Water Terrain

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Types of Water Terrain

In HnH, there exist both freshwater and saltwater terrain. Freshwater and saltwater both have a shallow and deep form. The seas also have a "very deep water" terrain (colloquially referred to as "the high seas") which will cause continuous damage to watercraft.

Hnh screenshot water types.png

The different shades of water on this map represent different types and depths of water. From bottom left to top right: deep water (dark blue), water (shallow enough to walk in), ocean (shallow enough to walk through), deep ocean, very deep ocean (dark teal).

Different types of fish and forageables will appear in each of the types of water.

  • Both of the shallow variants of water can be walked through, with a speed penalty. Other creatures can move through shallow water at regular speed.
  • Both of the variants of deep water require the swimming skill to cross. Hearthlings without the swimming skill will be unable to enter this terrain. Being in dep water will drain your stamina. When out of stamina, the hearthling will take asphyxiation damage; taking too many points of this will result in death by drowning.
  • The very deep ocean terrain (referred to as "High Seas" by warning message you get when entering it) will slowly cause damage to any watercraft entering it. Smaller craft like dugouts and tarred rowboats will not survive very long. Larger watercraft like Snekkjas or Knarr will last longer (although they cannot be repaired while in very deep ocean.

Danger

Boats and ships take periodic damage while traversing through very deep water. [Verify: is the ship damage based on distance sailed or time spent in High Seas.]


Seafaring Preparation & Tips

Hearthlings should use a boat or ship to cross very 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 very deep water and have more health to withstand damage from the rough sea, therefore being the safest choice on the list for traversing vast parts of 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 Very 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 very 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 Very Deep Water tiles at best (for the Hearthlings that are daring, foolish, or desperate).