Deep Water Terrain
|Can be paved||No|
|Can be plowed||No|
|Forageables||Water, Peculiar Flotsam, Driftkelp|
|Fauna||Fish, Cave Angler, Grey Seal, Swan|
Deep Water is one of the many biomes within the Hearthlands, a form of Water Terrain. Without a seaworthy vessel, a Hearthling can only swim at a crawling pace through Deep Water, with a heavy level of stamina drain for doing so. Traveling through Deep Water should be taken with extreme caution if you are swimming (HEAVILY NOT RECOMMENDED), as you take asphyxiation damage when out of stamina; taking too many points of this will result in drowning/death.
Boats and ships can randomly be damaged while traversing through Deep Water.
Seafaring Preparation & Tips
Hearthlings should use a boat or ship to cross deep water, as it is a safer method of travel. Tarred Rowboats, Snekkjas, or Knarrs are all considered seaworthy vessels -- although Knarrs are the most recommended as they travel fastest through Deep Water and has more health to withstand damage from the rough sea, therefore being the safest choice on the list for traversing vast deep water in the ocean.
- NOTE: for long voyages where you are not able to teleport back to a Home Dock, it is recommended to bring extra Tarsticks to repair your Snekkja or Knarr for the journey back.
- Being on Deep Water will not allow you to repair the ship; that can only be done while the ship is in Shallow Water.
- WARNING: even though Tarred Rowboats can traverse through deep water, it is usually not recommended as they can only take one tick of damage before they are destroyed. They can be used to travel through a small strip of Deep Water tiles at best (for the Hearthlings that are daring, foolish, or desperate).