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Combat Repair Kit - Version 9 vs Version 10
May 22, 2026, 09:11 AM
Removed malformed trailing Sources table and broken unlock fragment list, rewrote the unlock note in clean prose, added a batch-crafting and reserve tip, and added wikilinks.
May 23, 2026, 08:14 PM
Corrected wikilink existence flags
1122Combat Repair Kit is the mid-tier ship repair consumable in Windrose, a Rare-rarity upgrade over the basic Repair Kit that allows the player to patch hull damage while still under fire. Taking damage during the repair shortens the effect duration but does not cancel it outright, which makes this the default naval-combat item for any serious engagement.3344"Everything needed to patch up a ship and keep fighting. Includes tools, materials, and strong spirits for cleaning wounds and steadying the hands of those making repairs at the worst possible moment."5566Details7788PropertyValueRarityRareEffectRestores ship hull health during combat; taking damage shortens the durationTrade price10 Piastres in Tortuga99Recipe10101111StationIngredientsOutputTimeWorkbench5 Wooden Planks + 1 Rum Bottle + 1 Steel Nails1 Combat Repair Kit10 seconds1212Steel Nails are the bottleneck for low-level smiths; Wooden Planks and Rum are abundant once the player has a Sawmill and a Tortuga trade route. The item was buffed from Uncommon to Rare rarity in version 0.10.0.0.277-5, which is why some older community guides still list the previous rarity.13131414See Also15151616Repair Kits - all three repair kit tiersRepair Kit - Uncommon out-of-combat baselineMaster Combat Repair Kit - Epic upgrade tierRum Bottle - ingredient shared with the Master tier17171818Verified Tier and Effect19192020AttributeValueTierRareEffectRepairs the ship under fire. Incoming damage reduces the effective repair duration rather than fully interrupting it.CategoryShip consumable2121Tier Comparison22222323ImageItemTierCombat Use?Repair KitUncommonNo; interrupts on hitCombat Repair KitRareYes; duration scales down with damageMaster Combat Repair KitEpicYes; improved HP per tick and resilience2424Best Used For25252626Coastal Jungle to Foothills sailing: Repair Kit suffices between ports.Active naval engagements: Combat or Master Combat variants only; standard Repair Kits interrupt under fire.Boss-phase ship-to-ship fights: stock Master Combat Repair Kits and use them between broadsides.27272828See Also29293030Hull BracingNaval CombatShip CustomizationWharfRepair Kits31313232Exact Heal Magnitude and Damage Interaction33333434The Combat Repair Kit restores roughly 30% of the ship's maximum hull health across a 10-second application window. Incoming damage during the window does not cancel the effect (that behavior belongs to the basic Repair Kit), but it does shorten the effective duration, so a kit activated while under sustained fire delivers less than the full 30% because the tail of the tick rate gets clipped. The practical implication is that activating the kit between broadside exchanges, not during them, returns the largest percentage of hull health per kit consumed.35353636Hotbar slotting: most captains keep at least four Combat Repair Kits in the ship's action panel for a single serious engagement. Fewer than two in the slot is usually insufficient for a frigate-class fight, because even with damage-resistant ticks the kit cannot keep up with sustained cannon fire from multiple attackers. Rum Bottles (a required ingredient) are also consumed by the Homeward Journey alchemy potion, so factor both consumption chains into the Rum reserve when running crafting batches.37373838Game Data39394040Properties41414242PropertyValueStack104343Crafted By44444545Crafted at: Workbench46464747IngredientQuantityWooden Plankx5Rum Bottlex1Steel Nailsx14848Unlocked By49495050The Combat Repair Kit recipe unlocks through the Steel Nails discovery, first reached while exploring the Coastal Jungle. Once Steel Nails can be smelted, the kit becomes available at any Workbench.51515252Crafting in batches is efficient because the Workbench produces one kit per cycle in ten seconds. Captains running long voyages through the Foothills or beyond usually keep a reserve of at least eight kits split between personal inventory and the ship hold, since a single Frigate engagement can burn through four or more.