Heeled boots

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[   heeled boots  
Appearance tall boots
Slot boots
Base size small
AC 0
DR 2
MC 0
Magical item? no
Properties
  • increases kicking damage by 1d2/1d6
Base price 12 zm
Default weight 20
Base material leather

A pair of heeled boots are a set of boots that appear in dNetHack, notdNetHack and notnotdNetHack. They are a small-sized item and have a base material of leather, appearring as high-heeled shoes when unidentified.

Generation

Heeled boots do not randomly generate, though they can be wished for or found in bones.

Female Androids start each game with an uncursed +0 pair of heeled boots.

Armor generated inside the trophy reliquary left behind by the Avatar of Lolth has a 1⁄32.

Some monsters are generated with a pair of heeled boots.

  • myrkalfr are always generated with a pair of heeled boots.
  • gynoids are always generated with a pair of heeled boots.
  • parasitized gynoids have various sets of armor they may generate with, some which include heeled boots, and have an effective 5⁄18 chance of being generated with them.
  • operators and parasitized operators both have various sets of armor they may generate with, some which include heeled boots, and have an effective 7⁄24 chance of being generated with them.
    • a 1⁄6 chance of being generated with a pair of heeled boots, a plain dress or jacket, and gloves or long gloves.
    • a 1⁄12 chance of being generated with a pair of heeled boots, alchemy smock, and gloves or long gloves.
    • a 1⁄24 chance of being generated with a pair of heeled boots, healer uniform, and gloves or long gloves.
  • commanders and parasitized commanders both have a 1⁄2 chance of being generated with a holy +3 axiomatic reflective silver pair of heeled boots.
  • intoners are always generated with a +4 axiomatic pair of heeled boots, and will be of matching color of the intoner's other items.

Description

While worn, a pair of heeled boots grants 0 base AC, 2 base DR. Wearing or removing a pair of heeled boots takes two actions. Kicking with a pair of heeled boots adds 1d2 damage versus small and 1d6 versus large to the kick's total damage, bypassing the usual kick resistance of thick-skinned monsters.

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 ]