Difference between revisions of "Jumping boots"

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'''Jumping boots''' are [[boots]] allowing the wearer to [[jump]].
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'''Jumping boots''' are a set of [[boots]] that appear in ''[[NetHack]]''. They are [[Magical item|magical]] boots that are made of [[leather]] and have a [[randomized appearance]] when [[Identification|unidentified]]; the default one associated with them is a pair of "hiking boots".{{refsrc|src/objects.c|514|version=NetHack 3.6.7}}
  
Some players prefer them to [[speed boots]] in an [[ascension kit]]. The boots are especially useful to those who ride a steed that is already quick (like [[warhorse]] or [[ki-rin]]) but also want the ability to jump.
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==Generation==
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In addition to random generation, general [[store]]s, used armor dealerships and antique weapons outlets can sell jumping boots.
  
Cursed jumping boots will still allow you to jump but cannot be unequipped and will likely carry an AC penalty.
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[[Player monster]]s on the [[Astral Plane]] have an effective ~8.01% chance of [[Monster starting inventory|generating with]] jumping boots.{{refsrc|src/mplayer.c|134|version=NetHack 3.6.7|comment=<code>special</code> is only set to true when generating player monsters on the Astral Plane}}{{refsrc|src/mplayer.c|294|version=NetHack 3.6.7|name=mk_mplayer_armor|comment=this line requires <code>if (special)</code> and selects boots from all available types listed in objects.c}}
  
Jumping boots allow you to jump in the following pattern<ref>[[Jumping#Range]]</ref>:
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==Description==
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While worn, jumping boots grant 1 base [[AC]] and confer extrinsic [[jumping]].
  
  .........
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==Strategy==
  ....x....
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:''See also: [[Jumping#Range|Jumping § Range]]''
  ..xxxxx..
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Jumping boots are typically not sought out early in the game, though they can still be useful for unburdened characters as a means of escaping certain monsters - [[Knight]]s can use them to extend their existing jumping range. Characters with especially fast [[steed]]s, such as a [[warhorse]] or [[ki-rin]], can wear these boots to enable or improve jumping ability while riding.
  ..xxxxx..
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  .xxx@xxx.
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Jumping boots feature more often in the late game, usually as part of an [[ascension kit]]: a character can stock up on turns of very fast speed from {{! of|speed}} potions and the [[spell of haste self]], then wear jumping boots to move even faster through levels. It is not uncommon for such characters to jump their way through the [[Astral Plane]] in regular play or during real-time or turn-count [[speed ascension]]s, using wands of {{wand of|teleportation}} to clear away the crowd of monsters (except for the [[Riders]]).
  ..xxxxx..
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  ..xxxxx..
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===Identification===
  ....x....
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Jumping boots are somewhat trivial to identify compared to other boots that share the same base cost of 50[[zm]]: [[speed boots]] auto-identify themselves, and testing for jumping boots or [[water walking boots]] after confirming their beatitude is easily done by using the #jump [[extended command]] while wearing them. If the game does not ask for a location to jump to, then the boots are not jumping boots.
  .........
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==History==
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Jumping boots first appear in [[NetHack 3.0.0]].
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==Variants==
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===dNetHack===
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In [[dNetHack]], jumping boots confer 1 AC, 1 DR and jumping while worn. [[Elf (starting race)|Elven]] [[Anachrononaut]]s start with a non-cursed +0 pair of jumping boots.
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A pair of jumping boots can be used to repair the jump jets of [[Imperial elven armor|imperial elven boots]], which will then confer jumping while worn.
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===EvilHack===
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In [[EvilHack]], [[Centaur (starting race)|centaur]] characters cannot wear boots of any kind, but gain intrinsic jumping at [[experience level]] 5 that is equivalent to jumping from the boots. This also applies to [[Hack'EM]].
  
 
==References==
 
==References==
 
<references/>
 
<references/>
 
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{{nethack-367}}
 
[[Category:Boots]]
 
[[Category:Boots]]

Latest revision as of 01:04, 12 May 2024

[Combat boots.png Jungle boots.png Hiking boots.png Mud boots.png Buckled boots.png Riding boots.png Snow boots.png
jumping boots
Appearance random
Slot boots
AC 1
Special
Base price 50 zm
Weight 20
Material leather

Jumping boots are a set of boots that appear in NetHack. They are magical boots that are made of leather and have a randomized appearance when unidentified; the default one associated with them is a pair of "hiking boots".[1]

Generation

In addition to random generation, general stores, used armor dealerships and antique weapons outlets can sell jumping boots.

Player monsters on the Astral Plane have an effective ~8.01% chance of generating with jumping boots.[2][3]

Description

While worn, jumping boots grant 1 base AC and confer extrinsic jumping.

Strategy

See also: Jumping § Range

Jumping boots are typically not sought out early in the game, though they can still be useful for unburdened characters as a means of escaping certain monsters - Knights can use them to extend their existing jumping range. Characters with especially fast steeds, such as a warhorse or ki-rin, can wear these boots to enable or improve jumping ability while riding.

Jumping boots feature more often in the late game, usually as part of an ascension kit: a character can stock up on turns of very fast speed from speed potions and the spell of haste self, then wear jumping boots to move even faster through levels. It is not uncommon for such characters to jump their way through the Astral Plane in regular play or during real-time or turn-count speed ascensions, using wands of teleportation to clear away the crowd of monsters (except for the Riders).

Identification

Jumping boots are somewhat trivial to identify compared to other boots that share the same base cost of 50zm: speed boots auto-identify themselves, and testing for jumping boots or water walking boots after confirming their beatitude is easily done by using the #jump extended command while wearing them. If the game does not ask for a location to jump to, then the boots are not jumping boots.

History

Jumping boots first appear in NetHack 3.0.0.

Variants

dNetHack

In dNetHack, jumping boots confer 1 AC, 1 DR and jumping while worn. Elven Anachrononauts start with a non-cursed +0 pair of jumping boots.

A pair of jumping boots can be used to repair the jump jets of imperial elven boots, which will then confer jumping while worn.

EvilHack

In EvilHack, centaur characters cannot wear boots of any kind, but gain intrinsic jumping at experience level 5 that is equivalent to jumping from the boots. This also applies to Hack'EM.

References

  1. src/objects.c in NetHack 3.6.7, line 514
  2. src/mplayer.c in NetHack 3.6.7, line 134: special is only set to true when generating player monsters on the Astral Plane
  3. src/mplayer.c in NetHack 3.6.7, line 294: this line requires if (special) and selects boots from all available types listed in objects.c