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Voyagers of Nera throws you into a vast ocean world the second you step out of the opening cave. No staged onboarding, no gentle stretch of safe islands to ease you in. If the freedom looks intimidating, that is the correct reaction. This walkthrough breaks the first hour into a sane order of operations so you can stop drowning in menus and start sailing.

The first cluster of islands, called The Embrace, hands you the basics: Wood, Stone, and Plant Fibers scattered across the shore. Pick up everything you can reach, but keep an eye on your backpack. It has a weight limit, and crawling around overloaded is a fast way to die to enemies you would have outrun otherwise.
Once you leave the starter cave, the next move is to put down roots. Briefly.

Your first base does not need to be a fortress. At this stage, functional beats impressive. Two structures matter most:
To open new recipes, level up and assign points to the matching entry in the Knowledge Tree. The materials you will burn through most often are Wood, Stone, Resin, and Plant Fiber.
The Build system has its own controls. Worth memorizing early:
With both stations placed, press B and open the Structure tab. The Wood Frame is the starting point for an actual shelter, and from there you stack floors, walls, doors, windows, and a roof. Each piece pulls a different mix of materials, so loot a bit extra before committing to anything ambitious.

Interact with the Spirit Anchor and press G to mark the nearest unsaved Spirit on the map. The first one sits a short walk south of the starter cave exit, so the boat is not required yet.
Clear out the enemies guarding it. Combat is straightforward swing and dodge, but the Stamina meter is the silent killer. Every attack, sprint, and roll drains it. Run dry and your character flatly refuses to dodge, which usually ends the fight in the enemy's favor. If a battle looks lopsided, a multiplayer server with company is a perfectly valid backup plan.
Saving the Spirit grants your first Major Ability, Lightning Shot. Return to the Spirit Anchor and equip it. Major Abilities do not cost mana, but they do have cooldowns, so use them with intent.
One detail worth knowing before your first death: dying drops every item in your inventory at the corpse. You respawn at your bed or at the Awakening Chamber. If that penalty feels excessive, you can disable item drop on death from the Settings menu.

The hunger system in Voyagers of Nera is unusually gentle. An empty stomach does not chip damage over time. Instead, it caps your maximum HP, which makes the next fight more dangerous than it should be.
Build a Campfire, drop it near your base, and start cooking. The earliest reliable dish is Fruit Jam, made from 4x Luma Fruit. Eating it grants +25 Health, +30 Stamina, and +5 Oxygen. You can stack two food buffs at the same time, and the active timers show up on the lower-left of the HUD.
Cook before long expeditions, not after. Past you will thank present you.

Keep gathering, rescuing Spirits, and chipping away at XP until you reach Level 4. That unlocks the Knowledge Tree entry for the Cargo Skiff, your first boat.
Recipe cost: 10x Twine, 30x Wood, and 10x Resin. Place the blueprint on a water surface near your base, feed it the materials, and the boat assembles in place.
Once you are on board:
That covers the first hour. The map opens fully, the islands multiply, and the only real limit becomes how many Spirits you decide to bring home.
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