Ninefold boots
Charge per Use
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250 |
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Charge Used For
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Accelerative Teleporter |
Complexity
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6 |
Tier
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6 |
<012346> | |
Can Disassemble
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yes |
Can Build
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yes |
Tinker Skill
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Potential
Mods? |
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Character
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] |
ID?
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Ninefold Boots |
Worn On
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Spawns in
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Extra Info:
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Infobox data from game version 2.0.207.72
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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.
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 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
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