Boots
Boots are a form of armor worn on the feet.
List of boots
Name | Cost | Weight | AC | Material | Effect | Appearance |
---|---|---|---|---|---|---|
low boots | 8 | 10 | 1 | leather | walking boots | |
high boots | 12 | 20 | 2 | leather | jackboots | |
iron shoes | 16 | 50 | 2 | iron | hard shoes | |
elven boots | 8 | 15 | 1 | leather | stealth | ** |
kicking boots | 8 | 15 | 1 | iron | enhanced kicking | ** |
fumble boots | 30 | 20 | 1 | leather | fumbling | ** |
levitation boots | 30 | 15 | 1 | leather | levitation | ** |
jumping boots | 50 | 20 | 1 | leather | jumping | ** |
speed boots | 50 | 20 | 1 | leather | speed | ** |
water walking boots | 50 | 20 | 1 | leather | water walking | ** |
** The appearance of these pairs of boots is randomized each game from the following options: buckled boots, combat boots, hiking boots, jungle boots, mud boots, riding boots, and snow boots.
Riding boots and snow boots give respective bonuses to riding mounts and walking on ice, in addition to whatever magical effect is provided by the boots.
Identifying boots
Speed boots, jumping boots and water walking boots have a base price of 50 zm; fumble boots and levitation boots have a base price of 30 zm; elven boots and kicking boots have a base price of 8 zm. (Note that the boots which are generally considered most useful are also the most expensive.) Be aware, though, that enchantments can confuse the issue here.
Do not wear unidentified magic boots without curse-testing them first. Cursed boots are very likely to be levitation boots or fumble boots, which have very annoying magical effects as well as possibly increasing your AC.
Speed boots and levitation boots will auto-identify when worn, except in the unusual case where you are already very fast or levitating. Elven boots will auto-identify when worn if you are not already stealthy (be aware that an elven cloak also grants stealth). You can deduce the appearance of elven boots by taking note of which boots are dropped by various elves throughout the dungeon.
Jumping boots can be identified by trying to jump (#jump command). Knights must actually try to make an "illegal move" for a chess knight - any other role will get the message "You can't jump very far" unless they are wearing jumping boots.
Fumble boots can be identified by wearing them for a while and seeing whether you fumble, or by zapping a wand of enlightenment while wearing them.
Kicking boots are the only magic boots to be metallic, and can therefore be identified by wearing them and seeing whether your spell failure rates increase, or by testing for "scritch, scritch" by rubbing them on a touchstone. You will also always succeed in kicking down doors while wearing kicking boots, although monks and samurai may find that difficult to test.
Water walking boots are tricky to identify, because walking on water to see whether you sink is dangerous! The danger can be reduced by dropping anything which is vulnerable to water damage (keep in mind that kicking boots tested in this way will rust). They can also be identified by zapping a wand of enlightenment.
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