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Mutation

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Madness is a value from 0% to 100% that represents how close a Beyonder is to losing their mind - and their control over their own power - entirely.

It replaces the old Safe Mode system. There is no longer a way to simply “turn on” protection. Instead, every Beyonder must actively manage their Madness level.

Madness will gradually decrease on its own over time, but the recovery is extremely slow. Certain spells can also reduce it.


Several components determine how low your Madness can fall:

TypeDescriptionCan it be healed?
Temporary MadnessStandard Madness gained from most sourcesYes - slowly over time, or via certain spells
Permanent MadnessMadness gained from dangerous advancement, pathway switching, Ordeals, and certain powersNo - cannot be treated by any means
Godhood floorA minimum carried by a seated Sequence 0 god, set by the throne’s base floor and relieved as their congregation growsOnly through church anchors, or eligible Church relief events

Your effective minimum is your Permanent Madness plus whatever Godhood floor your congregation hasn’t relieved yet. Healing, passive recovery, gifts, and abilities stop at this combined floor - they can never push you below it.

A seated god starts at a 90% base floor, which an active, growing congregation relieves toward 0% as it approaches 30 effective anchors. Thrones below Sequence 0 carry smaller base floors (75% at Sequence 1, down to 25% at Sequence 4; Sequence 5 and weaker carry none at all), each with its own anchor requirement. See Sequence 0 for how a throne and its congregation actually work.

If you’ve ascended to godhood, standing within 24 blocks of your god lightens the load: believers there take 10% less incoming Madness (and 15% slower Tiredness gain) while the aura is active.


There are several ways to accumulate Madness:

  • Advancing with incomplete acting progress or an incomplete ritual
  • Switching pathways before the relevant safe threshold, or switching to a non-adjacent Pathway
  • Being driven crazy by your own abilities (e.g. Hanged Man pathway)
  • Being driven crazy by other players’ abilities (e.g. Visionary pathway)
  • Letting your Spirituality sit below 10% of its maximum - every couple of minutes spent there adds a slow drip of Madness
  • Paying for a spell you can’t quite afford: if an ability would fail only because you’re a little short on Spirituality, the shortfall can be paid in Madness instead (a punishing 0.2% Madness per missing point) rather than failing outright - but the game refuses the trade outright once it would put you at 90% Madness or higher

Default potion advancement rules:

  • At least 95% Acting is required before you can advance past a Sequence at all - below that, the potion simply refuses to work, and repeated attempts risk a control-loss roll of their own. Between 95% and 100% Acting, you can advance anyway, at the cost of temporary Madness that scales up to 30% at exactly 95%.
  • Every Sequence you’re advancing through has an assigned ritual score. Completing it in full costs nothing; leaving it incomplete lets you advance anyway, for a proportional share of up to 40% temporary and 10% permanent Madness - the confirmation screen always shows you the exact numbers before you drink. This applies to every advancement, from Sequence 8 all the way down to Sequence 0, not just the early game.
  • Failed or cancelled advancement does not charge these penalties.

The confirmation screen shown before drinking is authoritative for the attempt. Server administrators may adjust these default values.

A switch must still advance you by exactly one Sequence: the potion must be for the next Sequence after your current one.

SwitchWhen safeRisk before/without safety
Adjacent PathwaysThe switch lands you at Sequence 4 or stronger25% temporary, 10% permanent, 75% survival
Lord of Mysteries groupThe switch lands you at Sequence 3 or stronger55% temporary, 20% permanent, 20% survival
Non-adjacent PathwaysNever treated as a safe neighboring switch45% temporary, 15% permanent, 35% survival

A safe neighboring switch still requires complete acting and ritual conditions to avoid their separate penalties. Transfer-token pathway changes are exempt from pathway-switch Madness.


High Madness doesn’t just threaten loss of control - it actively impairs your abilities as it climbs through four stages:

MadnessStageSpirituality regenAbility lockout
0-24%StableNormalNone
25-49%Warning80% speedNone yet, but the warning starts
50-74%Partial Loss60% speedA random quarter of your abilities (at least one)
75-99%Critical30% speedA random half of your abilities (at least one)
100%--Loss of control

Locked abilities simply can’t be cast until your Madness drops back below the stage that locked them - the Abilities menu marks them so you can see which ones are currently out of reach.

Madness dissipates on its own at a slow baseline rate while you’re online, roughly doubling while you’re actually asleep in a bed and slowing down further if your Tiredness is high. Church membership and active ritual/anchor work can add to that baseline - see Churches.

Ordinary recovery and curing abilities can remove only recoverable Madness above your combined floor. Outside magic combat and PvP areas, Placate, Soul Suture, and Requiem use performance-based minigames: difficulty scales with the target’s Madness and recent attempts, and the score controls how effective the cure is. In combat and PvP areas, these abilities retain their normal chance-based behavior.


Historically, hitting 100% Madness - or a handful of other triggers below - meant instant, permanent deletion of your character: no second chance, no animation beyond a brief warning, every hour of progress gone. That is now the exception rather than the rule. Losing control still always costs you something real, but for most established characters it regresses you rather than erasing you.

Which Ordeal you get isn’t random - it’s decided by why you lost control, so the punishment always matches the cause:

  • Bloodlust - triggered by Madness overflowing to 100%, or a failed Avatar takeover. You black out and become the mutated Warden itself, steerable from spectator mode for up to 90 seconds. The more threatening what you kill while rampaging, the fewer Sequences you lose when it ends; disconnecting or a server restart mid-rampage resolves you at a middling outcome rather than the worst one.
  • Hollowing - triggered by a failed pathway-switch or new-Beyonder potion roll. Your soul is banished and must hunt down a living Wild Beyonder to take over as a new body, inside a 2-hour wall-clock deadline. Your Pathway never changes, only your Sequence - and the fresher and closer in kinship the vessel you find, the less you fall.
  • Sealing - the catch-all for everything else: a broken Notarization contract, Hanged’s BlackArmor depravation cap, Visionary’s ascent, an admin’s manual mutate command, Fortune’s luck hitting its floor, or anything unrecognized. You’re confined, fully embodied, to your own private sealed realm for a 14-day sentence - shortened only by exile bounties while briefly released during a Crimson Moon, never by anything else.

Whichever Ordeal you draw, entering it always costs the same baseline up front: half of your current Sequence’s acting bar, any Uniqueness claim you were holding on that Pathway, and at least one Sequence of regression - Ordeal-specific scoring can make any of these worse, but never better than that floor.

Whether you’re simply too weak for an Ordeal or you’ve burned through your third offense, the outcome is the same as the old system always was:

  • You lose all your abilities permanently
  • You lose your pathway and sequence
  • You lose all your items
  • Your stripped power may manifest as a powerful mutant creature that hunts you and nearby players
  • If the mutant is killed, it may drop a Beyonder Characteristic of your Sequence
  • You receive a cooldown of three real days before you can become a Beyonder again