Draft:Seven league boots

From Omega Wiki
(Redirected from Draft:Umpteen league boots)
Jump to navigation Jump to search
Omega 0.90.4

Seven league boots are boots that remove the normal terrain-time cost of successful world-map steps while walking on foot across LOCUS. They still move one world square at a time and do not prevent outdoor events. Cursed umpteen league boots scatter the wearer to random world coordinates and are consumed on the first qualifying step.[1]

Generation

They are repeatable item-level-7 boots in random items and monster possessions, pawn-shop stock and acquirement. Ordinary pairs begin at +0 with the usual blessing roll and shuffled appearance. Selecting this type through blessed acquirement still permits a cursed result.[2]

World travel

Wear the boots in the Boots slot and move normally on the world map on foot. Their travel check runs after a successful step; no item-activation command, mana or charge is needed. The noncursed result fully identifies the particular pair.[3]

Situation Result
Noncursed, successful world step on foot One world-square movement without the normal terrain hours
Cursed, successful world step on foot Random world coordinates; one pair is destroyed
Mounted world movement The boots' special movement branch is not used; normal mounted terrain-time rules apply
Local-map movement or jumping No special speed or jump bonus from these boots
World-map searching Still advances time and runs its normal checks

More enchantment or positive blessing does not make the shortcut faster. Normal movement requirements still apply: immobilization prevents the step, over-capacity movement can be refused unless levitating, and being lost can change the attempted direction. The boots are checked only after movement succeeds.[4]

The normal terrain hours and their associated hourly updates are skipped for that step. Other consequences remain: outdoor random events still run, and entering the Sea of Chaos can still invoke its special effect. Searching and other actions can advance time independently. The boots therefore shorten travel without making a route free of encounters or hazards.[5]

Cursed travel

The cursed result chooses coordinates from the whole world grid without first checking whether the new terrain is safe. It destroys one pair before processing the arrival terrain and event. If that was the only pair in the stack, the footwear is gone; this is not a reusable controlled teleport.[6]

Merely wearing unknown seven league boots in a local map does not expose this travel curse. The danger begins with a successful world step on foot, while mounting bypasses the same branch. Neither an uneventful dungeon walk nor mounted travel proves that a pair is noncursed.[7]

Strategy

These boots are valuable for revisiting distant towns, temples and quest destinations. Identify the pair and its curse state before starting the route, including copies deliberately selected through acquirement. Avoid treating rapid travel as protection from adverse outdoor events.

Carry speed, heroism or levitation boots for local exploration when their powers matter more. Seven league boots offer no special local combat benefit, and only one pair can occupy the slot. Other sources of levitation can help an overburdened traveler without displacing the travel boots, but the carried weight and encounter risks still exist.

References