Boots Summary Table: Difference between revisions

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| [[Fins]] || 2 || 1 || NA || -20% to Initiative
| [[Fins]] || 2 || 1 || NA || -20% to Initiative
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| [[High-jump boots]] || 7 || 6 || 80 ||  
| [[High-jump boots]] || 7 || 6 || 80 || Grants wearer the ability for super jumps.
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| [[Hike boots]] || 5 || 3 || 25 ||  
| [[Hike boots]] || 5 || 3 || 25 ||  
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| [[Sturdy boots]] || 8 || 7 || 100 || +5 Reflexes
| [[Sturdy boots]] || 8 || 7 || 100 || +5 Reflexes
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| [[Roderick's Boots]] || 10 || NA || NA || +5 Reflexes, +10% chips, grants wearer the ability for super jumps, and provides +10% Reflexes if worn in conjunction with Roderick's Gloves.
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Revision as of 21:57, 11 January 2008

Item Power Level Required Autosell Value Notes
Army boots 2 1 10
Biker boots 3 2 20
Cleats 1 1 10 +2 Reflexes
Cross trainers 1 1 20
Fins 2 1 NA -20% to Initiative
High-jump boots 7 6 80 Grants wearer the ability for super jumps.
Hike boots 5 3 25
Skeptic sandals 3 2 NA + 20% Intellect
Sneakers 1 1 5
Sneakiers 9 8 120 Increased chance of non-combat adventures
Sturdy boots 8 7 100 +5 Reflexes
Roderick's Boots 10 NA NA +5 Reflexes, +10% chips, grants wearer the ability for super jumps, and provides +10% Reflexes if worn in conjunction with Roderick's Gloves.


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