Windrose: How to Repair Your Ship – Wharf, Repair Kits & Galleon Costs

Windrose: How to Repair Your Ship – Wharf, Repair Kits & Galleon Costs

FinalBoss·4/21/2026·8 min read

Game intel

Windrose

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Windrose is a survival adventure in the Age of Piracy. Explore procedural open world, gather, build and craft. Overcome challenging bosses in soulslite combat.…

Platform: PC (Microsoft Windows)Genre: Role-playing (RPG), Adventure
Mode: Single player, MultiplayerView: Third personTheme: Action

Ship repair in Windrose: the short answer

Build a Wharf and everything else becomes a backup plan. The Wharf costs 10 Wood + 10 Coarse Fabric, goes down on any shoreline deep enough for your hull to pull alongside, and repairs a damaged ship to full for roughly 20 Wood — no Nails, no Rum, no Coarse Fabric. If your ship actually sinks, the same Wharf respawns it for about 20 Wood with its cannons and upgrades intact.

Repair kits are for when you are hours from base. The basic Repair Kit (10 Wood) heals 40% of hull health over two minutes but cancels the instant you take a hit. The Combat Repair Kit heals 30% in ten seconds and only loses duration when you are hit, not the whole effect. The Master Combat Repair Kit is the ~60% panic button. And the first big repair check in the game — the ruined galleon — is a flat 100 Wood, 20 Nails, 20 Coarse Fabric, 10 Rope.

Patch status: verified against 0.10.0.8 (July 2026)

Windrose launched into Early Access on 14 April 2026 from Kraken Express, published alongside Pocketpair Publishing in Japan. Since then every shipped build has been technical: launch-week connectivity hotfixes, the 30 April stability and disk-usage patch, a 4 May comfort/faction-quest hotfix, an 18 May performance pass, a late-June localisation and Linux-server patch, and 0.10.0.8 on 8 July 2026, which fixed long-range projectiles passing through ships without registering and improved Japanese localisation.

That matters for a repair guide: no patch between launch and late July 2026 rebalanced repair costs, kit percentages, or the galleon requirement. The numbers below are the ones the game has shipped with since day one. The first update that could plausibly touch them is the Ashlands biome drop, which Kraken Express has framed as at least six months of work with an earliest window around late October 2026.

One live caveat straight from the 0.10.0.8 notes: the developers flagged a known issue where volleys from front/bow cannons sometimes deal no damage even on clean hits. Until that is fixed, broadside fights drag longer than they should, which means you burn more repair resources than the maths below suggests. Fight with your sides, not your nose.

Step 1 – Repairing the ruined galleon

The wrecked galleon is where most players hit their first hard material wall. The cost is fixed and does not scale with anything:

  • 100 × Wood
  • 20 × Nails
  • 20 × Coarse Fabric
  • 10 × Rope

Every guide and video that documents this repair lands on the same four numbers, and the other repairable wreck in the early game uses an identical set — so if you have already fixed one, you know exactly what the next one costs.

Wood, Rope and Coarse Fabric are pure grind. Nails are the choke point. You get them two ways: smelting ore into ingots and crafting Nails at a workbench, or looting them from small shipwrecks and coastal debris in ones and twos. The mistake I made on my first save was spending early metal on tools I did not need yet. The faster route:

  1. Do a dedicated ore run — pick one metal-rich island, circuit it completely, sail home once.
  2. Ring-fence that metal for Nails until the galleon is done. Nothing else.
  3. Detour to every small wreck icon on the way back; they routinely cough up 1–3 pre-made Nails each.

Once the last material goes in, the galleon becomes a normal ship in your fleet and follows the same repair rules as everything else. If you are still working out which hull you actually want to invest in, our Ketch-to-Frigate progression guide lays out what each tier is genuinely good for.

Step 2 – Building a Wharf, your permanent repair hub

The Wharf is the single best value structure in the game and it is barely signposted.

Where to find it

  • Press B to open the Build Menu.
  • Open the Workshops tab.
  • Select Wharf.

Cost and placement

The build cost is 10 Wood + 10 Coarse Fabric — cheap enough that there is no reason to delay it. Placement is the part people get wrong. Put it on a shoreline with real depth. A pretty shallow bay looks fine with a Ketch and then leaves your Brig or Frigate parked just outside interaction range, which is an infuriating discovery to make at 3% hull.

Repairing at the Wharf

  1. Sail the ship alongside the Wharf.
  2. Interact with it and open Manage Ship.
  3. Pick the current ship and choose Repair.

Documented repairs run to about 20 Wood for a full heal — a ship at 56% going to 100% for 20 Wood is the specific case shown in community testing. Only Wood is consumed. Nobody has published a clean cost table for larger hulls, so treat 20 Wood as the floor rather than a guarantee across every ship class, but in practice it is trivially cheap either way.

Respawning a sunk ship

Losing a ship is not permanent. Stand at the Wharf, open Ship Management, select the destroyed or salvaged hull and choose Respawn. That also costs around 20 Wood, and critically it keeps your cannons and other upgrades. Once you understand that, ocean fights get a lot less tense.

Keep a crate of 200–300 Wood next to the Wharf. Dock, tap repair, refill from the crate, leave. That single habit removes ship damage from your list of problems entirely.

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Step 3 – Repair kits, compared

KitHealDurationRecipeBehaviour when hit
Repair Kit (basic/portable)~40% hull2 minutes10 WoodAny damage cancels the repair outright
Combat Repair Kit~30% hull10 seconds5 Wooden Planks, 1 Steel Nails, 1 Rum BottleDamage shortens the duration, does not cancel it
Master Combat Repair Kit~60% hullNot documented2 Timber, 1 Rum Bottle, 1 Steel Nails (Level 2 Workbench)Not documented

Timber is the hidden cost on the Master kit: each Timber takes 5 Hardwood, so a single kit is 10 Hardwood plus the Level 2 Workbench upgrade. That is why most players carry exactly one.

The Combat Repair Kit’s real price is the Rum Bottle. Rum also feeds fast-travel crafting, so every combat kit you build is a fast-travel item you did not. Decide your split before you start brewing — our fast travel bell guide covers what the other side of that trade costs.

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When to use which

  • Wharf — your default. If you can reach one in under two minutes of sailing, go there instead of burning a kit.
  • Basic Repair Kit — environmental damage. Storms, rocks, a bad docking. Pop it in open water with nothing hostile on the compass and just hold a straight line for two minutes.
  • Combat Repair Kit — mid-fight, but only after you have turned away from the enemy broadside and started kiting. Trigger it, hold maximum distance for the full ten seconds, then re-engage. Popping it while being focused at close range wastes most of the heal to duration loss.
  • Master Combat Repair Kit — the “I am about to lose a Frigate” button. It activates from the helm hotbar prompts or through Ship Management at the wheel.

Keeping the resource pipeline honest

  • Wood: the cheapest resource in the game and the only one your Wharf touches. Divert to white and blue points of interest at sea whenever they are on your route.
  • Nails and Steel Nails: reserve them for ship work early. Do not sink Nail-heavy structures into base decoration until your fleet is stable.
  • Rum: budget it. Two combat kits carried is plenty for most encounters.
  • Hardwood: only worth farming once you have the Level 2 Workbench and actually want a Master kit.

FAQ

Does repairing at the Wharf cost anything besides Wood?

No. Wharf repairs consume Wood only. That is what makes them strictly better than kits whenever you can reach one.

Do I lose my cannons if my ship sinks?

No. Respawning the hull at a Wharf for around 20 Wood preserves cannons and upgrades.

Have repair costs changed in a patch?

Not through version 0.10.0.8 (8 July 2026). Every post-launch build so far has been stability, performance, connectivity or localisation work rather than balance.

Why do my cannons sometimes do nothing?

Kraken Express listed “front cannon volleys occasionally dealing no damage” as a known unfixed issue in the 0.10.0.8 notes. Fight with broadsides until it is patched.

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Published 4/21/2026 · Updated 7/28/2026