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Sailing the open waters in Windrose is fun for about ten minutes. After that, you start noticing how slow your starter boat feels and how badly other crews want to send it to the bottom. Upgrading your ship is the difference between hunting rival pirates and being their afternoon target. This guide walks through the path to ship upgrades and the two structures that make them possible.
You cannot upgrade a ship you do not own yet, so the first stretch of the game is unavoidable groundwork. When you spawn into a new world, Windrose hands you a tutorial quest named Islander that introduces the basic loop. Finish it and a follow-up main quest, I Need a Bigger Boat, becomes available. That one covers two skills every captain leans on: repairing the hull and recruiting a crew.
Clear I Need a Bigger Boat and the Seafarer quest opens up. Seafarer is where the actual upgrade pipeline begins, because it teaches you to craft the Shipwright's Workshop, the workstation that produces and improves every piece of gear your ship will eventually carry.

This is the first structure you should prioritize once Seafarer kicks in. Materials are modest:
Two placement rules to keep in mind. The workshop has to sit under a roof, otherwise the craft menu refuses to open. It also has to be within range of a Bonfire, which is true for almost every workstation in the game.
Once you interact with it, you will see two tabs: crafting and upgrading. The Seafarer questline pushes you to craft a set of cannons, but the workshop also produces Hull Bracing and Boarding Party Gear. The upgrade tab is where the same items get tougher and more effective.
Here is the catch that trips up new players. The workshop builds and improves the gear, but it does not equip anything to your ship. To upgrade a cannon, you actually need to be holding it in your character inventory. To move it from your inventory onto the ship, you need the second structure on this list.

The Wharf is the equip station. It does not run upgrades itself, but every cannon, hull plate or boarding kit you want mounted on the ship has to pass through one. Recipe:
Placement has its own quirks. A Wharf must be set on a shoreline, and like the workshop, it has to be within range of a Bonfire. Place it correctly and you unlock a drag-and-drop interface between your character inventory and the ship's inventory. Move items either way as needed.
The Wharf doubles as a fleet manager. From a single Wharf you can see every ship you own, what each one is carrying, and its current status. Docked, sunk, or out somewhere on the map, the list keeps tabs on all of them. Useful if you start hoarding hulls.
Last feature: cosmetic customization. A pirate without a personalized boat is a pirate with a serious branding problem. From the Wharf you can recolor the hull and swap the flag, and the developers have flagged more customization options for later in Early Access.
Follow that order and you go from a leaky starter boat to a properly armed pirate ship in a single play session.
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