Draft:Boots of agility
| { | |
| Type | Boots |
|---|---|
| Base value (Au) | 250 |
| Item level | 3 |
| Weight | 30 |
| Unidentified appearance | Random footwear appearance |
| Cursed name | Boots of clumsiness |
Boots of agility are boots that change current Agility by absolute enchantment + 1. Noncursed pairs add it; cursed boots of clumsiness subtract it. Agility affects defense, carrying capacity, action delay and jumping, so these boots have several consequences beyond a simple armor bonus.[1]
Generation
They are repeatable item-level-3 boots, available through random items and monster possessions, the pawn shop and acquirement. Ordinary copies begin at +0, so a noncursed new pair supplies +1 Agility. Appearance and blessing follow the common boot rules. Equipping them fully identifies that pair and records the type as known, after applying the risk of any curse.[2]
Agility changes
The boots change current Agility, not maximum Agility. Removal normally reverses the change using the boots' current enchantment. Blessing determines the direction, so negative enchantment on an uncursed pair still gives a positive bonus.[3]
| Enchantment | Noncursed change | Cursed change |
|---|---|---|
| +0 | +1 Agility | -1 Agility |
| +2 or -2 | +3 Agility | -3 Agility |
| +5 or -5 | +6 Agility | -6 Agility |
Each Agility point changes carrying capacity by Strength × 10. 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 Defense and protection for the complete formula.[4]
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 jumping boots.[5]
Enchantment and strategy
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 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.
A cursed high-enchantment pair reverses all of these gains and can greatly reduce capacity. Identify before equipping and use the appropriate curse remedy for a stuck pair. Enchanting without first addressing a curse can enlarge the negative effect.
Item damage that reduces a worn pair'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.[6]
References
- ↑ iinit.h in Omega 0.90.4, line 326; itemf1.c in Omega 0.90.4, lines 872–889; aux1.c in Omega 0.90.4, lines 281–350; command3.c in Omega 0.90.4, lines 550–593.
- ↑ 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; itemf1.c in Omega 0.90.4, lines 872–889.
- ↑ itemf1.c in Omega 0.90.4, lines 872–889.
- ↑ aux2.c in Omega 0.90.4, lines 12–16; aux1.c in Omega 0.90.4, lines 281–350.
- ↑ command3.c in Omega 0.90.4, lines 550–593.
- ↑ aux1.c in Omega 0.90.4, lines 454–484; itemf1.c in Omega 0.90.4, lines 872–889.