Difference between revisions of "Mountain boots"

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(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)
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{{flavour|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.}}
 
{{flavour|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.}}
  
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==Desirability==
 
==Desirability==
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.
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Even as just +3 boots with rC+, the '''mountain boots'''<ref>{{source ref|0.31.0|art-data.txt|1694}}</ref> provide more protection than any non-[[artefact]] boots. They also render the wearer immune to [[shaft]]s, one of the deadliest effects that you might encounter. The ability to [[stair dancing|stair dance]] around enemies like [[elephant]]s, [[swamp worm]]s, and [[rockslime]]s is a welcome bonus. A great pair of [[randart]] boots might be better for general use - especially in floors where you [[Shaft#Exploration Shafts|can't be shafted]]. However, these boots are still great in places where involuntary movement is common (like [[Lair]], [[Swamp]], and [[Slime Pits|Slime]]). In [[Shoals]], the boots allow you to resist [[Avatar Song]]'s pull, although they don't prevent [[mesmerisation]].
 
 
The ability to [[stair dancing|stair dance]] around trampling enemies like [[elephant]]s or [[rockslime]]s is a welcome bonus.
 
  
 
==History==
 
==History==

Latest revision as of 17:39, 15 June 2024

Version 0.31: This article is up to date for the latest stable release of Dungeon Crawl Stone Soup.
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.

Mountain boots.png 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 deadliest effects that you might encounter. The ability to stair dance around enemies like elephants, swamp worms, and rockslimes is a welcome bonus. A great pair of randart boots might be better for general use - especially in floors where you can't be shafted. However, these boots are still great in places where involuntary movement is common (like Lair, Swamp, and Slime). In Shoals, the boots allow you to resist Avatar Song's pull, although they don't prevent mesmerisation.

History

  • The mountain boots were introduced in 0.29.

References