Jumping boots
[ 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]
Contents
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
- ↑ src/objects.c in NetHack 3.6.7, line 514
- ↑ src/mplayer.c in NetHack 3.6.7, line 134:
special
is only set to true when generating player monsters on the Astral Plane - ↑ 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