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	<title>Draft:Boots of agility - Revision history</title>
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	<updated>2026-09-21T22:30:41Z</updated>
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		<title>OmegaAdmin: 补齐披风与靴总览、十四种单品及别名，修正防护披风炼金并连接相关草稿</title>
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		<summary type="html">&lt;p&gt;补齐披风与靴总览、十四种单品及别名，修正防护披风炼金并连接相关草稿&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;{{Version box|version=0.90.4}}&lt;br /&gt;
{{Consumable infobox|name=Boots of agility|kind=Boots|glyph=&amp;amp;#123;|color=brown|value=250|level=3|weight=30|appearance=Random footwear appearance|cursed=Boots of clumsiness}}&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Boots of agility&amp;#039;&amp;#039;&amp;#039; are [[Draft:Boots|boots]] that change current Agility by &amp;#039;&amp;#039;&amp;#039;absolute enchantment + 1&amp;#039;&amp;#039;&amp;#039;. Noncursed pairs add it; cursed &amp;#039;&amp;#039;&amp;#039;boots of clumsiness&amp;#039;&amp;#039;&amp;#039; subtract it. Agility affects defense, carrying capacity, action delay and jumping, so these boots have several consequences beyond a simple armor bonus.&amp;lt;ref&amp;gt;{{Source|iinit.h|326}}; {{Source|itemf1.c|872|889}}; {{Source|aux1.c|281|350}}; {{Source|command3.c|550|593}}.&amp;lt;/ref&amp;gt;&lt;br /&gt;
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__TOC__&lt;br /&gt;
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== Generation ==&lt;br /&gt;
They are repeatable item-level-3 boots, available through random items and monster possessions, [[Draft:Knight&amp;#039;s Pawn Shop|the pawn shop]] and [[Draft:Scroll of acquirement|acquirement]]. Ordinary copies begin at +0, so a noncursed new pair supplies +1 Agility. Appearance and blessing follow the [[Draft:Boots#Generation and identification|common boot rules]]. Equipping them fully identifies that pair and records the type as known, after applying the risk of any curse.&amp;lt;ref&amp;gt;{{Source|item.c|7|41}}; {{Source|item.c|245|253}}; {{Source|lev.c|376|393}}; {{Source|site1.c|1043|1054}}; {{Source|effect1.c|731|745}}; {{Source|itemf1.c|872|889}}.&amp;lt;/ref&amp;gt;&lt;br /&gt;
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== Agility changes ==&lt;br /&gt;
The boots change current Agility, not maximum Agility. Removal normally reverses the change using the boots&amp;#039; current enchantment. Blessing determines the direction, so negative enchantment on an uncursed pair still gives a positive bonus.&amp;lt;ref&amp;gt;{{Source|itemf1.c|872|889}}.&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Enchantment !! Noncursed change !! Cursed change&lt;br /&gt;
|-&lt;br /&gt;
| +0 || +1 Agility || -1 Agility&lt;br /&gt;
|-&lt;br /&gt;
| +2 or -2 || +3 Agility || -3 Agility&lt;br /&gt;
|-&lt;br /&gt;
| +5 or -5 || +6 Agility || -6 Agility&lt;br /&gt;
|}&lt;br /&gt;
Each Agility point changes carrying capacity by &amp;#039;&amp;#039;&amp;#039;Strength &amp;amp;times; 10&amp;#039;&amp;#039;&amp;#039;. Defense and base action delay instead depend on the Agility modifier and integer thresholds. For a character without heroism, changing Agility 10 to 11 adds no base defense, while 11 to 12 adds two; heroism also adds current Agility directly to defense. See [[Draft:Defense and protection|Defense and protection]] for the complete formula.&amp;lt;ref&amp;gt;{{Source|aux2.c|12|16}}; {{Source|aux1.c|281|350}}.&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The jumping command uses Agility both for range and the ordinary landing-tumble check. Higher Agility can therefore help jumps, but does not give the automatic tumble avoidance of [[Draft:Jumping boots|jumping boots]].&amp;lt;ref&amp;gt;{{Source|command3.c|550|593}}.&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Enchantment and strategy ==&lt;br /&gt;
Agility boots are the footwear type whose listed benefit grows with enchantment. Check the resulting attribute threshold and complete load before deciding that another plus is worth an [[Draft:Scroll of enchantment|enchantment scroll]]. Even when one point gives no immediate defense, the capacity increase may remove a burden penalty. Stronger positive blessing alone does not enlarge the Agility change.&lt;br /&gt;
&lt;br /&gt;
A cursed high-enchantment pair reverses all of these gains and can greatly reduce capacity. Identify before equipping and use the appropriate [[Draft:Defense and protection#Enchantment and curses|curse remedy]] for a stuck pair. Enchanting without first addressing a curse can enlarge the negative effect.&lt;br /&gt;
&lt;br /&gt;
Item damage that reduces a worn pair&amp;#039;s pluses does not first remove and recalculate its Agility contribution. Later removal uses the reduced enchantment and can leave a residual attribute difference. This is a source-level interaction, not an in-game experiment; after equipment damage, the table alone may not explain the entire current attribute.&amp;lt;ref&amp;gt;{{Source|aux1.c|454|484}}; {{Source|itemf1.c|872|889}}.&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
[[Category:Boots]]&lt;/div&gt;</summary>
		<author><name>OmegaAdmin</name></author>
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