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Thermal Boots


Thermal Boots
Thermal Boots
Type Boots
Stats Defense (+1); Immunity (+2)
Location Floor 50 of The Mines (remixed); The Mines (Floors 41-79); Fishing Treasure Chest (0.012%)
Sell Price 150g

Thermal Boots lean the other way from most mid game footwear: one point of Defense and two of Immunity, which makes them the first boots in the game to care more about status effects than about damage. They cannot be bought anywhere, so a farmer has to find them, and they turn up as a special item on the Mines floors between forty one and seventy nine. That is exactly the stretch where Slimes arrive in packs and Shadow Shamans begin to appear, which is to say exactly where immunity starts mattering. They are usually discussed alongside the Leprechaun Shoes, which carry the same total split the opposite way, and the choice between the two comes down to what keeps killing a farmer.


Location


Special item drops on Mines floors forty one to seventy nine are the main route. That means a rare monster kill or a lucky crate, so smashing every barrel on the way down pays off.

A save started with remixed mine rewards may also hand them over from the chest on floor fifty, which normally holds the Tundra Boots. That is the only guaranteed route to a pair, and it only exists if the choice was made in the Advanced Options menu before the save began.

A Treasure Chest hooked while fishing is the last route, and it comes up about once in every eight thousand chests.

Effect


Two points of Immunity reduce the chance of catching a debuff by around eighteen percent. The debuffs in question are the ones that lose fights rather than the ones that hurt: Slimed, which slows a farmer down, and Jinxed from a Shadow Shaman, which adds eight damage to every hit received until it wears off. Avoiding Jinxed is worth considerably more than one point of armour.

One point of Defense removes one damage from every hit, with the game's floor of one damage per strike meaning the weakest monsters are already reduced to the minimum. It is a small contribution, honestly priced.

A Topaz Ring from the Guild adds a point of Defense for a thousand gold, which is the cheap way to cover the gap these boots leave. Later, a Crabshell Ring adds five.

Notes


Custom tailoring at Emily and Haley's Sewing Machine will lift these numbers onto a pair with a different look. One pair goes on the spool and is used up, the other sits in the feed, keeps its appearance and comes out renamed as a custom tailored version of itself. Since these boots have no shop, a farmer who finds two pairs has something genuinely useful to transfer rather than sell.

Marlon at the Adventurer's Guild buys footwear, and these fetch a hundred and fifty gold. That is the only buyer, since boots cannot go in the shipping bin.

Looking further ahead, the boots that really answer debuffs are the Genie Shoes at six points of Immunity and the Mermaid Boots at eight. Thermal Boots are the early taste of that approach, and a farmer who likes how they play will know which direction to hunt in later.

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)