Leprechaun Shoes
| Leprechaun Shoes | |
|---|---|
| Type | Boots |
| Stats | Defense (+2); Immunity (+1) |
| Location | Train |
| Sell Price | 150g |
Leprechaun Shoes fall off trains. No other item of footwear in the game arrives that way, which makes them one of the rarest things a farmer can own and also one of the easiest to miss entirely. Two points of Defense and one of Immunity put them level with the Tundra Boots, so the numbers are respectable rather than remarkable, and the real appeal is the bright green with a solid gold buckle. Players who care about how their farmer looks hunt for these on purpose. Everyone else finds a pair one afternoon by accident, standing at the Railroad when a whistle goes off.
Location
Trains run through the Railroad on random days, between the morning and the early evening, and a whistle sounds along with a notice in the corner of the screen. Coal, stone, wood, hardwood, gold, iridium and magma geodes rain off the cars, and the shoes are a rare extra on top of whatever else falls. Some trains carry only passengers and leave nothing behind, so a whistle is no guarantee of anything.
The Railroad itself opens on the third of Summer, when an earthquake clears the rock blocking the path north of the Mountain. Items left on the ground vanish overnight, so whatever the train leaves has to be collected the same day.
Effect
Two points of Defense takes two damage off every hit received, with the game never letting a hit do less than one damage. One point of Immunity trims the chance of catching a debuff by around nine percent. Taken together, that is a sensible pair of numbers for the middle of the Mines and a long way short of what the deep floors need.
The direct comparison is with the Thermal Boots, which split the same three points the other way round with one of Defense and two of Immunity. Neither is clearly better. A farmer who is losing health takes these and one who keeps getting slowed takes the others.
What makes them worth keeping in a chest is the look. Boot stats can be moved around at the Sewing Machine, so the green and gold can be worn with another pair's armour underneath, which is the usual reason a pair of these survives in a late game save.
Notes
Marlon at the Adventurer's Guild is the only buyer for footwear, and these fetch a hundred and fifty gold. Selling the only pair in a save is a decision worth thinking about, since the train is the only way to get another.
Custom tailoring is how a cosmetic pair of boots stays relevant. Emily and Haley's Sewing Machine takes a donor pair on the spool, spends it, and hands back the pair in the feed with the donor's numbers and its own appearance, renamed as a custom tailored version of itself. For these shoes the obvious use is the reverse of the usual one: put the Dragonscale Boots on the spool and these in the feed, and the green and gold stay on the farmer's feet with seven points of Defense underneath.
The spa at the Railroad is worth a visit while waiting for a train, since standing in the water restores energy.
All Boots
Every entry in this group, with its key details.
| Name | Image | Stats |
|---|---|---|
| Cinderclown Shoes | Defense (+6); Immunity (+5) | |
| Combat Boots | Defense (+3) | |
| Cowboy Boots | Defense (+2); Immunity (+2) | |
| Crystal Shoes | Defense (+3); Immunity (+5) | |
| Dark Boots | Defense (+4); Immunity (+2) | |
| Dragonscale Boots | Defense (+7) | |
| Emily's Magic Boots | Defense (+4); Immunity (+4) | |
| Firewalker Boots | Defense (+3); Immunity (+3) | |
| Genie Shoes | Defense (+1); Immunity (+6) | |
| Leather Boots | Defense (+1); Immunity (+1) | |
| Leprechaun Shoes | Defense (+2); Immunity (+1) | |
| Mermaid Boots | Defense (+5); Immunity (+8) | |
| Rubber Boots | Immunity (+1) | |
| Sneakers | Defense (+1) | |
| Space Boots | Defense (+4); Immunity (+4) | |
| Thermal Boots | Defense (+1); Immunity (+2) | |
| Tundra Boots | Defense (+2); Immunity (+1) | |
| Work Boots | Defense (+2) |