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Cowboy Boots


Cowboy Boots
Cowboy Boots
Type Boots
Stats Defense (+2); Immunity (+2)
Location Item ID Glitch
Sell Price 200g

Cowboy Boots sit in the game's footwear list with a name, a picture, a description and a set of stats, and no place in the valley that hands them over. Two points of Defense and two of Immunity would have made them a solid mid game pair, roughly level with the Firewalker Boots and better balanced than most of what Marlon sells at that stage. The description calls them the height of country fashion, which is the kind of line that suggests they were meant to be worn rather than catalogued. Collectors working through every pair of boots in the game run into them as one of the gaps that cannot be filled by playing, and they are usually named in the same breath as the Jukebox Ring.


Location


The rest of the family shows how a pair of boots normally reaches a farmer's feet. Marlon's counter at the Adventurer's Guild stocks a new pair as the Mines open up, with better boots appearing as the farmer reaches the fortieth and eightieth floors. Chests on the tenth, fiftieth, eightieth and hundred and tenth floors hold others outright. Treasure chests pulled up while fishing turn up pairs at random, often well before the Mines would have offered them, and the Volcano Dungeon on Ginger Island holds the strongest boots in the game.

Effect


The stats listed for them are two points of Defense and two of Immunity. Defense works by subtraction, so two points would have taken two damage off every hit received, down to the game's floor of one damage per strike. Two points of Immunity would have cut the chance of catching a debuff by around eighteen percent.

That spread would have placed them in interesting company. The Tundra Boots and the Leprechaun Shoes both manage three points between the two columns, and these carry four, which would have made them the best balanced footwear available anywhere before floor eighty of the Mines. Among the pairs that can actually be worn, the Firewalker Boots from floor eighty are the closest match in spirit, splitting three and three.

Immunity has a finish line, which is what makes those two points worth counting. Gear adding up to eleven points keeps a farmer clear of every debuff in the game, so boots like these would have carried a fifth of the way there on their own. The Immunity Band found deep in the caves brings four points, the Genie Shoes six, and a Sturdy Ring halves whatever still gets through. A farmer heading into the Skull Cavern, where mummies and serpents hand out slowed and jinxed status, feels those numbers more than the Defense column.

Notes


The boots have a resale value listed alongside every other pair, two hundred gold, which puts them between the Thermal Boots and the Dark Boots in Marlon's ledger. Like all footwear they would have been sold at the Adventurer's Guild rather than through the shipping bin, since boots have never had a shipping price.

Farmers who compare notes on completing the full set of boots and rings treat these as one of the reasons the set cannot be completed. Anyone who wants the country look on a farmer's feet is better served by tailoring: the Sewing Machine in Emily and Haley's house transfers stats between boots, so a farmer can keep whatever appearance they like and borrow numbers from a stronger pair.

That tailoring route opens early and cheaply. Emily calls at the farmhouse the day after the farmer first holds a piece of Cloth and explains the machine, and from then on a pair of boots laid in it keeps its own look while taking another pair's figures. Boots are the one clothing item the game still lets a farmer sell, so the discarded pair goes back over Marlon's counter afterwards.

All Boots


Every entry in this group, with its key details.

Name Image Stats
Cinderclown Shoes Cinderclown Shoes Defense (+6); Immunity (+5)
Combat Boots Combat Boots Defense (+3)
Cowboy Boots Cowboy Boots Defense (+2); Immunity (+2)
Crystal Shoes Crystal Shoes Defense (+3); Immunity (+5)
Dark Boots Dark Boots Defense (+4); Immunity (+2)
Dragonscale Boots Dragonscale Boots Defense (+7)
Emily's Magic Boots Emily's Magic Boots Defense (+4); Immunity (+4)
Firewalker Boots Firewalker Boots Defense (+3); Immunity (+3)
Genie Shoes Genie Shoes Defense (+1); Immunity (+6)
Leather Boots Leather Boots Defense (+1); Immunity (+1)
Leprechaun Shoes Leprechaun Shoes Defense (+2); Immunity (+1)
Mermaid Boots Mermaid Boots Defense (+5); Immunity (+8)
Rubber Boots Rubber Boots Immunity (+1)
Sneakers Sneakers Defense (+1)
Space Boots Space Boots Defense (+4); Immunity (+4)
Thermal Boots Thermal Boots Defense (+1); Immunity (+2)
Tundra Boots Tundra Boots Defense (+2); Immunity (+1)
Work Boots Work Boots Defense (+2)