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👑 The Pantheon Opens

Announcement19 min read

ikeepcaIm
Written by ikeepcaIm

Mysterrians, gather round.

It is finally the time to announce that this is the last major update of this Epoch. Everything after it is polish, balance and critical bug-fixing - the team has already started building for the next wipe, and the big new systems are going there rather than here, Spell Commissions have been disabled, and some of the Discord channels will be reworked in the nearest future. So this one had to be the one worth remembering.

It is three things. Two small fixes you should know about before you read anything else, a client mod update, a new daily rhythm for the whole server - and then the thing we have been building toward since the season started: the twenty-two thrones, and the road to Sequence 0.


Two fixes first

Uniqueness no longer carries accommodation with it.

Accommodation is how far you have assimilated a Uniqueness. You earn it with your own spirituality, your own acting and your own ability use, and you lose some of it when you die holding it. Until now, when a Uniqueness changed hands - through the automatic transfer or through a won challenge - the accommodation came along with it, and the new holder inherited someone else’s months of assimilation for free.

That is fixed. A Uniqueness now arrives at 0% accommodation, and the death tally and growth record reset with it. You grow it yourself, the same way the previous holder did. This matters a great deal in the context of everything below: Sequence 0 asks for 95% accommodation, and that number has to mean something.

A war day now needs you to actually play.

Seat Usurpation already counted war days in days the defender was online, which was the right idea. It just took the word “online” too literally - a holder who logged in for two minutes and logged out burned a whole contested day without defending anything, and turned a war into nothing but a three-week delay for the challenger.

Now a day only counts towards the war once the defender has been online and present for 20 minutes of it. And for the uncontested takeover, a holder who cannot show roughly three hours of playtime across the judging window is treated as absent - the seat is simply taken, with no war at all.

Show up and have a quiet week: you are fine, nothing changed for you. Stop playing and keep the seat warm with a daily login: that no longer works.


coi-client 1.2.3

The client mod got an update, and this one is close to mandatory if you intend to be anywhere near an ascension: GitHub Releases, Modrinth or CurseForge

  • Pantheon and Throne menus. Native screens for the whole Sequence 0 surface - your own checklist, the public race board, every throne’s ledger, and a god’s own Favor and Behest windows.
  • A lot more visual effects for the ascension ceremonies. The rites below were written for this renderer. On a vanilla client they still work and still look good; with the mod they look like what they are.
  • Anime-style impact frames on certain hits and certain moments. You will know them when you see them.
  • More gesture shapes for gesture casting, so more of your kit is reachable by drawing instead of clicking.

Everything has a vanilla fallback - every window opens as a chest GUI if you do not have the mod, and /coi menu native lets you choose chest GUIs even if you do. Nothing below requires it. It is simply much better with it.


Daily Tides

The server now runs one modifier a day, the same for everybody on every server, rotating through seven on a fixed weekly cycle.

It is not random. Which Tide a date carries is computed from the calendar, so it is the same answer everywhere and it is knowable weeks ahead - /coi tide calendar prints the next 14 days (up to 60 if you ask for more). You can plan around a Tide instead of only reacting to it.

The seven

Tide What it does The numbers
Tide of Diligence Every acting gain is doubled. Once a source hits its cap the surplus banks as Overflow instead. Acting gain ×2
Hunting Tide Beyonder creatures appear twice as often and drop ingredients twice as often. Sequence 0–3 ingredients three times as often. Spawns ×2, drops ×2, rare-tier ×3
Tide of Fortune Chests give loot far more often, pity arrives in half the opens, and rare-tier loot is much likelier. Chest loot ×2.5, pity ×2, rare-tier ×2.5
Wild Tide Twice as many Wild Beyonders, and twice as many out at once. Spawn ×2, cap ×2
Tide of Patience Every acting cooldown is half as long. Acting cooldown ×0.5
Deep Tide Twice as many mineable nodes, twice the chance of ingredients in chests, double odds on Sequence 0–3 ingredients. Nodes ×2, found ×2, rare-tier ×2
Crimson Tide A Crimson Moon is five times as likely tonight, and creatures drop half again as much. Crimson Moon ×5, drops ×1.5

They are not all aimed at the same person, and that is deliberate.

Diligence is the early-to-mid game’s day. If your acting bar is genuinely your bottleneck, doubled gain reaches each source’s cap in roughly half the actions. It does not raise the ceiling - once a source is capped for that sequence, the extra banks as Overflow instead.

Patience is the endgame’s day. At Sequence 3 and above the bar stops being the bottleneck and the 4-to-6-hour cooldown on each acting method becomes it. Doubling gain barely moves a Sequence 1 player whose bar fills in one trigger either way; halving the cooldown buys them a real second attempt inside the same day.

Hunting, Fortune and Deep all carry a rare-tier bonus on Sequence 0–3 materials specifically, which is the endgame half of each of them. Worth saying plainly: the flat drop bonus is nearly invisible on MythicMobs-backed creatures, which already drop at a far higher base rate and are close to saturated before a Tide touches them. You will feel it on ordinary creatures and on genuinely rare drops.

How you will know

A card in chat shortly after you log in, a toast if you run the client mod, a countdown boss bar, a one-line reminder each hour, and a title flash with a chime when the day turns over. /coi tide any time for the full detail. If any of that is too much: /coi tide notify mutes the hourly line for you and /coi tide bar hides the boss bar for you. Both stay off until you turn them back on.

What Tides never touch

Deliberately, and permanently:

  • Uniqueness scoring. It is measured over a rolling 31 days; a Tide moving it would make your score depend on which days you happened to play.
  • War Points and seat defence. A War Point measures effort, not what that effort was worth on a lucky calendar day. A seat war must never be decided by which week it fell in.
  • Ordeals and Sealing. These can cost you an inventory. A calendar event should never make one more or less likely.
  • Damage tuning. Combat balance does not move with the days.

The Pantheon

The very thing many have waited for so long. Twenty-two thrones. One per pathway. The player who holds one is that pathway’s god: Sequence 0, a title above their head, one spell nobody else in the world has, and a standing obligation to keep showing up.

This is the top of the ladder and there is nothing above it.

The one rule that shapes everything else

A throne cannot be taken from an occupied god. Ever.

There is no seat war for Sequence 0, and there never will be. A god has no acting bar, so a war against one is unwinnable by construction. A throne changes hands for exactly one reason: its god stopped showing up.

That is why the road to it is as long as it is. If the seat cannot be contested once it is held, the contest has to happen before it is held - and that is what the vigil is.

The gate: what you need before you may even declare

You must be Sequence 1 on the pathway, it must be your primary pathway, and it must not be an outer pathway. Then six real requirements:

Requirement What it means
1 The Uniqueness, at 95% accommodation You hold your pathway’s Uniqueness, and you have assimilated it almost completely. With the fix above, this is now weeks of your own work and nobody else’s.
2 A congregation Your church’s effective anchor weight must reach 20. That is one active core site under a Sequence 1 leader - a test of does a congregation exist, not do you run the biggest town on the server. Believers of any pathway count; your own count for more. You also must be its leader, co-leader or angel.
3 Thirty points of legendary deeds The eight deeds below.
4 The stake 31,104 banked Overflow - half a Sequence 1 bar. Deliberately the exact price of a paid Uniqueness challenge.
5 Fourteen days at Sequence 1 Calendar days on this pathway since you arrived at Sequence 1. Wall-clock, not active days - a holiday must not restart godhood, and no timezone is favoured.
6 A Sequence 0 potion Brewed in the cauldron from three Sequence 1 Beyonder Characteristics of the same pathway, and nothing else. No supplementary half. This is the rarest price in the game, and it is meant to be.

A throne is not drunk into existence. The potion is a requirement, not an advancement - drinking one does nothing, and actually you can’t even drink it. Only the rite consumes it.

/coi ascend shows you all of this as a live checklist, so you always know exactly what you are missing. /coi ascend board shows you everyone else’s progress on the public race board, and /coi ascend private takes your name off that board (never out of the count).

The eight legendary deeds

You need 30 points. Each deed feeds the ordinary ritual pool, and most of them you may already have half-done:

Deed How you earn it How many
A seat war fought to its verdict Won or lost - both sides are credited. You stood in one. 1
A Uniqueness defended Hold yours through a paid challenge. 1
Devout church service Attend services. 10
Your honorific invoked Be the resolved target of a successful honorific chant. 1
An Ordeal survived Come through one with your Beyonder intact. 1
A pinnacle bounty Complete a bounty objective at Sequence 1. 1
Diligence kept Earn acting on seven separate Tide days. 7
A story ritual Certified by staff. See below. 1

Seven of the eight the server can see for itself. The eighth it cannot, and that one is on purpose.

The story ritual - the deed you have to earn from us

The last deed exists because some things are worth more than the server can measure. It is granted by staff, by hand, and there is exactly one way to get it:

Stage a public, server-wide event that enacts your pathway’s role - the role it actually plays in the novel - and make the server live through it.

Not a screenshot. Not a solo grind. Not an acting echo. An event that other players attended, that was announced in advance, that had consequences, and that could only have been run by a Beyonder of your pathway. Tie it to your ascension: this is the rite that explains to the world why you, specifically, are about to become a god.

Some shapes, to show what we mean:

  • The Fool - convene a Tarot Club. A gathering above the fog where every attendee brings something to trade that they cannot get any other way, and nobody learns who anyone really is. Find a clever way to do it, recruit your own members, show it to the world.
  • The Red Priest - declare a war, fight it, and win it. Two churches, consented, organised, with terms and a surrender. “War! War! War!” is your pathway’s cry for a reason.
  • The Hanged Man - end one. Broker a treaty between two factions who were genuinely at each other’s throats, get both to sign it, and make it hold, bear their sins yourself.
  • The Sun - a public cleansing. Hunt down something corrupt the whole server knew about, and burn it in front of them.
  • The Door - open a way. Build a way for them. Or do a mass pilgrimage through places nobody could otherwise reach, with everyone who showed up carried along.
  • The Death - a funeral. A real one, for the fallen of this Epoch, with their names read out.
  • The Error - disrupt someone’s own legendary deed, and twist it into your own image.

Your pathway has its own. Think about what your Sequence 1 title would do if the world were real, and then do that, in public, with people watching.

How to get it certified: write to staff before you run it, not after. Tell us what you are planning, when, and who it involves. We will tell you whether it counts and what would make it count. Run it, and the deed is yours.

Declaring - and the vigil

With everything above in hand, you declare. Your stake is spent, your potion goes into escrow with its expiry frozen so it cannot be traded away or crystallise while nobody can drink it, and the whole server is told.

A 72-hour window opens. During it, any other eligible Sequence 1 on that pathway may pay the same stake to contest you.

If nobody does, the window closes and you move to the rite.

Contestation

If somebody does, the highest bid at the window’s close stands, every other bid is refunded in full, and a seven-day contest begins between the two of you.

It is scored in War Points, from acting earned through real play, exactly as a seat war is. Standings are broadcast once a day from the second day onwards. Calendar days, not contested days - both of you chose to be here, so absence is simply zero.

Ties go to the ascender. They hold the Uniqueness and they passed all six requirements; a draw is not a reason to move anything.

Outcome What happens
The ascender wins They proceed to the rite. The challenger burns half their stake and cannot contest this pathway’s vigil again for 14 days.
The challenger wins They take the Uniqueness - not the throne. The ascender burns half their stake, the pathway closes to declarations for 7 days, and the winner gets 14 days of protection on the Uniqueness while they grow their own accommodation from zero.

Read that second line again. A challenger who wins does not become a god. They take the claim and then have to walk the whole road themselves - including the 95% accommodation they now start from nothing, and the fourteen days, and the deeds. The beaten ascender keeps their seat, their tenure, and every other requirement they had.

Refunds. This is the part we care most about being right: every exit that produced no verdict returns your stake in full and your potion whole, and arms no cooldown. Withdrawn, outbid, cancelled, the throne filled under you, an error - everything comes back. Withdrawing is free for the first 15 minutes; after that it costs half, because a declaration is a server-wide announcement and we will not have it spammed. A lost contest burns half the stake and returns the potion whole - it bought a claim on the throne, and the throne was never taken.

The herald

Once you have won the right, you choose your hour. You have 24 hours to answer the summons before it starts on its own, and seven days before it is forfeit - so you can wait for an evening when your friends, your church and your rivals are all online.

When you answer it, the server gets ten minutes of warning. A boss bar, a card in chat, the coordinates of where it is happening, and a one-minute call. /coi ascension where any time during it.

Those ten minutes are for everybody else to get there. You are not rooted for them - walk to the spot, let them gather.

The rite

It runs about two and a half minutes, and it belongs to your pathway. The sky changes. The ground changes. Twenty-two different set pieces ship, one per pathway. You can only see it once per (server) lifetime, so don’t miss!

A few things to know if you are standing in one:

  • It cannot be interrupted by rivals. Once it has begun, you are invulnerable and you cannot be hard-controlled. A rite ends early for exactly three reasons: you left, staff aborted it, or you entered a state no rite can survive. Damage is not one of them.
  • Nothing is spent until the moment it lands. Right up to the halfway point, nothing has been taken from you. If the rite aborts before then - you disconnect, you are pulled into something - you lose nothing at all. The stake and the potion stay exactly where they are and you answer the summons again.
  • Witnesses are paid. Stand within 24 blocks and you get 3% of your own acting bar, plus a flash and a short Regeneration.
  • The crowd chants. Five times during the rite the ceremony puts a cry up - “War! War! War!” for the Red Priest, “Praise the Sun!” for the Sun, your pathway’s own - and anyone who answers it in chat earns another 1.5% of their bar per call. Answer all five and you have earned more than an acting trigger for showing up to the biggest thing on the server that week. Any installed language’s wording counts; punctuation, spacing and case are all forgiven.

Then, halfway through, the throne is taken - and the whole server feels it, wherever they are standing. You will understand what I am talking about when you get to experience it once.

The place where it happened is marked permanently on the map. The site outlives the god: somebody stood there once, and the world changed.

What you get

Sequence 0. A title above your head. A row in the Pantheon that everybody can open. And one spell no other player in the world has: Deity Authority, with three faces.

Favor. You hand a believer of your own pathway acting, out of a capped allowance that refills on the clock - about 60 bar-percent a week, 5% at a time, once per person per week, banking up to two weeks. The unit is a percentage of their bar, never raw points, so it is worth the same to a Sequence 9 as to a Sequence 2. It cannot inflate Overflow, War Points, Uniqueness, your own progress, or anyone’s run at Sequence 0 - a full bar is not eligible.

Behest. You ask a devoted member of your church to appear, to proclaim your name, or to make a pilgrimage. Answering pays them one Favor out of the same allowance - a behest is a favor with a task attached, never a second income. Every verb completes on something they choose to do: a click, a chant, a walk. No behest can move, damage or disarm anyone who did not act, and none will pull a member out of a dungeon or into a trap. Refusing or ignoring one costs Disfavor - a few days without Favor or Behest from you.

Presence. A passive aura, 24 blocks: believers of your pathway near you take 10% less incoming madness and 15% less tiredness. No acting term, deliberately - standing next to a god should not be an income.

And your honorific works whether you are online or not. When somebody completes a chant of your honorific name, your pathway’s blessing fires at their feet. You do not have to be there.

What church membership buys, to be exact: no stat at all. Favor reaches every player of your pathway whether or not they joined; Presence works on every player of your pathway whether or not they joined. Membership unlocks exactly one thing - being addressable by a Behest - and the reward for answering is a Favor you could have handed out for free. There is a per-member devotion toggle: turning it off is instant and free, turning it back on waits a week.

One more thing, and it is not a bug. A fresh god sits at a 30% madness floor. The partially insane god is the point - you reached above what a human mind holds. A larger congregation pushes the floor down. Letting your church rot pushes it back up.

What it costs to keep

Just one sentence:

Be online and not AFK for twenty minutes, on at least four days out of any thirty.

That is the whole of it. Not abilities cast, not chants received, not anchors held, not time on the network’s other servers. Presence is the one metric nobody can argue about, and it is deliberately the cheapest thing a real player does by accident.

Going away? /coi god absence <days> - up to 21 days, once every 60. A declared absence stretches the window rather than pausing the count, so it postpones the question instead of resetting it.

You will be warned. Privately at 14 days left, then publicly at 7, 3 and 1. The public half is not shaming - since nobody can take a throne by force, the only fair thing is to make an opening visible early enough that somebody could be ready for it. And a god who sees their name in a “grows cold” notice is exactly the god who has not been reading the private ones.

Losing it

If it lapses, you are not wiped out:

  • You drop to Sequence 1 on that pathway, and land with 95% of the bar.
  • Your throne empties and anybody who meets the gate may claim it.
  • You get a 60-day grace, during which re-ascending costs half the stake and the fourteen-day tenure is already counted as served.

Halved, never waived. A lapse should hurt, but it should not undercut the aspirant who spent two months banking for their first attempt.


Where to look

Command What it shows
/coi ascend Your checklist - or answers a summons if one is waiting
/coi ascend board The public race board
/coi ascend contest <pathway> Contest an open vigil
/coi ascension where The active herald’s coordinates
/coi ascension notify off Mute ceremony chat (never the bell or the boss bar)
/coi god Your throne - or the rule, if you do not have one
/coi god thrones All 22 thrones and who sits them
/coi deity gods The Pantheon, and any throne’s public ledger
/coi tide Today’s Tide, in full
/coi tide calendar The next two weeks

The Pantheon is also on the website, live: mysterria.net/ascension


Twenty-two thrones, and the Pantheon is now destined to be open. /coi god thrones will tell you which of them are still empty.

When the Epoch turns they all empty again, and everybody starts over - so whatever is claimed from here is held only for now. That is exactly what makes it worth claiming.

Go and be a god. We will be watching!

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