Knarr

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Knarr
Knarr.png
Vital statistics
Size 3.5 x 10.5
Storage Size 10 x 10
Skill(s) RequiredSpecific needed skills.<br>The default skills every hearthling starts off with, Oral Tradition, Primitive Tools & Wilderness Survival), are ignored. Boat Building
Object(s) Required Rope x75, Cloth x50, Tarsticks x50, Bar of Common Metal x20, Sunstone, Bone Glue x20, Board x 200, Block of Wood x100
Repaired With Tarsticks
Can be Locked Yes
Go to Objects

Icon keyboard.pngBuild > Vehicles & Movables > Knarr

The Knarr is a large transport ship, capable of carrying 10 people and 64 units of cargo, such as bodies or chests. It also has a 10x10 inventory space for individual items. The Knarr has a base speed of four (which is the same as the rowboat), which increases ***asymptotically*** toward 8 with increased quality.

It has to be constructed in water, and must have a separately built Knarr Sail equipped to it for it to function. Only one person is required to operate it. A Wooden Lock, Metal Lock or Steel Lock can be installed into it to allow only people with the key to move it.

A Knarr cannot be lockpicked, meaning in practice you want to use a Wooden Lock since it's by far the cheapest.

Knarr's cargo is complete free pickings outside a claim, and anyone willing to commit Criminal Acts can steal cargo when it is "claimed" (regardless of the lock and key status.)

If a Knarr is destroyed, it leaves behind floating pieces of Flotsam which you can cling to, in hopes you may one day tell the colonel you managed to avoid drowning.


If damaged, Tarsticks can be used to repair a Knarr.

  • NOTE: Ship has to berth in shallow water to be repaired. See Water Terrain for more details.

Characteristics

  • Knarr travels faster in "high Seas" compared to Snekkja and has more base health to withstand the gradual damage, therefore it is the premier seafaring vessel of choice for those who has the resources to build one. Do note that Snekkja still travels faster in sea coast and inland waterways than Knarr. See Water Terrain for more details.
  • Knarr cannot be destroyed by hand or regular tools; only siege weapons such as Wrecking Ball, Battering Ram, and Catapult can be used by players to damage and destroy it.
  • Players can teleport themselves and their Knarr back to a Ship Dock if they have one set for their ship.
  • Marriage of the Sea Realm Bonus may improve the quality of constructed Knarr by 12%.

Lock&Keys

Proceed with extreme caution as there is no way to remove a lock if you installed a wrong one. This is only applicable to already attuned locks that you do not have the master key for. You normally shouldn't have any lying around but there have been multiple threads on forums about this happening, so here's this warning.

  • See Locks & Bolts for detailed explanation of mechanics in question (if necessary.)
  • Create attuned lock and store the master key for it in a safe location.
  • Have attuned lock ready to install immediately after you finish the construction of the Knarr.
  • Create Slave Keys for people you wish to be able to use the Knarr. Avoid carrying these outside walls when not necessary.
  • You instantly lose the ability to move the ship once you no longer hold the key.

Fast Travel

  • If you get Knocked Out by hostile players while at Knarr's helm, "Travel to Hearth Fire" works normally, unless attackers manage to bash the ship before it can happen. You can also do it while conscious, but Knarr will be left behind.
  • If a Knarr has been set up with "Home Dock" the helmsman can right click the Knarr and select "Travel to Home Dock." This generally results in hefty amount of Travel Weariness and many players tend to have an alt do it since the cost is allowed to go over 100% This should've been changed to static 0.1 point cost.
  • "Travel to Home Dock" can be performed while in High Seas.

Quality

Starting in w14, ship quality increases the hitpoint pool, not speed. This is mostly relevant for travelling through High Seas.

  • High Seas damage is flat/static, not percentage-based, meaning high quality Knarr can endure longer oceanic voyages.
  • Tarsticks always repair same percentage (??%) of Knarr's HP pool, meaning high quality Knarr will have better "mileage" per unit of tar.

See also

Game Development

  • Lights in the Dark (2022-10-30) >"Implemented the change to a change in last week's patch mentioned here. The helmsman of a ship can now Right-Click a knocked out passenger and "Maroon" them, evicting them from the ship. This action can only be performed in shallow water. Passengers are no longer auto dismounted when knocked out."
  • Strange Crown (2022-10-23) >"Passengers on ships (Knarrs & Snekkjas) will now be (auto) dismounted if knocked out. Should allow you to evict unwanted free riders by knocking them out. Note that the captain will not be dismounted on KO."
  • World 14 (2022-08-12) >"The speed bonus from quality that "Knarr"s and "Snekkja"s used to get, has been replaced by a bonus to HP instead. The speed bonus from quality is no more."
  • World 14 (2022-08-12) >"Reduced the speed of "Knarr"s in shallow water. Aiming to balance them somewhat relative to "Snekkja"s."
  • Rotating Wolfdog (2022-01-16) >"Knarrs, Snekkjas, Battering Rams and Catapults, should all now refuse movements which require them to rotate into "hard" objects (houses, palisades, war flags, other siege engines, &c), thereby hopefully preventing various shenanigans with overlapping bounding boxes."
  • Seaworthy Movement (2021-02-28) >"Added a "Seaworthiness" meter, active while on Ships (Knarrs & Snekkjas), displaying how much damage the vessel has currently taken. ..."
  • Pink Angler (2020-07-19) >"A person with Vandalism permissions may now "Unmoor" ships moored at claimed docks. Ships can never be unmoored from unclaimed docks."
  • Pink Angler (2020-07-19) >"Knarrs may now be docked. We will, next week, make it so that Knarrs can be destroyed when not docked, just as the Snekkjas already are. Dock your Knarrs."
  • Sails Furled (2020-07-11) >"Ship Sails -- For Knarrs and Snekkjas respectively -- are now built as separate objects from the ships themselves, and can thus be changed or taken down without rebuilding the entire ship. The quality of the sail, thus, presently has no impact on the quality of the ship for purposes of speed calculations. Some building cost resources were shifted over from the ships to the sails, but the net total building cost for a functioning ship was left unchanged. Only people with a Master Key may change sails."
  • Render Dock (2020-05-28) >"Knarrs still always require Siege Equipment to be destroyed, but we are considering giving them the same rules as Snekkjas."
  • Perry Flotsam (2019-05-08) >"Added Knarr Flotsam. Whenever a Knarr is destroyed, it now spawns a number of Knarr flotsams. Flotsams act more or less as temporary chairs in the water, and you can cling onto them in hope of rescue."
  • Thy Kingdom Come (2016-08-24) >"Added the ability to put locks on Knarrs. If you do, the key will be required to sail the Knarr.
    Also made it so that you need Siege Engines to damage a Knarr, but on account of that lowered their HP from 7500 to 2500.
    "
  • My Horse is Amazing (2016-03-02) >"Added a Knarr. The Knarr is a large transport ship, capable of carrying 10 people and 64 units of cargo. The Knarr has a base speed of four (which is the same as the rowboat), which increases asymptotically toward 8 with increased quality."