Unlocking the Void: A Complete Guide to the Mark of the Outsider and Its Supernatural Powers

Explore the lore, bearers, and supernatural abilities of the Dishonored Mark of the Outsider. Learn how the Void shapes Dunwall's most powerful figures.

In the dark, oil-slicked streets of Dunwall, few things inspire as much fear and awe as the dishonored mark of the outsider. This cryptic brand, etched into the skin of the chosen few, serves as a direct conduit to the Void’s chaotic energy. Understanding the dishonored mark of the outsider is essential for any player looking to master the supernatural stealth and combat that defines the series, as it represents the ultimate turning point in the fate of the Empire of the Isles.

The Mark is not a reward for merit or a badge of honor; rather, it is a sign of the Outsider’s fickle interest. He grants it to those he finds "interesting"—individuals who stand at the precipice of history and have the potential to tip the scales of the world. Whether used for bloody vengeance or silent redemption, the Mark transforms a mere mortal into a living weapon of the Void.

The Nature and Origin of the Mark

The Mark is more than just a tattoo; it is a physical manifestation of the Outsider’s real name, written in a language that only the dead can truly comprehend. When a recipient is chosen, the brand is seared into their skin, usually on the back of the left hand. This process is far from painless. Community reports and lore entries describe the sensation as "burning from the inside" or tingling with the "electricity of the Void."

Once branded, the bearer gains the ability to channel magic directly. This energy is used to fuel supernatural feats like teleportation, time manipulation, and summoning swarms of plague-ridden rats. However, the Mark does not grant a static set of spells. Instead, the powers often manifest based on the bearer’s personality and their specific needs at the time of the branding.

AspectDescription
Physical LocationUsually the back of the left hand (though replicas have been placed elsewhere).
Visual EffectGlows and emits smoke when powers are actively being used.
Upgrade PathEnhanced through the collection and sacrifice of whalebone Runes.
SensationDescribed as an intense burning or electrical "itch."
LimitationThe Outsider places no moral restrictions on how the powers are used.

The History of the Dishonored Mark of the Outsider

Throughout the history of the Isles, the number of individuals bearing the Mark has remained incredibly small. In 1837, during the events of the first game, the Outsider famously remarked that only eight people in the world carried his brand. This exclusivity makes the Marked some of the most influential—and dangerous—people in existence.

The history of the dishonored mark of the outsider is peppered with tragic figures. One of the earliest recorded recipients in the 19th century was an unknown woman in 1803 who could see through the eyes of moths and unlock doors from afar. Her obsession with the Void eventually led to her family's ruin. Shortly after, Vera Moray, later known as Granny Rags, received the Mark in 1807 after an expedition to the Pandyssian Continent. Her descent into madness and her binding of her soul to a cameo of her younger self highlight the heavy toll that Void magic can take on the human mind.

Known Bearers and Their Fates

The following table tracks the most significant individuals who have been granted the Mark and the ultimate outcome of their supernatural journey.

BearerYear MarkedPrimary PowersFinal Fate
Vera Moray1807Summon Rats, Blink, ImmortalityKilled or exiled by Corvo Attano.
The Lonely Rat Boy1835Devouring SwarmDied of the plague shortly after retaliating against his bullies.
Daud1820Blink, Bend Time, Arcane BondDied of old age/exhaustion after the events in Karnaca.
Delilah Copperspoon1831Painting Magic, Statue ControlTrapped in a void-painting or stripped of her divinity.
Corvo Attano1837Blink, Possession, Bend TimeLived to serve as Royal Protector (depending on player choice).
Emily Kaldwin1852Far Reach, Domino, Shadow WalkRestored as Empress of the Isles.

Supernatural Abilities and Protagonist Power Sets

The powers granted by the Mark are as diverse as the people who wield them. While some abilities, like "Blink" (a short-range teleport), appear in multiple users, they often manifest with slight variations. For instance, Daud’s version of Blink allows him to freeze time while aiming, a skill that Corvo only acquires after significant experience and the use of Runes.

In Dishonored 2, the distinction between power sets becomes even more pronounced. Emily Kaldwin’s powers reflect her status as a ruler; she uses "Domino" to link the fates of her enemies and "Mesmerize" to distract crowds. Corvo, meanwhile, retains his classic suite of "Possession" and "Devouring Swarm," reflecting his background as a combat specialist and a man who has survived the worst of Dunwall’s plague years.

Comparison of Protagonist Abilities

Power TypeCorvo Attano (The Assassin)Emily Kaldwin (The Empress)
MovementBlink: Instantaneous teleportation.Far Reach: A physical pull toward a location.
Crowd ControlBend Time: Slows or stops time entirely.Domino: Connects enemies so they share the same fate.
Stealth/UtilityPossession: Merging with animals or humans.Shadow Walk: Transforming into a smoke-like entity.
OffensiveDevouring Swarm: Summoning rats to eat corpses.Doppelgänger: Creating a clone to fight or distract.
VisionDark Vision: Seeing through walls and detecting loot.Dark Vision: Similar to Corvo's version.

The Visual Language of the Void

The dishonored mark of the outsider is not just a lore element; it is a vital visual cue for the player. When an ability is activated, the Mark glows with a distinct color and emits a faint smoke. This effect is visible to other Marked individuals, creating a silent recognition between those who have walked the Void.

Player experience suggests that the color of the glow often correlates with the specific era or the individual's connection to the Void. In the original Dishonored, Corvo’s Mark glowed with a yellowish-orange hue. By the time of the sequel, Emily’s Mark emitted a cool blue light. Interestingly, if Corvo is chosen in the second game and his Mark is restored, his glow changes to blue as well, indicating a shift in the Outsider's magic over the intervening fifteen years.

ProtagonistMark Glow ColorSmoke Effect
Corvo (D1)Yellow/OrangeOrange Smoke
DaudDark OrangeDark Smoke
Emily (D2)BlueBlue Smoke
Corvo (D2)White/BlueNo Smoke (Post-Restoration)

Arcane Bond: Sharing the Gift

One of the most fascinating aspects of the Mark is the "Arcane Bond" power. This allows a Marked individual to share a portion of their supernatural strength with others. These subordinates do not receive their own Mark, but they can perform lesser versions of the bearer's spells.

Daud used this to empower his "Whalers," allowing them to Blink across the rooftops of Dunwall. Delilah Copperspoon took this a step further, granting her Brigmore Witches the ability to hurl thorns and summon Gravehounds. However, this power is tethered to the bearer; when Daud left Dunwall, his assassins gradually lost their abilities. This highlights that the Mark is the central battery for all supernatural occurrences in the Isles.

Artifacts and False Marks

Because the power of the Outsider is so coveted, many have tried to replicate it through artificial means. The Abbey of the Everyman views the Mark as the ultimate heresy, yet secret cults often brand themselves with replicas in hopes of gaining a fraction of the Outsider's attention.

There are also physical objects that retain the power of the Mark even after the bearer's death. The most famous example is the severed hand of Vera Moray. In 1852, the Howler leader Paolo used this mummified hand to grant himself a limited form of resurrection, allowing him to return to life once per day if killed before sunset.

Non-Marked Supernatural Users

Individual/GroupSource of PowerAbilities Granted
The WhalersArcane Bond (Daud)Blink, Pull, Vitality
The Brigmore WitchesArcane Bond (Delilah)Blink, Thorns, Summoning
Morris SullivanArcane Bond (Granny Rags)Pull, Immunity to Bend Time
PaoloSevered Hand of Vera MorayResurrection (once per day)
Billie LurkVoid Artifacts (Eye/Arm)Displace, Foresight, Strike

The Legacy of the Mark

In the final chapter of the Outsider's saga, Death of the Outsider, the true nature of the Mark is revealed. It is the key to the Outsider's imprisonment. By speaking his forgotten name—the name written in the Mark—the protagonist can either kill the deity or restore him to humanity.

Regardless of the player's choice, the dishonored mark of the outsider remains one of the most iconic symbols in gaming. It represents the duality of power: the freedom to change the world and the heavy, often isolating cost of being "interesting" to a god. For more information on the development of the series and its deep lore, you can visit the official Bethesda Dishonored website.

Frequently Asked Questions

How many people have the Dishonored Mark of the Outsider?

As of the year 1837, the Outsider states that there are only eight people in the world who bear his Mark. Famous recipients include Corvo Attano, Daud, Delilah Copperspoon, and Vera Moray. While others may use magic through Arcane Bonds or bonecharms, they do not possess the actual Mark.

Can you play Dishonored without using the Mark?

In Dishonored 2, players are given the explicit choice to refuse the dishonored mark of the outsider. This initiates a "No Powers" run, where the player must rely entirely on stealth, gadgets, and swordplay to complete the game. This is considered a significant challenge for veteran players.

What happens to the Mark if the Outsider dies?

If the Outsider is killed or returned to mortal form, the Mark loses its power source. Those who bore the Mark generally lose their supernatural abilities, as the direct connection to the Void is severed. However, artifacts directly tied to the Void, such as Billie Lurk’s mechanical arm, may continue to function.

Does the Mark provide passive benefits?

Yes. Beyond active powers like Blink, the Mark provides passive enhancements to the bearer's physical state. This includes increased vitality, faster movement, and the ability to jump higher. These are often referred to as "Enhancements" in the game's upgrade menu and are fueled by the same Void energy as active spells.