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