Ninefold boots

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Revision as of 00:48, 9 August 2020 by Teamtoto (talk | contribs) (desc and tips)
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This information is reliable as of patch 2.0.200.80. If this is no longer the current patch, you can help by updating it.
As of Patch This information is reliable as of patch 2.0.200.80.
ninefold boots
Ninefold boots.png
Complexity

6

Tier

6

<012346>

Can Disassemble

yes

Can Build

yes

Tinker Skill

Tinker II

Character

]

ID?Use this ID to Wish for the item

Ninefold Boots

Worn On

Feet

Extra Info:
ninefold boots

Calligraphs are incised in uneven rows and columns that meander across the quarter and back stay of the boot. Their character mass appears to orbit a central statement: "The path is contracted." The rest of the script is etched in a variety of signs and styles that offer competing and composite interpretations of the cryptic proclamation.

Perfect

ninefold boots are boots that when powered, teleport the wearer 9 spaces in the direction they were walking if they walk in the same direction 3 spaces in a row. When partially identified, their display name is "boots".

The teleportation will avoid teleporting the wearer into a solid object; if 9 spaces ahead is solid, the boots will teleport as far as they can. However, if the distance is 3 tiles or less, it will not teleport.[1] Each teleportation uses 250 charge. This teleportation can be turned off, but costs a turn to switch it on and off. The switch can be used even if the boots are not fully understood yet.

For the wearer to teleport, they must be not flying, be in the same phase as the ground, and not be astrally burdened or astrally tethered. This teleportation distorts reality, so any normality effects will cause damage to the wearer if they teleport while affected by them. This teleportation also does not function on the world map.

Tips

This section is opinion-based. Your mileage may vary.
  • This can be a good way to quickly escape even if the player character's movespeed is not very high.
  • In tight spaces, they behave like normal boots. For these situations, it's better to swap them out for stronger feet armor.
  • They require no boot time, so it is easy to swap them on and quickly escape.
  • Because it requires moving in the same direction three times, it will not help in situations where the wearer is already rendered immobile such as when they are frozen or engulfed by oozes.

References

  1. XRL.World.Parts.AccelerativeTeleporter