Dark Tide
World of MonstersContents
- 1Biodata
- 2Power Progression
- 3History
- 3.1Creation and Transcendence
- 3.2Conquest of Other Worlds
- 3.3War in Monster World
- 3.4Invasion of Earth
- 3.5Endgame War
- 4Appearance
- 5Organization
- 5.1Core Components
- 5.2Ranks and Authority
- 6Abilities & Mechanics
- 6.1Corrosive Devouring
- 6.2Shaping and Troop Generation
- 6.3Energy Recovery and Backlash
- 6.4Evil Moon and Node Nourishment
- 6.5Battlefield Intelligence
- 6.6Interworld Invasion
- 7Troop Library
- 7.1Major Classifications
- 7.2Notable Units
- 8Weaknesses & Counters
- 8.1Player Race
- 8.2Combat Zerg
- 8.3Overwhelming Power and Resource Denial
- 9Relationships
Contents
- 1Biodata
- 2Power Progression
- 3History
- 3.1Creation and Transcendence
- 3.2Conquest of Other Worlds
- 3.3War in Monster World
- 3.4Invasion of Earth
- 3.5Endgame War
- 4Appearance
- 5Organization
- 5.1Core Components
- 5.2Ranks and Authority
- 6Abilities & Mechanics
- 6.1Corrosive Devouring
- 6.2Shaping and Troop Generation
- 6.3Energy Recovery and Backlash
- 6.4Evil Moon and Node Nourishment
- 6.5Battlefield Intelligence
- 6.6Interworld Invasion
- 7Troop Library
- 7.1Major Classifications
- 7.2Notable Units
- 8Weaknesses & Counters
- 8.1Player Race
- 8.2Combat Zerg
- 8.3Overwhelming Power and Resource Denial
- 9Relationships
Biodata
| Feature | Details |
|---|---|
| Name | Dark Tide |
| Original Name | 黑潮 |
| Alias(es) | Terrifying Dark Tide; Dark Tide Calamity 136 206 |
| Nature | A rule-based military system that converts matter and energy into nourishment, troops, and further growth 220 452 620 |
| Creator | Dark Tide God 799 806 |
| Supreme Command | Demon Gods direct its conquests; the Lord of the Dark Tide stands above them 678 779 |
| Primary Objective | Expansion through the conquest and consumption of worlds 593 701 |
| Principal Battlefield | Monster World, regarded as its central battlefield within a war spanning many worlds 136 |
| Final Documented Outcome | Its endgame formation in Monster World collapses; the participating Demon Gods and remaining Evil Spirit Warriors are annihilated 809 |
Power Progression
The Dark Tide develops through individual node armies, regional branches, and combined formations rather than one universal level. The following milestones identify the force involved.
| Stage / Realm / Level | Chapter | Notes |
|---|---|---|
| Initial low tide — Hunting Levels 1–3 | 72 77 | Di Nian Evil Spirit’s newly deployed army averages Hunting Level 2. Its main advantage against players is overwhelming numbers. |
| Cloudfield absorption — average Hunting Level 4 | 77 | After six days of consuming local resources, Di Nian’s force occupies Cloudfield and absorbs its Corrosion Core. New units include Level 5 Corrupted Tooth Roots and Mist Serpents, and Level 7 Ghost Dolls. |
| Basic specialized combat units — Hunting Levels 14–18 | 109 | Di Nian’s army produces Level 14 Cloudstorms of the Death Calamity type and Level 18 Ferocious Battle units of the Natural Disaster type. |
| Post–Azure Star Sea strengthening | 142 143 | The Dark Tide and its generated troops become stronger following Di Nian’s participation in the coastal campaign, during which he secretly takes resources. |
| Quality-level breakthrough | 178 179 | Stored energy released through the High Tower raises Di Nian’s Dark Tide to a higher quality. Such breakthroughs improve devouring efficiency, troop-generation speed, and energy control. |
| Waxing Crescent amplification — temporary | 193 | The third-stage moon phase increases Di Nian’s army strength and development speed, enabling an immediate offensive against the players. |
| Soul Valley Dark Tide Core absorbed | 578 | The core willingly dissolves into Di Nian’s stronger Dark Tide, rapidly increasing its energy strength and transferring historical memories into the alliance’s mental network. |
| Pale Continent branch merger | 731 | The Tadu Legion merges with Di Nian’s regional branch. Over the following five years, the combined force rises from last place to the top three in the players’ Eight Kings rankings. |
| Endgame Dark Tide array | 807 | The Lord of Rot and 103 Demon Gods combine their powers into a world-spanning formation that blocks spatial escape and overwhelms civilizations wielding supreme concepts. |
History
Creation and Transcendence
The Dark Tide System was created by the Dark Tide God, who disappeared before its destructive campaigns swept across the worlds. His framework allowed Demon Gods to pursue widely differing paths—including destruction, perfection, devouring, and evolution—without direct intervention from their creator 799 806.
The true director of the war of destruction was Transcendence, the strongest Demon God. Despite reaching the system’s pinnacle, he discovered that every advancement had tightened the restrictions imposed by its creator. Unable to replace the vanished Dark Tide God, he abandoned his Demon God body and reincarnated as Di Nian Evil Spirit 806.
Transcendence’s discarded remains were eventually consumed by the Combat Zerg’s Supreme Master Brain. Through them, it inherited the supreme origins of transcendence, evolution, and adaptation, becoming a world-devouring calamity in its own right 806.
Conquest of Other Worlds
Dungeon World fell after a prolonged war in which its allied factions steadily weakened while the Dark Tide grew stronger. By the final offensive, the legion’s chief commander had reached king class and Di Nian had become a Commander Level warrior. The Dark Tide ultimately devoured the world 74.
Other civilizations survived only by abandoning their homelands. The Eclipse Race fled after encountering the Dark Tide, while the Divine Artifact Clan later evacuated extensive territories rather than confront a rapidly growing local branch 103 265. A Darkspawn survivor remembered his homeworld reduced to shattered land, dried seas, depleted resources, and spreading Corrosion Cores 170.
War in Monster World
An earlier deployment of Demon Gods into Monster World ended with every invading Demon God slain by its Rule-Level Deities. The Dark Tide nevertheless retained immense military strength and continued treating Monster World as the central front of its wider campaigns 89 136.
Qi Sheng arrived during the war and was rescued by the Four Devoted Servants. After inheriting Emperor Zhao’s power, he developed the Challenger Plan to oppose the Dark Tide by recruiting beings from other Planar Worlds 20.
Di Nian’s Emperor Tomb Mountain Range army became a recurring opponent of the Player Race and Combat Zerg. Their battles developed from players slaughtering weak abominations into increasingly sophisticated contests over Domain Nodes. The three forces also fought together when outside enemies offered greater rewards 72 129 224 535.
Di Nian’s Evil Spirit Alliance introduced an alternative center of coordination within the regional Dark Tide. Its superiors initially overlooked the possibility of rebellion because lower-ranking betrayal was considered unprecedented. A Demon God later punished and reconstructed Di Nian and Evil Eye, acknowledging that resistance to the Dark Tide could itself exist within the system 731 767.
Invasion of Earth
Star Network identified an expanding Arctic rift as the precursor to a permanent Dark Tide passage. Local incursions were repelled by Yu Chuan, Eclipse Race warships, and later Fate Throat, but these victories did not close the growing route 103 247 343 596.
The main invasion began when branches of the reunited Dark Tide crossed the void and forced open the Arctic passage. Star Network publicly revealed that Monster World was real and released records of Dark Tide activity on Earth stretching back a century 744 745.
Twenty-three Dark Tide Monarchs confronted Earth’s players after 100% Attribute Feedback restored their player powers in reality. The players defeated the Monarchs, only for a consciousness avatar of the Lord of Rot to appear and reveal the far greater threat posed by a Demon God 748 749 750.
Endgame War
The Lord of Rot led 103 Demon Gods in forming an array around Monster World. Their combined supreme origins severed the Darkfeather Race’s reincarnation pathways and overwhelmed the Illusory Cosmos Civilization and Myriad Forms God Race. The formation continued strengthening as it consumed its opponents 807.
Its position eventually became a liability: occupying all four directions exposed it to encirclement by the remaining peak powers. These enemies yielded less nourishment than ordinary civilizations, while players yielded none. Once its formation broke, the Lord of Rot, the surviving Demon Gods, and the remaining Evil Spirit Warriors were destroyed by concentrated attacks 809.
Appearance
- Black fog and waves: The Dark Tide commonly manifests as sky-obscuring mist, with Evil Spirits dissolving into it and condensing into bodies again 72 75.
- Increasing density: During a quality breakthrough, thin haze becomes a heavy, almost tangible substance that spreads from the High Tower and consumes surrounding vitality 179.
- Distorted faces: Humanoid faces and beast heads can appear across its surface as it advances 291.
- Deliberate shaping: Controllers can form walls, gestures, and even a gigantic megaphone from its substance 89 181.
Organization
Core Components
| Component | Function |
|---|---|
| Intelligent Evil Spirits | Emotion-bearing commanders who direct armies, seek resources, and develop their forces. Their caution, ambition, and desire for victory can influence strategic decisions 143. |
| Evil Eyes | Highly intelligent support units with reduced emotional functions. They maintain node connections, consult shared databases, analyze battlefields, and advise their commanders 143. |
| Generated troops | Combat life-forms assembled from Dark Tide energy. Basic examples lack self-awareness and follow the controller’s will 72 136. |
| High Towers | Local infrastructure used to release stored Dark Tide energy, establish an army, and support growth. Towers can contain a Central Furnace supplied by Evil Moon energy 141 179 193. |
| Domain Nodes | Sources of territory, energy, and inter-node support. Occupying nodes is a principal route to sustained development 69 129. |
Ranks and Authority
| Rank / Position | Documented Significance |
|---|---|
| Commander | Lowest listed rank once a Dark Tide force reaches sufficient scale 261. |
| Marshal | Above Commander 261. |
| Lord | Above Marshal 261. |
| Apostle | Above Lord; Di Nian later belongs to a sub-warband whose members all possess Apostle Level strength 261 697. |
| Monarch | Highest rank in the ordinary listed hierarchy, with major subdivisions and enormous internal differences in strength 261. |
| Demon God | Holder of supreme authority over Dark Tide armies. Becoming one requires at least one supreme origin 750 807. |
| Dark Tide God | Creator of the system, standing beyond the Demon Gods 779 799. |
- Rank affects the resource subsidies a force receives 261.
- Evil Spirit souls carry an innate imprint directing them toward the Dark Tide’s expansion. This produced absolute internal trust across branches, even when individuals developed different methods 731.
- Ordinary warriors and Monarchs are instruments of conquest; responsibility for civilization-wide survival and direction belongs to the Demon Gods 678.
- Freedom to choose a path does not mean freedom from the system: even Demon Gods remain subject to its underlying restrictions 799 806.
Abilities & Mechanics
Corrosive Devouring
The Dark Tide dissolves targets into usable nourishment before consuming them, rather than merely absorbing substances that already suit its needs 620.
- Converts flesh, spiritual resources, soil, stone, water, and many forms of energy into further strength 179 210.
- Can consume incoming elemental attacks instead of taking damage when the opposing power is insufficient 210.
- Gains more effective devouring as its quality rises, allowing it to break down materials that resisted weaker versions 178.
- At its highest levels, can overwhelm supreme concepts and consume civilizations protected by reincarnation or elemental authority 807.
Shaping and Troop Generation
Dark Tide energy is the basic material from which its armies are assembled. A generated Evil Spirit’s life structure can produce several times the power represented by its constituent energy 325.
- Draws from a vast library of troop templates spanning many combat systems 136.
- Reclaims existing troops and reshapes their energy into different unit types during battle 159 525.
- Counters hostile environments by deploying suitable life structures, rather than waiting for troops to evolve 536.
- Can incorporate external rules into new troop systems, as Di Nian does with his Pain Tide 325 445.
- Uses rule effects even in its weakest troops, including Evil Moon amplification, devouring, and backlash 435.
Energy Recovery and Backlash
Slain troops normally dissolve into particles or fog that return to the Dark Tide, preserving most of their energy for immediate reconstruction 72 535.
- Makes ordinary wars of attrition favorable: enemy casualties provide nourishment while Dark Tide casualties are largely recycled 158 159.
- Can restore even defeated demigod-level generated Evil Spirits 660 661.
- Does not guarantee rapid recovery from spatial banishment. Scattered particles may take years or decades to return unless separate recovery channels are established 576.
- Depends on the energy remaining recoverable; completely purified energy cannot return through this process 576.
Evil Moon and Node Nourishment
The Evil Moon supplies Dark Tide energy, while occupied nodes and transfers from other nodes provide additional nourishment 129.
- Corrosion Cores voluntarily lower their defenses and merge with the Dark Tide, surrendering stored energy 77 141.
- Stronger moon phases increase energy absorption, development speed, and the strength of Derived Evil Spirits 101 193 260.
- Full Moon provides the highest documented absorption efficiency and an immense supply of Evil Moon energy 260.
- Derived Evil Spirits created by the Evil Moon generally lack self-awareness and appear, disappear, or change strength with its phases 101.
Battlefield Intelligence
Evil Eyes combine a shared knowledge base with real-time sensory information, allowing commanders to coordinate precise attacks and change tactics 143 159.
- Di Nian’s army learns counters to previously successful player formations 129.
- Commanders can analyze and reconstruct enemy techniques through the Dark Tide 291.
- Di Nian expands this model into a war command center coordinating 1,293 Evil Spirits, admitting reinforcements only when their home nodes remain secure 660.
- Conventional doctrine favors maintaining the initiative, since lost troops are recoverable; Di Nian’s cautious simulations and micromanagement are unusual among fellow warriors 699.
Interworld Invasion
Dark Tide passages are stable constructions made from black spatial substance, unlike ordinary spatial tears that worlds can naturally repair 103.
- The initial seeding stage distributes spatial coordinates and creates rifts in target worlds 593.
- Instinct-driven Blood Slaves devour, multiply, and evolve, potentially destroying ordinary Minor Worlds without further intervention 593.
- Returning Blood Slaves transfer their gathered nourishment to the branch legion 593.
- A completed passage permits continuous reinforcement and functions as a permanent wound in the invaded world 103.
Troop Library
Major Classifications
| Troop Type | Role / Properties |
|---|---|
| Natural Disaster | Defensive units with high durability, damage cancellation, and damage transfer. Some restore themselves by consuming other Dark Tide troops 129 282. |
| Plague | Group debuffs resembling negative auras; allied Dark Tide Evil Spirits are immune to their effects 282. |
| Frenzy | Highly mobile physical or magical assassins specializing in stealth, concealment, and single-target kills 282. |
| Death Calamity | Damage-dealing troops, including ranged archers and mages 282. |
| Void | Expensive advanced troops with Space Jump and group teleportation; combat variants can annihilate space in an area 282. |
| Doomsday | Includes assault warriors whose spears penetrate mechanical war-machine cores 660. |
| Annihilation | Includes destructive ray attacks and heat-resistant Annihilation Molten Flows 536 660. |
| Pain | Di Nian’s specialized emotional-warfare system, built from existing templates and external rule power 325 445. |
Destruction, Curse, Apocalypse, and Divine Erosion are also named classifications, though their general functions are not detailed in the available descriptions 136 282.
Notable Units
| Unit | Documented Level / Strength | Distinguishing Ability |
|---|---|---|
| Evil Maggot / Dark Hound | Hunting Level 1 | Basic creatures without self-awareness, controlled by the Dark Tide commander 72. |
| Demon Flea | Hunting Level 2 | Devours flesh and blood to strengthen the Dark Tide 72. |
| Corrupted Tooth Root | Hunting Level 5 | Regenerating vines that bind targets and release poisonous, weakening spores 77. |
| Mist Serpent | Hunting Level 5 | Concealed movement through mist; poisonous breath causes continuing paralysis 77. |
| Ghost Doll | Hunting Level 7 | Fast-moving attacker that explodes on death, causing corruptive erosion 77. |
| Cloudstorm | Hunting Level 14 | Death Calamity unit using Thunder Tribulation area attacks and corrosive negative effects 109. |
| Ferocious Battle | Hunting Level 18 | Natural Disaster unit with physical and magical offense and defense; repairs itself by consuming allied Evil Spirits 109. |
| Calamity Bow | Not specified | Ranged unit used with Evil Eye predictions to shoot down healing summons 159. |
| Wailing Daughter | Not specified | Despair-centered unit whose “Whispering Words” emit wide-area mental shock waves 325. |
| Abyssal Warlord | Fourteen-palace Life Strength | Hill-sized, pain-chain-bound combatant generated by consolidating existing troop energy 525. |
Weaknesses & Counters
Player Race
- Denial of nourishment: Player bodies are extracted and reconstructed through the Challenger System, leaving no usable remains for the Dark Tide 72 535.
- Disrupted recycling: Players extract slain Evil Spirits into Evolution Points and sacrificial power, preventing their energy from returning to the tide 72.
- Rule-based abilities: Players’ rule powers resist the conventional counter-unit approach that suppresses many outside factions 278.
- Unfavorable attrition: Against players, repeated fighting can strengthen the enemy while steadily draining the Dark Tide 72 535.
Combat Zerg
- Crystalwing bodies and specialized energy particles interfere with low-level Dark Tide devouring and recovery 89.
- Dark Tide quality increases can overcome existing anti-devouring structures, but the Zerg can continue improving their resistance through evolution 178.
- Their rapid adaptation forces commanders to keep changing troop compositions 159.
Overwhelming Power and Resource Denial
- Growth through war requires a conflict the Dark Tide can sustain; a sufficiently superior enemy can crush it before its advantages develop 214.
- Spatial banishment can remove usable energy from the battlefield for extremely long periods 576.
- Powerful top-tier combatants can force even a regenerating Dark Tide army into retreat 660.
- During the final war, encirclement and reduced nourishment from peak opponents undermine the endurance of its combined formation 809.
Relationships
- Qi Sheng and the Challenger System — Their recruitment, extraction, and reconstruction rules create a direct counter to the Dark Tide’s consumption-and-recycling economy 20 72.
- Di Nian Evil Spirit / Transcendence — Both a prominent commander and the reincarnation of the Demon God who once directed its destructive campaigns; his search for independence exposes the system’s hidden constraints 731 806.
- Combat Zerg — A cross-world rival, recurring battlefield partner, and inheritor of power from Transcendence’s abandoned body 89 535 806.
- Against the Tide Legion — Founded to oppose the Dark Tide and regarded as one of the greatest obstacles to its occupation of Monster World 39.
- Eclipse Race and Star Network — Survivors of its earlier devastation. Star Network studies its military architecture while seeking a way to defeat it 103 613 618.
- Lord of Rot — Founder of the Tadu Legion and commander of the final 103-Demon-God array in Monster World 750 807.