Boots Summary Table

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Item Power Level Required Autosell Value Notes
army boots 2 NA 10  
biker boots 3 2 20  
boogaloo boots 15 14 105 +3 electric damage
+10% Reflexes
+10 dodging ability
boots of the cold feet 6 5 40 +3 ice damage
chip loafers 11 10 25 +3% chips
cleats 1 NA 10 +2 Reflexes
cross trainers 1 NA 20  
fins 2 NA NA -20% to Initiative
high-jump boots 6 6 80 Grants wearer the ability for super jumps.
Hike boots 5 3 25  
Hobbes' nail boots 5 NA NA +5 Melee damage
Occasionally grants a bonus tiger pounce attack if you win initiative.
+5% item drops
Increased chance of combat adventures.
jack boots 8 7 100 +8 Melee damage
low-jump boots 10 9 138 +1 Damage Absorption
-33% Reflexes
poly stilettos 14 13 125 +5% Reflexes
+8 Weapon damage (ranged or melee)
red shoes 5 2 150 Approved for use in the PvP arena.
-15 seconds to the duration of each PvP duel
Roderick's Boots 10 NA NA +5 Reflexes
+10% chips
Grants wearer the ability for super jumps
Provides +10% Reflexes if worn in conjunction with Roderick's Gloves.
roller blades 4 5 72 +3 Melee damage
skeptic sandals 3 2 NA + 20% Intellect
sneakers 1 NA 5  
sneakiers 9 8 120 Increased chance of non-combat adventures
sturdy boots 8 7 100 +5 Reflexes
Treader of the Dust's Sandals 60 55 NA +10 PP per turn
Increased chance of combat adventures.
+10 Weapon damage (ranged or melee)
-5 seconds to the duration of each turn
tritanium treads 7 6 25 +3 defense
-2% chance of weapon fumbles.
UltraSport socks 11 10 125 +10 to maximum PP
+10% Reflexes
Vinlands' End hiking boots 17 16 105 +3% Intellect
+10% dodging ability
water moccasins 6 5 64 +2 acid damage
white boots 4 NA 50 Approved for use in the PvP arena.
+1 PvP starting points
+1 PvP offense
+1 PvP defense
xentrium boots 5 7 130 -5 seconds to the duration of each turn


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