# High boots

[   high boots   

Appearance

jackboots

Slot

boots

AC

2

Special

(none)

Base price

12 zm

Weight

20

Material

leather

High boots are a set of non-magical boots found in Nethack. They are made of leather, and appear as jackboots when unidentified. They grant 2 base AC when worn.

Contents

1 Generation
2 Strategy
3 History
4 Variants

4.1 SLASH'EM
4.2 dNetHack
4.3 Pirate Patch
4.4 Noble Patch
4.5 EvilHack
4.6 The November NetHack Tournament

5 Encyclopedia entry

Generation
Many mercenaries are often generated with high boots.

Strategy
High boots are the only 2 AC boots that do not interfere with spellcasting, and are suitable for wear until the player finds their desired pair of magical boots. Elven boots can be safely enchanted to +7 for 1 more point of AC compared to +5 high boots; speed boots and jumping boots are also frequent replacements, especially for ascension kits, and can be polypiled from enchanted elven boots.

History
High boots are introduced in NetHack 3.0.0.

Variants
SLASH'EM
In SLASH'EM, the Yeoman's starting inventory always contains a pair of high boots.

dNetHack
In dNetHack, dwarvish Binders start with a +0 pair of burnt high boots.

Pirate Patch
In SlashTHEM and dNetHack, high boots are included in the Pirate starting inventory. The pirate brothers and Mayor Cummerbund in their quest will also be generated with high boots, as are the wandering skeletal and gityanki pirates players encounter within and elsewhere.

Noble Patch
The Rebel Ringleader, the default quest nemesis for Nobles in dNetHack, is generated with high boots.

EvilHack
In EvilHack, giant Infidels, Monks and Priests have the body armor in their starting inventories replaced with a pair of +1 high boots. The Paladin, the Infidel quest nemesis, is also generated with high boots among her suite of armor.

The November NetHack Tournament
In The November NetHack Tournament, the Devteam members found in their office have high boots among their starting armor.

Encyclopedia entry

In Fantasyland these are remarkable in that they seldom or
never wear out and are suitable for riding or walking in
without the need of Socks.  Boots never pinch, rub, or get
stones in them; nor do nails stick upwards into the feet from
the soles.  They are customarily mid-calf length or knee-high,
slip on and off easily and never smell of feet.  Unfortunately,
the formula for making this splendid footwear is a closely
guarded secret, possibly derived from nonhumans (see Dwarfs,
Elves, and Gnomes).
[ The Tough Guide to Fantasyland, by Diana Wynne Jones ]

 