跳转到内容

Daily Tides

此内容尚不支持你的语言。

A Tide is a server-wide modifier that lasts one calendar day. Exactly one Tide runs at a time, it is identical for every player on every server in the network, and which Tide a given date carries is computed, not rolled - it’s a fixed function of the date and a seed value, never a random draw at runtime.

That matters in a few concrete ways:

  • Every server computes the same Tide independently, with nothing to sync.
  • A restart in the middle of the day resumes the same Tide - there’s nothing to restore.
  • Because the schedule is deterministic, it’s also knowable ahead of time. You can check what Tide is coming two weeks out and plan around it, instead of only reacting to whatever happens to be live right now.

There are seven Tides, one per weekday, running in a fixed weekly rotation. Each multiplies a specific thing; everything it doesn’t list stays untouched.

#TideWhat it doesMultipliers
1Tide of DiligenceEvery acting gain is doubledActing gain x2.0
2Hunting TideCreatures spawn and drop more often; rare ingredients drop much moreCreature spawn x2.0, creature drops x2.0, Sequence 0-3 ingredient drops x3.0
3Tide of FortuneChests are richer, pity arrives soonerChest loot x2.5, pity speed x2.0 (half the opens), Sequence 0-3 loot weight x2.5
4Wild TideMore Wild Beyonders, and more can exist at onceWild Beyonder spawn x2.0, Wild Beyonder cap x2.0
5Tide of PatienceActing cooldowns are halvedActing cooldown x0.5 (the one inverted key - lower is more generous)
6Deep TideMore mineable nodes, more foundable ingredientsMineable nodes x2.0, foundable chance x2.0, Sequence 0-3 ingredient drops x2.0
7Crimson TideA Crimson Moon is almost guaranteed tonightCrimson Moon chance x5.0 (still capped at 100%), creature drops x1.5

The rotation runs in that exact order - Diligence, Hunting, Fortune, Wild, Patience, Deep, Crimson - then loops back to Diligence. With seven entries it’s effectively a weekly cycle, and the day’s window runs the full 24 hours.

A hard ceiling applies at the few places that stack several multipliers together - creature spawn chance and acting gain both have a combined cap, so a Hunting Tide landing on top of a Crimson Moon or Moon Authority buff doesn’t compound into something absurd.

One more caveat worth knowing if you’re chasing Tide of Fortune’s halved pity threshold specifically: pity is only checked when you actually open a container. Cross the lowered threshold late in the day and don’t open one more chest before midnight, and the threshold just reverts the next day - nothing about your progress is lost, you simply miss the window where it would have paid out early.


You should never have to guess. The game tells you, repeatedly, through several independent channels:

  • Login card - a chat card shown shortly after you join (timed to land after your join message, MOTD, church notices and bounty summary, never mid loading-screen), naming the Tide, its description, and time remaining.
  • coi-client toast - if you’re running the client mod, the same information also appears as a dismissible toast.
  • Periodic reminder - a one-line chat reminder to everyone online every hour, skipping anyone who just joined or is currently AFK.
  • Boss bar - a live countdown for the rest of the day, in its own bar slot separate from your spirituality bar.
  • Rollover title - when the Tide changes, everyone online gets a title flash and a chime, plus a fresh chat card and toast.
  • /coi tide status - full detail on demand: name, description, time remaining, and every multiplier it’s carrying.
  • /coi tide calendar [days] - the schedule ahead of time, today highlighted, so you can plan around a Tide that’s still days away.

Per-player opt-outs: /coi tide notify mutes or unmutes the hourly reminder just for you, and /coi tide bar hides or shows the boss bar just for you. Both default to on.


CommandEffect
/coi tideAlias for status
/coi tide statusShows the active Tide, its effects, and time remaining
/coi tide calendar [days]Lists the upcoming Tides starting today (default 14 days, up to 60)
/coi tide notifyToggles your own hourly reminder on/off
/coi tide barToggles your own boss bar on/off

A few systems are deliberately left completely untouched by the daily rotation:

SystemWhy it’s excluded
Uniqueness scoringUniqueness is measured over a rolling 31-day window. Letting a Tide move it would make your score depend on which days you happened to play, not how much you played.
Usurpation War Points and seat defenseA War Point is meant to measure effort, not what that effort happened to be worth on a given calendar day. A doubled-gain Tide does not inflate War Points during a seat war - points are credited from the pre-Tide amount.
Ordeals / SealingThese can destroy inventories outright. A calendar event should never make something that punishing more or less likely to land on you.
Damage tuningCombat balance stays fixed regardless of which Tide is running.

There is also one modifier that technically exists in the system but is deliberately left out of the rotation entirely: it would raise the ceiling on how much overflow acting a player can bank, which is competitive-adjacent enough that no shipped Tide is allowed to touch it.


  • The schedule is a known quantity. /coi tide calendar tells you what’s coming - use it to time your week around the Tide that actually helps your current Sequence.
  • Every Tide is server-wide and identical for everyone, so there’s no advantage to timezone shopping - the rotation and the 24-hour window are the same across the whole network.
  • The endgame-relevant bonuses are narrow on purpose. Only ingredients and loot at Sequence 0-3 get the rare-tier multiplier; it exists to serve the late game without inflating the early one.
  • Nothing competitive is ever on the table. Uniqueness, Usurpation War Points, Ordeals and damage balance are permanently out of scope for any Tide, scheduled or admin-forced.