Sneakers
| Sneakers | |
|---|---|
| Type | Boots |
| Stats | Defense (+1) |
| Location | Adventurer's Guild; The Mines (Floors 1-39); Fishing Treasure Chest (0.012%) |
| Price | 500g |
| Sell Price | 50g |
Sneakers are the first footwear Marlon will sell, available the moment the Initiation quest is done and the Guild door opens. One point of Defense is all they give, and the description is honest about the rest: a little flimsy, but fashionable. That makes them the cheapest way for a brand new farmer to stop taking full damage from Green Slimes, and a reasonable purchase on a first visit when 500g is still real money. They also drop on the upper floors of the Mines, so a patient player will find a pair instead of buying one. Most saves outgrow them within a season, and most keep a pair anyway, because they are the only footwear in the game people buy purely for the look.
Location
The Guild is the simplest route. Completing the Initiation quest opens the door east of the Mines, and Marlon puts Sneakers on the shelf from that day at 500g. He is also the only person in the valley who buys footwear, so the same counter takes them back.
Underground they are a special item drop on the first thirty nine floors of the Mines, which means a rare monster kill or a lucky crate. Treasure chests hooked while fishing can hold them too, from Fishing level 2 upwards.
Effect
One point of Defense takes one damage off every hit received, and the game never lets a hit do less than one damage. The official example uses these very boots: a Green Slime that normally deals four to six damage deals three to five with Sneakers on. That is a tenth or so of the damage of an early mining trip removed, which on the first ten floors is the difference between leaving at four in the afternoon and leaving at noon.
The Leather Boots from the chest on floor ten are the obvious comparison, since they cost the same 500g and add a point of Immunity on top. Anyone choosing between the two on stats alone should take the Leather Boots. The reason Sneakers still sell is that they look better, and boot stats can be moved around later, so a pair bought for the look is never wasted.
Notes
The Sewing Machine in Emily and Haley's house is where a pair of Sneakers earns its keep for the rest of the game. Boot stats transfer from one pair to another: the pair holding the numbers goes on the spool and is consumed, the pair being changed goes in the feed and keeps its own appearance, and the result is named as a custom tailored version of that pair. Put the Dragonscale Boots on the spool and a pair of Sneakers in the feed, and the farmer walks around in trainers with seven points of Defense.
That trick is the real answer to the question of why anyone would buy the weakest boots in the game. A farmer with any eye for fashion buys the look early and tailors the numbers in later.
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) |