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Every weapon in Voyagers of Nera comes from a recipe, not a loot drop. That means survival across The Embrace, The Reef, and The Greatwood is less about lucky finds and more about grinding the right materials at the right level. This ranking covers all eleven craftable weapons, from the very humble Wooden Club to the late-game Amberite Spear, so you know exactly what to chase next.

Each entry below lists the unlock level, materials, and workstation. Spears and tridents work above and underwater. Bows need arrows. Swords and clubs cannot be used while swimming, which is worth remembering before you cannonball into a reef full of corrupted fish.

The first weapon you can actually craft after waking up on the beach. Damage is unimpressive, but it beats slap-fighting hostile spirits with bare fists. The Club shares its attack animation with later swords, so its swing is noticeably faster than any spear. It will not win late fights, but during the opening hours of The Embrace it does the job.

Your first underwater option. The Stone Spear lets you fight corrupted fish in submerged areas where the Wooden Club is useless, since non-spear melee weapons simply will not register a hit while swimming. The trade-off is animation speed. Spears swing slower than swords, so commit to the direction you are facing before pressing attack. A whiffed jab against an aggressive enemy is a fast way to lose a chunk of health.

The early ranged pick. Useful for players who would rather not be in melee range of anything during their first nights on the archipelago. The catch is arrows. Long-range weapons in Voyagers of Nera consume ammo, and running dry mid-fight is a classic way to die in a tutorial zone. Stock up before going anywhere interesting.

The Stone Spear's stronger cousin and the recommended upgrade once you push toward the eastern islands. Damage goes up, the spear archetype's slow swing stays the same. Same advice applies: face your target before you commit.

A real sword. The Sharpstone Blade carries the Wooden Club's faster swing into actual damage territory, and at this point you finally have a melee option that does not feel like a chore. It cannot be swung underwater, which is why keeping a spear in your bag remains a hard rule for any submerged stretch.

The transition weapon for moving from The Embrace into The Reef. Enemies in The Reef hit harder, and the Coralwood Bow gives you breathing room while you learn their patterns. The drawback is the same as every bow: arrows. The recipe also calls for Plant Wax, so expect a small detour into reef foraging before you can build one.

The first weapon that introduces critical hits, shown as large yellow numbers above the standard white damage values. Crits roll on RNG, so do not plan around them, but when one lands on a tough Reef enemy the difference is obvious. Works above and below water, which makes it one of the most flexible mid-game picks. It also marks the point where the Smithing Station becomes mandatory for any further upgrade.

The sword counterpart to the Trident. Slightly lower per-hit damage, but faster swing speed makes up most of the gap in practice. Crits also roll on this one. Combined with a cheaper recipe (no Mana Powder, no leather), it is the easier of the two Tidemetal weapons to craft, and it carries comfortably from The Reef into the Greatwood.

The endgame bow, available once you have set foot in the Greatwood. Damage still trails the top melee options, but the range is unmatched and pairs extremely well with a squadmate who can hold aggro on the ground. If your group runs hybrid roles, somebody should have one of these. Solo players can skip it without much regret.

The top-tier sword. Crits like the Tidemetal Blade, hits much harder per swing, and clears Greatwood encounters quickly. The materials are gated behind Greatwood progression and the recipe locks until Level 22, so this is not something you can rush. Once unlocked, it shreds.

The best weapon in the current Early Access build. Higher per-hit damage than the Amberite Blade, usable above and underwater, and equally effective against Greatwood spiders and the deep-sea threats. The material cost is steeper than the Blade, but the versatility justifies every Amberite Ingot. If you only craft one endgame weapon, make it this one.
For patch notes and Early Access updates, the official Voyagers of Nera site is the place to track current builds and roadmap announcements.
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