Snekkja

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Snekkja
Snekkja.png
Vital statistics
Size 6 x 2
Storage Size 5 x 5
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 x8, Bar of Hard Metal, Tarsticks x10, Bone Glue x5, Board x60, Block of Wood x25
Repaired With Tarsticks
Can be Locked Yes
Soak Value 20
Go to Objects

Icon keyboard.pngBuild > Vehicles & Movables > Snekkja

The Snekkja is a fast transport ship, capable of carrying 4 people and 16 units of cargo, such as bodies or chests. It also has a 5x5 inventory space for individual items. It is the current fastest watercraft on standard shallow and deep waters and in shallow and deep oceans, but the Knarr is faster on the High Seas. While boats will be destroyed near-instantly in High Seas, Snekkja is viable option for crossing a narrow sea between two continents.

It has to be constructed in water, and must have a separately built Snekkja Sail equipped to it for it to function. Only one person is required to operate it.

While Snekkja can have a lock installed (see section below for finer details) cargo remains unsecured and is completely free for grabs when Snekkja is outside a Claim.

If damaged, Tarsticks can be used to repair a Snekkja., but you cannot perform the repair function while in Deep Water, only in Shallow Water.

Characteristics

"The Snekkja is a small, oceangoing ship, capable of ferrying 4 people and 16 units of cargo. The speed of the Snekkja increases with its quality. The Snekkja is faster than the Knarr on shallow and deep water. The Knarr is faster on the high seas. The Snekkja can be docked at a dock, much like the Knarr, and it can also be locked. The Snekkja does not, however, require siege machines to destroy." ~jorb

  • Snekkja has higher base speed than Knarr. However Snekkja will be significantly slowed when in High Seas.
  • Snekkja is the premier vessel of choice for voyages only taking place in rivers, lakes, and coastal oceans. See Water Terrain for more details.
  • Snekkja is seaworthy enough to travel between most continents, stay near coasts as much as possible and minimize the distance you need to spend in High Seas.
  • Players can teleport themselves and their Snekkja back to a Dock if they have one set for their ship.
  • When docked into claimed(?) Ship Dock, Snekkja can not be bashed by hand.

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 Snekkja.
  • Create Slave Keys for people you wish to be able to use the Snekkja. Avoid carrying these outside walls when not necessary.
  • You instantly lose the ability to move the ship once you no longer hold the key.

Staying safe from hostile players

  • Snekkja is much faster than a dugout and significantly faster than a Rowboat. Escaping anyone using those should be very easy.
  • Consider all "drop key into water so you deny the attacker from stealing your ship" -tips to be "noob traps" unless you are aware of every factor involved.
  • Since the patch "Fluid Incline" items stay on shallow water (until they despawn like ground items) making this strategy almost completely dead.
  • After Cloth and Hard Metal become abundant (for factions, usually in a week or so after a world reset) a Snekkja has limited value, especially if there's only one slave key for it.
  • Attacker likely bashes your Snekkja anyway to drown you if they have sufficient Strength to do so before "Travel to Hearth" kicks in.
  • Since w14, all ships of same type have the exact same speed, putting players at much more equal footing. (Even a small speed advantage was considered an automatic win condition.)

Fast Travel

  • If you get Knocked Out by hostile players while at Snekkja'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 Snekkja will be left behind.
  • If a Snekkja has been set up with "Home Dock" the helmsman can right click the Snekkja 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 static flat amount, not percentage-based, meaning high quality Snekkja can endure longer oceanic voyages.
  • Tarsticks always repair 40% of Snekkja's HP pool, meaning high quality Snekkja 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."
  • 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."
  • 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."
  • Snekkja (2019-10-02) >"Added "Snekkja", a ship. A Snekkja is a small, oceangoing ship, capable of ferrying 4 people and 16 units of cargo. The speed of the Snekkja increases with its quality. The Snekkja is faster than the Knarr on shallow and deep water. The Knarr is faster on the high seas. The Snekkja can be docked at a dock, much like the Knarr, and it can also be locked. The Snekkja does not, however, require siege machines to destroy."