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Timber
April 24, 2026 at 01:55 AM
Expanded article with Divi-Divi Tree sourcing details, axe tier requirements, workbench level gating, full consumption table across ship hulls and cannons, per-tier ascension costs, Master Combat Repair Kit recipe, Hardwood-to-Timber economics, and farming strategy.
Timber is an Uncommon-rarity Item Level 2 Resources in Windrose. It is crafted at a Workbench from Hardwood, which drops from Divi-Divi Tree copses in the Foothills. Timber is the single most important intermediate shipbuilding material in the game: every full hull recipe consumes it in bulk, every cannon tier and ascension uses it, every Hull bracing variant lists it as a core ingredient, and the Rare-tier Master Combat Repair Kit rolls it into its recipe as well.
The in-game description reads: "Shipbuilding material. Made from hardwood found in the Foothills. Crafted at a workbench." Functionally, Timber sits one tier above raw Wood and Wooden Plank, and alongside Foothills Iron Ingot it is the resource that gates Foothills-tier shipbuilding. Players who move beyond the starter Ketch into a Brig or Frigate will spend a significant chunk of their mid-game grinding Divi-Divi copses specifically to keep the Timber bank full.
Property | Value |
|---|---|
Category | |
Rarity | Uncommon |
Item Level | 2 |
Weight | 0.5 per unit |
Stack Size | 40 |
Crafting Station | |
Ingredient | Hardwood x3 per Timber |
Craft Time | 40 seconds per unit |
Direct Source | Crafted only (not a world drop) |
Biome of Origin | Foothills (via Divi-Divi Trees) |
Timber cannot be found in the wild. Every Timber unit begins life as Hardwood, and the only reliable Hardwood source in the game is the Divi-Divi Tree, a thick, dark-wooded species with short twisting trunks and sparse canopies. Divi-Divi Trees grow only in the Foothills biome, never in the starter Coastal Jungle, so unlocking reliable Timber production is effectively tied to reaching the Foothills in progression.
Copses cluster toward the central, higher-elevation parts of Foothills islands rather than along the coastline. Stands of three to six trees are common; once a copse is spotted, others are usually within a short walk. Divi-Divi Trees do not respawn instantly after felling, so clearing a copse typically means relocating to a fresh island or a different part of the current island rather than standing in place waiting.
Average yield per tree: A fully chopped Divi-Divi drops a mix of regular Wood, Hardwood, and Tree Bark. Hardwood yields per tree are low: roughly 1 to 2 Hardwood on average, despite the resource's Common-ish rating on the item sheet. That ratio is what drives Foothills run times up, not the tree count itself.
Secondary drops: Tree Bark feeds Tannin and downstream leather processing, so a dedicated Hardwood run doubles as a Tree Bark run. Plain Wood drops the same way and can be banked for plank crafting or base building without a separate trip.
Divi-Divi Trees cannot be felled with the starting stone axe. A Copper Axe is the minimum tier required to bring one down. The Copper Axe is crafted at the Workbench from 5 Copper Ingots and 5 Wood; anyone planning extended Hardwood runs should prioritize the upgrade before traveling to the Foothills.
A higher-tier Iron Axe made from Foothills Iron Ingot speeds up chops per tree and is the standard upgrade once the Foothills are safe to farm. Late-game axes built on Mire-tier metals continue the same trend. The tool tier does not change the drop yield of a single tree, only the time to chop, so Copper Axe users can still complete every Timber recipe in the game; they will just spend more minutes per Hardwood than a higher-axe player.
Always scout a copse before committing. Divi-Divi groves share the same terrain with Foothills wolves and other aggressive wildlife; clear threats first, then chop. Fighting with half a tree of progress already in inventory is the quickest way to lose a run to a respawn timer.
Timber is crafted at a Workbench. The recipe is unlocked by default, so no plan purchase is required; any Workbench with the ingredient in its input slots will produce Timber.
Ingredient | Quantity | Output | Craft Time |
|---|---|---|---|
x3 | Timber x1 | 40 seconds |
Hardwood-to-Timber conversion math: 3 Hardwood becomes 1 Timber. A tree that drops 1-2 Hardwood therefore produces under 1 Timber by itself. Expect roughly 2-3 Divi-Divi Trees per Timber on average, or about 60 trees for a full 40-stack. The numbers swing with individual drop rolls, so bank Hardwood in bulk before running Timber crafts rather than one-stack-at-a-time.
Workbench upgrades (optional context). Timber itself does not require an upgraded Workbench, but adjacent Foothills recipes do. A stock Workbench handles Timber and most early planks. Adding a Sawhorse (20 Wood, 10 Copper Ingot) upgrades the bench to Level 2 for more complex wood recipes. A Toolbox (10 Wood, 20 Nails, 5 Foothills Iron Ingot) pushes the bench to Level 3. Players building through Foothills-tier shipwright work usually reach both upgrades before needing heavy Timber supply.
Timber weighs 0.5 per unit. A full stack of 40 weighs 20. Because shipbuilding recipes consume Timber in dozens or hundreds of units at a time, inventory weight management matters more here than for lighter crafting components. A Frigate build (160 Timber) weighs 80 in Timber alone; even split between player and cargo hold, it is a significant haul.
Logistics tips. Build and craft as close to the shore as possible when running Foothills trips, because Divi-Divi copses inland mean a loaded walk back to the boat. Some crews set up a forward outpost with a Workbench inside the Foothills, craft Hardwood into Timber on site to cut the weight (3 Hardwood at 0.5 each = 1.5 weight becomes 1 Timber at 0.5), and only ferry the finished Timber home. Others skip the conversion and bank Hardwood in a seachest for later. Either approach works; the on-site conversion strategy is the better one if your long-term bottleneck is Workbench throughput rather than grind time.
Timber is consumed by three major sinks: ship hulls, cannons (including every ascension and variant), and hull bracings. One high-rarity consumable (Master Combat Repair Kit) also rolls it into its recipe. Roughly 38 ascend and upgrade recipes list Timber as an ingredient, which is why it is often called the mid-game's most demanded resource.
Two of the three ship classes list Timber directly. The starter Ketch does not use Timber in its stock recipe because Ketch construction predates Foothills access. Numbers below are the stock (faction-neutral) hull recipes; faction variants can shift some secondary ingredients.
Ship | Timber Required | Other Core Materials | Notes |
|---|---|---|---|
0 | 150 Wood, 100 Nails, 40 Coarse Fabric, 30 Rope | Stock starter ship, buildable before reaching Foothills. | |
40 | 200 Nails, 80 Copper Ingot, 200 Wooden Plank, 40 Linen Fabric, 120 Coarse Fabric, 40 Rope, 30 Shipwright's Tools | First major Timber sink. Plan is 1000 Piastres. | |
160 | 320 Wooden Plank, 300 Nails, 240 Linen Fabric, 120 Foothills Iron Ingot, 80 Tarred Planks, 80 Tarred Fabric, 80 Rope, 50 Shipwright's Tools | Largest single Timber recipe in the game. Plan is 3000 Piastres and requires Trust Level 4. |
Taken together, fully building a Brig then graduating to a Frigate costs 200 Timber in hulls alone, or about 600 Hardwood, which is roughly 300-400 Divi-Divi Trees at average drop rates. That figure does not include any cannons, bracings, or repair kits to put aboard the new hull.
Every Cannons recipe in the Foothills-tier onward uses Timber. The base Uncommon cannon crafts and every ascension to higher rarity each roll some Timber into the recipe. A ship fitting its full cannon complement (a Ketch carries a small battery, a Brig around 14 cannons, a Frigate up to 36) multiplies the Timber cost quickly.
Cannon Tier | Timber per Craft / Ascension |
|---|---|
x4 | |
x4 | |
x4 | |
x6 | |
x6 | |
x6 | |
x6 | |
x8 | |
x8 | |
x8 | |
x8 | |
x8 |
Fleet-scale math. A Brig fitted with 14 x 12-Pounders consumes 56 Timber just for base cannons; upgrading those 14 pieces to Devastating rarity bumps the running total to roughly 140 Timber. A Frigate fitted with 36 x 24-Pounders consumes 216 Timber at the base recipe and balloons to nearly 288 when ascended to Devastating. That is why Timber is such a persistent bottleneck once a fleet moves into tier-two and tier-three cannons: the scaling is multiplicative with ship slots.
Three of the four Hull bracing variants use 10 Timber per craft; the burst-focused Standfast variant runs leaner at 4 Timber per craft. Each bracing occupies one hull modification slot and is consumed on the craft rather than on use, so the Timber cost is the upfront build cost, not a per-fight cost.
Hull Bracing | Timber per Craft | Rarity | Role |
|---|---|---|---|
x10 | Uncommon | Baseline flat DEF bracing. | |
x10 | Rare | Protects repair kit duration from incoming damage; best sustain bracing. | |
x10 | Rare | Scales damage reduction as hull HP drops; best clutch bracing. | |
x4 | Rare | Grants stacks that consume on incoming hits; best burst bracing. |
Players who carry spare bracings for ship swaps should bank an extra 40-50 Timber on top of their shipbuilding budget. Sunk ships lose their bracings permanently, so loadout swaps and replacements add up across a long pirate career.
The Master Combat Repair Kit is the Rare-tier upgrade of the stock Combat Repair Kit. It heals 60% of ship HP over 10 seconds (compared to the stock 30% over 10s), making it the go-to consumable for sustained naval fights. Timber is listed as x2 per kit; carrying a full inventory of these into a fleet fight is a recurring Timber expense on top of the one-time ship and bracing builds.
Pair with Hull Bracing: Keelhold so the full 10-second heal duration is never clipped by incoming fire. The combined upfront cost looks steep (bracing + kits + cannons) but pays off across multi-fight patrols where disengagement is not an option.
Rough reference totals for players planning a Foothills farming session. These combine the hull, a full cannon complement at base rarity, one bracing per ship, and a small consumable stock.
Milestone | Approximate Timber Cost | Hardwood Equivalent |
|---|---|---|
Brig + 14 x 12-Pounders + 1 Bracing | 40 + 56 + 10 = ~106 | ~318 Hardwood |
Frigate + 36 x 24-Pounders + 1 Bracing | 160 + 216 + 10 = ~386 | ~1158 Hardwood |
Ascend Brig cannons to Devastating (14 pieces) | ~84 | ~252 Hardwood |
Master Combat Repair Kit x10 (consumable) | ~20 | ~60 Hardwood |
These totals are ingredient-cost only and do not count craft failures, retries, or the secondary ingredients (Nails, Wooden Planks, Copper or Foothills Iron Ingot, Linen or Coarse Fabric, Rope, Shipwright's Tools) that every recipe also lists. Budget Hardwood in multiples of 500-1000 per ship project.
Upgrade to a Copper Axe before the first Foothills run. Stone axes cannot fell Divi-Divi Trees at all, and a stone-tier player will simply waste a trip.
Plan island hops, not wait timers. Divi-Divi Trees do not respawn on a short loop. Clear a copse, sail to the next island, and rotate through multiple Foothills islands rather than camping a single spot.
Convert on-site when weight is the bottleneck. A field Workbench inside the Foothills lets a crew turn 3 Hardwood (1.5 weight) into 1 Timber (0.5 weight) before sailing home, which effectively triples ship cargo efficiency for wood.
Bank the secondary drops. Every Divi-Divi chop also drops Wood and Tree Bark. Wood feeds Wooden Plank crafts, and Tree Bark drives Tannin for leather work. A good Hardwood run doubles as a leather run.
Scout wolves first. Foothills wolves and other hostile fauna favor the same elevation bands as Divi-Divi copses. Clear threats before the first swing rather than mid-harvest.
Bring spare axes. Tool durability ticks down with every chop. Carrying two or three axes prevents a dead run because of a broken primary.
Do not fell from the boat. Players sometimes try shortcutting inland travel; every Divi-Divi copse worth visiting is inland enough that a sea-focused approach wastes more time than it saves.
Track stack totals. Timber caps at 40 per stack. Running Workbench crafts overnight while away from the bench is fine only if the output bin has open stack space; otherwise the recipe will halt on a full slot.
Timber does not have a direct substitute in the recipes that list it. Tarred Planks, while superficially similar, is a Foothills-to-Mire upgrade material used alongside Timber rather than in place of it; Tarred Planks appears in higher Item Level Shipwright's Workshop crafts and in some Frigate build steps, but it does not replace Timber in any recipe. The upgrade path from Uncommon to Rare cannons similarly continues using Timber, so there is no way to "skip" the Divi-Divi grind once a crew moves beyond the Coastal Jungle's basic Wooden Plank economy.
The one shortcut, such as it is, is rank efficiency: Devastating ascensions on 12-Pounders cost 6 Timber each while a full replacement cycle for Tempered or Perfectly Ordered is 4. If Timber reserves are tight and a fleet needs upgraded firepower quickly, cycling Tempered cannons costs less per piece than chasing Devastating. The tradeoff is damage output per cannon, which Devastating materially improves.
Hardwood: direct ingredient (3 per Timber).
Divi-Divi Tree: the only Hardwood source in the game.
Foothills: biome where every Divi-Divi copse spawns.
Copper Axe: minimum axe tier to chop Divi-Divi Trees.
Iron Axe: Foothills-tier axe with faster chops per tree.
Workbench: station that crafts Timber and most base wood recipes.
Wooden Plank: adjacent wood-tier material used together with Timber in most ship recipes.
Tarred Planks: Foothills-to-Mire upgrade plank used alongside Timber in higher-tier recipes.
Brig: first ship hull to list Timber in its recipe (40 Timber).
Frigate: largest Timber sink in the game (160 Timber per hull).
Ketch: starter hull that does not use Timber but is built from the same Workbench tier.
Cannons: category that includes every Timber-using cannon recipe and ascension.
Hull bracing: base Uncommon bracing that uses Timber x10.
Hull Bracing: Keelhold: Rare sustain bracing, 10 Timber per craft.
Hull Bracing: Iron Resolve: Rare low-HP bracing, 10 Timber per craft.
Hull Bracing: Standfast: Rare burst bracing, 4 Timber per craft.
Master Combat Repair Kit: Rare consumable that lists Timber x2 per kit.
Combat Repair Kit: stock repair kit without Timber in its recipe.
Tree Bark: secondary Divi-Divi drop used for tannin and leather crafts.
Resources: full resource category overview.
Crafting: base-game crafting systems and station tiers.