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Char Aznable has declared Amon (Lord of Mysteries) is to be renamed to Amon (Lord of the Mysteries) for the following reason(s): series title mispelled Please discuss it on the talk page for this article. "I told you I am not Casval, I am Char Aznable." ![]() |
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“ | I’m not a Beyonder of the Tyrant pathway, so I wouldn’t be so rash as to directly steal your destiny. Heh heh, I suddenly have a feeling that directly replacing you would result in something I don’t wish to see happening. | „ |
~ Amon to Klein Moretti in Lord of Mysteries, chapter 1005. |
Amon, also known as the Angel of Time or Mr Error, is a major antagonist in the light novel and its manhua series, Lord of the Mysteries & its 2025 Donghua adaptation of the same name. He is the archenemy of its protagonist, Klein Moretti and served as the main antagonist in the Faceless Arc or the Buckland Arc.
He was one of the Kings of Angels from the 3rd Epoch and a child of the Ancient Sun God. "He" was a Sequence 1: Worm of Time born with the Uniqueness of the Error Pathway. According to the doctrines from the 3rd Epoch, the Ancient Sun God once referred to Amon as the God of Trickery, the God of Mischief, and the light at the dawn of the apocalypse.
Amon hunted Pallez Zoroast, who was also a Sequence 1 Beyonder of the Error Pathway, for thousands of years before finally gaining "His" Sequence 1 Characteristic after one of Pallez’s avatars invaded the Jacob Family’s grave. In the Fall of 1352 of the 5th Epoch, "He" advanced to Error by replacing Mr. Door in "His" Apotheosis Ritual. Shortly after, "He" accommodated the Uniqueness of the Door Pathway as well as a Key of Stars Beyonder Characteristic and ascended further to become a Dual-Pathway True God.
"His" goal was to kill Klein Moretti, accommodate both the Uniqueness of the Fool Pathway and an Attendant of Mysteries Beyonder Characteristic so he could ascend once more to become a Triple-Pathway True God. Then, he would try to control and fuse with Sefirah Castle. Only by doing so could he achieve "His" ultimate goal: becoming The Lord of Mysteries.
Appearance[]
Amon has been described as a slim but fit young man, with pure black eyes and short, semi-curly black hair. "He" has a broad forehead, fair skin and a thin face. Usually, "He" wears a crystal monocle on his face, which always hangs over "His" right eye.
"His" garments of choice consists of a set of black and dark turquoise classical magicians robes, with some white clothes underneath. Whenever he wears these magicians robes a big pointed and slightly curled magicians hat can be found upon his head. Amon has worn other clothes in the past when walking amongst regular people, such as a refined suit with a top hat, but has stated that the magicians robes are his favorite.
Both the main body and every Avatar of Amon is obsessed with monocles. When "He" took on the body of a seagull, "His" right eye had a black circle of feathers surrounding it. When "He" took the form of an ant, "He" could only wiggle "His" right antenna.
Personality[]
“ | Doing something that doesn’t match your expectations is also a form of deception. | „ |
~ Amon to Medici
on Lord of Mysteries, Chapter 1359 |
Amon is a pleasure seeker, without common ethics. "He" was born directly from his fathers Error Uniqueness and possesed a Worm of Time Characteristic from birth. This meant that he was born as a Mythical Creature, a being with a higher life order. You could say that "He" is the Error Uniqueness given life to a certain extent. All of "His" motivations seemingly stem from the pursual of stimulation and cheerfulness. "He" never saw other beings as anything but "His" toys or playmates. "He" teased others just for fun. After all, in the eyes of a natural Mythical Creature like "Him", human beings weren't different from ants. All of them were mere toys.
“ | Humans nowadays are really lacking in creativity. They go to cathedrals at the first sight of problems. I thought I would discover something if I followed her. Next time, I’ll steal the cathedral in front of them. | „ |
~ Amon
on Lord of Mysteries, Chapter 1124 |
"He" is extremely adept at spinning lies and deceit, often preferring to use a form of fraud or manipulation to achieve "His" goals, rather than using straight-up violence. "His" words are very persuasive; "He" has used his abilities in the field of speechcraft to deceive almost every being he has met in "His" entire life at least once. Even when "He" is speaking an obvious truth, it might somehow still be a lie, or a way of drawing your attention away from "His" next words while you ponder over "His" previous ones. This can be exceptionally dangerous in a world where some knowledge can be capable of causing your death if learned. If you start listening to his words, even armed with the knowledge that "He" will be lying, you will still have a great chance of being deceived. If "He" states something ambiguous, make sure to ask him to clarify. If Amon states that you have less than a year to live, you might die tomorrow; one day is less than a year.
However, the core part of Amons personality is "His" first and foremost value, "His" greatest possession: "His" own life. Amons pleasure-seeking, risk-taking personality that enjoys deceiving others and teasing True Gods, is nothing but one giant deception. In truth, Amon is a very cautious and calculating person. Contrary to "His" reputation, every time "He" seemingly takes a great risk "He" will manage to obtain great profit. Even in the situations in which Amon fails, "He" never actually loses all that much. Klein Moretti ultimately managed to see through this façade, however, and used this knowledge to defeat Amon in battle. Klein created a situation in which the first person to leave would lose, yet if no-one left both of "Them" would perish. Faced with such a situation, knowing that Klein was fully prepared to sacrifice "Himself", Amon retreated instantly and lost "His" status as a True God because of it.
Powers and Abilities[]
Basic Information[]
Amon is a Beyonder. Beyonders are beings, often humans, who take a Beyonder Characteristic and consume it, often via turning it into a Potion after mixing it with other supplementary ingredients. Once a Characteristic has been consumed, they will gain supernatural powers. There are 22 standard Beyonder Pathways. Each Pathway has 10 Sequences, from Sequence 9 to 0. If someone consumes a Sequence 9 Characteristic, they become a Sequence 9 Beyonder of the Pathway the Charactistic belongs to. If someone raises their Sequence, by consuming a Higher Sequence Characteristic of their own Pathway, they gain a set of new abilities while all previously gained abilities are strengthened.
Notably, when someone reaches Sequence 4 they become a Demigod, and gain an incomplete Mythical Creature form. Once someone reaches Sequence 2, "They" become an Angel and a complete Mythical Creature with a complete Mythical Creature form. One cannot switch Pathways, with some exceptions.
At the start of Lord of Mysteries[]
As Amon was directly birthed by the Ancient Sun God. "He" already was a Sequence 1 Beyonder with the Error Uniqueness and a Mythical Creature from the moment he was born.
Mythical Creature Abilities[]
“ | Audrey: Food doesn’t seem to be necessary for an angel, right? Klein: Yes, it’s just a hobby. It can be used to maintain one’s humanity. |
„ |
~ A conversation between Klein Moretti and Audrey Hall on Lord of Mysteries, chapter 1363 |
Born as a Mythical Creature, Amon has access to a host of perks that every Mythical Creature gains. First and foremost, all (complete) Mythical Creatures are immortal, "They" have the capacity to choose to never age, and as a result, they remain at their preferred age permanently. "They" are nevertheless susceptible to harm and death. Mythical Creatures do not need to eat, sleep or relieve themselves. "They" do not need to breathe and can survive in the vacuum of space indefinitely. Alongside that, every Mythical Creature has been enhanced and supernatural attributes in every possible aspect. "They" have access to but are not limited to: supernatural strength, speed and intelligence. "Their" rate of healing vastly increases and "They" have extreme endurance. As an additional perk, when someone refers to an Angel or Mythical Creature, they generally use an honorific pronoun with no direct English translation. As such, when written out in English, any pronoun used to refer to one of "Them" is surrounded by quotation marks and with a capital letter.
Not only that, all Mythical Creatures have a Mythical Creature form, "Their" 'true' form so to speak. If "They" reveal that form, all of "Their" attributes and abilities are even further enhanced. Most notably, is "Their" Godhood. Every Demigod and higher Sequence entity above has Godhood. This Godhood is something regular mortal minds are incapable of understanding, withstanding or surviving. Thus looking at a Mythical Creature form causes insanity and loss of control to every being that is not a Sequence 2 or above Beyonder. This is different for incomplete Mythical Creature forms.
Amons Mythical Creature form as an Error Pathway Beyonder consists of an ancient mottled stone clock. The stone clock has twelve separate quadrants, asymmetrical to each other. The clock also has twelve hands, each of different lengths, made up from Worms of Time. Worms of Time, not to be confused with the Error Pathways Sequence 1: Worm of Time, are translucent worms with twelve rings each. Various Godhood patterns, symbols and abstract information both makes up and is displayed by the worms.
Beyonder Abilities: Error Pathway[]
Sequence 9: Marauder[]
At Sequence 9, a Beyonder has just started their journey as a supernatural being and isn't considered any more dangerous than the average firearm. Just more bizarre and indefensible.
Marauders are Beyonders with skills, powers and abilities that make them good bandits or thieves, and excellent at theft.
- Marauders gain physical improvements, mainly in the way of enhanced speed and nimbleness. These physical abilities make Marauders very good at using knives or daggers.
- Marauders also have superior observation skills and gain an innate intuition of where valuable items are or even how much they're approximately worth. This intuition can be so powerful, that some Marauders can sense if there is something valuable in a drawer or cupboard, without actually being capable of seeing what's inside.
- Marauders gain very agile hands, even further than the general enhancements given to the rest of their body. Their wrist and finger flexibility and dexterity is drastically heightened, making them experts at sleight of hand.
- Marauders are also gifted with night vision, making them able to see in darkness.
All these abilities serve to make a Marauders core skill of Theft even more potent.
Sequence 8: Swindler[]
Swindlers often either take part in fraud investigations, or take part in fraud themselves. They like to trick and deceive their opponents rather than fighting with them directly and reportedly gain enjoyment from swindling.
Previous abilities have been enhanced:
- Swindlers are often quick in action and fast in speed when executing matters, an increased form of the various physical enhancements of the Marauder.
New abilities:
- Swindlers gain a strong and convincing charm, as well as innate knowledge on how to act more charismatic and with eloquence. This does not make them more pleasing to the eye, but rather makes them easier to trust and believe.
- Swindlers also gain innate knowledge or even an instinct on how to read the thoughts of others and mislead their thinking.
- Swindlers have the supernatural ability to interfere with the mental state of others, making them even more susceptible to lies, deceit or supernatural powers that target the mind.
Sequence 7: Cryptologist.[]
At Sequence 7, Beyonders often undergo a qualitive change. They go from being matched by firearms, to completely outperforming them. In the eyes of regular mortals, they can be considered to be legendary figures.
Cryptologist are masters of en- and decryption. They are often engaged in some manner of complex puzzle or code, trying to solve it while using as little time as possible.
- Cryptologists gain one new central ability: Decryption. Decryption allows one to recreate the truth behind anything related to mysticism or predict the development of events just from bits and scraps of evidence or knowledge. This ability is formed up from three main parts:
- Cryptologists gain an innate mastery of mysticism knowledge.
- Their Spiritual Intuition and Spirituality is greatly enhanced.
- Their ability to observe, associate thoughts, and deduce is improved.
Decryption allows a Cryptologist to easily see through most illusions and lies. They can use Decryption to Decrypt the honorific names of deities and their underlying meanings, as well as the symbolism involved. However, Cryptologists still have to maintain respect towards these high-level beings and remain careful. Decryption of such knowledge might incite incidents involving much higher levels than their own, causing enormous danger.
Sequence 6: Prometheus[]
Just like the Prometheus from legend who stole fire, a gift of the gods, and gave it to humanity; so steals a Prometheus the gifts of others and gives them to themselves.
Theft is a Core Skill of the Error Pathway. As one rises through the sequences, their Theft ability gradually deepens in it's conceptualization.
Previous abilities have been enhanced:
- Theft: From Sequence 6 onwards, not only would Theft have its effects and success rate increase, the deeper conceptualization allows Theft to affect more than just items, affecting more abstract possessions. A Prometheus's Theft can also affect powers and abilities. This type of Theft can be split into two categories.
- Power Theft: A Prometheus can Steal a target's supernatural power(s) and adeptly use it themselves for about 10 minutes.
- The more they understand their target, the easier it is to Steal the (specific) power they wish to Steal.
- The less they know about their target, the likelier the Theft will be applied to a random power and will rely on luck.
- Stealing from a target of the same Sequence will warrant a chance of failure, the higher the Sequence, the easier it is to fail.
- A successful Theft will make their target lose the Stolen power and would need anywhere from a couple of hours to a couple of days to recover.
- They can only Steal one power per target.
- Mental corruption or insanity can also be considered a kind of power; It can also be Stolen, at one's own risk.
- Ability Theft: A Prometheus can Steal mundane abilities, such as the physical ability to walk or fly.
- If for example a persons ability to walk is Stolen, they will fall to the floor as their legs are suddenly incapable of supporting the body.
- They can steal more abstract possessions such as distance or position, allowing for a bastardized form of travel or teleportation.
- Power Theft: A Prometheus can Steal a target's supernatural power(s) and adeptly use it themselves for about 10 minutes.
A Prometheus can Steal things from a target within a 50 meter range.
Sequence 5: Dream Stealer[]
Dream Stealers enter the dreams of their targets, changing and shaping them as they wish. They can change a persons dreams so dramatically, that one can say they stole the original dream.
Previous abilities have been enhanced:
- Theft: A Dream Stealer's Theft can be applied to thoughts and ideas with further conceptualization.
- Thought Usurpation: A target's thoughts or ideas can be Stolen, which would result in their targets seemingly forgetting about what they were about to do or had just realized.
- It is possible for their targets to completely miss the fact that thoughts were Stolen, unless if they were to think about it carefully.
- Stealing thoughts would force a Dream Stealer to do the corresponding actions as a follow-up, as the thought now belongs to them.
- If a Dream Stealer Stole a dragons intention to unleash a breath attack, the Dream Stealer would end up spitting, and the dragon would be puzzled about what it wanted to do.
- Knowledge Theft: A target's knowledge can be temporarily Stolen.
- A Dream Stealer could for example Steal the knowledge of how to speak another language from a native speaker, who would then forget how to speak their own native language for a while.
- Thought Usurpation: A target's thoughts or ideas can be Stolen, which would result in their targets seemingly forgetting about what they were about to do or had just realized.
New abilities:
- Dream Stealers can use their ability of Dream Infusion to infiltrate the dreams of others, and infuse scenes of their own design within the dream to silently influence their target.
Sequence 4: Parasite[]
At Sequence 4, one reaches the threshold of Godhood. As a qualitive change, they become a Demigod. Demigods gain increased lifespan and an incomplete Mythical Creature form. They go from being legendary beings and good fighters, to forces on the battlefield that remain the undisputed hegemon unless they meet an equal.
Parasites are beings that have adapted their powers of theft to life itself. They are capable of parasitizing other living beings and suck the life out of them, like a true parasite.
Previous abilities have been enhanced:
- Theft: A Parasite who gained the status of a Demigod, can use their theft on increasingly complex concepts.
- At this level Theft can be applied to life, including Parasitic Theft at the physical level through Parasitism.
- They can perform large-scale Thefts, Stealing multiple things or abilities at the same time.
- A Parasite can Steal the ability to walk from an entire crowd, causing all those people to fall to the ground as their legs stop working.
- Parasites can use their increased control to now control the "items" they Steal and make them appear at a suitable time.
- After using Thought Usurpation, Parasites no longer need to act out the action corresponding to the thought they stole. They can even grant whatever they stole to someone else. For example, if a Parasite stole a dragons intention to unleash a breath attack, they could keep the intention. During a later battle, if an enemy decides to chant a curse, the Parasite can give them the intention, causing them to spit instead of chanting.
- Amon once stole Klein Moretti's thoughts of suiciding when he was still a saint. Much later, during Klein's apotheosis ritual, Amon gave the thoughts back to Klein in order to distort "His" mental state.
- Amon once Stole the effect of "Eternal Daytime" from a place called the Sea of Ruins, and gave it to environment when an enemy established a zone shrouded in complete darkness. This caused the darkness to rapidly "melt".
- After using Thought Usurpation, Parasites no longer need to act out the action corresponding to the thought they stole. They can even grant whatever they stole to someone else. For example, if a Parasite stole a dragons intention to unleash a breath attack, they could keep the intention. During a later battle, if an enemy decides to chant a curse, the Parasite can give them the intention, causing them to spit instead of chanting.
- Power Theft: Parasites are now able to accurately Steal the powers they wish to have, even if they don't understand the target or the power all that well. Still, with better understanding, the higher the chances of success.
- If the target is of a lower Sequence and their situation is known to the Parasite, they can basically Steal anything they want.
- They can Steal powers from the same target 3 times, but one attempt is limited to one power.
- Stolen powers now remain usable for about 2 hours.
New abilities:
- A Parasites Core Skill is Parasitism. They can become a literal parasite and latch onto a target's body, thus making the target their Host.
- This power in divided into two modes:
- Concealed Mode: A Parasite hides themself in the body of their Host, allowing them to see and hear everything their Host sees and hears. In this mode they're almost completely indistinguishable from the Host, causing this mode to be very effective at hiding. In this state, they cannot fully control their Host nor interfere with, read or Steal the Hosts thoughts directly.
- Controlling Mode: A Parasite almost completely fuses a small part of themselves with their Hosts Soul, enabling full control over the body and allowing them to read every thought and intention of the Host. If a Host is fully Parasitized the Parasite can then decide to kill them with just a thought. If the Host is lucky, the Parasite kills them fully. If the Host isn't, they remain trapped in their own body, in a cage that once listened to them.
- Parasitism can be used as a way of recovering from a weakened state in hiding, but switching Hosts is energy-consuming. Therefore they usually choose Hosts that live longer.
- Even if the Parasite is friendly towards their Host, the Host will still at least lose a few years of lifespan. Parasites will always Steal something when emerging from their Parasitic form.
- Parasites who need to recover prefer to parasitize Beyonders of the same Pathway. Their second choice would be a Beyonder of either the Fool Pathway or the Door Pathway, as these and the Error Pathway belong to the same group. This is because their Beyonder Characteristics can supplement a Parasites condition and help them recover faster.
- The Host can also influence their Parasite through their body structure and hormones.
- If the Host is a normal animal, the Parasite risks being affected: Eventually losing their speech and forgetting their identity as a human. In these cases, they must keep talking to humans to prevent this from happening.
- This power in divided into two modes:
Mythical Creature form:
- As a Sequence 4 Demigod, a Parasite receives a certain level of Godhood, and with it comes an incomplete Mythical Creature form. Revealing their incomplete Mythical Creature form will infect their surroundings with their Godhood, driving being without it mad. revealing it will also greatly enhance all of their powers. However, doing so as long as the Mythical Creature form remains incomplete will also drive the Parasite themself mad to a certain degree. The small maggots generated by their Mythical Creature form are called Worms of Time.
- A Worm of Time at this level looks like a strange worm with about 8 rings. Every ring is transparent and has many three-dimensional patterns that make it look like time is whirling through them.
- Parasites can divide these small maggots, Worms of Time from their own Mythical Creature form.
- Parasitism, the Controlling Mode specifically, works by separating a Worm of Time and letting it infect whatever Host they wish to Parasitize.
- Worms of Time can be separated to Parasitize artifacts or items with living characteristics, significantly reducing negative effects and rendering them obedient.
- Parasites can kill these maggots and wait for minute fragments of Beyonder Characteristics to seep out, then re-absorb them. Then they can use the leftover carcass as a container for the power bestowed by higher-level existences.
- Through this, they can use their own carcasses to as high-level materials to create various charms or enchanted bullets.
- Doing this fractures their own Soul, dealing considerable damage and making them unable to do it frequently.
Sequence 3: Mentor of Deceit[]
The actions of others often expose their problems, and for a mentor in the field of deceit, this is enough for him to grasp their weaknesses, allowing them mislead their enemies, making them make mistakes in their judgement.
New abilities/Previous abilities have been enhanced:
- A Mentor of Deceit at it's core is a more profound version of a Swindler. Their ability to Deceive gains a great measure of conceptualization, like Theft has gained in the previous Sequences.
- Mentors of Deceit are now capable of Deceiving the natural laws of the world, as well as the verifying underlying rules of reality.
- Amon once put a lantern in a state where it could burn for weeks, even though it had barely any fuel left by Deceiving the natural laws.
- Klein Moretti once Deceived the rules of reality, allowing "Him" to enter the garden of eden, even though the pride mask he held did not belong to "Him".
- Mentors of Deceit are now capable of Deceiving the natural laws of the world, as well as the verifying underlying rules of reality.
Mythical Creature form:
- The Worms of Time in their Mythical Creature form now have 10 rings instead of 8.
- When revealing their incomplete Mythical Creature form, the enhancements they gain are increased by even more. At the same time, the madness they receive is reduced.
Sequence 2: Trojan Horse of Destiny (Fate Stealer)[]
“ | "He" will follow you back. Then, you'll discover that your parents will be making "Him" their son. Your wife will view "Him" as her husband. Your child will treat "Him" as their father. Your friends, everyone you know, will treat "Him" as you. And you will be the unlucky one. You will lose all connection to the real world and slowly die. | „ |
~ Pallez teaching Leonard about Amon on Lord of Mysteries, chapter 877 |
At Sequence 2, an entity becomes an Angel. They are immortal beings with fascinating powers and abilities the likes of which other could never dream of. There can only be 9 Angels in a Pathway at any given time, as there are only 9 sets of Sequence 2 Beyonder Characteristics per Pathway. They used to be called "Subsidiary Gods" in the Second and Third Epoch. With these powers, however, comes madness. Angels need to have a set of Anchors, believers, to remain sane.
- But an Error Pathway beyonder could care less, as they can make their own believers through Parasitation and Avatars. Every single one of "Their" believers can be "Themselves".
Previous abilities have been enhanced:
- Theft: A Trojan Horse of Destiny can apply "Their" Theft to extremely complicated concepts such as fate, identity, self-awareness and Beyonder characteristics.
- "They" can invade another person's destiny and alter it from within. "They" can Steal the identity of that person, and nobody will realize that the person has changed. Anything that would have happened in the future to that person, will now happen to "Them" if they wish it.
- Power Theft: "Their" ability to steal supernatural powers has been further improved.
- "They" can Steal up to 6 Powers from a single target.
- "They" can Steal multiple powers in a single Theft.
- Amons Avatar stole 6 Beyonder powers from Klein Moretti in a single theft, who was a Sequence 4 Demigod at the time.
New Abilities:
- A Trojan Horse of Destiny can see through "Their" own destiny, or the destiny of someone else that "They" control. This makes "Them" aware of any abnormalities in fate that affects "Them".
- "They" can tinker with someone else's destiny, making certain errors appear for a period of time.
- Amons Avatar made it so no-one could notice Klein Moretti's intentions to seek help, be it through screaming for help in a busy street or trough prior arrangements.
- A Trojan Horse of Destiny can create Avatars:
- Avatars and the main body are still the same person, but "They" can be located in different areas.
- Avatars can consume Beyonder Characteristics of the Error Pathway, to increase "Their" level and strength.
- Avatars start out at the level the main body created it at, but all Avatars are Sequence 4 Parasites at the very least.
- Low-level Avatars still have the ability to use some of "Their" higher Sequence powers, thanks to the Deceivement of rules. This does take time however.
- It is possible to create an Avatar with similar strength to the main body, but this can leave ones mental state unstable, and may lead the Avatar to rebel.
- A Trojan Horse of Fate can turn one of "Their" Avatars into the main body, by making the Avatar Steal the main body's soul, consciousness and psyche.
- A Trojan Horse of Fate can choose which information they do, and which information they don't synchronize with "Their" Avatars upon creation.
- This can result in some Avatars having complete freedom from the main body, even to the point that "They" think "They're" the main body. They still are under full control of the main body, however, and are incapable of rebelling against the main body or the predetermined actions decided by the main body.
Mythical Creature Form:
- "Their" Mythical Creature form becomes complete. It is a huge ancient mottled wall clock carved from stone. There are twelve segments, and each segment is either colored grayish-white or blue-black. They are asymmetrical from each other, and the symbols on each section differ from the others. The hands on the clock are made up from Worms of Time, each one now having 12 rings.
- When revealing "Their" true form, no madness will affect "Them". The sheer amount of Godhood in them infects the surroundings and makes it near impossible for beings below the Angel level to stay sane. Directly viewing it is almost a sure death sentence.
- All enhancements go even further, massively increasing all "Their" abilities. Since they are now a complete Mythical Creature, all the enhancements they previously gained from revealing "Their" true form are now permanent. Even when appearing as a regular mortal being.
- A complete Mythical Creature is immortal. "They" do not age or lose lifespan, and they can decide on the age "They" wish to appear as. Even though most beings at this level would already be freely capable of changing their appearance.
- "They" can split off Worms of Time and invade "Their" targets in a concealed manner through Spirit Body Threads to directly Parasitize them. This only truly effective however if "Their" target is a Beyonder from the Fool Pathway at Sequence 5 or higher.
Sequence 1: Worm of Time[]
A Worm of Time is an 'insignificant' little creature, burrowing through Time itself. Time moves around "Them", things happen, but they are unaffected. Even worse, "They" are actually the ones affecting Time. A Worm of Time hides itself while doing what "It" wants, when "It" wants. "They" deceive any and all beings or rules. "They" Manipulate time itself and take whatever destinies "They" want to have at whim.
At Sequence 1, one becomes less constrained by the limitation of powers. "They" are no longer limited to whatever "Their" abilities allow them to do. Instead, "They" gain Authorities, allowing to do whatever they want as long as "They" have a certain level of Authority over the corresponding domain. There only exist 3 sets of Sequence 1 Beyonder Characteristics per Pathway.
New Authorities:
- Theft: At this level, a Worm of Time can temporarily Steal time, Anchors and Authorities.
- "They" can Steal almost anything, like time from "Their" targets lifespan for example, causing "Their" targets to die from old age near instantly.
- "Their" targets would seem to age rapidly, a manifestation of "Their" power being symbolized. However, they cannot accurately Steal a persons childhood and teenage years, allowing them to instantly to become an adult. If "They" were to Steal the lifespan of a baby, the baby would grow wrinkles, their hair would turn white and then they would die.
- "They" can directly Steal the Anchors of Beyonders through certain loopholes.
- While such a form of Theft is normally of little value, it can be very useful at certain critical moments of an advancement or apotheosis ritual. The sudden decrease of Anchors would tip the balance of advancing Beyonders and make them lose control on the spot, go mad and become a monster or die.
- "They" can Steal almost anything, like time from "Their" targets lifespan for example, causing "Their" targets to die from old age near instantly.
- Time Manipulation: "They" can summon a phantom of "Their" Mythical Creature form to manipulate time. "They" can choose whether or not to affect certain objects within range to avoid friendly fire. This is not a true revealing, so it does not affect the observers with madness.
- "They" can slow down time, even to the point of stopping it.
- Amon once manipulated time, making everything in "His" surroundings slow down, allowing "Him" to interfere with Arianna's attack on Klein as well as slowing Zaratul down even though those two events happened at the same moment.
- Klein Moretti used the Staff of Stars to Replicate Amon's Beyonder powers, freezing the lightning sea created by Sasrir's Evil Spirit trough the halting of time.
- "They" can speed up time, this is equivalent to the act of Stealing time.
- Amon once manipulated time, making the surrounding seemingly lose ten to twenty seconds in the span of only one second. In doing so he effectively Stole the amount of time Klein Moretti could use his ability, as his Historical Void projection power could only be maintained for ten to twenty seconds at the time.
- "They" can reverse time. This can be equivalent to giving back Stolen time.
- Pallez Zoroast manipulated time, giving Klein the lifespan back that Amons Avatar had stolen.
- "They" can slow down time, even to the point of stopping it.
After becoming the Error[]
In order to become a Sequence 0, one needs to have all three Sequence 1 Characteristics and the corresponding uniqueness. After Amon managed to take Pallez's Worm of Time Characteristic, "He" obtained the last of the Worm of Time Characteristics. "He" managed to make Mr. Door return to the real world. This triggered Mr. Door's Apotheosis ritual, which allowed Amon to replace "Him" and fulfill his own Apotheosis ritual. In the fall of 1352, after 2 entire epochs, Amon became a Sequence 0 True God. The Error.
Sequence 0: Error[]
“ | It's a Trojan Horse of Fate, the Slug of Time, the loopholes in rules, the manifestation of all Errors. | „ |
~ the Ancient Sun God's description of the Error Pathway, on Lord of Mysteries, chapter 1152 |
A Sequence 0's effectively is the manifestation of "Their" corresponding pathway's symbolism and Authorities. "They" can grow as big as a mountain, or shrink to the size of humanity. Each one of "Them" has many fascinating, bizarre or otherwise horrifying abilities trough "Their" Authority. Every Sequence 0 has "Their" own Divine Kingdom with it's own properties. Only a Sequence 0's can effectively deal with another Sequence 0. Sequence 1's might not even survive the might of "Their" gaze.
Previous abilities have become Authorities:
- Decryption: As the most powerful Cryptologist, "His" ability to Decrypt is massively improved, allowing "Him" to crack almost any secret from the most minute amount of information.
- Amon cracked the secrets of The Fool’s Divine Kingdom from the information "He" gained from just 2 attempts.
- Avatars: "He" can create at least two Sequence 1 Avatars. "He" can achieve this in two ways:
- The Error separates two of "His" Sequence 1 Characteristics and turns them into Avatars. "He" uses "His" ability to Deceive the rules to remain at Sequence 0 with just one Sequence 1 Characteristic.
- "He" can Deceive the rules and gather several Error Pathway Characteristics until "His" Avatar reaches the status of a Sequence 1 without actually posessing a Sequence 1 Characteristic.
- Theft: "He" can use Theft that has now become an Authority.
- "He" can steal even more abstract concepts, like someone's childhood and teenage years, allowing a baby to directly become an adult.
- Deceiving: An Error can accurately sense all laws and rules that apply to an area. "He" can then use "His" Authority to find and exploit any loophole that exists.
New Authority:
- Error: "He" can fix all Errors and create Errors within anything that seems normal. Can also be called Bug.
- In order for the Error Authority to have effect on another Sequence 0-level entity, there needs to be a fulfillment of one of the following prerequisites:
- The medium and the target are similar enough.
- There is a certain connection between the two targets.
- There are certain logical contradictions that between certain matters or objects.
- Some of the rules are indeed incomplete.
- Finally, in order for it to take effect, the Error needs to construct an "Erroneous" environment as a Divine Kingdom. This can be done even within the Divine Kingdom of another Sequence 0.
- Some examples:
- "He" can use an Error to separate "Himself" from the real world, allowing "Him" to avoid damage in the real world. At the same time, "He" cannot interact with the real world.
- Klein borrowed the Error Authority to avoid Amon's Space Destruction damage to him.
- Amon used the Error authority to avoid Bladel's Twilight Sword attack.
- "He" can exploit the relationship between substitutes and a real body to create a Bug, so that whatever happens to the substitute will happen to the real body.
- Amon Parasitized The Fool's Paper Figurine Substitute, and then caused a Bug by making "The substitute is Parasitized in place of the real body" equivalent to "The real body is Parasitized in place of the substitute".
- "He" can create an Error to let "His" shadow receive damage instead of "Him", thus allowing "His" true body to remain unharmed.
- "He" can use an Error to separate "Himself" from the real world, allowing "Him" to avoid damage in the real world. At the same time, "He" cannot interact with the real world.
- In order for the Error Authority to have effect on another Sequence 0-level entity, there needs to be a fulfillment of one of the following prerequisites:
After accommodating the Door Authority[]
As Amon managed to replace Mr. Door during "His" advancement ritual, Amon managed to obtain all three Sequence 1 Key of Stars Characteristics as well as the Door uniqueness. As the Door Pathway is neighboring to the Error pathway, Amon could use one Key of Stars Characteristic and the Door uniqueness to also become a True God of the Door pathway. Not long after becoming the Error, Amon managed to become a Dual-Pathway True God as Mr. Error and Door. Because Amons core pathway was the Error Pathway, "He" only needed one Sequence 1 characteristic. The rest were dumped back to Mr. Door's descendants.
With the Sequence 0 Door Authority, Amon had access to all abilities and powers the Door Pathway grants.
Sequence 9: Apprentice[]
The abilities of an Apprentice are rather strange. It can only be confirmed that this is the pathway of a more "traditional" mage. They are rarely trapped and very difficult to be stopped. They often are able to escape and pass through obstacles every time…
- Apprentices gain the supernatural ability of Door Opening. With this, they can open any door they come across. Any locks they encounter can be unlocked. If there is no door or window, an illusory glowing door will appear and allow the Apprentice to pass trough the obstacle impeding their path.
- This ability is works 100% of the time against mundane doors, locks and walls. If Door Opening is used on a lock with some manner of supernatural influence, the rate of success depends on the strength of the supernatural force behind the lock, and the strength of the Apprentice themselves.
- Apprentices also have their Spirituality greatly enhanced, allowing them to use many varieties of ritual magic, such as Spirit Vision.
Sequence 8: Trickmaster[]
A Trickmaster is no longer an apprentice but a master. However, they are masters only of small tricks. They would do well to remember that they are far from a true master in anything. They wield a massive amount of quite strange but ultimately weak spells.
Some examples of the New Abilities:
- Fog: Creates fog.
- Wind: Creates a light wind.
- Flash: Creates light.
- Freezing: Lowers the targets temperature.
- Tumble: Makes the ground beneath the target slippery.
- Electric Shock: Shocks the target.
Sequence 7: Astrologer[]
Astrologers study the stars, and by extension, the universe. They watch the stars, record their movements, brightness and positions. With this knowledge, they are able to make a varying lineup of accurate divinations.
Previous abilities have been enhanced
- The strengthening of an Apprentices Spirituality is increased once again, and by a higher grade than the "regular" increase one gets when ascending sequences.
New Abilities:
- An Astrologer gains innate knowledge of divination, and a mastery of divination involving crystal balls and the stars.
- By overlapping two people's appearances, even if they are disguised, the Astrologer can determine if whether or not the two are the same person.
- They can interfere with outside divination.
- Disruption: They can interfere with other's spiritual intuition in the targeted surrounding area.
- They have a further improved spiritual intuition.
Sequence 6: Scribe[]
Scribes scribe. They observe, watch, look and gawk. Once they are done, they write down, note, record and scrawl. Later still, they use the knowledge they inscribed to bribe, intimidate, negotiate or force another party. They see and record everything, so watch your actions when one of them is in your area.
New abilities:
- Record: After seeing a supernatural power in person, they can attempt to Record the corresponding symbols, patterns, and labels, storing it for later use. This uses their Soul as a pen and their Spirit Body as the paper. Later on, they can release the Recorded power at will.
- The probability of successfully Recording is not guaranteed for powers above Sequence 6 or their own power level. The higher the Sequence, the less likely it is to successfully Record it.
- Sequence 4 powers may not be able to be Recorded even after ten separate attempts.
- Each Recorded power can only be used once.
- They are limited to 1 power at the Demigod-level, 8 for Sequence 5-6, and 20 for Sequence 7-9.
- The strongest Scribes can Record 3 Demigod-level powers.
- The effects of Recorded powers will be weaker than the original. Sequence 5 and 6 powers are half as powerful, and Sequence 7 and lower powers are almost as powerful as the original.
- The stronger the Scribe, the lower loss of strength when Recording.
- The probability of successfully Recording is not guaranteed for powers above Sequence 6 or their own power level. The higher the Sequence, the less likely it is to successfully Record it.
Sequence 5: Traveler[]
Travelers are always on the move. They travel from place to place, moving great distances in short amounts of time. As Scribes only record what they see in their surroundings, Travelers completely submerge themselves in the various cultures they encounter and fully experience their surroundings.
Previous abilities have been enhanced:
- Record: The amount of Demigod-level powers that can be Recorded has increased to 4, and the effects of these powers are close to that of a Sequence 4.
- After a long time of training and experience, the strongest Travelers can Record 5 Demigod-level powers.
New abilities:
- Teleportation (Door of Teleportation, Travelers Door , or Traveling): Travelers can open a door to traverse the Spirit World while sensing the external world, which enables them to travel in large distances extremely quickly as if it were Teleportation.
- The longer the distance, the longer it will take, while shorter distances can be performed nearly instantly.
- Blink: This is Traveling rapidly in short distances, without the need for opening a door. Travelers would leave afterimages in their wake.
- The maximum distance is dependent on the Travelers Sequence and strength. In addition, they can send others through the door as well.
- Travelers are adept at Traveling through the Spirit World. They have an intuitive sense of direction that enables them to avoid getting lost while there.
- This might in actuality be a severe enhancement of an Apprentices Door Opening.
- The longer the distance, the longer it will take, while shorter distances can be performed nearly instantly.
- Invisible Hand: A telekinesis-like ability that can move an object from distance. Likely a form of Trick that has been enhanced.
Sequence 4: Secrets Sorcerer[]
A Secrets Sorcerer finds secrets, hoards secrets and guards secrets. They might hide items, places, spaces, knowledge, effects or people. The strength of a Secrets Sorcerer lies in the amount of secrets they keep, and their capabilities to have their secrets remain secrets.
Previous abilities have been enhanced:
- Record: a Secrets Sorcerer is not only capable of Recording powers, but even the "states" of various existences as well.
- A Secrets Sorcerer once recorded the state a King of Angels was in, and then later released the recording. This caused the surroundings to infected with the madness that was released by the King of Angels' state.
New abilities:
- Secret Keeping: A Secrets Sorcerer is capable of designating an action or knowledge as a Secret, allowing it to evade Divination, Prophecy or detection by other supernatural means.
- Space Concealment: A Secrets Sorcerer can divide a space into two parts and hide one of them, making it only accessible trough a specific "door".
- Every Concealed space will have such a "door".
- In order to exit the Hidden space, the Secrets Sorcerer either needs to use the "door" or directly remove the Concealment.
- They are able to use this power defensively by creating many sealed spaces with illusory doors between them and an incoming attack.
- Exile: A Secrets Sorcerer can summon numerous distinct, dense, and overlapping illusory doors that almost completely wrap the target. Once enemies are under initial control, they can Exile them into a corresponding chaotic dimension of Space-Time, with every different illusory doors depicting a different scenes where danger and opportunity coexist.
- This kind of Exile on an equal typically only lasts for a short duration, after which the Exiled will return to reality.
Mythical Creature form:
- As a Sequence 4 Demigod, a Secrets Sorcerer receives a certain level of Godhood, and with it comes an incomplete Mythical Creature form. Revealing their incomplete Mythical Creature form will infect their surroundings with their Godhood, driving being without it mad. revealing it will also greatly enhance all of their powers. However, doing so as long as the Mythical Creature form remains incomplete will also drive the Secrets Sorcerer themself mad to a certain degree. The small insects generated by their Mythical Creature form are called Worms of Star.
- A Worm of Star at this level looks like a strange bent insect that is slightly glowing with light. There are many three-dimensional patterns on the insects body, resembling sets of illusory doors.
- Secrets Sorcerers can divide these small insects, Worms of Star from their own Mythical Creature form.
- Worms of Star can be briefly separated from the Mythical Creature form and be left behind in the afterimages that result from Blinking, allowing each afterimage to briefly obtain life and complete an action, such as to complete an attack or to quickly send a message.
- Secrets Sorcerers can kill these insects and wait for minute fragments of Beyonder Characteristics to seep out, then re-absorb them. Then they can use the leftover carcass as a container for the power bestowed by higher-level existences.
- Through this, they can use their own carcasses to as high-level materials to create various charms or enchanted bullets.
- Doing this fractures their own Soul, dealing considerable damage and making them unable to do it frequently.
Sequence 3: Wanderer[]
Wanderers are unrestrained by conventional obstacles. They Wander at random, going wherever they want to go, with nothing and no-one capable of stopping them from wandering around. They might randomly enter a castle, a busy town, the bottom of an ocean trench or end up on the moon.
Previous abilities have been enhanced/new abilities:
- Wandering: A Wanderer can Wander wherever they want. They are no longer trapped by Spirit World, merely allowing them to travel within the confines of their own planet. They can enter the Cosmos, Wander trough the Astral World and head to other planets where they can encounter different alien civilizations.
- They can enter the Astral World trough Symbolization: They can transform into a collection of symbols representing both themself and the Door Pathway, allowing them to safely enter and Wander trough the Astral World.
Mythical Creature form:
- The Worms of Star in their Mythical Creature form now are bent into a quarter-circle and glow with resplendent light.
- When revealing their incomplete Mythical Creature form, the enhancements they gain are increased by even more. At the same time, the madness they receive is reduced.
Sequence 2: Planeswalker[]
A Planeswalker is a powerful figure that walks through the very planes themselves. Nothing can threaten or stop "Them" while "They" are traveling to "Their" goal.
Previous abilities have been enhanced:
- Replication: The power to Record from a Scribe becomes Replication. Once a Planeswalker has a sufficient understanding of a power and it's corresponding symbols, patterns, and labels, "They" will become capable of directly replicating the power without the need to Record first.
- "They" can Replicate powers or Replicate people using powers, allowing the corresponding powers to descend in reality. The latter method is easier to perform but can only launch a single attack.
- "They" can Replicate scenes. This is split into two parts:
- "They" can cross all obstacles and distances if the corresponding scene they remember still exists in the real world, directly descending to "Their" desired destination. This removes the need for a medium such as space or the Spirit World for traveling.
- "They" can change the area around "Their" targets and allow the corresponding scene to manifest in the real world.
New abilities:
- Space Manipulation: A Planeswalker is capable of locking a targeted space, and move it/swap it with another. The limit of this power is a Capital-sized city.
Mythical Creature form: "Their" Mythical Creature form becomes complete. It is a huge humanoid figure consisting of countless spherical lights. The figure is constructed from countless layers of illusory doors. Every spherical light is a Worm of Star. Each Worm of Star is now bent into a perfect semi-circle and is forged from radiant starlight.
- When revealing "Their" true form, no madness will affect "Them". The sheer amount of Godhood in them infects the surroundings and makes it near impossible for beings below the Angel level to stay sane. Directly viewing it is almost a sure death sentence.
- All enhancements go even further, massively increasing all "Their" abilities. Since they are now a complete Mythical Creature, all the enhancements they previously gained from revealing "Their" true form are now permanent. Even when appearing as a regular mortal being.
- A complete Mythical Creature is immortal. "They" do not age or lose lifespan, and they can decide on the age "They" wish to appear as. Even though most beings at this level would already be freely capable of changing their appearance.
Sequence 1: Key of Stars[]
“ | ‘He’ could appear anywhere, anytime. If ‘He’ hadn’t been quickly banished and sealed by Evernight and Storm, I might not have survived to the end of the War of the Four Emperors either.” | „ |
~ Pallez Zoroast discussing mr. Door on Lord of Mysteries, chapter 1104 |
New Authorities:
- Position: A Key of Stars can precisely locate the Position of anything 'They' desire, anywhere.
Sequence 0: Door[]
A Door is a term used to describe the connection between to spaces. A passageway can be a Door. A tunnel can be a Door. Teleportation is moving from one space to another, fitting under the description of Door. A lock is keeping two spaces separate, a form of Door. And as a Door, Amon has control over all Doors.
Previous abilities have become Authorities:
- Symbolization: A Door no longer symbolizes themselves. 'Their' ability now extends to Conceptualization. A Door can become a creature of concept, a being that is a concept 'themselves'. A concept cannot be damaged by knives, fire, gravity, the tearing of space or proximity to a star.
- Amon once turned into a concept in order to avoid the proximity damage of a star conjured by Klein Moretti.
New Authority:
- Door: 'He' has authority over space and everything related to the concept of a Door.
- 'He' can instantly open a Door to anywhere 'He' wants, being able to move 'Himself' and others to any part of the real world, Spirit World, Astral World or other space.
- Amon's Avatars once forcefully moved Klein out of the real world and into the cosmos.
- 'He' can create Doors that open and close at the same time, preventing existences from knowing what is behind the Doors.
- Space Destruction: 'He' can tear open and collapse space. This a kind of space degradation and destruction, causing the collapse and fragmentation of the surrounding void.
- Amon once created an oval in which starlight lit up, illuminating Klein Moretti's figure. With an action of tearing 'His' hands apart, the space covered by starlight cracked as if glass was being shattered, forcing Klein to rapidly expend Paper Figurine Substitutes and later, borrow the authority of Error to save himself.
- Sealing: 'He' can open or close any Door anywhere in the world, thereby strengthening or weakening all and any forms of Sealing.
- If 'He' chooses to affect the entire world, unless 'He' put all 'His' energy into this matter, such Authority wouldn’t be able to influence the entire world for too long.
- Mr. Door's apotheosis ritual caused all physical doors everywhere to open and weakened all seals, causing most seals to fail, such as the Azure Gate below the Cathedral of Waves and the New City of Silver's underground seal.
- Amon shut off everything related to the concept of a Door, greatly strengthening the effects of any seal. This caused people to be unable to open ordinary doors and caused the orthodox Churches and secret organizations to be unable to use their sealed items for a short period of time.
- Even if a True Deity descended from the Astral World, it would still take 'Them' a certain amount of time before 'They' could break the restrictions on all seals.
- 'He' can directly create various types of Seals.
- Amon created a "fishnet veil" constructed by many starlit Doors that began to twist and reassemble, forming into a strong cage trapping Klein. Inside the cage an illusory Door appeared and moved quickly about without being fixed in place.
- If 'He' chooses to affect the entire world, unless 'He' put all 'His' energy into this matter, such Authority wouldn’t be able to influence the entire world for too long.
- 'He' can instantly open a Door to anywhere 'He' wants, being able to move 'Himself' and others to any part of the real world, Spirit World, Astral World or other space.
Quotes[]
“ | Don’t ask us why we’re taking such risks. Life often requires some excitement, joy, and anticipation. | „ |
~ Amon´s letter to himself
on Lord of Mysteries, Chapter 1006 |
“ | No, but I often bring up philosophical problems for others, just like who I am, where I am, and what’s my future. | „ |
~ Amon to a random mortal
on Lord of Mysteries, Chapter 1128 |
“ | In theory, my believers are all ‘me.’ I don’t need to trouble myself with building an idol. | „ |
~ Amon to Klein
on Lord of Mysteries, Chapter 1161 |
“ | I’ve always respected the gods. | „ |
~ Amon nudged his monocle and chuckled.
on Lord of Mysteries, Chapter 1155 |
Trivia[]
- Amon called Adam "my zealous brother".
- Amon couldn't decrypt the fourth line of Klein’s honorific name - “Protector of Backlund magic and drama performers.” "He" was amused when "He" got the answer from Klein's mind. "He" said that it was very interesting, then asked Klein if "He" wanted to become "His" Blessed. But Klein only asked Amon to kill him.
- Under the auspices of himself, "the Amons" would adopt internal decisions by democratic voting. Each Avatar of Amon has its own consciousness, each thinking they are Amon. In this situation, even though the main body has been snatched away, the remaining Amons will still choose a “big brother”, or not choose at all.
- When Amon learned that Klein had put on a monocle and pretended to be him to frighten Medici, "He" thought it was very interesting, and said that "He" would pretend to be Klein the next time "He" met Medici and put on a monocle again in front of him.
- According to the author's interview, the first half of the Ancient Sun God's prophecy: “Amon is the light at the dawn of the apocalypse”, is referred to when Amon stopped an Outer Deity descending through Mr. Door, and the other half may appear in the second book.
- According to the author's reply to some WeChat questions, a raven is one of the forms that Amon likes to appear as, which is also one of his symbols in mysticism. Amon once explained that he doesn't need to build an idol since all his believers are himself; however, back in the Ancient Sun God's reign, he had other believers aside from his Avatars, who used either a clock with the title "Angel of Time" or a crow covered in mysterious patterns with the title "God of Mischief" or both to refer to Amon.