I last owned a knarr for about a week in world 9 before the world ended, so I am wondering what is the current advice around owning them.
Keys
You can install a lock on a knarr. What does this do? Does it prevent people from opening the cargo, or does it only prevent people from moving it? Does it matter whether you make a slave key or a master key? I have also heard that common practice is to drop your key in the water if you are attacked. Depending on whether you can still move the knarr afterwards, doesn't this put you at a high risk of drowning after a KO?
Docks
I've never built a dock. Is there anything not so obvious about it? Can knarrs only dock on a certain side of it or something like that? I think porting back adds to travel weariness? So you can't port back if your weariness is too high? Does quality matter? Can docks be destroyed by hand? Can knarrs, for that matter?
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Ardennesss
- Posts: 1171
- Joined: Sun Oct 06, 2013 4:22 pm
Re: Best practices for knarrs
Keys: Prevents them from driving it. No reason to use a master key. Some people use an alt as the driver and mount the knarr using a glass key so there's absolutely 0 risk of getting your knarr stolen.NeoBasilisk wrote:I last owned a knarr for about a week in world 9 before the world ended, so I am wondering what is the current advice around owning them.
Keys
You can install a lock on a knarr. What does this do? Does it prevent people from opening the cargo, or does it only prevent people from moving it? Does it matter whether you make a slave key or a master key? I have also heard that common practice is to drop your key in the water if you are attacked. Depending on whether you can still move the knarr afterwards, doesn't this put you at a high risk of drowning after a KO?
Docks
I've never built a dock. Is there anything not so obvious about it? Can knarrs only dock on a certain side of it or something like that? I think porting back adds to travel weariness? So you can't port back if your weariness is too high? Does quality matter? Can docks be destroyed by hand? Can knarrs, for that matter?
Docks: Maxed weariness doesn't stop you from porting back, just puts you at 100% Quality doesn't matter, yes they can be destroyed by hand, knarrs cannot be destroyed by hand. Docking is merely a system side thing, there's no visual indicator you're docked - you just have a new option when you right click the knarr while driving it.
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Headchef
- Posts: 1099
- Joined: Tue Jun 14, 2016 11:27 pm
Re: Best practices for knarrs
Here's a quick tip to make Jorb hate you:
Imagine doing a quest far away and then you want to go back.
When back home you may want to do some other things, such as crossing small rivers with a horse.
Now the dirty 783% travel weariness this knarr is trying to give you, will prevent your future small little River hops.
To counter this, you just make a wilderness beacon, give the knarr key to an alt and just hearth home yourself for 1% travel weariness and let the alt port it to dock
Imagine doing a quest far away and then you want to go back.
When back home you may want to do some other things, such as crossing small rivers with a horse.
Now the dirty 783% travel weariness this knarr is trying to give you, will prevent your future small little River hops.
To counter this, you just make a wilderness beacon, give the knarr key to an alt and just hearth home yourself for 1% travel weariness and let the alt port it to dock
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NeoBasilisk
- Posts: 579
- Joined: Thu Jun 06, 2013 12:48 am
Re: Best practices for knarrs
Interesting to hear that docks can be destroyed by hand, and there's really no way to prevent it, is there? For something relatively resource-intensive, is it a common issue among the factions with many enemies to see these getting destroyed frequenetly?Ardennesss wrote:Keys: Prevents them from driving it. No reason to use a master key. Some people use an alt as the driver and mount the knarr using a glass key so there's absolutely 0 risk of getting your knarr stolen.NeoBasilisk wrote:I last owned a knarr for about a week in world 9 before the world ended, so I am wondering what is the current advice around owning them.
Keys
You can install a lock on a knarr. What does this do? Does it prevent people from opening the cargo, or does it only prevent people from moving it? Does it matter whether you make a slave key or a master key? I have also heard that common practice is to drop your key in the water if you are attacked. Depending on whether you can still move the knarr afterwards, doesn't this put you at a high risk of drowning after a KO?
Docks
I've never built a dock. Is there anything not so obvious about it? Can knarrs only dock on a certain side of it or something like that? I think porting back adds to travel weariness? So you can't port back if your weariness is too high? Does quality matter? Can docks be destroyed by hand? Can knarrs, for that matter?
Docks: Maxed weariness doesn't stop you from porting back, just puts you at 100% Quality doesn't matter, yes they can be destroyed by hand, knarrs cannot be destroyed by hand. Docking is merely a system side thing, there's no visual indicator you're docked - you just have a new option when you right click the knarr while driving it.
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kenny128
- Posts: 6
- Joined: Wed Jan 29, 2014 10:08 am
Re: Best practices for knarrs
What if i have multiple Knarr Docks? Am i able to choose which one i teleport to? If say i have built my Knarr in a big enclosed water body say a lake, would I be able to move the Knarr out of it?
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FrankMcFuzz
- Posts: 88
- Joined: Tue Aug 24, 2010 2:14 pm
Re: Best practices for knarrs
Far as I know, you can link a knarr to a single dock but you can link multiple vehicles to the same dock (not sure, just seems implied)kenny128 wrote:What if i have multiple Knarr Docks? Am i able to choose which one i teleport to? If say i have built my Knarr in a big enclosed water body say a lake, would I be able to move the Knarr out of it?
There's no way to get your knarr out of that lake apart from a whirlpool.
Hermits should be building snekkjas anyway :3
Last edited by FrankMcFuzz on Wed Apr 08, 2020 4:59 am, edited 1 time in total.
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Ardennesss
- Posts: 1171
- Joined: Sun Oct 06, 2013 4:22 pm
Re: Best practices for knarrs
False, you can build roads from the edge of the lake to another body of water and take it while in the knarr to get it out.FrankMcFuzz wrote:There's no way to get your knarr out of that lake apart from a whirlpool.kenny128 wrote:What if i have multiple Knarr Docks? Am i able to choose which one i teleport to? If say i have built my Knarr in a big enclosed water body say a lake, would I be able to move the Knarr out of it?
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Oddity
- Posts: 1983
- Joined: Sun Jun 20, 2010 12:04 am
- Location: BC, Canadia
Re: Best practices for knarrs
You can exceed 100% TW?Headchef wrote:Now the dirty 783% travel weariness this knarr is trying to give you, will prevent your future small little River hops.
jadamkaz wrote:ah i remember my run in with odditown they are good ppl im sure the only reason they killed ME is because they are troll hunters and i was a troll
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Mario_Demorez
- Posts: 599
- Joined: Sun Jan 11, 2015 9:32 pm
Re: Best practices for knarrs
It maxes out at 100%Oddity wrote:You can exceed 100% TW?Headchef wrote:Now the dirty 783% travel weariness this knarr is trying to give you, will prevent your future small little River hops.
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kenny128
- Posts: 6
- Joined: Wed Jan 29, 2014 10:08 am
Re: Best practices for knarrs
I don't want my snekkja bashed tho :3FrankMcFuzz wrote:Hermits should be building snekkjas anyway :3
wow thats a very neat trickArdennesss wrote:False, you can build roads from the edge of the lake to another body of water and take it while in the knarr to get it out.