Rubber Boots
| Rubber Boots | |
|---|---|
| Type | Boots |
| Stats | Immunity (+1) |
| Location | The Mines (Floors 1-39); Fishing Treasure Chest (0.012%) |
| Sell Price | 50g |
Rubber Boots put their single point into Immunity, which makes them the odd one out among early footwear and the only pair at that level to care about debuffs rather than damage. No shop in the valley carries them, so a farmer either finds a pair on the first thirty nine floors of the Mines or hooks one out of the water while fishing. They are the cheapest thing Marlon will take off a farmer's hands, which tells its own story about how useful they are in a fight. What they are genuinely good for is a farmer who keeps getting slimed on the way down, and for the collection: anyone working through every pair of boots in the game starts here.
Location
Special item drops on the first thirty nine floors of the Mines are the main route. That means a rare monster kill or a smashed crate, so breaking every barrel on the way down is the fastest way to turn one up.
Fishing treasure chests are the other route, available once Fishing reaches level 2 and chests start appearing on the line.
Effect
Immunity decides whether a status effect lands at all. Each point cuts the probability by just over nine percent, so one point removes a slim but real slice of the risk. On the floors where the boots are found, that risk is almost entirely the Slimed effect, which slows a farmer down for several seconds and tends to arrive while something else is closing in.
What the boots leave to other gear is armour. The Sneakers from Marlon's shelf cover that side with a point of Defense for 500g, and the Leather Boots from the chest on floor ten cover both columns at once, which is why most farmers treat the Leather Boots as the real early target.
Where the Rubber Boots become interesting again is much later. Immunity is the stat with a hard ceiling: eleven points in total and debuffs stop happening entirely. A farmer counting points towards that number cares about every single one, and the boots that provide them are Mermaid Boots, Genie Shoes and Crystal Shoes rather than these.
Notes
Marlon at the Adventurer's Guild buys footwear, and these fetch fifty gold, the lowest price any boots command. Since boots cannot go in the shipping bin, that counter is the only way to turn a spare pair into money at all.
Boots can be custom tailored at the Sewing Machine in Emily and Haley's house, which moves one pair's stats onto another. The pair with the numbers goes on the spool and is used up, the pair being altered goes in the feed and keeps its own look, and the result is named as a custom tailored version of that pair. For a farmer who likes the plain rubber look, that is how a pair survives into the late game with real armour underneath.
Players chasing the full set of footwear will want a pair for its own sake, which is the honest reason most Rubber Boots end up in a chest rather than on a farmer.
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) |