by others through clues left behind, however its knowledge is still in Concealed state which cant be said out loud preventing them from what is said and enclose an area with a secretive field making while its actions are impossible to be peeked or being Divined as well as Sequence 1 Angels. The secrets can also be performed as scenes
- Servants of Concealments can use Reverse Concealment where the targets can enter a state of Concealment and extract the characteristics before removing Concealment on them without leaving mental imprint. They can also Conceal variety of different things but are not limited to identities, actions, etc while swapping the Spirit Body Threads under Sequence 2: Miracle Invoker of the Fool's Pathway.
Mythical Creature Form:
- Their Mythical Creature Form has now been completed with a complete form of Eight-Legged Demonic Wolf with six hands; four grew from their ribs and two legs with its Godhood increasing.
Sequence 1: Knight of Misfortune[]
Previous abilities strengthened:
- Knights of Misfortune ability of Sword of Darkness as its Sword creates Eternal Sleep, Despair and Destruction.
- Knights of Misfortune of Spirit Commanding has evolved to Commander of Spirits where they can command the Spirits however they want.
New Abilities:
- Knights of Misfortune physical enhancements has the title of Knight physique level of an Archangel.
New Abilties:
- Knights of Misfortune can give Misfortune to their enemies which is the authority of Darkness Domain with Misfortune.
- Knights of Misfortune can now posses a certain level of manifestations towards the Authority of Darkness.
Sequence 0: Darkness[]
Authorities:
- Darkness authority of Concealment can conceals of traces in all aspects like undo the Concealments such as intuitively perceive and grasp many secrets.
- Darkness can induce dreams which brings peace of Eternal Rests which is a partial authority of the darkness domain and can release the Destinations of All Things but is extremely dangerous and may result in immediate death.
- Darkness Spirituality and Spirit Body have the authority overlapping it from the Mothers Goddess of Depravity and Sequence 0: Death pathway.
- Darkness can bring authority of Misfortunes and Catastrophe which overlaps the authorities of Demoness, Wheel of Fortune and Red Priest Pathways.
- Its ability of Horror are the embodiment of Darkness which also overlaps the Mothers of Goddess Depravity.
Twilight Giant Pathway[]
Main Article: Twilight Giant Pathway
Sequence 9: Warrior (Divine Blood Warrior)[]
- Warriors gain physical enhancements also known as Divine Blood where they possess supernatural strength and agility that transcended beyond the strength of a non-Beyonder.
- Warriors gain Combat Proficiency where they're proficient in all fields in combat as well as martial arts. Like Sequence 9: Seer of Fool's Pathway abilities of Divination Arts, Warriors only have the talent of possessing fields of combat and require the time to learn it to mastery and are proficient in kinds of weapons and armor that ordinary folks failed to utilize even Warriors themselves posses a variety fields of martial arts as its not impossible to master.
- Warriors posses Spirituality but are weaker than Sequence 9's with the ability of having Divination Arts and Ritualistic Magic unless they posses spirituality before acquiring the sequence of a Twilight Pathway. They can only learn the basics of Ritualistic Magic.
Sequence 8: Pugilist (Gladiator)[]
Previous abilities strengthened:
- Due to Pugilists being gifted at Combat proficiency where they now become experts in combat which later they specialized in close quarter combat[4]. Just like Warriors, a Pugilists requires the time to train and combat experience in reaching the level of being an expert close combatant.
New Abilities:
- Gladiators gain Supernatural resistance where its capabilities reduce the negative effects of certain supernatural attributes/capabilities. Unlike other Sequence 8 of the corresponding pathway, Gladiators only have this ability to be considered extraordinary than others while slightly sense supernatural activities if they're being attentive.
Sequence 7: Weapon Master[]
Previous abilities strengthened:
- Weapon Masters gain enhancement of their physiques where they possess extremely powerful strength, constitution, and agility that is much greater than any other Pathway Beyonders in this Sequence.
- Weapon Masters can feel enhanced on their Supernatural Resistance which is caused by weapon shaped Mystical items or Sealed artifacts.
- Weapon Masters spiritual ability can now master Ritualistic Magic which allows them to be learn something advanced.
- They gain a sub ability called Spirit Vision, where they are strong enough to initiate the standards, however such exceptions of this are natural ones who posses Spirituality such as Gandaff.
New abilities:
- Weapon Masters gain mastery of weapons with their Physical enhancement making them a grandmaster level of familiarity and effectiveness and isn't limited to their body but their form of swords, firearms and other weaponry types.
Sequence 6: Dawn paladin[]
- Dawn Paladins gains the Giant Physique possessing the Giant physiology as their bodies are muscular and well attuned to combat as their height further increased while temporarily increase their height while their speed furtherly increased that exceeds the speed of the train. Its stamina will become limitless.
- Dawn Paladins has the ability to use Light of Dawn[5] where they can display within 40 to meter in the Dawn rays where they dispel Illusions or Excorcise especially weakening the evil Spirits even negative energies such as Evil, Corruption, and Degeneration, however the Holy and Light Domains is far more inferior to Light of Dawns powers compared to Light Supplicant of Sequence 8 of Sun Pathway.
- This ability can erase Shadows and nullify the concealment effects such as the Invisibility of Sequence 7 of Demoness pathway while for the Sequence 5: Wraiths of Chained Pathway and Sequence 7: Shadow Ascetics of The Hanged Man Pathway will be diminished completely.
- Dawn Paladins can conjure a Dawn Armor around their bodies, being equivalent to forge a fully body armor specially that doesn't weigh anything. It can be recovered from damage, but their stamina will be drained in the process. The Dawns Armor isn't limited to gauntlets, breastplates and a helmet.
- Dawn Paladins can create Dawn Weaponry where they can materialized different weapons such as gigantic massive two-hand axe, disposable arm thick wear or the strongest sword - Sword of Dawn.
- Sword of Dawn: A Dawn of Light emitting a sword either a greatsword or a dagger that is solid and sharp and each strike is imbued with Purification with the medium that allows them to use their strongest attack - Hurricane of Light.
- Hurricane of Light: This is the strongest form offensive attacks of Dawn Paladin which is usable on Sword of Dawn for full potential power such as releasing rays of light and can quickly transform to Dawn Hurricane which can directly destroy the persons body such as eliminating Sequence 5: Wraiths of Chained Pathway and can heavily wound against Evil Spirits. This ability also posses a unique strength and potential to easily destroy the Undead Domains.
- This kind of ability however made it difficult for Dawn Paladins from controlling it and would end up implicating their allies which they need at least 2 minutes of recovery before they form it to a Hurricane of Light.
- Evil creature forms such as Sequence 5: Wraiths and Sequence 6: Zombie Beyonders of the Chained Pathway that will be subjugated to the effects from Purification and damage from Fragmentary Blade which is a combination of these aspects towards Hurricane of Light to become excellent in purging against the evil. Purification weakens the defense of Evil creatures and harming them from their Spirit and flesh, while the form of Fragmentary Blade is utilized to weaken the defense and cut flesh with Purification and the deeper the wounds, the better the effect of Purification which leaves the target very close to death.
- Hurricane of Light: This is the strongest form offensive attacks of Dawn Paladin which is usable on Sword of Dawn for full potential power such as releasing rays of light and can quickly transform to Dawn Hurricane which can directly destroy the persons body such as eliminating Sequence 5: Wraiths of Chained Pathway and can heavily wound against Evil Spirits. This ability also posses a unique strength and potential to easily destroy the Undead Domains.
- Sword of Dawn: A Dawn of Light emitting a sword either a greatsword or a dagger that is solid and sharp and each strike is imbued with Purification with the medium that allows them to use their strongest attack - Hurricane of Light.
- Besides the abilities shown, Dawn of Paladins abilities also affect nuclear radiation including with related stuff of electromagnetism.
Sequence 5: Guardian[]
Previous abilities strengthened:
- Guardians Giant Physique ability has been enhanced where their strength and their defenses has been heightened with the result of damage they encounter in the battlefield which resembles the child versus adult as they can withstand the steam rifle bullets in wars in the Age of Steam[6] during the Fifth Epoch. They wouldn't die unless being focused by large cannons.
- Their abilities of Sword of Dawn and Hurricane of Light can now damage any creature while their Supernatural Resistance can make people confused through illusions and slow down the time of having their Spirit Body Threads controlled and thus being turned into a Marionette from Sequence 5: Marionettist of The Fool Pathway.
- Guardians Spirituality has been enhanced leading their ability to fortify Cogitation.
New Abilities:
- Guardians can now bestow Protection in defensive state when stabbing their Sword of Dawn to the ground releasing Dawn-like light that blooms while creating an invisible barrier that doesn't just defend themselves but their comrades in limited range. This ability can isolate certain supernatural powers which prevents them from getting inside the barrier and if they attack and leave this kind of state will lead their defenses drop down significantly but is still stronger than body armor.
- However, Reapers from Sequence 5 of Red Priest pathway are one of the few Beyonders who can penetrate against the barrier of Guardians.
- Guardians can bear Damaged Transference from their allies.
Sequence 4: Demon Hunter[]
Previous abilities strengthened:
- Their previous Beyonder powers go under qualitative change in their improvement of strength and mental fortitude are enhanced to a terrifying degree such as Twilight to create other things such as Dawn Armor and Weaponry while their Spirituality gain Spiritual Intuition.
New Abilities:
- Demon Hunters gain Eye of Demon Hunting which their eyes appear complex green symbols appear in their eyes which can allow to identify the characteristics, weaknesses and the current status of the target or others. This ability is sensitive to negative traces relating to Evil, Corruption, and Degeneration while relying on their sixth sense, Spiritual Intuition and their life experiences to judge the situation.
- Veterans can use this ability wether the target is lying or not and isn't just a general perception but a generalized term in describing the terrifying prowess of Demon Hunters in their observation and judgement as they are good in discovering their weaknesses.
- Demon Hunters becomes an expert in supernatural ability of Alchemy[7] when entering a Cognition state to create something that counters in their enemies to be weakened state which they posses knowledge to utilize different monsters parts and herbs in different combinations such as creating ointments, mystic smears, glyphs, and herbal potions or drugs in many kinds of effects. They can be relied on to obtain the effects of Beyonders which is used to coat as weapons in taking advantage to their target's weaknesses in pinpoint accuracy and achieve effective targeted suppression. This examples of Lightning Strike, Freeze, Purification, Burning, Decay, and Exorcism.
Mythical Creature Form:
- As a Sequence 4 Demigod, Demon Hunters receives a certain level of Godhood forming an under qualitative change gaining Immortality while having an incomplete Mythical Creature form and when revealing it will infect their surroundings of Godhood and enhances their powers greatly as long as their Mythical Creature form remains incomplete, it will drive Demon Hunters itself to a certain degree as its generated form is Cyclops[8] also called One-eyed Giant.
- its mythical creature form is a 4 tall meter Giant in turning their skin into bluish-black and muscular, and along with its pores and flesh violating the nature of human body. Their head swells up significantly, with their forehead to nose cracking open as showing their black vertical eye-like rift while their body on the surface contains symbols and correspond effects to immense power, infinite mystery and strange influence of Psychic.
- If Beyonders under Sequence 4 who saw this form will suffer a backlash as their brains will feel excruciating pain causing them to lose their minds and its Spirituality will be corrupted and not withstanding it will lose their control or sudden deaths of certain outcomes. Manifesting their mythical creature form enhances their strength and level significantly however result to intense madness providing strong inclintations towards Demon Hunters where they end up becoming a Rampager.
Sequence 3: Silver Knight[]
As a Sequence 3 Demigod, with its form of mythical creature form, however their individual differences have different blessings as Silver Knights are well specialized in frontal assaults however its abilities were different from their advancement ritual.
Previous abilities strengthened:
- Silver Knights can now permanently materialize Sword of Dawn making it usable as a regular weapon as they posses sharpness and purification attributes.
- Silver Knights have a new enhanced form called Silver Dawn with having its defensive capabilities that can be used to shield against limited number of Angels's attacks while it is materialized.
New Abilities:
- Silver Knights have Mercury Liquefaction where they can melt into silver metallic liquid restricting enemies and reconstitute swiftly from the distance to avoid fatal injury. Its liquid volume is solely based on their current mass upon activation can be turning themselves into Silver Armor for others, either ally or restrict to suffocate their enemies.
- Silver Knights use Silver Rapier to condense silver white beams of light out of thin air as they tear apart everything which makes it difficult to protect. They can also teleport in bypassing barriers and obstacles that directly attacks their target even erupting them to deal heavy damage and can manifest without needing to indicate making it hard to detect and predict where they will appear next.
- Silver Knights posses Light Concealment also called Light Occultation or Hide by light where they utilize light source as a way in using evasion, movement and dodging and went combined with Mind Concealment, it allows full concealment to themsleves.
- The Unshadowed Domain of Sequence 4: Unshadowed of Sun Pathway can nullify Light Concealment.
Mythical Creature form:
- In this Sequence 3 as a Demigod, their mythical creature form develops further as their height becomes a 6 meter tall of One-eyed Giant as their body becomes grayish-blue while their muscles are bluish-black while their dark crack attracts the Souls around it as their eyes are replaced by smooth skin. Every inch of their skin or flesh contains immense power, infinite mystery and a strange of spiritual influence as they were witnessed to feel inevitable sharp pain from their psyche where they're transformed into a rampaging mess that wants to destroy everything including themselves.
Sequence 2: Glory[]
Previous abilities strengthened:
- Glory's Silver Rapier becomes a stronger form of Twilight Sword where they can instantaneously condense a broadsword forming an orange-red Twilight attacks on their enemies.
- Mercury Liquefaction and Protection has formed an advance form of Cage for Glory Beyonders and create a Cage of liquid pure slid barrier divides the outside from the inside where they can be able to Seal off against corrupt able Sealed Artifacts and Ritualistic Magic but is required to constantly fuel it from their prescence.
- Glory's ability of Sword of Dawn has become strengthened massively as their Hurricane of Light posses its capability to create entire wastelands through sheer power of Dawn Hurricane it creates.
Authorities:
- Glory Beyonders gain authority of Passage of Time to enter the Spirit World where they rapid age themsleves until "their" physical forms turns to a rotten liquid being evaporated into thin air.
Mythical Creature Form:
- Their Mythical Creature forms has been completed as they're dozen meters of a Giant along with elongated limbs, skin of being blue grayish as their eyes has a single vertical on the head.
Sequence 1: Hand of God[]
Previous abilities:
- Their previous sequence, Guardians ability of Protection as they can summon dense light, imbued with orange along another layer of unyielding radiance outside the area being targeted. This kind of Protection prevent an Sequence 1: Observer and Sequence 2: Dimensional Shadow of Sublunary Eye pathway.
Authorities:
- Hands of God gain Divine Right Hand where its properties embody the certain materials of Twilight.
Sequence 0: Twilight Giant[]
Authorities:
- Twilight Giants ability of Twilight is the embodiement of corresponding abilities representing Decay, Passage of Time as authorities.
- Passage of Time: It compasses and posses property that freezes everything indefinitely and forming a Divine Kingdom in possessing strong endurance and structure to be able to persist for millennial even after death. This ability has the influence to the limited extent.
- Decay: Another form of Authority that can shine upon the area on the surrounding objects and inside the person Decay one by one while Aura leaking across the Astral World into reality upon Twilight Giants.
After Accommodating the Death Authority[]
Main Article: Death Pathway
Sequence 9: Corpse Collector[]
In this sequence, Beyonders will be afraid of the Sunlight and Purification.
- Corpse Collectors gain physical enhancements as they develop a gloomy prescence and lower body temperature while gaining resistance to Cold, Decay and Corrosiveness of cadaveric aura which prevents from being attacked by Undead creatures and spirits.
- Corpse Collectors gain abundant wealth of information of the Undead knowing the characteristics and their weaknesses includes regular corpses making them an expert of autopsy.
- Corpse Collectors gain Spirituality where their enhancement is slightly higher than Beyonders of other pathways making them activate Spirit Vision to see non-physical beings, different parts of the soul and deduce the individuals emotions and health via magical aura. From their unique nature, they can see spiritual bodies directly including Evil Spirits and restless Wraiths even when they didn't activate their Spirit Vision.
Sequence 8: Gravedigger[]
Previous abilities strengthened:
- Gravediggers physical enhancements has become more nimble and agile
- Gravediggers gain enhanced Spirituality where their Spirit Visions is enhanced.
New Abilities:
- Gravediggers can initially use Spirit Communication with the Spirits in their surroundings either used to scout or help them with certain tasks which they can command with simple tasks.
- Gravediggers gain Eye of Death where it turns colorless in quickly determine its weaknesses of undead Spirits through observation as like they're able to enter the Spirit World and Dead Realm.
Sequence 7: Spirit Medium[]
Previous abilities strengthened:
- Spirit Mediums gain knowledge of Ritualistic Magic upon enhancement on their knowledge of Mysticism relating to spirits as they're armed with understanding of knowledge and effective communication in such a state when Channeling a Spirit.
- Spirit Mediums Spirituality has been enhanced where their Spiritual perception has become stronger as they can sense hidden spirits around them even when their eyes are closed.
- Spirit Vision: This ability has become more powerful.
- Eye of Death: This form of ability has been enhanced.
New Abilities:
- Spirit Mediums core ability is Spirit Channeling having the privilege to communicate natural Spirits directly within its advancement of each sequence, its quality and quantity of the natural Spirits and Undead on how they control them increases exponentially, having different kind of effects creating different kinds of supernatural phenomena in a multifaced version.
- There are spirits that needed certain corresponding materials in communicating them but aren't limited to the essence materials and flesh. Some are examples on how Spirit Mediums can use:
- Frost Shadow: Spirit Mediums can create a Frost Domain within the range of 10 to 20 meters where they can posses an ice-layer materialized armor creating like an Ice colossal sharp psyche filled with crystalline.
- Earth Ghost: A Spirit with weathered, stone-like hands used to soften the ground like a swamp, dragging the target underground like the Underground Slink of Sequence 5: Druid of Mother pathway requiring the blood to be channeled.
- They can use Spirits as Informants everywhere as they can be used to alert them of the danger or information as well as obtaining information however this method holds alot of danger to them.
- When Channeling a soul is difficult due to possessing its own will but this could be faced with two methods:
- They can use their powerful Spirituality in engaging a barbaric communication.
- They can use mediation to help the other parties relax such as using the medication of Amantha Essence and Eye of the Spirit.
- They use this to have the means in protecting themselves when they feel under the risk of being infected through their potent's Spirituality.
- When Channeling a soul is difficult due to possessing its own will but this could be faced with two methods:
- Spirit Mediums can also directly channel deceased spirits including fallen enemies to obtain more information that may be related to them or vial information. Through this they can communicate through specific directions and descriptions without needing to use Ritualistic Magic. Unlike Sequence 9: Dancer of Eternal Aeon Pathway, they cant rely on Dance Summoning and their locations uniqueness in attracting distant spirits.
- There are spirits that needed certain corresponding materials in communicating them but aren't limited to the essence materials and flesh. Some are examples on how Spirit Mediums can use:
- Spirit Mediums have the ability to use Spirit Affinity which thus making them not a dangerous fellow to the fellow Spirit and can take the initiative to pass an information to them.
- Spirit Mediums can also use Zombie Disguise in order to endure Cold, Decay and Death including other auras.
Sequence 6: Spirit Guide[]
Spirit Guides are more powerful than Zombies and Wraiths where they can effectively hit against Evil Spirits as they can directly control groups of countless deceased spirits; when faced with higher sequences of similar pathway, their slaves and themselves will easily rebel.
Previous abilities strengthened:
- Spirit Guides ability of Spirit Channeling has increased where they can influence and more involved in the Spirit world where they can be able to recruit their own messengers. They can now control and drive deceased and natural Spirits to fight in advance compared to Spirit Mediums achieving effects in Spirit Channeling. However this is a significant problem that would arise if deceased and natural spirits always follow their commands without being discovered and affected by other factors as they are capable of controlling groups.
- Their strength as a Spirit Guide depends the number of deceased and natural spirits they found and controlled and this is similar to Sequence 5: Spirit Warlock of the Darkness Pathway, they're better in controlling natural spirits.
- Spirit Guides now have considerable amount of information regarding the Spirit World.
New Abilities:
- Spirit Guides have the ability to speak the Language of the Dead as they can urge the Spirit to leave the a body which bypasses the protection physically to target the Spirit Body as an advancement from their Sequence powers from direct communication to the commandeering of Enslavement.
- Spirit Guides can use Resurrection by turning corpses into living skeletons or zombies but restricts on reanimating the corpse to its will or vitality.
Sequence 5: Gatekeeper[]
- Gatekeepers now have access the Doors to the Underworld where they can use to summon, sense or use the gates to the Underworld allowing to control the Undead once they sense the entrance towards the Underworld as they are the watchers of the gates to separate it from the living.
- They can use this kind of power to the Door of the Underworld in some extent such as solidifying the acess to the underworld as a brand of their hand in a way to summon and drag the target in critical moments behind the door. Its appearances of bloody, skinless and slimy tentacles of teeth emerges from the Door to entangle their targets and drag them to the underworld.
- The Doors has a terrifying suction force and it mainly directs the target however it can also pull the gravity to their surroundings which can be also used to suction the airborne poison environment.
- Gatekeeper use their bodies as a cage being the source of Internal Underworld, housing numerous souls, deceased and natural Spirits allowing them to use it as an Undead army, wherever they go in low profile. Normally their entrance is the center of the Gatekeepers brow and gain various abilities such as:
- Death Envoy: this is the unique ability of Ludwell as the soft sounds of crying can cause the targets body to go numb while their blood circulation freeze on the spot as they were target by evil spirits. However this ability is difficult to be effective in response while the target can only watch it, feeling.
- Gatekeepers are a prime target of possession for Evil Spirits providing an adequate environment for their existence.
Sequence 4: Undying[]
Previous abilities:
- Physical Enhancements: Their ability in this sequence where they can now longer feel the physical attacks unless being destroyed completely.
- Spirit Body: Undying Beyonders is able to exist in the state between physical and Spirit Body.
- Door to the Underworld: they can form a favourable environment with forces in the underworld inflicting enemies with attraction, summoning and Ravings that originated from the Spirit world and can summon Undead Spirits to the real world.
- Language of the Dead: in this stage, they change to a Spell system relating to Death, Spirits, Living Corpses, Withering and Enslavement. Withering Wind brings the gust of Cold of Wind causing withering.
New Abilities:
- Ressurection: Undying Beyonders posses a long lifespan; however in this condition, they die every 60 years and later Resurrect where they forget their memories and reset their madness levels and during the process of post-ressurection, they slowly regain their memories while starting a new life. This is without a complete risk, they would leave a death imprint on the Eternal Darkness Sefirot and once it reaches a certain level, their true bodies will be able to attract the Sefirot one day causing to truly die if not advancing this sequence.
- Over time, their intelligence and rationality will decrease making it difficult to recover the memories eventually turning themselves into Undead creatures.
- Underworld Authority: Undying Beyonders gain partial power and control of the Underworld to achieve certain effects with two methods:
- Sealing: From onwards, they can reduce negative effects of Sealed Artifacts in forming a Seal with the help of the Underworld.
- Spirit World Traversal: With their connection to the Underworld, they can use Spirit World to achieve traveling. This ability similar to Door of Teleportation ability of Sequence 5: Traveler of Door Pathway but Undying lacks the ability of blink in short distance.
Mythical Creature Form:
- As Sequence 4 Demigods who recieve a partial level of Godhood having a Incomplete Mythical Creature form and revealing it infects the surroundings while its ability enhances driving Undying to certain degree with its generated form of incomplete Quetzalcoatl[9] also known as Feathered Serpents.
Sequence 3: Ferryman[]
Previous Abilities:
- Ferryman posses an enormous amount of resistance against most kinds of attacks and killing them is equivalent of killing as corpse and have the ability to float on River Styx without even sinking when facing River of Eternal Darkness which is about 2 seconds. Near them can activate in utilizing their effective powers.
- Attacking with Purification powers such as the lighting ability from the Sequence 3: Sea King of Tyrant Pathway or the Flaring Sun ability from Sequence 4: Unshadowed from Sun Pathway.
- Instead of dying and losing memories, they would transform to a sentient creature overtime when resurrecting which also means they will not die instantly in the Underworld.
- Ferryman later controls partially of Underworld Authority of bringing descent to the physical world.
New Abilties:
- Ferrymans weild manifestation authorities of Death.
- Hands of Life and Death: Those who were touched will be irresistibly approach death in their left hand, while on their right reverses the process of Death, regaining Life making them traverse back and forth.
- Death Gaze: Any living beings who look directly in the eyes of a ferryman will immediately result to death which aren't exceptional to Beyonders who obtained Godhood and even without eye contact will slowly wither away.
Sequence 2: Death Consul[]
Previous abilities enhanced:
- Death Consuls previous abilities has been greatly enhanced.
Authorities:
- Death Consults now posses full authority of Death as using the Nation of the Dead can create the large domain of Death and Pillar as life isn't strong enough as they will instantly die before transforming themsleves into undead creatures.
- They're still Death Consuls even after death as the boundary between life and death no longer apply to them as they're extremely hard to kill; however this doesn't mean you're immortal as their consciousness becomes a walking corpse once they erode.
- Death Consuls becomes the King of the Dead with the capability of housing limitless undead army with their own Internal underworld and summon helpers at the same time in the Underworld.
- Death Consuls use Complete Death of stripping their vitality before the ability of Resurrection and Substitution has become ineffective. Only the Sequence 2: Miracle Invokers of Fools Pathway ability of Ressurection involves History and Change are exception.
- Death Consuls use full authority of Enslavement in issuing commands which they're incapable of resisting and use this authority as the Judge of the Dead.
Mythical Creature Form:
- Their Mythical Creature form has been fully completed of a Feathered Serpent or Quetzalcoatl that is illusory and is real as their entire body is covered with huge dark-green scales while white feathers stained with yellow oil grows out of the gaps.
Sequence 1: Pale Emperor[]
Previous abilities:
- All their previous abilities are further strengthened.
New Abilities:
- Pale Emperors posses authority of Pallor creating the world of devoid of all color.
- Pale Emperors possess full authority of Enslavement.
- Soul Control: They have the choice to extract the Spirit Body even if unsuccessful, causing the target to have severe mental chaos diminish vitality.
- Sovereign of Spirits: they appear extreme noble as the void of aura of living as the illusory dirty of countless of the Undead. They can have the authority to suppress and enslave a soul which is no longer limited to dead creatures including Beyonders of the Death Pathway and Its not a Beyonder power but rather a trait of Enslavement authority.
- Pale Emperors can use Death Decree pointing at them and will die instantly.
Sequence 0: Death[]
| “ | It’s the Beyonder pathway that governs death and partly controls the spirit world. | „ |
| ~ Derrick Berg to The Fool during the Tarot Gathering in Lord of the Mysteries Chapters 314 |
Authorities:
- Death authority ascends to a higher conceptual level, as Life will Die, memories will Die, the connections between things Die even their imprints of existence Dies. Although their Characteristics are Indestructable even briefly die in Death Authority.
- Death wields Pallor as the ultimate form of Withering where things all fade.
- Deaths wields the authority of Endpoint as the Final Destination of all aspects, a common endpoint of Life. This overlaps the authority of Sequence 0: Darkness and Mother Goddess of Depravity and relying the Doors pathway which is derived from this authority and establish their own Cycle of Reincarnation with aid from the Sequence 0: Mother of Mother Pathway being similar being formed with Eternal Darkness and Mother Goddess of Depravity with a limited single galaxy.
- Deaths authority of Undead as they're the source of existence and master roof all undead which once again overlaps with Sequence 0: Darkness and Mother Goddess of Depravity.
- Death authority of Enslavement, being the Enslaver of all things but they're limited to those who have souls.
Former Pathways[]
Beyonder abilities: Moon Pathway[]
Main Article: Moon Pathway
Sequence 9: Apothecary[]
- Apothecaries don't gain physical enhancements but rather gain to be resistant on poisonous and toxic elements.
- Apothecaries gain the ability of using Medicinal Concoction where they excelling in mixing and creating herbs especially animal parts to create injuries and illnesses, however they don't have the actual ways to treat terminal cure or alleviate symptoms in slowing down the progression which is impossible to cure an underlying disease.
- Examples of options and its concoctions such as invoking the libido of a teenager from experiencing it a young age, enhancing capabilities and healing the wounds and stop the bleeding.
- Apothecaries gain Spirituality where they gain the activation of Spirit Vision where they can see the overall health and well being of an individual.
Sequence 8: Beast Tamer[]
Previous abilities:
- Beast Tamers physical attributes have been greatly improved
New Abilities:
- Beast Tamers have taming ability to domesticate and utilize various different species rather effectively, Intimidation where by making them go to complete submission and animal sense to communicate animals and utilize senses of animal.
Sequence 7: Vampires[]
Previous abilities:
- Beast Tamers ability of Taming has formed of a new skill called Blood Servant conversion being similar to The Embrace but doesn't require the Beyonder characteristics access to activate as its ability is a Spell-like Moon Domain where Vampires can convert anything converting into servants which comes from beneficial and detrimental for the Blood Servant.
- Beast Tamers gain physical improvements where they're granted with physical benefits making them a different species from humanity itself as their appearance changes of charisma as they don't just only posses extraordinary speed and agility but includes on superhuman regeneration capabilities while having afterimages of running.
- The lifespan of a vampire increase within over 300 years with their corresponding institutions while their senses have been strengthened and refined. However its benefits comes without a cost, as the vampires have a weak point to the point where it can be exploited, mainly the heart. Its Beyonder abilities are the Tyrant pathways Lighting ability are lethal against this while its vampire physiology are weak against the sun.
New Abilties:
- Upon this Sequence, Vampires gain access to mastery of certain number of abilities and Spells under domains of Darkness, Shadows and Moon.
- Wings of Darkness: They can utilize this ability around in forming illusory bat wings when attacking and pester groups of enemies.
- Claw of Corrosion: Their nails can grow into sections of mysterious symbols and patters where they can cut through steel with strong corrosion properties.
- Abyss Shackles: Its abilities will be able to use Darkness and Shadow around the target in a certain range forming shackles to bind them.
- The Embrace: if possessing excess characteristics, they can bestow it on a human as they can turn them like others.
Sequence 6: Potions Professor (Baron)[]
Previous abilities:
- Potions Professors Physical enhancements has improved to their state as a Vampire.
New Abilities:
- Potions Professors have discerning spiritual materials having influx of knowledge in regarding in discerning materials in spirituality which is under qualitative change of Apothecaries knowledge such as treating terminal illnesses as it can slow down the effects.
- Potions Professors can mix and create Potions and Perfumes formulas using crafting with its extraordinary effects making the preparations beforehand in countering certain challenges which are the most difficult to deal with as they don't face limitations when they're like Mysticism as they lack Beyonder characteristics which they end up having expiration dates. there would be some potions when drunk together bringing all sorts of negative effects. They don't tolerate cocktails when drinking in battle.
- They can accumulate all kinds of knowledge with limit types of Potions and Perfume but aren't limited to potions such as Fire Breath, Sun Water, Invisibility, Anti-smell and dream and Shadow.
Sequence 5: Scarlet Scholar (Viscount)[]
Previous abilities strengthened:
- Their expertise relating to Moon domain strengthens their various aspects in their previous beyonder powers with its abilities enhanced of Potions and Perfume crafting, spells in darkness domain related and its resistance to Nightmare Sequence of Darkness Pathway have been reinforced.
New Abilties:
- Scarlet Scholars understand and their research on the Moon domain correlates to the effectiveness of their Beyonder core abilities.
- Lunar battlefield: its ability creates the environment more advantageous for themselves than for the enemy mainly achieved from Moonlight. When shining upon the area, Scarlet Scholars can use certain abilities in the Lunar Battlefield:
- Moonlight Transformation: This allows them to transform into a form of a moonlight condensed ina near area which can reconstruct themselves on the spot or location of the moonlight.
- Flash Teleportation: They can teleport to a certain radius as long as Moonlight is shining in the area.
- Lunar battlefield: its ability creates the environment more advantageous for themselves than for the enemy mainly achieved from Moonlight. When shining upon the area, Scarlet Scholars can use certain abilities in the Lunar Battlefield:
Sequence 4: Shaman King (Earl)[]
Previous abilities:
- Shaman Kings have strong physique constitution of powerful regeneration and other abilities but opt more in spell fighting abilities while their lifespan increases to a thousand years after their organs deteriorate until death as Shamans can live up to 1200 years through methods of mysticism such as being in coffin of hibernation. Although its Shamans heart is the main weakest point but develops another weak point.
- Shaman Kings of their mastery kind of Moon and Darkness Spells are further enhanced with its enhanced of Abyss Shackles.
New Abilities:
- Shaman Kings gain Spirituality manipulation as they interact with nature alone needs alot of preparations and materials for ritualistic magic as performed such as Moon Strength drawing ritual and Undead Conversion Ritual in their increase of spirituality.
- Shaman Kings are proficient in substitution spells such as Moon Paper Figurine similar to Magicians via substitution, Gaze of Darkness forming a connection with substitution and Bat Swarm Transformation as they divide themselves to be a swarm of bats being both illusory and real.
Mythical Creature Form:
- As a Sequence 4 Demigods, they gain partial levels of Godhood as they manifest in their incomplete mythical creature forms with revealing it as infects their Godhood of reproductive organs.
Sequence 3: High Summoner (Marquis)[]
Sequence 2: Life-Giver (Duke)[]
Sequence 1: Beauty Goddess (Queen)[]
Sequence 0: Moon (True Ancestor)[]
Trivia[]
- She and Hela are friends before being Transmigrated into another world.
- When she transmigrated, she was at sequence 2 of Darkness pathway in the body of a Demonic Wolf.
- Her name as Evernight Goddess have almost similar concept from Evernight in Honkai Star Rail.
External Link[]
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Heroes
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Church of The Fool Nighthawks City of Silver Gods Gustav Family:
Roselle Gustav | Bernadette Gustav Others | ||
References[]
- ↑ Lord of the Mysteries Interview Archive
- ↑ Discord AMA International Archive
- ↑ English translation adapted from Rubáiyát which is a book title from english poet, Edward FitzGerald in 1859 in contribute to the Persian Poet, Omar Khayyam
- ↑ for starters, it is a short duration combat engagement being in high pressure in confined spaces that are beyond traditional combat
- ↑ It was originally called Light of Dawn in the first book but was later translated to Sunrise Gleam in the sequel.
- ↑ This is referenced as the Industrial revolution in modern world and its concepts are similar but how they portray it depends on how readers visualize it
- ↑ medieval science and is a branch in Science of Chemistry
- ↑ A primordial race of Giants from Greek and Roman mythology
- ↑ A diety being originated from Aztec Culture being known as the God of Wind, rain, harvest, knowledge, and culture.


