EQUIPPABLE TO FEET

 

Black Leather Boots (?)

I looked at the black leather boots. Knee high and well made, these boots look good and are very well made. A stamp on the heel bears the emblem of the city of Poldoon, where all the best leatherwork is done. In the past, players reported that these boots grant a +1 to appearance. This has been disproved. They do grant a +1 to normal defense making them slightly better than normal leather boots purchasable at any courtyard, magical trader, or market place.

Movement Rate: Not affected

No. Per Backpack Slot: 6

Defense Bonuses: Normal=1, Fire=1, Cold=1, Chemical=0, Magical=0, Mental=0.

Value:       ?/3gp

 

Boots of Stumbling (?)

These cursed boots look well made, but they are so infamous that any adventurer will recognise them on sight: the leather they are made from is a foul lime green. The boots, if donned, cannot be removed and cause the wearer to stumble and fall over their own feet, reducing both Dex and move. Player’s Note: Movement is reduced by 1 and dexterity by 3.

Movement Rate: -1

No. Per Backpack Slot: 6

Defense Bonuses: Normal=0, Fire=1, Cold=1, Chemical=0, Magical=0, Mental=0.

Value        ?/?gp

R 6 0

I tried to De-Equip my Boots of Stumbling but was unable to do so. This item is cannot be removed once equipped.

 

Boots of Traveling (?)

These strong leather boots may not look like much, but anybody who looks closely enough can see there is more to them than meets the eye. The Boots of Traveling are made of brown hide, with fine runes sewn into the tops, which glow with a faint purple light. When worn they grant the owner an additional +1 move points due to the magical dweomer they contain.

Movement Rate: +1

No. Per Backpack Slot: 6

Defense Bonuses: Normal=0, Fire=1, Cold=1, Chemical=0, Magical=0, Mental=0.

Value        ?/25gp

 

Crystal Slippers (?)

Description Unknown, but grants a +10 Health, a +3 to all Defenses, -4 Move, and can be equipped by female characters only.

Equippable Area: Feet

Movement Rate: -4

No. Per Backpack Slot: 6

Value:       ?/?gp

Defense Bonuses: - Normal=3, Fire=3, Cold=3, Chemical=3, Magical=3, Mental=3.

 

Dainty Boots (?)

These delicate looking boots are made for someone with dainty toes and not some large-footed adventurer. Made of expensive cow skin, these boots are surely a relic from some raid or plunder from the trunk of a travelling noble. For anyone dainty enough to don these boots, they are comfortable and extremely pleasant to wear. Unfortunately anybody over the age of six is way too clumsy to be considered that dainty, no matter how light or feminine... For a hardened dungeon delver, they pinch and nip at the feet causing great discomfort. (-1 Dexterity Points.) Or maybe it is just a result of having to put up with the discomfort of them. Some adventurers report receiving a bonus to their willpower. (+1 Willpower ?)

Movement Rate: Not affected

No. Per Backpack Slot: 6

Defense Bonuses: Normal=0, Fire=1, Cold=1, Chemical=0, Magical=0, Mental=0.

Value        ?/18gp

 

Fine Leather Boots (?)

These sturdy boots are made for hard wear and rugged use. Fashioned from very high quality leather they are made to see an adventurer through the various difficult conditions he/she may expect to be faced with.

Movement Rate: Not affected

No. Per Backpack Slot: 6

Defense Bonuses: Normal=0, Fire=1, Cold=2, Chemical=1, Magical=0, Mental=0.

Value:       ?/?gp

 

Furry Boots (?)

I took a look at the Furry Boots. These pieces of footwear originated in the South where the barbarians found them useful for protecting the feet from the effects of the cold. Unfortunately, they are not a resilient to the effects of fire and many a barbarian wearing these has been seen running 'hot-footed' into combat against Salamandrians.

Movement Rate: Not affected

No. Per Backpack Slot: 6

Defense Bonuses: Normal=0, Fire=0, Cold=2, Chemical=0, Magical=0, Mental=0.

Value:       ?/2gp

 

Hobnailed Boots (?)

I examined my Hobnailed Boots. Often worn by dwarves, they are simply a standard pair of leather, adventuring boots with the addition of a thicker sole with square studs hammered in. The toes have a cap of metal placed inside so as to give added protection; stonemasons and laborers use them to prevent serious injury from dropped stone.

Movement Rate: Not affected

No. Per Backpack Slot: 6

Defense Bonuses: Normal=1, Fire=1, Cold=1, Chemical=0, Magical=0, Mental=0.

Value:       ?/3gp

 

Leather Boots (37)

These sturdy boots are made for hard wear and rugged use. Fashioned from good leather they are made to see an adventurer through various difficult conditions he/she may expect to be faced with.

Movement Rate: Not affected

No. Per Backpack Slot: 6

Defense Bonuses: Normal=0, Fire=1, Cold=1, Chemical=0, Magical=0, Mental=0.

Value:       5/2gp

 

Metal Plated Boots (?)

Description unknown. Player’s Note: Several items were equipped at the same time as this item. So, the boots were unequipped the following turn and the below benefits were observed.

Movement Rate: Not affected

No. Per Backpack Slot: ?

Defense Bonuses: Normal=3, Fire=2, Cold=1, Chemical=0, Magical=0, Mental=0.

Value:       ?/?gp

 

Moss Runners (?)

These thick hide boots are both warm and surprisingly comfortable. Their name 'Moss Runners' is given to them because they are very waterproof and used heavily by people who live around swampland or in places where there is a lot of moss and mud.

Movement Rate: ?

No. per backpack slot: 6

Defense Bonuses: Normal=?, Fire=?, Cold=?, Chemical=?, Magical=?, Mental=?.

Value:       ?/?gp

 

Oiled Leather Boots (37)

Description uknown. Player’s Note: Defensive values are tentative based on logical extrapolation due to other equipment being equipped on the same turn.

Movement Rate: ?

No. Per Backpack Slot: ?

Defense Bonuses: Normal=0, Fire=1, Cold=1, Chemical=0, Magical=0, Mental=0.

Value:       ?/?gp

 

Rat Skin Boots (1736)

These boots were clearly made by someone who loves rats … or was short of leather! Made entirely from the filthy pelts of dungeon rats, the boots are warm and comfortable … but smell awful. Player’s Note: Rat Skin Boots can be purchased at courtyard, magical trader, and market squares for 5gp using the ‘B 1736 0’ order. They grant a –1 to appearance while worn.

Movement Rate: Not affected

No. Per Backpack Slot: 6

Defense Bonuses: Normal=0, Fire=1, Cold=1, Chemical=0, Magical=0, Mental=1.

Value:       5/?gp

 

Steel Boots (1248)

These are not solid metal footwear, but rather are metal plates riveted over a leather base. They are tough and sturdy and an excellent addition to a suit of armor. These types of boots are not stocked by most traders. May not be worn by those who may not wear plate. They may be purchased at watch towers in the overland at a cost of 20gp using the order ‘B 1248 0’.

Movement Rate: Not affected

No. Per Backpack Slot: 4

Defense Bonuses: Normal=1, Fire=2, Cold=2, Chemical=1, Magical=0, Mental=0.

Value:       20/?gp

 

Vampiric Boots (?)

I examined a pair of Vampiric Boots. These boots are made of living leather and once put on attach themselves to the wearer. Although the boots are reputed to drain health as a vampire, they also boost the strength of the wearer. These sturdy boots are made for hard wear and rugged use. Fashioned from good leather they are made to see an adventurer through the various difficult conditions he/she may expect to be faced with. Player’s Note: These boots appear to grant +2 strength. At the beginning of each turn that the boots are worn, the character receives the message, ‘I felt weaker and pain running through my feet. Almost as if I was having my blood drained somehow (-2 health).’

Movement Rate: Not affected

No. per Backpack Slot: 6

Defense Bonuses: Normal=0, Fire=1, Cold=1, Chemical=0, Magical=0, Mental=0.

Value:       ?/?gp