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Mountain boots: Difference between revisions

From Ashenzari's Archive
imported>Ge0ff
m add src link and unstub
imported>Spudwalt
Yes, not getting shafted is very nice. But shafts aren't as bad these days, and I wouldn't say avoiding shafts automatically makes these the best boots ever
Line 6: Line 6:
+3 [[boots]]<br>
+3 [[boots]]<br>
[[Cold|rC]]+<br>
[[Cold|rC]]+<br>
Immunity to [[shaft]]s and involuntary movement (such as [[trample]] or [[wind blast]]).<br>
Immunity to [[shaft]]s and involuntary movement (such as [[trample]], [[Wind Blast]], or [[Harpoon Shot]]).<br>
No effect on translocations (e.g. [[dispersal]], [[banishment]]).
No effect on translocations (e.g. [[dispersal]], [[banishment]]).


==Desirability==
==Desirability==
The '''mountain boots'''<ref>{{source ref|0.29.0|art-data.txt|1678}}</ref> [[unrand]] prevents one of the most (potentially) deadly effects in the game, shafts, and automatically rises to one of the best foot-slot items in the game. Even as just +3 boots with rCold, they provide more protection than any non-[[artefact]] boots. The ability to [[stair dancing|stair dance]] in the face of enemies like [[elephant]]s or [[rockslime]]s is a very welcome bonus.
Even as just +3 boots with rC+, the '''mountain boots'''<ref>{{source ref|0.29.0|art-data.txt|1678}}</ref> provide more protection than any non-[[artefact]] boots. They also render the wearer immune to shafts, one of the deadlier [[trap]]s it's possible to encounter. However, such traps can only trigger once per [[branch]] -- if one has already encountered a shaft in their current branch (or if the current branch cannot generate shafts), a different set of boots with more resistances or a different ego may be preferable.
 
The ability to [[stair dancing|stair dance]] around trampling enemies like [[elephant]]s or [[rockslime]]s is a welcome bonus.


==History==
==History==

Revision as of 03:36, 27 August 2022

Version 0.29: This article may not be up to date for the latest stable release of Crawl.
These sturdy boots were created by an artificer who lived high up on a remote mountain peak, as protection against the mountain's near-constant avalanches, rockslides, and snowstorms. No force short of translocations magic will budge the wearer from their position.

The +3 mountain boots

+3 boots
rC+
Immunity to shafts and involuntary movement (such as trample, Wind Blast, or Harpoon Shot).
No effect on translocations (e.g. dispersal, banishment).

Desirability

Even as just +3 boots with rC+, the mountain boots[1] provide more protection than any non-artefact boots. They also render the wearer immune to shafts, one of the deadlier traps it's possible to encounter. However, such traps can only trigger once per branch -- if one has already encountered a shaft in their current branch (or if the current branch cannot generate shafts), a different set of boots with more resistances or a different ego may be preferable.

The ability to stair dance around trampling enemies like elephants or rockslimes is a welcome bonus.

History

  • The mountain boots were introduced in 0.29.

References