Difference between revisions of "High boots"

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'''High boots''' are a kind of non-magical [[boots|boot]] found in [[Nethack]]. When unidentified, they appear as '''jackboots'''.
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'''High boots''' are a set of [[boots]] found in [[Nethack]]. They are non-magical, made of cloth, and appear as '''jackboots''' when unidentified.
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==Generation==
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[[Mercenaries]] - i.e., members of the [[Yendorian Army]], the [[watch]] and [[vault]] [[guard]]s - [[Monster starting inventory|are often generated with high boots]].
  
 
==Strategy==
 
==Strategy==
High boots are the only [[AC]] 2 boots that don't interfere with spellcasting; however, [[elven boots]] can be safely enchanted to +7 (compared to high boots' +5), for 1 more point of AC overall. In practice, most players will prefer [[speed boots|speed]] or [[jumping boots|jumping]] boots in an ascension kit, and enchanting elven boots is generally considered wasteful (unless you intend to [[polypile]] them).
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High boots are the only boots with base [[AC]] of 2 that don't interfere with spellcasting; they are suitable for wear until the player finds their desired pair of magical boots, such as [[elven boots]] (which can be safely enchanted to +7 for 1 more point of AC compared to +5 high boots). [[Speed boots]] and [[jumping boots]] will also generally supercede high boots in most players' kits, especially [[ascension kit]]s, and can be [[polypile]]d from enchanted elven boots.
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==History==
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High boots are introduced in [[NetHack 3.0.0]].
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==Variants==
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===SLASH'EM===
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In [[SLASH'EM]], the [[Yeoman]]'s starting inventory always contains a pair of high boots.
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===dNetHack===
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In [[dNetHack]], [[dwarvish]] [[Binder (dNetHack role)|Binders]] start with a +0 pair of burnt high boots.
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===Pirate Patch===
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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.
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===Noble Patch===
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The [[Rebel Ringleader]], the default [[quest nemesis]] for [[Noble]]s in dNetHack and Slash'EM Extended, is also generated with high boots.
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===EvilHack===
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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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===The November NetHack Tournament===
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In [[The November NetHack Tournament]], the [[Devteam member]]s found in [[The DevTeam Office|their office]] have high boots among their starting armor.
  
 
== Encyclopedia entry ==
 
== Encyclopedia entry ==
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[[Category:Boots]]
 
[[Category:Boots]]
{{nethack-362}}
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{{nethack-366}}

Revision as of 07:29, 13 May 2021

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

High boots are a set of boots found in Nethack. They are non-magical, made of cloth, and appear as jackboots when unidentified.

Generation

Mercenaries - i.e., members of the Yendorian Army, the watch and vault guards - are often generated with high boots.

Strategy

High boots are the only boots with base AC of 2 that don't interfere with spellcasting; they are suitable for wear until the player finds their desired pair of magical boots, such as elven boots (which can be safely enchanted to +7 for 1 more point of AC compared to +5 high boots). Speed boots and jumping boots will also generally supercede high boots in most players' kits, especially 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, the Yeoman's starting inventory always contains a pair of high boots.

dNetHack

In dNetHack, dwarvish Binders start with a +0 pair of burnt high boots.

Pirate Patch

In Slash'EM Extended, SlashTHEM and dNetHack, high boots are included in the Pirate starting inventory. The pirate brothers and Mayor Cummerbund in their quest will also be generated with high boots, as are the wandering skeletal and gityanki pirates players encounter within and elsewhere.

Noble Patch

The Rebel Ringleader, the default quest nemesis for Nobles in dNetHack and Slash'EM Extended, is also generated with high boots.

EvilHack

In EvilHack, giant Infidels, Monks and Priests have the body armor in their starting inventories replaced with a pair of +1 high boots. The Paladin, the Infidel quest nemesis, is also generated with high boots among her suite of armor.

The November NetHack Tournament

In The November NetHack Tournament, the Devteam members found in their office have high boots among their starting armor.

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 ]