Jumping
Jumping is a property that allows a player to traverse multiple tiles in one movement. The ability to jump comes from three sources: being a Knight, wearing jumping boots, or reading a spellbook of jumping. To perform a jump:
- As a Knight or wearing the boots, you use the extended command #jump. If number_pad is set, you can also press j. Knight jumping and jumping from the boots are practically identical; the only difference is to which squares you can jump.
- Using the spell, you must press Z and select jumping. (The #jump command will not cast the spell; see Dudley's dungeon of 21 December 2007 for a discussion of this.) The spell lets you jump farther, depending on your skill in escape spells.
Using any of the three sources to jump, you must be able to see your destination. The jump will consume d25 nutrition (plus the usual spellcasting hunger penalty, if you cast the spell), and you become immobile for one full turn (not simply one move) after landing[1]. Players with speed can move farther in one turn by stepping as far as possible without advancing the turn counter, then jumping, see Speed#Strategy.
In the following diagrams, tiles to which you can jump are marked by an 'x'.
Knight's Jump Jumping Boots ......... ......... ......... ....x.... ...x.x... ..xxxxx.. ..x...x.. ..xxxxx.. ....@.... .xxx@xxx. ..x...x.. ..xxxxx.. ...x.x... ..xxxxx.. ......... ....x.... ......... ......... JUMPING SPELL Unskilled Basic Skilled Expert ........... ........... ........... ........... ........... ........... ........... ....xxx.... .....x..... ....xxx.... ...xxxxx... ..xxxxxxx.. ...xxxxx... ...xxxxx... ..xxxxxxx.. ..xxxxxxx.. ...xxxxx... ..xxxxxxx.. ..xxxxxxx.. .xxxxxxxxx. ..xxx@xxx.. ..xxx@xxx.. ..xxx@xxx.. .xxxx@xxxx. ...xxxxx... ..xxxxxxx.. ..xxxxxxx.. .xxxxxxxxx. ...xxxxx... ...xxxxx... ..xxxxxxx.. ..xxxxxxx.. .....x..... ....xxx.... ...xxxxx... ..xxxxxxx.. ........... ........... ........... ....xxx.... ........... ........... ........... ...........
You cannot jump if:
- You are not a Knight, not wearing jumping boots, and not casting the jumping spell.
- You are engulfed by a monster.
- You are in water.
- You are stuck to a nontame, nonconfused monster, unless conflict is in effect.
- You are levitating, are on the Plane of Air, or are on the Plane of Water.
- Either of your legs is wounded.
- Your steed has wounded legs.
- Your steed is stuck in a trap.
In addition, if you are not casting the jumping spell, you cannot jump if:
- You do not have legs.
- You are burdened to any degree.
- You are hungrier than the halfway point between not hungry and weak.
- You have less than six strength.