Biodata

Feature Details
Name Fool; collectively, Fools
Original Name 愚者
Classification An awakened classification and inheritable bloodline. Although commonly described as a race, Ava identifies the Fools as part of the Human Race rather than a separate biological race 417 477 568.
Origin The first Fool was an ordinary human who cleared the Fool’s Tower more than five thousand years ago and learned the truth about the world 477.
Homelands The Star Spirit World and the Land of Forgetting, identified with Earth; the ancient Fools also inhabited twelve Sky Cities 22 236 405.
Principal Goal Discover a way to end the recurring Great Calamity Era; the modern Fools pursue the Heaven-Mending Plan 437 568.
Notable Representative Mu You, who presents himself as the Fools’ leader in negotiations with the Crowmen 613.
Status Survive into the rebuilding period following Mu You’s victory over the God of Chaos 731.
First Appearance Introduced through the opening narrative of the game Fool 1.

Identity and Meaning

  • “Fool” originally signifies an adventurous spirit, not an inability to use magic. It was the people’s own name for themselves, rather than an insult invented by wizards 405.
  • Becoming a Fool originally involved awakening to the world’s illusory nature and seeking the truth beyond it. The first Fool achieved this by clearing the Fool’s Tower and seeing the True World 477.
  • Fool identity can also be inherited. Fuya’s successful registration for Fool reveals her bloodline, which her parents subsequently confirm 417 420.
  • Ancestry is not reliably established through appearance or genealogy: the Fools’ ability to assume other identities can conceal their presence within apparently native families 417.

Misleading Game Backstory

The opening of Fool presents an account that Mu You later concludes was deliberately fabricated to mislead players and encourage hostility toward the Wizards’ Association 405.

Subject Opening account Later revelations
Meaning of “Fool” A mocking name for people unable to wield magic 1. A self-designation associated with adventure and exploration 405.
Magical ability The ancestors could not use magic 1. They lost their magical ability after returning from High Heaven; modern descendants can learn spells normally 405.
Reason for persecution The Wizards’ Association arrogantly refused to share the world with them 1. Its founders feared that renewed Fool expeditions would bring another catastrophe 404 405.
Land of Forgetting A prison into which the Fools were exiled 1. A refuge used to survive the Great Calamity Era, and later a destination for survivors fleeing persecution 404 405.

History

First Awakening and Persecution

More than five thousand years ago, an ideological seal that discouraged inhabitants from questioning their world began to weaken. An ordinary human entered the feared Fool’s Tower, cleared it, and became the first Fool after learning the truth about the world 477.

The early Fools tried to awaken others, but their claims provoked violent opposition. Most people regarded them as lunatics or blasphemers; even some who understood their arguments refused to explore the truth and joined the persecution. After many Fools were strangled or burned, the survivors abandoned open recruitment and concealed themselves 477.

Mu You encounters this hostility firsthand when visiting the ancient Bitter Garden. An accusation of being Fools turns soldiers and civilians against him and the Night Watchman, while Eerie Ones pursue their distinctive aura 492.

Survival and the Sky Cities

Mu You reconstructs that the ancestors belonged to a civilization from the previous epoch. Having discovered that the Star Spirit World was destroyed every four thousand years, they survived by taking refuge in the Land of Forgetting 405.

Ava later explains that generations of Fools living there accelerated the infiltration of magic power. A transformation otherwise expected to require more than a hundred thousand years was completed in four thousand 583.

According to the Black-Robed One’s account, the returning Fools used advanced ideas and disguise abilities to become overlords of the Star Spirit World. They helped the Human Race establish powerful kingdoms in exchange for assistance constructing twelve Sky Cities. These cities used divine remains as fuel and were intended to reach High Heaven 404.

High Heaven and the Lesser Calamity

The Sky City expeditions sought a solution to the Great Calamity Era, but encountered the God-Eater Beasts. These parasites could infest divinity-bearing Fools as well as the God Race. Because infection initially showed no outward signs, the explorers resorted to internal purges, killing suspected hosts and descending into conflict 437.

Surviving records preserve individual experiences from this period:

  • Abby Pruitt, a seventh-tier Potion Maker, reached High Heaven with Dawn City fifteen hundred years earlier and remained behind to research its potion-making 615.
  • Hohenlohe Cummings and Lisha Kay became stranded in Jie Forest and lived there for thirteen hundred years, believing the Fools outside had been wiped out 670.

After the Fools returned from High Heaven, the Wizards’ Association refused to repair their cities and hunted them instead. The Black-Robed One records that only a small number escaped to the Land of Forgetting; those who failed to escape were exterminated 404. Mu You places this return at approximately twelve hundred years before his investigation 417.

Return Through the Game

The previous generation developed Fool to avoid repeating the disaster of bodily exploration. After a thousand years of preparation, descendants could operate manifested thought avatars in dangerous worlds without exposing those avatars to God-Eater Beast parasitism 437.

The modern return led to renewed persecution. An Arcane Tower exposed players’ Fool identities, prompting attacks and disrupting their dealings with natives. A collective quest required its destruction within thirty days 134.

Players eventually destroyed the tower in the Lan’er Empire, restoring Ancestral Relics’ aura concealment there and returning Fools to ordinary resident status. The victory also opened the search for their twelve lost Sky Cities 236 242.

Eden Conflict and Later Campaigns

Ava attempted to sever the game’s connection to World-Creation Mountain, judging the Fools’ rebellious influence incompatible with the Eden Plan. Mu You defended the Heaven-Mending Plan and argued that Fools carrying Vaccine microorganisms could introduce magic power into High Heaven 568 583.

Although Ava calculated only a 9.15% chance of success, it agreed to wager on the Fools’ unpredictable potential. The game subsequently resumed 583.

The Fools later carried their campaign into the New God Race’s territory, including an assault on the City of Order 645. Mu You also rejected a proposed restoration of the first-generation Fools when he learned it would require sacrificing enormous numbers of ordinary Fools 693.

Following the defeat of the God of Chaos, the worlds began rebuilding. Mu You left humanity’s ultimate course unresolved, declaring that the age of the Fools had only just begun 731.

Abilities and Traits

Camouflage and Skins

Fools can assume other identities through skins, including identities belonging to other races 404 417.

  • Skins allow returning Fools to pass as native residents 12.
  • Obtaining a skin grants an otherwise nameless exile the right to choose a permanent name. The name cannot exceed seven characters, duplicate an existing name, or match the skin’s original name 12.
  • Their disguise ability can extend to mechanical bodies: Tariff Kent’s mechanical lifeform was designed to inherit the ability to imitate other mechs 337.
  • Wearing another identity does not necessarily conceal Fool aura; separate concealment measures may still be required 134 417.

Magic and Advancement

Modern Fools can learn and cast magic despite the game’s claim that their ancestors were inherently incapable of doing so 405.

  • The Faith System allows players to overcome advancement bottlenecks without relying on Evolution Potions 483.
  • Mu You cites the Fools’ compatibility with Divinity as a source of long-term potential, while acknowledging their initially weak position against the New God Race 631.
  • Individual Fools have separate levels and capabilities; membership does not confer a uniform power rank. Fuya, for example, begins playing at level 19 with her existing equipment 417.

Resistance to Black Magic

Fools are naturally immune to the deeper Curse of Black Magic 485.

  • Vivian identifies Fool’s Blood as the principle underlying a potion normally made with True Love Blood 485.
  • True Love Blood is a substitute that imitates the relevant qualities of Fool’s Blood, not an equivalent ingredient 485.
  • Vivian suggests that the Fools’ unusually rich emotions may explain their difference from ordinary Star Spirit World inhabitants 485.

Thought Avatars

The game manifests thought avatars rather than transporting players’ physical bodies 437.

  • These avatars cannot be occupied by God-Eater Beasts, allowing indirect exploration of their territory 437.
  • Game characters can revive after death; Mu You explicitly relies on this when undertaking dangerous exploration 627 670.
  • Version 1.0 offers greater allocation of thought from the original body to improve the avatar’s judgment. If enabled, the original body experiences one-tenth of the avatar’s pain from death, illness, or injury 188.

Fool Aura

Fools possess an identifiable aura that can expose them even while disguised 1 134.

Concealment method Effect and limitations
Ancestral Relics Conceal the returning descendant’s exile aura. Arcane Towers can interfere with this protection 1 134 236.
A Thousand Faces — Deep Concealment Suppresses Fool aura against detection by any means for twenty-four hours; usable once every eight days 152.
Fairy Contracts Temporarily mask Fool aura from Eerie Ones, but close proximity can still reveal the Fool 492.

Associated Relics and Settlements

Ancestral Relics

  • Each returning descendant is offered a random Ancestral Relic prepared by the ancestors. Besides concealment, individual relics may possess extraordinary abilities 1.
  • Mu You receives the Time Pocket Watch, which reverses time by five seconds and has a five-second cooldown. Its power functions in reality 1.

Fool Card

The Fool Card represents Fool identity, but its Fool Barrier is an item ability, not a power automatically possessed by every Fool 50 66.

  • Identity test: Mu You survives selecting it because it matches what he is; the Diviner recognizes him as a Fool and flees 50.
  • Attribute requirement: Intelligence, Agility, and Strength must remain in a 3:2:1 ratio 66.
  • Additional condition: Mu You interprets “four parts foolishness” as an adventurous decision overcoming reason 66.
  • Effect: Everything inside the barrier operates at a 360:1 time-flow ratio relative to the outside 66 388.
  • Limits: Neither foot may move, no body part may cross its boundary, and normal use is limited to ten seconds per day 66.
  • Applications: Accelerated potion-making, meditation, and concentrated spellcasting 78 317 391.
  • Loss of access: Mu You eventually abandons the required attribute ratio rather than restrict his growth for the card 671.

Sky Cities

  • The twelve Sky Cities were ancient Fool homes and vehicles for reaching High Heaven 236 404.
  • Modern players compete to locate and claim them through map fragments and the Searching for the Lost Sky Cities quest 221 242.
  • Fool-controlled cities can shelter other peoples. Mu You considers them suitable for vampires because they lack the Church and Demon Hunters, though residents would remain subject to the city’s rulers 384.
  • The Sky Set is equipment exclusive to Fools. Collecting its ten pieces unlocks Wings of the Sky, granting flight 349.

The *Fool* Game

Purpose and Infrastructure

  • Eligibility: Only people possessing Fool blood can see and activate the game 417.
  • Actual purpose: Safely investigate the God Race World and seek a solution to the Great Calamity Era through thought avatars 437.
  • Foundation: Its system runs on permissions stolen from World-Creation Mountain by the previous leader 568.
  • Administrators: Maintain the system but do not fully understand its underlying connection to the mountain, preventing them from independently repairing Ava’s interference 568.

Documented Releases

Version / Event Chapter Features
Closed Beta 2.41 1 Version found by Mu You on a USB drive alongside an invitation code.
Official Release 1.0 187 188 Global Open Beta announced for midnight on August 1; adds forum lifespan trading, more detailed attributes, and optional increased Thought Allocation.
Version 2.0 451 452 Adds the Faith System and offline play within the Land of Forgetting. Its unfinished divinity system initially has a 10.25% chance of Probability Nullification during investment or Divine Art upgrades.
Connection severed 568 Ava’s interference disconnects the system from World-Creation Mountain, threatening permanent shutdown.
Service restored 583 Players regain access after Ava agrees to support another attempt.

Fool Forum

  • Registration is restricted to Fool players 86.
  • Personal information and location remain encrypted; only the registered user can see the interface, which cannot be traced through outside means 86.
  • Monetary transactions incur a 20% commission, with international currencies converted at current exchange rates 86.
  • Lifespan trading becomes available with Official Release 1.0 188.

Relations with Other Powers

  • Wizards’ Association — Former beneficiaries of Fool assistance who became their persecutors. In the modern era, the Fools’ growing strength pressures the Association to release the Evolution Potion formula 404 483.
  • God-Eater Beasts — Parasites responsible for the ancient expedition’s internal collapse. Thought avatars were developed specifically to avoid their parasitism 437.
  • Goblins — Betrayed the Fool alchemist Tariff Kent and stole his Eternal Power Furnace. Mu You later returns using Kent’s mechanical legacy to reclaim it 326 337.
  • Fairy Clan — Early recruitment efforts and later Bitter Garden conflicts provoke anti-Fool hostility. Individual fairies, including Tina, nevertheless assist Fools; Mu You points to future coexistence as evidence that mutual destruction is not inevitable 492 495 510.
  • Ava and Eden — Ava alternately supports, suppresses, and renews its wager on the Fools, opposing their resistance before accepting Mu You’s proposed alternative 568 582 583.
  • Crowmen — Trading partners who negotiate a paid anti-bandit campaign with Mu You. The agreement raises the reward for live Sparrowman Bandits from one thousand to ten thousand Divinity each 613 614.
  • Dragon Clan — Potential allies against the New God Race. Mu You’s rescue of four young dragons and recovery of the Blood God’s torso give the dragons concrete reasons to reconsider cooperation 631 635.
  • New God Race — Opponents of the modern Fools’ High Heaven campaign, including the Seam God and God-Slayer during the battle for the City of Order 645.

Notable Quotes

“We can never awaken those who pretend to sleep.” — Account of the early Fools’ failed efforts to awaken others 477.

“Ultimately, the Fools are not actually a separate race, only a classification.” — Ava 568.

“The real world is constantly changing. No matter how many times you calculate, you can never predict the actual future, because reality always contains tiny factors you can’t account for.” — Mu You, challenging Ava’s calculations 582.

Appearances

1,001
Total Mentions
291
Chapters Appeared
3.44
Avg. per Chapter