Draft:Boots
Boots are a separate equipment category with seven types, displayed as a brown {. Their powers cover combat, jumping, levitation and travel across LOCUS. They occupy the Boots slot and can be worn with body armor, a shield and a cloak. Boots do not have a general armor bonus: their particular effects determine what they add.[1]
Types
All types initially weigh 30. Values are base Au values, not shop prices; generation level does not restrict who can wear the boots.[2]
| Boots | Value | Level | Noncursed effect | Cursed effect |
|---|---|---|---|---|
| Speed | 1,000 | 4 | Haste; clears existing slow | Clears haste and adds slow |
| Heroism | 1,000 | 6 | Heroism: combat bonuses and lower action delay | Clears heroism; fear unless immune |
| Levitation | 500 | 3 | Sustained levitation | Boot weight becomes 1,000 |
| Agility | 250 | 3 | Adds absolute enchantment + 1 to current Agility | Subtracts the same amount |
| Jumping boots | 200 | 2 | +2 jump range and no ordinary landing tumble | Same jumping benefit; stuck when worn |
| Leather | 7 | 0 | No magical effect | No magical effect; stuck when worn |
| Seven league boots | 2,700 | 7 | No normal terrain time for successful world-map steps on foot | First such step scatters the wearer and consumes the boots |
The individual pages give the limits of these powers. Neither seven league boots nor jumping boots require ordinary item activation: their checks occur during the relevant movement command.[3]
Generation and identification
All seven types are repeatable ordinary items. They can appear in random loot, random monster possessions, pawn-shop stock and acquirement. Blessed acquirement lets you select a type, but the resulting boots still receive their own blessing roll. The seven-way type choice occurs before the caller's generation restrictions; equal constructor choices are not equal unconditional final-drop probabilities.[4]
Ordinary new boots start at +0: 20% are cursed, 60% neutral and 20% blessed. Nonzero blessing magnitudes range uniformly from 1 to 10 within their branch. Enchantment improves the Agility change of agility boots; it does not increase the other six types' listed powers.[5]
The game shuffles twenty appearances and assigns seven to these types at initialization. There is no fixed association between, for example, elven boots and agility, or roller skates and speed. Even ordinary leather boots are shuffled.[6]
| Possible appearance | Possible appearance |
|---|---|
| sturdy leather boots | heavy workboots |
| calf-length moccasins | polyurethane-soled sneakers |
| dark-colored tabi | clodhoppers |
| patent-leather shoes | wooden shoes |
| beaten-up gumshoes | ski boots |
| alligator-hide boots | hob-nailed boots |
| comfortable sandals | elven boots |
| roller skates | cowboy boots |
| purple suede gaiters | flipflop slippers |
| mirror-plated wingtips | riding boots |
Identify uncertain pairs before wearing them. Equipping some types reveals their identity, but seven league boots can be worn uneventfully and become dangerous only when you start walking on the world map.
Wearing and changing boots
Use inventory control to put the pair in the Boots slot. A spare in the pack does not provide its movement benefit. Cursed boots in use cannot normally be removed; the blessing and dispelling rules explain how curse strength affects recovery.[7]
Speed, heroism and levitation boots normally sustain their respective statuses while worn. Removal subtracts an equipment contribution from the shared status; it does not restore a snapshot of your previous buffs. In particular, levitation boots remove more floating duration than they add, and cursed speed or heroism boots erase the opposing beneficial status when equipped. Curing the item does not automatically restore an erased potion effect.[8]
Enchantment or blessing can remove and reapply a worn effect. Ordinary magical boots can also lose their power through hostile enchantment; their old name alone does not prove that they still work.[9]
Choosing a pair
Speed and heroism are distinct combat benefits. Their complete timing formula, including burden and mounting, is explained in Defense and protection.[10]
| Choice | Main gain | Important limit |
|---|---|---|
| Speed | Halves base action delay before burden; doubles available tactical maneuvers before the eight-maneuver cap | Does not halve the later burden penalty |
| Heroism | Adds current Dexterity to hit, Strength to damage and Agility to defense; halves delay after burden | Does not itself increase tactical maneuver count |
| Agility | Improves current Agility, carrying capacity and Agility-dependent checks | Defense and delay change at attribute thresholds, not by one point per plus |
| Levitation | Crosses many local ground hazards without triggering them | Mounted movement and deliberate location activation bypass that protection |
| Jumping boots | Longer controlled jumps without the ordinary random tumble | Still needs sight, an empty legal destination and an unburdened character |
| Seven league boots | Fast world travel on foot | Outdoor events still occur; local movement and world searching are not accelerated by the boots |
Only one pair can occupy the slot. Carrying a travel pair and a combat pair lets you change roles, provided neither is stuck. A potion or other source of one status can supplement boots granting another; two sources of the same active status do not double its combat multiplier.[11]
References
- ↑ iinit.h in Omega 0.90.4, lines 320–332; defs.h in Omega 0.90.4, lines 679–680; inv.c in Omega 0.90.4, lines 1492–1572; aux1.c in Omega 0.90.4, lines 281–350.
- ↑ iinit.h in Omega 0.90.4, lines 320–332.
- ↑ itemf1.c in Omega 0.90.4, lines 307–340; itemf1.c in Omega 0.90.4, lines 785–889; itemf2.c in Omega 0.90.4, lines 45–63; command3.c in Omega 0.90.4, lines 550–593; command2.c in Omega 0.90.4, lines 1130–1211.
- ↑ item.c in Omega 0.90.4, lines 7–41; item.c in Omega 0.90.4, lines 245–253; lev.c in Omega 0.90.4, lines 376–393; site1.c in Omega 0.90.4, lines 1043–1054; effect1.c in Omega 0.90.4, lines 731–745.
- ↑ item.c in Omega 0.90.4, lines 245–253; item.c in Omega 0.90.4, lines 525–536; itemf1.c in Omega 0.90.4, lines 307–340; itemf1.c in Omega 0.90.4, lines 785–889; command3.c in Omega 0.90.4, lines 550–593; command2.c in Omega 0.90.4, lines 1130–1211.
- ↑ omega.c in Omega 0.90.4, lines 446–461; item.c in Omega 0.90.4, lines 478–503.
- ↑ inv.c in Omega 0.90.4, lines 1345–1454; inv.c in Omega 0.90.4, lines 1492–1572.
- ↑ itemf1.c in Omega 0.90.4, lines 307–340; itemf1.c in Omega 0.90.4, lines 785–852; aux2.c in Omega 0.90.4, lines 321–438.
- ↑ effect1.c in Omega 0.90.4, lines 8–114; effect1.c in Omega 0.90.4, lines 120–195.
- ↑ aux1.c in Omega 0.90.4, lines 281–350; aux3.c in Omega 0.90.4, lines 1168–1181.
- ↑ inv.c in Omega 0.90.4, lines 1492–1572; aux1.c in Omega 0.90.4, lines 281–350; aux3.c in Omega 0.90.4, lines 1168–1181.