Tap & Tide
The Tap & Tide is the alehouse on Bucket Quay, built into the foot of the cliff just north of the Cargo Wharf. It is the town’s brewery, the home of the Brewers’ Guild, and the place to be on a Friday night. /warp tavern takes you to the door.

Learning to brew
Section titled “Learning to brew”Talk to Rory Tulloch, the Keeper, at the end of the bar. He gives you a free guide book with three starter recipes and the barrel shapes you need.
The Brew Yard corner by the bar has everything to get started, and its cauldrons refill with water on their own. Brewing in short:
- Cook: put ingredients in a water cauldron over a fire and wait.
- Fill: scoop the brew into glass bottles.
- Distill (some recipes): put bottles in a brewing stand with glowstone.
- Age (most recipes): store bottles in a wooden barrel. Some recipes want a particular wood.
No room to build a big barrel? Craft a cask: the vanilla barrel recipe with iron nuggets in place of the two slabs, and 6 planks of one wood. It ages brews as that wood. Casks come in birch, spruce, jungle, acacia, dark oak, mangrove, cherry, bamboo, crimson, warped and pale oak. There is no oak cask: a plain barrel already ages as oak.
Every bottle carries your name, and finished brews show a star rating from 1 to 5. Sell the good ones on the market.
Every other recipe is a Brewer’s Note you find out in the world, for example fished up in a Message in a Bottle.
A few town brews are never written down. Locals teach them:
HearthbrewHearthbrewThe Kestrel cook's brew. Keeps the cold out on the floe.Warm all the way down. ⭑⭑⭑ up north at Frostmere and the Rimeback camp, and Mirehollow’s fen brews (
Lantern DraughtLantern DraughtMother Gant's lamp-oil for the eyes. For dark water and darker roots. ⭑⭑⭑,
Rootsap TonicRootsap TonicTapped from the Wreckroot itself. Tastes like a ship's hold.Wreckroot: his vines let go of you and his rage bites softer. ⭑⭑⭑,
Drowned Lily CordialDrowned Lily CordialDrowned lilies only bloom where the water forgot the sky. ⭑⭑⭑Alcoholic) at Mother Gant’s Still.
Brewer’s Rumors
Section titled “Brewer’s Rumors”Not sure what goes into a recipe? Ask Rory “Heard any rumors?” or type /brewrumor daily once a day for a riddle hinting at a recipe’s ingredients. Rumors never give amounts, so you still experiment. They sometimes wash up while fishing too. Don’t want them? Turn off Brew Notes While Fishing in /settings.
The weekly Brew-off
Section titled “The weekly Brew-off”Every week one recipe is the Brew-off recipe, posted on the Tap Board by the bar.
/brewoff recipegets you this week’s recipe note, free, once a week.- Brew it yourself, finish it, then hold your best bottle and enter it with
/brewoff submit(or hand it to Rory). Entering a better bottle replaces your old entry. - The winner is drawn Sunday at 8:00 PM Chicago time. The best bottle wins a Tide Crate key and the Brew-off Champion tag for 7 days, and the next recipe goes up.
Last Orders: Friday nights
Section titled “Last Orders: Friday nights”Every Friday at 8:00 PM Chicago time, the bell rings for Last Orders. For the next hour, drink a brew inside the tavern to help fill the round. The goal grows with the crowd (10 drinks, plus 3 for each player toasting).
Fill the round and everyone who raised a glass gets Hero of the Village for 30 minutes, which means better villager prices.
The morning after
Section titled “The morning after”Drink too much and you will pay for it in the morning. Hit full drunkenness (100%) in Pailhaven, the Frontier or the Claiming World and the floor tilts up to meet you: you black out and wake up somewhere out on the Frontier, with no idea how you got there.
- Nothing is lost. You keep your inventory, and the game tells you roughly where home is and which way to walk.
- There are seven places to wake up, all hand-built, and you see new ones before repeats. One of them only turns up during Harvestwake: ciders and meads make it more likely, and a certain farmer will be very pleased to see you. What you were drinking has a say in where you end up. Each new spot counts toward your mornings and pays a Wayfaring Seamark bonus the first time.
- Drinking with friends? When you go under, anyone within 12 blocks who is at least 60% drunk goes with you (up to four of you). You all wake up together at the same spot, never out at sea, and the morning counts for everyone. Sober friends just watch you fold.
- Some mornings come with a souvenir. Read what you remember of last night, and talk to whoever is standing over you.
- You can black out at most once every 3 hours. Boss, dungeon and event worlds never trigger it.
Hangovers
Section titled “Hangovers”You wake up with a hangover that lasts 10 minutes. A strong coffee fixes it right away: drink a finished
Harbor CoffeeHarbor CoffeeCoffee, grain spirit and cream. Warms a wet watch. ⭑⭑⭑Alcoholic,
Cold BrewCold BrewSteeped slow and cold. Patience in a jar. ⭑⭑⭑,
Night WatchNight WatchEspresso shaken with clear spirit. Nobody sleeps on this watch. ⭑⭑⭑Alcoholic,
Ship’s CoffeeShip's CoffeeKeeps the night watch awake. ⭑⭑⭑ or
Coffee LiqueurCoffee LiqueurDark beans and cane spirit, rested in jungle wood. ⭑⭑⭑Alcoholic and the ringing stops.
Also here
Section titled “Also here”- The Brewers’ Guild works out of the tavern. See Guild Quarter.
- Nessa Kerrow plays the fiddle most evenings.
- The Salt Cellar is through the back door behind the bar. See The Salt Cellar.
