High boots

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

A pair of high boots is a set of boots that appear in NetHack. They are made of leather, and appear as jackboots when unidentified.

Generation

Barbarians, Knights, Monks, Samurai, and Valkyries start the game with knowledge of the pair of high boots' appearance.

High boots make up 3200 (1.5%) of all armor randomly generated on the floor, in general shops or as death drops. Used armor dealerships and antique weapon outlets can also stock high boots.

Mercenaries have a 16 chance of being generated with a pair of high boots.[1] Quest guardians are commonly given high boots as well:

Player monsters created on the Astral Plane have an effective ~10.02% chance of generating with high boots.[4][5]

Description

While worn, a pair of high boots grants 2 base AC, and protects against a xan's leg-wounding sting attack 45 of the time.[6]

Strategy

High boots are the only boots that give 2 AC and do not interfere with spellcasting, making them suitable until a character 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 both can be polypiled from high-enchantment elven boots.

History

High boots are introduced in NetHack 3.0.0.

Variants

SLASH'EM

In SLASH'EM, Yeomen start each game with a +0 pair of high boots.

Upgrading a pair of low boots successfully will produce a pair of high boots, and vice versa.

dNetHack

In dNetHack, Pirates, Rangers and Troubadours start with a pair of +0 high boots, while dwarf Binders start with a +0 pair of burnt high boots.

High boots grant 0 base AC and 2 DR while worn.

The cursed chest in the southeastern-most corner of the Convict quest goal level has a blessed +2 pair of high boots placed in it during level creation.

Many monsters can be generated with high boots—the full list can be seen via the "Details" tab.

SpliceHack

In SpliceHack, Dragon Riders start each game with a +0 pair of high boots.

A pair of high boots can be combined with a ring of levitation at a furnace to create levitation boots.

notdNetHack

In notdNetHack and notnotdNetHack, in addition to dNetHack details, Illithanachronounbinders will start with a pair of +0 high boots if their host body is humanoid. Salamander Rangers receive an additional 1-2 cram rations to replace the role's standard high boots, which they cannot wear due to their serpentine lower body.

Dantalion generates with a pair of high boots when he is summoned by an Illithanachronounbinder.

EvilHack

In EvilHack, giant Monks and Priests start with a pair of +1 high boots in place of the role's starting robe, and giant Druids start with a pair of +1 high boots in place of the role's starting plain cloak.

Some monsters are generated with high boots:

SlashTHEM

In SlashTHEM, in addition to SLASH'EM details, Pirates and Yeomen start each game with a +0 pair of high boots. Noble roles, including the monsters that generate with high boots.

Hack'EM

In Hack'EM, Pirates start with a pair of +0 high boots, similar to dNetHack. Centaur Yeomen start with a +0 helmet in place of the role's starting high boots.

Upgrading a pair of low boots successfully will produce a pair of high boots, and upgrading a pair of high boots successfully will produce a pair of dwarvish 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

  1. src/makemon.c in NetHack 3.6.7, line 644
  2. src/makemon.c in NetHack 3.6.7, line 283
  3. src/makemon.c in NetHack 3.6.7, line 294
  4. src/mplayer.c in NetHack 3.6.7, line 134: special is only set to true when generating player monsters on the Astral Plane
  5. 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
  6. src/mhitu.c in NetHack 3.6.7, line 1218: cases for AD_LEGS