Difference between revisions of "High boots"

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'''High boots''' are a set of non-magical [[boots]] found in [[Nethack]]. They are made of [[leather]], and appear as '''jackboots''' when unidentified. They grant 2 base [[AC]] when worn.
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A pair of '''high boots''' is a set of [[boots]] that appear in ''[[NetHack]]''. They are made of [[leather]], and appear as '''jackboots''' when unidentified.
  
 
==Generation==
 
==Generation==
Many [[mercenaries]] [[Monster starting inventory|are often generated with high boots]].
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In addition to random generation, general [[store]]s, used armor dealerships and antique weapon outlets can sell high boots.
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[[Mercenaries]] have a {{frac|6}} chance of [[Monster starting inventory|generating with]] a pair of high boots.{{refsrc|src/makemon.c|644|version=NetHack 3.6.7}} [[Chieftain]]s, [[page]]s, [[roshi]], and [[warrior]]s have a {{frac|4}} chance of generating with low boots.{{refsrc|src/makemon.c|294|version=NetHack 3.6.7}}
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[[Player monster]]s on the [[Astral Plane]] have an effective ~10.02% chance of generating with high boots.{{refsrc|src/mplayer.c|134|version=NetHack 3.6.7|comment=<code>special</code> is only set to true when generating player monsters on the Astral Plane}}{{refsrc|src/mplayer.c|294|version=NetHack 3.6.7|name=mk_mplayer_armor|comment=this line requires <code>if (special)</code> and selects boots from all available types listed in objects.c}}
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==Description==
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While worn, a pair of high boots grants 2 base [[AC]], and protects against a [[xan]]'s [[Wounded legs|leg-wounding]] sting {{frac|4|5}} of the time.{{refsrc|src/mhitu.c|1218|version=NetHack 3.6.7|comment=cases for AD_LEGS}}
  
 
==Strategy==
 
==Strategy==
High boots are the only 2 AC boots that do not interfere with [[spellcasting]], and are suitable for wear until the player finds their desired pair of magical boots. [[Elven boots]] can be safely enchanted to +7 for 1 more point of AC compared to +5 high boots; [[speed boots]] and [[jumping boots]] are also frequent replacements, especially for [[ascension kit]]s, and can be [[polypile]]d from enchanted elven boots.
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High boots are the only boots that give 2 AC and do not interfere with [[spellcasting]], making them suitable until a character finds their desired pair of [[Magical item|magical boots]]. [[Elven boots]] can be safely enchanted to +7 for 1 more point of AC compared to +5 high boots; [[speed boots]] and [[jumping boots]] are also frequent replacements, especially for [[ascension kit]]s, and can be [[polypile]]d from enchanted elven boots.
  
 
==History==
 
==History==
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==Variants==
 
==Variants==
 
===SLASH'EM===
 
===SLASH'EM===
In [[SLASH'EM]], the [[Yeoman]]'s starting inventory always contains a pair of high boots.
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In [[SLASH'EM]], [[Yeomen]] always start the game with a pair of high boots.
  
 
===dNetHack===
 
===dNetHack===
In [[dNetHack]], [[Dwarf (starting race)|dwarvish]] [[Binder (dNetHack role)|Binders]] start with a +0 pair of burnt high boots.
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In [[dNetHack]], [[Pirate]]s start with a pair of +0 high boots, and [[Dwarf (starting race)|dwarf]] [[Binder (dNetHack role)|Binders]] start with a +0 pair of burnt high boots.
  
===Pirate Patch===
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[[Xorn monk]]s have a {{frac|3|16}} chance of being generated with high boots. [[Mayor Cummerbund]], the [[Pirate quest]] leader, and the [[quest guardian]] [[pirate brother]]s are generated with high boots. [[Wandering pirate|Wandering skeletal and gityanki pirates]] are generated with high boots. The [[Rebel Ringleader]] that serves as the [[Noble]]'s [[quest nemesis]] for the default [[Noble quest] is always generated with high boots.
In [[Slash'EM Extended]], [[SlashTHEM]] and dNetHack, high boots are included in the [[Pirate]] starting inventory. The [[pirate brother]]s and [[Mayor Cummerbund]] in their [[quest]] will also be generated with high boots, as are the [[wandering pirate|wandering skeletal and gityanki pirates]] players encounter within and elsewhere.
 
  
===Noble Patch===
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===notdNetHack===
The [[Rebel Ringleader]], the default [[quest nemesis]] for [[Noble]]s in dNetHack, is generated with high boots.
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In addition to dNetHack details, [[notdNetHack]] generates [[Dantalion]] with a pair of high boots when he is summoned by an [[Illithanachronounbinder]].
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===SpliceHack===
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In [[SpliceHack]], high boots can be combined with a [[ring of levitation]] at a [[furnace]] to create [[levitation boots]].
  
 
===EvilHack===
 
===EvilHack===
In [[EvilHack]], [[Giant (starting race)|giant]] [[Infidel]]s, [[Monk]]s and [[Priest]]s have the body armor in their starting inventories replaced with a pair of +1 high boots. [[User:Tomsod/YANIs and patches/Infidel/Quest#The Paladin|The Paladin]], the [[Infidel]] quest nemesis, is also generated with high boots among her suite of armor.
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In [[EvilHack]], [[Giant (starting race)|giant]] [[Monk]]s and [[Priest]]s start with a pair of +1 high boots in place of the role's starting [[robe]].
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[[Cultist]]s, the [[Infidel quest]] guardians, have a {{frac|2|9}} chance of generating with high boots. [[Paladin (monster)|The Paladin]], the [[Infidel]] quest nemesis, is also generated with high boots.
  
 
===The November NetHack Tournament===
 
===The November NetHack Tournament===
In [[The November NetHack Tournament]], the [[Devteam member]]s found in [[The DevTeam Office|their office]] have high boots among their starting armor.
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In [[The November NetHack Tournament]], [[Devteam member]]s are always generated with high boots.
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===SlashTHEM===
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[[SlashTHEM]] retains SLASH'EM details and adds the Pirate and Noble roles, including the monsters that generate with high boots.
  
 
==Encyclopedia entry==
 
==Encyclopedia entry==
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{{nethack-366}}
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==References==
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<references/>
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{{nethack-367}}
 
[[Category:Boots]]
 
[[Category:Boots]]

Latest revision as of 20:40, 10 May 2024

[   high boots   High boots.png
Appearance jackboots
Slot boots
AC 2
Special (none)
Base price 12 zm
Weight 20
Material leather

A pair of high boots is a set of boots that appear in NetHack. They are made of leather, and appear as jackboots when unidentified.

Generation

In addition to random generation, general stores, used armor dealerships and antique weapon outlets can sell high boots.

Mercenaries have a 16 chance of generating with a pair of high boots.[1] Chieftains, pages, roshi, and warriors have a 14 chance of generating with low boots.[2]

Player monsters on the Astral Plane have an effective ~10.02% chance of generating with high boots.[3][4]

Description

While worn, a pair of high boots grants 2 base AC, and protects against a xan's leg-wounding sting 45 of the time.[5]

Strategy

High boots are the only boots that give 2 AC and do not interfere with spellcasting, making them suitable until a character finds their desired pair of magical boots. Elven boots can be safely enchanted to +7 for 1 more point of AC compared to +5 high boots; speed boots and jumping boots are also frequent replacements, especially for ascension kits, and can be polypiled from enchanted elven boots.

History

High boots are introduced in NetHack 3.0.0.

Variants

SLASH'EM

In SLASH'EM, Yeomen always start the game with a pair of high boots.

dNetHack

In dNetHack, Pirates start with a pair of +0 high boots, and dwarf Binders start with a +0 pair of burnt high boots.

Xorn monks have a 316 chance of being generated with high boots. Mayor Cummerbund, the Pirate quest leader, and the quest guardian pirate brothers are generated with high boots. Wandering skeletal and gityanki pirates are generated with high boots. The Rebel Ringleader that serves as the Noble's quest nemesis for the default [[Noble quest] is always generated with high boots.

notdNetHack

In addition to dNetHack details, notdNetHack generates Dantalion with a pair of high boots when he is summoned by an Illithanachronounbinder.

SpliceHack

In SpliceHack, high boots can be combined with a ring of levitation at a furnace to create levitation boots.

EvilHack

In EvilHack, giant Monks and Priests start with a pair of +1 high boots in place of the role's starting robe.

Cultists, the Infidel quest guardians, have a 29 chance of generating with high boots. The Paladin, the Infidel quest nemesis, is also generated with high boots.

The November NetHack Tournament

In The November NetHack Tournament, Devteam members are always generated with high boots.

SlashTHEM

SlashTHEM retains SLASH'EM details and adds the Pirate and Noble roles, including the monsters that generate with high boots.

Encyclopedia entry

In Fantasyland these are remarkable in that they seldom or
never wear out and are suitable for riding or walking in
without the need of Socks. Boots never pinch, rub, or get
stones in them; nor do nails stick upwards into the feet from
the soles. They are customarily mid-calf length or knee-high,
slip on and off easily and never smell of feet. Unfortunately,
the formula for making this splendid footwear is a closely
guarded secret, possibly derived from nonhumans (see Dwarfs,
Elves, and Gnomes).
[ The Tough Guide to Fantasyland, by Diana Wynne Jones ]

References

  1. src/makemon.c in NetHack 3.6.7, line 644
  2. src/makemon.c in NetHack 3.6.7, line 294
  3. src/mplayer.c in NetHack 3.6.7, line 134: special is only set to true when generating player monsters on the Astral Plane
  4. src/mplayer.c in NetHack 3.6.7, line 294: this line requires if (special) and selects boots from all available types listed in objects.c
  5. src/mhitu.c in NetHack 3.6.7, line 1218: cases for AD_LEGS