|[ high boots|
|Base price||12 zm|
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.
High boots are introduced in NetHack 3.0.0.
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.
The November NetHack Tournament
SlashTHEM retains SLASH'EM details and adds the Pirate and Noble roles, including the monsters that generate with high boots.
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 ]
- src/mhitu.c in NetHack 3.6.7, line 1218: cases for AD_LEGS