Getting started
#Ahoy, new sailor. Open /quests and follow First Day at Sea. When you are ready to leave town, use /rtp and choose the Claiming World. /spawn brings you home.
Ahoy, new sailor. Open /quests and follow First Day at Sea. When you are ready to leave town, use /rtp and choose the Claiming World. /spawn brings you home.
Set your roots in the Claiming World, sailor. Use /rtp to get there, then stand on the land you want and use /lands claim. Open /lands to manage your land. Starting over? Unclaiming every chunk does not remove the land itself: use /lands delete so you can claim fresh. Keep your permanent home out of the resetting resource worlds.
Pailhaven is always a /spawn away. Use /rtp for wilderness destinations and /warps for server warps. /servers opens the server selector.
Need timber, stone, or ore? Open /rtp and choose a resource destination. Resource worlds reset every Monday, so bring your haul home and never leave a permanent base or valuables there. Use the Claiming World for your home. The Captain at the ship's helm can explain both shores and set your course.
If your question is not in my logbook, ask a staff member and describe what happened, where it happened, and any message you saw. /help can show command help. For supporter ranks and perks, use /buy.
Looking for honest work? Open /jobs and browse the trades, up to three at once; the Foreman at the Jobs stall will explain pay and job points. /quests has objectives and rewards, and /shop lists what the server buys and sells. Check each menu before committing your coin.
The stalls on Bucket Square are a good first stop. /shop opens the server shop. For trading with other sailors, use /ah instead. The menus show the current prices.
/ah is the everyday player market. /ah sell opens the listing form; read the price and stack details before confirming. /ah collect retrieves items and /ah proceeds collects sale earnings. The Auctioneer beside the Shop stall will walk you through your first listing. This is separate from the Dark Auction event.
Every week the merchant ship Tally Hold ties up at the Cargo Wharf on Bucket Quay, below the square by the Harbourmaster's office. Take the Bucket Lift down, or use /warp contracts. The manifest board lists three cargo orders. Right-click an order's sign to deliver matching items from your inventory, and the whole server fills it together. When an order fills, its pay is split by how much each sailor delivered: bring at least 2% for a cut and a Tide Crate key, and no one sailor can deliver more than half. A filled order starts a two-day Jobs bounty, and a fresh order goes up in that slot a day later. New orders post every Monday. Check them with /contracts, or talk to the Cargo Master on the wharf.
See the lamp-lit cove across the bay, on the west shore? That is Blackrock Cove. When the Dark Auction gathers, watch chat for its clickable attendance message. Ordinary player listings are over in /ah.
Open /quests, sailor. First Day at Sea gets you underway, and Harbor Academy teaches more server features. Quests are sorted into sections; the Impossible Quests live under Combat & Challenges and unlock at Reefkeeper rank. Read a quest card for its exact task, requirements, and reward; I will not guess at your progress.
Use /rankup to check your next progression step. The rank menus show the requirements and perks. Supporter options live in /buy; those are a separate choice from your everyday progression.
East of Bucket Square, through the Guild Gate arch, Crafts Row climbs to the Anvil Works, home of the Blacksmiths' Guild. The public forge on the Row has anvils, smithing tables and grindstones anyone can use. /warp guilds takes you to the gate. The other guild halls are around the town.
Find the Builder's Wand lessons in Harbor Academy through /quests. Use /wandshop for the wand shop and replacement options. Each guild quest card lists which materials count, so check it before placing your next stack.
Cast a line anywhere, sailor. Bucketry waters hide six tiers of custom fish. The loop is simple. Catch fish, turn them in, earn entropy and augment materials (crab claws and scales, squid tentacles, dolphin tails), then forge augments at /fish augments to catch more. Four ways to earn materials. The Fishing line in /quests pays a bundle every step from Bronze Ripples up. After 30 catches the Jetty Master's crew posts paid fish orders in /fish deliveries that take any fish of a tier; the Jetty Master keeps the board at the fishing jetty on the south quay. Crabs, squid and dolphins drop parts. And the Chandlery (/chandlery) sells parts for entropy when you are in a hurry. Sell at /fish shop, watch chat for the day's in-demand fish, and weigh a big one at the scales to challenge the record board.
Fancy growing your own? Open /harvest for your Garden Journal and claim a starter basket of tomato, corn and rice seeds, compost and a Harbor Kitchen. Plant on watered farmland, look at a crop to watch it grow, and cook what you pick. /harvest orders pays coin, seeds and compost for two servings, and the Farmer and Chef jobs pay for every harvest and meal. The Greengrocer at the Bay Head allotment starts the harvest contracts, and the wild keeps you in seeds - short grass, small ferns and short seagrass.
Brewing lives at the Tap & Tide, the alehouse on Bucket Quay, just north of the Cargo Wharf. Talk to the Tavernkeeper at the end of the bar for a free guide with three starter recipes. In the Brew Yard corner by the bar, cook ingredients in a cauldron over a fire, fill glass bottles, distill strong brews in a brewing stand with glowstone, then age them in a wooden barrel. Every other recipe is a Brewer's Note you find around the world. Bottles carry your name, so sell the good ones at the market.
Keep an eye on the calls in chat, sailor. Envoy supply drops happen in the raid world; use /raid when the event is called. The raid muster is at Pailhaven Departures, by the lighthouse and the Signal Battery.
The Drydock is the sunken arena at the Bay Head, below Crate Point. Use /warp PVP, or find the Bosun at the pit entry. /kit Spar offers sparring gear. Stay in the gallery if you only want to watch; the fighting area is down in the pit.
For the jungle expedition, use /q c jungle or speak with the Jungle Warden. The board and your /quests cards explain the current objectives and rewards. Pack supplies before you set out.
/vote shows the voting options. Bring your keys to Crate Point, the crate ring on the north bluff over the bay head (/warp crates): left-click a crate to preview rewards, or right-click to open it with a matching key.
Spend your coins through /coinshop and browse transformations in /morphshop. Read the item description and price before buying; the shop keeps the current details.
Your private strongbox is /pv selector; /pv 1 opens the first vault directly. The Vaultkeeper in the Town Hall strongroom opens the selector too. Your available vaults depend on your rank.
Bucketry runs on player support, but nothing sold changes how the world plays. Supporter ranks (Coral, Pearl, Trident, Kraken) add convenience and cosmetics such as more homes and vaults, unlimited flight, nicknames, disguises and glow colours. Rising Tide is a one hour server-wide XP boost that one player buys for everyone online, and Founder 2026 is a permanent tag that survives season resets. Everything is in /buy or at store.bucketry.net, and the Supporter balcony on Bucket Square shows it all in one place.
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