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Repair Kit
May 23, 2026 at 08:23 AM
Verified repair-kit recipes and tiers, linked the starter ship reference
Repair Kit is the baseline ship repair consumable in Windrose: an Uncommon consumable that patches hull damage between engagements but interrupts if the ship takes any hit during the repair. It is cheap enough to make in bulk from leftover wood on any port return.
"A repair kit for work done outside of combat. Effective only when you're not under enemy fire."
Property | Value |
|---|---|
Rarity | Uncommon |
Effect | Restores ship hull health outside of combat; taking damage interrupts the effect |
Exact restore percentage and duration | Not exposed in the current item database (ship system) |
Station | Ingredients | Output | Time |
|---|---|---|---|
10 Wood | 1 Repair Kit | 50 seconds |
Wood is one of the earliest and most abundant resources, which is why the Repair Kit is the default stockpile item for long cruises. Two or three Repair Kits in the hold are enough to absorb the hull attrition from a routine pirate-camp sweep. Upgrade to the Combat Repair Kit or Master Combat Repair Kit for mid-fight use, since the base Repair Kit cannot be used while taking damage.
Image | Kit | Station | Ingredients | Time |
|---|---|---|---|---|
| 10 Wood | 50 seconds | ||
| 5 Wooden Planks + 1 Rum Bottle + 1 Steel Nails | 10 seconds | ||
| 2 Timber + 5 Rum Bottle + 3 Steel Nails | 10 seconds |
All repair kits consume on use and repair the ship's hull over a short duration. The base Repair Kit is the cheap option for patching damage between engagements but will interrupt the moment the ship takes a hit; the Combat Repair Kit and Master Combat Repair Kit tolerate damage while repairing, losing only some of their duration rather than the full effect. The description text for all three confirms this interrupt behavior explicitly.
Exact repair percentages and durations are not exposed in the current item database (values show as "0%" placeholders tied to the ship system), but the practical pecking order in community testing is: Repair Kit is the cheapest stockpile item for after a fight; Combat Repair Kit is the default mid-combat patch; Master Combat Repair Kit is reserved for long naval duels where hull attrition is the main threat.
Combat Repair Kits are the pivot point for most naval fights against equal-tier ships. The standard pattern is: open the engagement with a damage grog such as Dead Eye Grog to shorten the fight, rely on the hull pool for the first trading phase, and crack a Combat Repair Kit the first time the ship takes sustained broadside damage. The Master tier is the same idea with a bigger cushion, useful when fighting up a tier (for example a Sloop against a Brig).
Out-of-combat kit: keep 10 to 20 in the ship's hold for post-engagement cleanup; they are effectively free on a wood-farm route
Combat kit: 5 to 10 in the hold for standard cruises; scale up before major boarding runs
Master combat kit: 2 to 5 reserved for boss-tier ship engagements or Blackbeard Brig clashes
Repair Kits - all three repair kit tiers
Workbench - crafting station
Attribute | Value |
|---|---|
Tier | Uncommon |
Effect | Non-combat ship repairs only; the kit interrupts if the ship takes any incoming damage during the repair animation. |
Category | Ship consumable |
Image | Item | Tier | Combat Use? |
|---|---|---|---|
Uncommon | No; interrupts on hit | ||
| Rare | Yes; duration scales down with damage | |
| Epic | Yes; improved HP per tick and resilience |
Coastal 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.
Shown in the Ship Gear interface at the Wharf, each tier restores a specific percentage of hull health over a specific window. Taking a hit while a repair is active interrupts the remaining heal for every tier.
Repair Kit (Uncommon): 40% hull health restored over 2 minutes. Intended for between-engagement use only because the two-minute window is easily interrupted by even a single stray cannonball.
Combat Repair Kit (Rare): 30% hull health restored over 10 seconds. The short ten-second window is the whole reason this tier exists; it is almost always the right choice mid-broadside because the fight rarely stays quiet for the full two minutes the regular kit needs.
Master Combat Repair Kit (Epic): higher HP per tick and better resilience on the same mid-combat time scale as the Rare variant; the exact percentage and duration are not surfaced on the item panel in the current build, so pad the estimate upward from the Combat Repair Kit baseline when planning stockpile sizes.
The practical rule that falls out of these numbers: carry at least one Combat Repair Kit per expected broadside and keep the regular Repair Kit strictly for dock-adjacent top-ups between fights. A single Repair Kit burning 40% over two minutes is almost a full hull on the starter Ketch, which sounds generous until a pursuing Blackbeard Brig closes to range and cancels the entire tick with one cannonball.
Repair kits are added to the ship through the Wharf's Manage Ship interface or the onboard wheel's manage menu, then triggered from the quick-key row in the bottom right while steering. Crafted kits share a stack with looted kits; defeated enemy vessels drop them as part of their sink loot, which keeps the reserve topped up on active farming routes without needing a dedicated Workbench run.