Minecraft meets Lord of the Mysteries

Pick one of the 22 Pathways and drink your way up its potions, from a Sequence 9 Beyonder to a god's throne at Sequence 0. Free to play, no mods needed.

From potion to power

Find the formula

Every Pathway starts from a written formula, and its ingredients are scattered across the world.

  1. Find the formula

    Every Pathway starts from a written formula, and its ingredients are scattered across the world.

    • Blood of the Lavos SquidMain ingredient
    • Stellar Aqua CrystalMain ingredient
    • Gold Mint LeavesSupplementary ingredient
  2. Brew the potion

    Build a Magic Cauldron and add the ingredients in the formula's order. Get the order wrong and the brew fails.

  3. Drink the potion

    One swallow and you're a Beyonder of the Fool Pathway. The first potion asks for no ritual and costs no Madness.

  4. Become the Seer

    Fool: Sequence 9, then Clown at Sequence 8. Every Pathway climbs ten Sequences, from 9 up to its god at 0. Each potion you digest takes you a step higher, and the higher ones also demand rituals.

    How to join

Find your Pathway

Fool

Fight your way to Godhood

  • Fool
  • Door
  • Paragon
  • Demoness
  • Black Emperor
  • Tyrant
  • Error
  • Red Priest
  • Twilight Giant
  • Hermit
  • Wheel of Fortune
  • Visionary
  • Hanged Man
  • Death
  • Chained
  • Abyss
  • White Tower
  • Darkness
  • Moon
  • Sun
  • Justiciar
  • Mother

Become a god

Each of the 22 Pathways has one throne at Sequence 0. Reach it and you become that Pathway's god, with a title above your head and a spell no other player has.

No one can take a throne by force. Its god keeps it by playing at least 20 minutes on 4 days in every 30.

  1. Climb to Sequence 1Seats above Sequence 4 are limited. When a rung is full, you win your seat in a seat war.
  2. Prove yourselfHold your Pathway's Uniqueness, lead a congregation and earn legendary deeds. One of them is a public event that plays out your Pathway's role from the novel.
  3. Brew the last potionThree Sequence 1 Characteristics of your Pathway, and nothing else. It can't be drunk, because only the rite consumes it.
  4. Declare and keep the vigilThe whole server is told. For 72 hours, any rival at Sequence 1 may contest your claim.
  5. The riteEveryone gets ten minutes' warning and the coordinates. Witnesses earn acting, and the site stays marked on the map for good.

PvP with real stakes

Most land is safe. The seas and the Forsaken Land are not, and their colour sets what dying to a player costs. Whenever at least 25 players are online, incursions open PvP zones where towns fight over beacons for faster acting and resources.

  • Extraction zones are always open. Gather Gold, Silver and Gems for your town, then hold still at an extraction point to escape with them.
  • Logging out mid-fight won't save you. Your body stays behind, defenceless.
  • Every death adds Madness, and outside Green zones so do other Beyonders' spells. At 50 a quarter of your abilities lock, at 75 half, and a foe in mythical form can drive a weaker Beyonder there in seconds.
  1. GreenNothing drops, and spell damage is evened out, so a new Beyonder can still win.
  2. YellowAbout a third of what you carry drops. Damage is only half evened out.
  3. RedEverything you carry drops. Raw power decides.
  4. BlackEverything drops. At Sequence 4 or stronger you also lose half your acting, or a whole Sequence if your bar is under half.
A swirling Rift between floating runestones in a ruined tower

Rift bosses

Every Pathway has its own Rift boss, and each one comes through a Rift on its own weekly schedule, most of them twice a week. Everyone nearby fights it for 30 minutes, it grows with every Beyonder who joins, and your Madness climbs the whole time.

  • DamageHalf of your share comes from the hits you land on the boss.
  • DefianceHold it back together to stun it. Fail and everyone pays in health and Madness.
  • TankingTaking its blows for the others.
  • GuardsClearing the guards it calls.

Spoils follow your share. You get Essence for the Rift shop and items picked for your next Sequence, from recipes to Characteristics.

Mythic Bedwars, Duels and FFA

Matches are announced in chat. Click to join, then keep playing until you're pulled in. Everyone starts as a random Pathway at Sequence 9 and climbs by buying Arcane Elixirs mid-match.

Your real character is never at risk, and it keeps what you win in acting progress, shorter cooldowns, bottles and tokens.

A black and crimson cathedral under the stars
By RiceMuncher

Churches

At Sequence 4 you can found a church by placing its core in the world. Branches carry it across the map and its members' prayer strengthens its perks. Rival churches go to war over each other's cores and vaults.

Write your Honorific Name, a five-line invocation of who you are, and other players can chant it to reach you through a ritual.

Losing control isn’t the end

From Sequence 6 up, a Beyonder who loses control is no longer deleted. You’re thrown into an Ordeal instead, and how you play it decides how much of your progress you keep.

Lose control a third time within 14 days and the character is gone for good. Below Sequence 6 it still is.

  • Bloodlust90 secondsNinety seconds as a mutated Warden. A higher kill score means a smaller fall.
  • HollowingUp to 2 hoursUp to two hours as a wandering spirit, looking for a Wild Beyonder body to take.
  • Sealing14 daysLocked away for 14 days. Each bounty you finish under a Crimson Moon takes 6 hours off, up to half the sentence.

Become part of the next epoch

St. MillomTrierMasin CityAzsharaPort FarimBacklundMoon CityFeynapotter CitySegar CityCity of SilverNasNew City of SilverBayamNew Moon CityCookawaKolainRaklev CityFaoltecPort Pylos
Coming next epoch

Become a Beyonder

Multiplayer→Add Server. No mods needed.

  • Java Edition

    Version 26.2.

  • Bedrock Edition

    Same address, port 19132.

COI Client

Our own optional mod gives Minecraft a full Beyonder interface. Every mechanic still works without it.

  • Cast at speed: Bind abilities to hotkeys or a 16-slot wheel.
  • See the magic: Ritual circles and casting effects, drawn in full.
  • Feel the madness: Whispers and hallucinations creep in as your sanity slips.
  • Act faster: 2% more acting from every source and 5% shorter acting cooldowns.