Draft:Jumping boots

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Omega 0.90.4

Jumping boots are boots that extend the v jump command by two squares and prevent its ordinary random landing tumble. Their jumping power works even when cursed, although a cursed pair still locks the Boots slot.[1]

Generation

They are repeatable item-level-2 boots in random loot and monster possessions, pawn-shop stock and acquirement. Ordinary pairs start at +0 with a random footwear appearance and blessing roll. Wearing them does not run a normal identifying equipment effect; the jump command checks their power directly.[2]

Jumping

Wear the pair in the Boots slot, use v in a local map, and select a valid destination with the target cursor and .. Maximum range is max(2, Agility modifier + 2) + 2. The last +2 is the boots' contribution. Range uses the larger of horizontal and vertical separation, so a diagonal square is not counted as two steps.[3]

Current Agility Range without boots Range with jumping boots
10 2 4
14 4 6
18 6 8

The character must not be immobilized or carrying more than capacity. The target must be within line of sight, unoccupied and legal under the normal movement checks; the boots do not let you jump into a wall or onto an enemy. Any applicable hazardous-destination confirmation still matters.[4]

After a legal landing, the boots skip the ordinary random tumble check that can lose a turn and cause weight-dependent damage. The destination's location effect and automatic pickup still run. Avoiding a tumble does not mean that landing on a trap or other hazard is harmless.[5]

Strategy

Use jumping boots for a controlled change of position when the destination is visible and reachable. Check both the target and your load before relying on a jump to escape. Compared with agility boots, their extra range is fixed and their tumble avoidance does not depend on an Agility roll.

Jumps need no mana or charges and do not consume the boots, but do spend the jump action's time. More enchantment or stronger blessing does not increase range or landing reliability. A cursed pair remains useful for jumping, yet prevents switching to levitation, combat or travel boots until the curse is resolved.[6]

References