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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'''High boots''' are a set of non-magical [[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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Many [[mercenaries]] [[Monster starting inventory|are often generated with]] high boots.
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==Description==
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A pair of high boots grants 2 base [[AC]] when worn, and will protect 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]] - they 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.
  
 
==History==
 
==History==
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===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===
 
In [[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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[[Mayor Cummerbund]], the [[Pirate quest]] leader, and the [[quest guardian]] [[pirate brother]]s will be generated with high boots. [[Wandering pirate|Wandering skeletal and gityanki pirates]] will also have high boots. The [[Rebel Ringleader]], the default [[quest nemesis]] for [[Noble]]s in dNetHack, is generated with high boots.
The [[Rebel Ringleader]], the default [[quest nemesis]] for [[Noble]]s in dNetHack, is generated with high 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]] [[Infidel]]s, [[Monk]]s and [[Priest]]s have the body armor in their starting inventories replaced with a pair of +1 high boots. [[Paladin (monster)|The Paladin]], the [[Infidel]] quest nemesis, is also generated with high boots among her suite of armor.
  
 
===The November NetHack Tournament===
 
===The November NetHack Tournament===
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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]]

Revision as of 21:27, 25 September 2023

[   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 non-magical boots that appear in Nethack. They are made of leather, and appear as jackboots when unidentified.

Generation

Many mercenaries are often generated with high boots.

Description

A pair of high boots grants 2 base AC when worn, and will protect against a xan's leg-wounding sting 45 of the time.[1]

Strategy

High boots are the only boots that give 2 AC and do not interfere with spellcasting - they 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 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, Pirates start with a pair of +0 high boots, and dwarf Binders start with a +0 pair of burnt high boots.

Mayor Cummerbund, the Pirate quest leader, and the quest guardian pirate brothers will be generated with high boots. Wandering skeletal and gityanki pirates will also have high boots. The Rebel Ringleader, the default quest nemesis for Nobles in dNetHack, is 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 ]

References