The Wharf is your ship's home base on land — it's where you select and manage your ship, equip the gear (cannons, hull bracing) you crafted elsewhere, build new hulls you've unlocked, and recover sunken ships. It's cheap to build — 10 Wood + 10 Coarse Fabric — but it's gated behind the early ship questline, so you can't just slap one down on day one. Here's the cost, the unlock, where it goes, and the one structure people keep confusing it with.
The Wharf is the management table for your fleet — it doesn't craft ship parts, it's where you do everything to a ship once you have the parts. Walk up, interact, and you get:
This is the one number you can fully trust — four separate guides report the same cost, and there's no upgrade step bolted on after.
| Material | Amount | How to get it |
|---|---|---|
| Wood | 10 | Chop trees with a hatchet. |
| Coarse Fabric | 10 | Process Plant Fiber at a Workbench. Plant Fiber comes from breaking bushes, ferns and plants. |
The Wharf blueprint isn't in your build menu at the start — the game adds it quietly once you reach a specific point in the early main questline. The materials are cheap; the gate is story progress.
| # | Step |
|---|---|
| 1 | Complete "Rescuing The Crew." |
| 2 | Complete "I Need A Bigger Boat" (this is also where you get your first proper ship, the Ketch). |
| 3 | Progress "How My Sea Adventure Began." Along the way you build a Shipwright's Workshop. |
| 4 | Craft at least one 12-pounder Cannon at the Workshop. The moment that's done, the game silently adds the Wharf to your build menu. |
The Wharf is a waterline structure. It will not place inland, and unlike most workshops it doesn't ask for a roof over it.
Once it's unlocked and you've got the materials, it's a 60-second job:
| # | Do this |
|---|---|
| 1 | Make sure the Wharf is unlocked — finish the ship questline and craft your 12-pounder cannons (see unlock steps). |
| 2 | Gather 10 Wood and 10 Coarse Fabric. |
| 3 | Open the Build menu (default key B). |
| 4 | Go to the Crafting & Utilities tab, then the Utilities section, and select the Wharf. ⚠ the sub-tab wording varies by patch ("Utilities" / "Useful" / "Workshops") — it sits up top, near the Fast Travel Bell. |
| 5 | Move to the shoreline and place it until the outline is valid (non-red), optionally snapping it onto a pier piece. |
| 6 | Interact with the Wharf (default E) to open the management table and start managing your ship. |
This is the single biggest source of confusion in Windrose ship-building, so let's nail it: they're two separate structures with a clean division of labor. You need both.
| Wharf | Shipwright's Workshop | |
|---|---|---|
| Build cost | 10 Wood + 10 Coarse Fabric | 15 Wood + 10 Coarse Fabric + 5 Copper Ingots |
| Roof? | No roof needed | Must be under a roof |
| Where it goes | On the shoreline / on water | On land (inside a covered base) |
| What it's for | Equip gear, select & manage ships, build unlocked hulls, customize, recover sunken ships | Craft ship gear & upgrades — cannons, hull bracing, etc. |
Here's where the data gets soft, so we're going to be straight with you instead of inventing a clean number. There are two different things people mean by "fixing" a ship, and the costs are reported inconsistently:
| What you're doing | What sources say |
|---|---|
| Respawn a destroyed/sunken ship | Reported consistently by players at roughly ~20 Wood for a basic vessel, done at the Wharf. This is the figure with the most agreement. |
| Repair a damaged hull ⚠ | Genuinely conflicted. One guide says a small amount of Wood; another reports at-ship repair costs 100 Wood + 20 Nails + 20 Coarse Fabric + 10 Ropes and says it doesn't happen at the Wharf at all; a third says it "depends on ship rarity." Whether the Wharf itself does incremental hull repair is not nailed down. |
Building out your pirate base and crew? These cover the rest of the Windrose loop — plus the free tool for running your own server.