Ninefold boots

From Caves of Qud Wiki
Revision as of 06:08, 19 February 2022 by Trashmonks (talk | contribs) (Updated by egocarib with game version 2.0.203.20 using QBE v1.0rc2)
Jump to navigation Jump to search
ninefold boots
Charge per Use

250 Solar cell: 10 usesFidget cell: 10 usesLead-acid cell: 16 usesCombustion cell: 24 usesChem cell: 40 usesThermoelectric cell: 160 usesBiodynamic cell: 240 usesNuclear cell: 400 usesAntimatter cell: 800 usesMecha power core: 2000 uses

Charge Used For

Accelerative Teleporter

Complexity

6

Tier

6

<012346>

Can Disassemble

yes

Can Build

yes

Tinker Skill

Tinker II

Potential
Mods?Mods this item can support
(subject to additional logic & rules)

boot, general

Character

]

ID?Use this ID to Wish for the item

Ninefold Boots

Worn On

Feet

Spawns in

Items

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. On the second move in the same direction, a visual effect will occur near the wearer. When partially identified, their display name is "boots".

The teleportation will avoid teleporting the wearer into a solid object; if 9 squares ahead is solid, the boots will look up to 3 squares away from the destination for open space. If nothing is available within 3 squares, it will not teleport[1]. Teleporting outside of the current zone is avoided during autoexplore. Each teleportation uses 250 charge. This teleportation can be turned off, but flipping the switch has an action cost of 100. The switch can be used even if the boots are not fully understood yet.

For the wearer to teleport, they must not be flying, must be in the same phase as the ground, and must not be on the world map. If the teleport fails due to interference from normality (which it may, since all teleportation is reality distortion based), the wearer will take damage from the boots throwing off sparks.

ninefold boots can teleport you across zone boundaries, including through an outer wall of the Tomb of the Eaters into open air.

Overloading a pair of ninefold boots increases their teleport distance from 9 to 11.[1]

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.
  • If you need to walk down a straight corridor without teleporting, you can either:
    • Temporarily flick the switch to deactivate the boots
    • Walk two spaces forward and one space back, repeating until you've finished moving down the corridor.
  • In walled in spaces where there's nowhere to teleport, 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. 1.0 1.1 XRL.World.Parts.AccelerativeTeleporter