Difference between revisions of "High boots"
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− | '''High boots''' are a set of non-magical [[boots]] | + | |
+ | '''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]]. | + | Many [[mercenaries]] [[Monster starting inventory|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 [[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 | + | 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== | ||
Line 25: | Line 29: | ||
===dNetHack=== | ===dNetHack=== | ||
− | In [[dNetHack]], [[Dwarf (starting race)| | + | 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. |
+ | |||
+ | [[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. | ||
+ | |||
+ | [[Xorn monk]]s have a {{frac|3|16}} chance of being generated with high boots. | ||
− | === | + | ===notdNetHack=== |
− | In | + | 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=== | ===EvilHack=== | ||
− | In [[EvilHack]], [[Giant (starting race)|giant]] | + | In [[EvilHack]], [[Giant (starting race)|giant]] [[Monk]]s and [[Priest]]s have the body armor in their starting inventories replaced with a pair of +1 high boots. |
+ | |||
+ | [[Cultist]]s, the guardians for the [[Infidel quest]], 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 among her suite of armor. | ||
===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. | In [[The November NetHack Tournament]], the [[Devteam member]]s found in [[The DevTeam Office|their office]] have high boots among their starting armor. | ||
+ | |||
+ | ===SlashTHEM=== | ||
+ | [[SlashTHEM]] retains SLASH'EM details and adds the Pirate and Noble roles, including the monsters that generate with high boots. | ||
==Encyclopedia entry== | ==Encyclopedia entry== | ||
Line 53: | Line 66: | ||
}} | }} | ||
− | {{nethack- | + | ==References== |
+ | <references/> | ||
+ | {{nethack-367}} | ||
[[Category:Boots]] | [[Category:Boots]] |
Latest revision as of 21:37, 25 September 2023
[ high boots | |
---|---|
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.
Contents
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 4⁄5 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.
Xorn monks have a 3⁄16 chance of being 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 have the body armor in their starting inventories replaced with a pair of +1 high boots.
Cultists, the guardians for the Infidel quest, have a 2⁄9 chance of generating with 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.
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
- ↑ src/mhitu.c in NetHack 3.6.7, line 1218: cases for AD_LEGS