Getting Started
Your first thirty minutes on Blacklight: connecting on Java or Bedrock, reading the sidebar, picking a profession and earning your first coins.
Connecting
One address serves both editions. Java clients join on the hostname; Bedrock clients need the same hostname plus a port, because Bedrock speaks a different protocol and reaches the server through Geyser.
| Edition | Address | Notes |
|---|---|---|
| Java | blacklight-network.de | Paper 26.1.2. No mods or client-side installs are required. |
| Bedrock | blacklight-network.de, port 19132 | Translated by Geyser; account linking is handled by Floodgate. |
Bedrock accounts carry a prefix character on their in-game name, a full stop by default. That prefix is part of your name for anything that targets a player: /pay, /msg, faction invites, market purchases and teleporter links all expect it. If a command says it cannot find you, check that the dot is there.
The resource pack is optional
There is an external pack, blacklight_items, built on the 26.1 item model format. It gives forged weapons, forged tools, gems, the astrolabe, the home scroll and a long list of other custom items their own textures instead of the vanilla base item they are built on.
Nothing mechanical depends on it. A forged longsword without the pack is still a forged longsword: same stats, same sockets, same abilities, just rendered as a plain iron sword. Two limits worth knowing even with the pack installed. Only iron-tier forges carry the custom model cases, so copper, gold, diamond and netherite forges fall back to the vanilla model either way. And Bedrock renders custom models through a translation layer, so a model that looks right on Java may not look identical on Bedrock.
The first few minutes
There is no server-wide first-join tutorial. Nobody will walk you through the systems, no questionnaire appears in chat, and there is no guided spawn selection. This page exists because that gap is real.
The one tutorial that does exist is /forge tutorial, and it covers the forge only: ten tracks, nineteen steps in total. Steps are event-driven, so they tick off when you actually perform the action rather than when you click a button, and progress is saved. Each step you finish pays vanilla experience, 25 per step, and never coins. A step index only ever moves forward, so repeating the last action of a finished track does nothing, and a reward can be claimed exactly once.
Spawn and the return countdown
Your first join puts you at spawn and leaves you there. No countdown, no prompt, nothing to cancel.
Later joins behave differently. If the server has a stored location for you, it drops you at the spawn screen and starts a countdown that returns you to where you logged out. Type /tpc to cancel that countdown and stay at spawn. If there is no stored location, no countdown starts and /tpc has nothing to do.
/spawn takes you back at any time, subject to the combat and PvP rules: it will refuse while those rules say you are not free to leave.
Dying
Death does not scatter your inventory across the ground. A grave is created at the spot, holding your items, and you retrieve them through a GUI. Graves are free: creating one costs no coins. They do have a lifetime and a per-player maximum, so a stack of forgotten graves will eventually expire. /grave lists yours and can teleport you to one.
Reading the sidebar
The board on the right of your screen is yours alone. Every player gets a private scoreboard rather than sharing one, which is why the numbers on it are your numbers.
It carries ten entries. The ones you will use in your first session are these.
| Line | What it shows |
|---|---|
| Wallet | Coins you are carrying. This is what shops, /pay and fees draw from. |
| Bank | The total across your bank accounts. Savings are excluded, which is the same basis /baltop uses. |
| Faction | Your faction, or nothing if you have not joined one. |
| Online | Player count. |
| TPS | How healthy the server tick is right now. /tps gives the same figure in chat. |
| Votes | Your vote total, which feeds /voteshop. |
The board refreshes on a two-second sweep, and only when one of your own tracked values has actually changed. That is deliberate: a board that redraws every tick for every player is expensive. It also means a line can lag a moment behind the event that changed it.
One case where that lag is visible: the faction tag above your head updates immediately when you join, leave or are kicked, but the Faction line on the sidebar follows on the next sweep. Nothing is broken; the tag and the line are published by different paths.
Picking a profession
Open the picker with /jobs. The aliases /job and /j do the same thing. There are fifteen professions, laid out seven per page across two pages.
The controls differ by platform, and the screen tells you which one applies. On Java you shift-click a profession to select it; a plain left-click does nothing except say so. On Bedrock any tap counts as a selection, because Geyser does not report a distinct click type. The page arrows sit either side of the close button and accept a plain left-click on both platforms.
| Profession | Group | What pays |
|---|---|---|
| Miner | Gathering | Breaking ore. Surface ore pays half. Ability: Ore Pulse, radius 10, up to 40 ores highlighted, 5 seconds. |
| Hunter | Combat | Killing hostile mobs. |
| Explorer | Exploration | Entering a chunk you have never visited: 2.0 XP, or 4.0 with the Cartographer mastery. |
| Fisher | Gathering | Fishing. |
| Lumberjack | Gathering | Felling logs. Timber King and Vein Miner sit on this tree. |
| Trader | Commerce | Trading and furnace extraction. |
| Raider | Combat | Nether work. Nether ore pays 1.5 times the base. |
| Archaeologist | Discovery | Brushing suspicious gravel or sand, 6 XP; breaking a decorated pot, 4 XP. Breaking the gravel instead of brushing it pays nothing. Ability: Relic Sense, 60 second cooldown, fired from a Brush. |
| Weaponsmith | Craft | XP only. Good or Perfect weapon strike, 15 XP; weapon repair, 30 XP. |
| Armorsmith | Craft | XP only. Same amounts, on armour. |
| Toolsmith | Craft | XP only. Same amounts, on tools. |
| Runesmith | Craft | XP only. Engraving a rune, 40 XP. That is its single source. |
| Alloy Master | Craft | XP only. Mixing an alloy, 25 XP; repairing a relic, 30 XP. |
| Rift Hunter | Combat | Rift mob kill 4 XP, anchor neutralised 10 XP, Warden kill 40 XP, rift clear 30 XP per tier. |
| Farmer | Gathering | Harvesting crops. Passive traits only, no active ability. |
The five smith professions earn experience and no coins at all. Every forge award passes zero income by design. If your plan for the first hour is money, start somewhere else and come back to the forge later.
Slots and ranks
You hold two professions at once. A third slot exists and is unlocked through /shop for 150,000 coins; until then it shows as a red locked placeholder in both the job screen and /profile. All three slots earn, rank up and fire abilities identically once unlocked.
| Rank | XP needed | Income multiplier |
|---|---|---|
| Apprentice | 0 | 1.0 |
| Journeyman | 5,000 | 1.25 |
| Expert | 20,000 | 1.5 |
| Master | 60,000 | 2.0 |
| Legend | 150,000 | 3.0 |
Switching costs you everything in that profession. Changing a slot has no fee and no cooldown, but taking a profession into a slot sets its XP to zero and its rank back to Apprentice. Switching away loses nothing on its own; it is the return that wipes. A Master Miner who cycles the slot out and back is an Apprentice with 0 XP. Choose slowly, and treat /job info as reading material before you commit.
Your first coins
Job income starts from a base value decided by how rare the action is, then passes through a long chain of multipliers before it reaches your wallet.
| Tier | Base coins | Typical action |
|---|---|---|
| Common | 10 | Ordinary ore, a log, a crop, a common kill. |
| Mid | 35 | An archaeology dig, a rift mob, a neutralised anchor. |
| Rare | 100 | The top of the ladder: a rift clear, a Warden. |
| Mastery | 200 | Declared in code, but no payout path reaches it today. |
Those are starting numbers, not what lands. The chain that follows can multiply or gut them.
| Factor | Effect |
|---|---|
| AFK gate | The action is skipped entirely, not paid at zero. |
| Repetition detector | x0.25 |
| Diminishing returns | x0.25 or x0.5 |
| Chunk zone | x0.8 to x1.5, and a Depleted chunk applies a further x0.7 to income. |
| Working one spot | x0.5 |
| Night | x1.3 |
| Low health | x1.5 |
| Another dimension | x1.5 |
| No armour worn | x1.25 |
| Secondary trait | x1.0 to x1.5 |
| Rank | x1.0 to x3.0 |
Read the top half of that table as the reason grinding one seam in one chunk pays badly. Repetition and diminishing returns together take a Common action from 10 coins to well under one. The server is built so that moving, varying what you do, and playing at night or in the Nether pays better than standing still.
Set your expectations with these figures. A fresh Apprentice doing focused job work earns roughly 5,000 to 10,000 coins an hour. An Expert or Master earns roughly 15,000 to 40,000. That puts a Cooldown Pass at 3,000 within your first hour and the third job slot at 150,000 several evenings away.
Every coin that reaches you passes through the tax funnel, so a faction with a tax rule set may take a share. Sales, job pay and shop purchases all route the same way; nothing pays you around it.
Selling: sneak and right-click
Some goods sell straight out of your hand. Hold the stack, sneak, right-click: the whole stack goes and the coins arrive with a receipt in chat. There is no shop block to find and no menu to open.
The gesture is not universal. It works on a specific list of sellable goods, and everything else keeps its normal right-click behaviour.
| Good | Gesture | Default value each |
|---|---|---|
| Rift Shard | Sneak plus right-click sells the stack. A plain right-click instead consumes one for a combat buff. | 250 |
| Relic Coin | A plain right-click sells the stack. | 150 |
| Hemp Leaf | Sneak plus right-click | 8 |
| Hemp Fiber | Sneak plus right-click | 20 |
| Cannabis Bud | Sneak plus right-click | 55 |
| Cured Cannabis | Sneak plus right-click. A plain right-click still eats it, since it is edible. | 120 |
| Money note | A plain right-click redeems one note, sneak plus right-click redeems the stack. | Face value, untaxed |
Every sale on that list is removed from your inventory before the coins are minted, which is why a sale cannot be duplicated by disconnecting mid-click. All of them route through the taxed payout, so a faction rate applies. Money notes are the exception: redeeming one is tax free and adds nothing to the money supply, because the coins already existed when the note was printed.
One collision to know about. If you hold Rift Hunter in a job slot, sneak plus right-click with a Rift Shard fires the job ability instead of selling the stack. The ability wins the gesture. A plain right-click still consumes a single shard for the buff, and you can always list shards on the market instead.
On Bedrock the sneak plus right-click gesture exists but can be finicky through Geyser. Where a system offers a typed alternative it is worth using; /skill notes convert, for example, does the same job as the gesture it replaces.
The other ways to sell
/shop opens the admin shop, the market board and the cosmetics screens. The market board shows 28 player listings per page with framed navigation. Listing an item there costs a fee, which certain buffs discount, and any item can be listed, including custom goods that no shop buys directly.
/rshop covers regional faction shops: chest-backed shops inside claimed chunks, with their own per-shop tax rate set by the owning faction.
Chunk zones
Every chunk is classified into one of four zones. The classification is weighted by biome, seeded so it is stable, and cached for the session, so the same chunk keeps the same character while you are online. You do not need the Explorer profession for zones to affect you: the ore and income modifiers apply to whatever you are doing there.
| Zone | Colour on the map | What it does |
|---|---|---|
| Rich | Green | The best ground. A break can regenerate the seam. |
| Normal | White | Baseline. Nothing added, nothing taken. |
| Depleted | Gray | Income takes a further x0.7. A break can come back as plain stone, and a seam can yield fool's gold instead of the real thing. |
| Dangerous | Red | The best multiplier at x1.5, and it is named honestly. |
You get reminders as you cross into a new zone. That is the cheap way to learn the map: walk, read the chat line, and remember where the green ground was.
The precise way is the Chunk Reveal Token, 1,500 coins from /shop. Using one consumes it and prints a three by three map in chat: nine cells, top row north, you in the middle in gold, each cell coloured by its zone. A neighbour that is not currently loaded shows dark gray rather than being classified, because the token never forces a chunk to load or generate. A legend below the grid names your own chunk's zone.
One token is one reveal. At 1,500 coins it is roughly four minutes of mid-game earning, so it is a scouting tool rather than a luxury.
The profile screen
/profile opens a 54-slot screen that gathers everything about you that is worth reading in one place. It is the screen to check when you are not sure what a system has done to you.
Your three job slots sit at fixed positions in the lower half. Each shows the profession's icon and display name, its current rank, and a Next: <rank> (<xp> XP) line telling you exactly how far the next rank is. The third slot shows a red locked placeholder until you buy it. The screen also totals your active buffs, so a faction buff that looks like it is not working can be checked here rather than guessed at.
Staff can open /profile on other players. That is why one card on it is deliberately read-only: your mob-drop mode is displayed with its rule spelled out, but clicking it does nothing. A click that silently changed your own setting while you were looking at somebody else's profile would be a nasty surprise.
Mob drop modes
That mode is set with /mobdrops, aliases /drops and /md. It decides what the mobs you kill leave behind.
| Mode | What you get |
|---|---|
| Normal | Everything, exactly as vanilla. |
| Farm | Everything except armour, tools and weapons. |
| XP | Nothing, except the small keep list, which ships holding spawn eggs. |
Experience is never touched by any mode; XP Mode is named for what it leaves you with, not for anything it adds. Every mode is typeable, so Bedrock players who would rather not open a chest interface can switch from chat. When a mode removes something notable, you are told once per mode per session what went and which mode took it.
Where to go next
Once the first coins are in and a profession is chosen, the server opens up in several directions at once. None of them is a prerequisite for the others.
| Command | What it leads to |
|---|---|
/forge tutorial | The forge, taught in ten tracks and nineteen steps. Worth doing early: forging is deterministic, with no random rolls anywhere in it, so what the tutorial teaches is exactly what you get. |
/skill | Ten disciplines: Mining, Gathering, Ruins, Rift, Slaying, Farming, Duelling, Forging, Enchanting and Commerce. 81 base nodes across them, plus 30 rank nodes. Levels come from the actions each discipline names. |
/faction | Factions, claims, homes, allies and wars. A claim costs 2,500 coins. Claimed ground is where regional shops and faction taxes live. |
/ruin nearest | The Ancient Ruins: 60 sites, with strata, descent, lore tablets and traps. Claiming one pays you a share of what you actually extract from it. It pays no passive income at all, so a claim you never visit earns nothing. |
/rift | Rift status and information. Rifts spawn wave mobs, drop Rift Shards to the top damage dealers, and are the Rift Hunter's whole reason to exist. |
/vote | Vote sites, your streak, and cases. Voting pays 2,500 coins every ten votes and feeds /voteshop with tokens. |
/buffs | The buff shop: combat, drops, movement, shop fees and faction territory effects. |
/money, /pay, /baltop | Balance, transfers and the leaderboard. |
/teleporter | Multiblock teleporters, registered and linked by you. |
If you want one recommendation for the second half hour: take a gathering profession, walk somewhere you have never been so the Explorer chunks and the zone reminders both fire, and read /job info while you walk. That earns, maps and teaches at the same time.
A note on how new some of this is. A large part of the material described here was written and reviewed against the source rather than proven on a live server. Numbers on this page come from the code that pays them, which makes them the intended values; if something behaves differently in front of you, the behaviour is the fact and the page is the claim. Report the difference rather than assuming you misread it.