Overview
The player character in Lord of Mysteries is an original Beyonder built by the player at character creation. They are not Klein Moretti. Klein appears as an NPC and through Mr. Fool visions, but the player is a separate Beyonder sharing the world with him. The studio's own store copy draws the line: the source faithful storyline is Klein's legend, while "your extraordinary story will still be written by yourself."
This page is the central reference for what the player's Beyonder is, what the player can and cannot change about them, and how they sit in the campaign.
The Fool Chosen Child
The studio's own name for the player character is 愚选之子, the Fool Chosen Child. The framing is deliberate and it is stated directly rather than implied: the player begins with the strongest set of connections in Loen, and the design intent is an opening hand that is privileged rather than a climb from nothing.
The contrast with Klein is spelled out in the studio's own words. Where Mr. Fool made his own way, starting from a clerical job and working into the Beyonder world, the player's entry point is described as one hundred percent genuine nepotism. That joke is the game's thesis about the player character.
The Opening
The campaign starts inside a death loop nightmare. The player character carries evil god contamination from birth and dies twenty times over at the very start, escaping the loop only by triggering an evil sacrifice ritual. Mr. Fool meets the player inside that nightmare and hands over a Fool card that grafts abilities from the player's future fate onto them, which is why a Sequence 9 character already has Spirit Vision and divination. See Mr. Fool's Grafting.
The first character the player meets on waking in Tingen is Audrey Hall, who runs a one to one psychological therapy session to pull them out of the contamination nightmare. On the same first day, Leonard arranges the player's hire into Black Thorn Security as a Night Watcher with no interview at all. Audrey also underwrites early potion costs that would otherwise take an ordinary Beyonder a year or more to cover, routed through her companion Susie.
Note that the source faithful storyline contains its own Black Thorn Security chapter, unlocking later on that track. That is Klein's induction retold from the novel's chronology, not the player's. The two are separate beats on separate tracks.
Player Versus Klein Moretti
The campaign retraces the source material's early arcs from the player's perspective, so events Klein causes in the novel are events the player witnesses, helps with, or investigates from outside. Several distinctive results follow:
The player meets Klein as a colleague NPC during the introductory Tingen arc, as a fellow Nighthawk under Dunn Smith, working adjacent investigations.
The player sees Klein's Mr. Fool persona through visions that surface at major story beats rather than by inhabiting him.
Naming a character after a canonical figure gets a designed response rather than a silent acceptance; the player remains their own Beyonder and Klein remains his own NPC.
Mr. Fool's grafting connects the player to higher Sequence powers in a mentor relationship, framing the player as a junior figure whose journey runs alongside Klein's rather than replacing it.
Borrowing Power Through Connections
A second borrowing mechanic sits alongside the Fool's grafting and it works through the Connections system. A named sealed artifact, 「历史回廊」 (the Corridor of History), lets the player reach into the history of the characters they have collected and borrow their power, explicitly beyond the limits of the player's own Pathway and Sequence. The studio's published examples:
Connection | Chinese name | Borrowed ability |
|---|---|---|
Old Neil | 老尼尔 | Attacks a target by spending debt |
Susie | 苏茜 | Restores health by eating a Backlund pet biscuit |
Frank Lee | 弗兰克·李 | Summons a magic mushroom that detonates for damage |
Players can also unlock a transformation into a Connection's appearance. Do not confuse the Corridor of History with 【历史回响】, the Echo of History, which is a completely different thing: an upgrade currency that raises a sealed artifact's quality tier once the character reaches level 46. The two names differ by a single character and are two separate systems.
Customisation
Character Creation covers the face, voice, name and starting Pathway. Re customisation is available through:
A free re customisation token granted at the end of the introductory campaign.
Later re customisations sold through the store for a moderate fee.
A Pathway change token, which is a separate and much rarer item; class change is not in the launch build.
Two account level settings are also chosen around creation and are changeable later: the combat operation mode (Classic or Action) and the game lock, a secondary password gating key actions for accounts shared between several people.
Progression Tracks
The character advances on more than one axis at once.
Track | What it governs | How it advances |
|---|---|---|
Position on the chosen Pathway, running from Sequence 9 at entry toward Sequence 0 | Potions, Acting Method performance and digestion progress, plus Sequence specific rituals | |
Character level | System unlocks and content gates, from the level 19 tier that opens orders, the city underside and the first dungeon up to the level 63 raid tier | Story and activity progress on the live schedule |
The Beyonder ability budget and the character's stability under supernatural exposure | Recovery activities, consumables and the calming action; drained by abilities, contamination and set pieces | |
Beyonder Awakening | 非凡觉醒, a skill point system with two branch directions, separate from Sequence promotion | The first awakening point unlocks on day one of a character's progression |
Sequence promotion also feeds two other systems: the item granted at a promotion upgrades both combat skills and Mystic Puppet skills. The launch build's ceiling on Sequence progression has not been published, so no cap is stated here.
Faction Allegiance
The player can build reputation with several factions: the Nighthawks as the introductory campaign's primary faction, the Mandated Punishers, the Machinery Hivemind, MI9, the Red Gloves and various secret societies. Reputation is not exclusive, though a contentious choice can cost standing with a rival.
Separately from lore factions, the competitive structure has its own allegiance layer: an 教团 (Order) joinable at level 19 and a 俱乐部 (Club) joinable at level 28, with the club feeding the Strategy Server endgame. See Faction Warfare and PvP.
Death and Failure States
Ordinary combat death is recoverable. The character revives at the nearest safe house with a small penalty and a temporary debuff.
Total sanity collapse is a different and much heavier failure state, and the two should not be confused. Before launch, community posts described zero sanity as permanent character deletion. Player testing on the live build describes something harsher in presentation but not permanent: the character enters a loss of control state, is removed from the character selection screen after a timer, and is then recovered through a scripted rescue sequence. The full account, including what the live build reportedly does at each stage, is on the Sanity System page.
The studio's own framing of the endpoint is about transformation rather than deletion: a Beyonder whose mind breaks down completely becomes the monster their former comrades least want to face. Permanent corruption into a monster is covered on Beyonder Monsters.
Historical: Progression in the Test Builds
The Crimson Test of February 2026 capped progression at the lower Sequences, and much of the wiki's earlier description of the player character was written from that build. Its client no longer runs and its character data did not carry into the launch build; players who took part in either closed test were told to uninstall the old client and clear its data first.