Adds +1 To Hit and +1 Damage to melee attacks made by the wearer. It has no effect on missile attacks or spells.
Mystic Silk
The wearer gains Free Movement.
Free Movement: Immunity to hold, paralyze, and slow Spells or effects, as well as a spider’s webbing or similar sticky substances. It also negates underwater movement penalties. It does not prevent the character from being constricted or swallowed. Free Movement used to be called Free Action, but it was changed to avoid having the same term mean two different things.
Adds +2 to Dexterity (thus adding +1 To Hit with ranged attacks, +1 to AC, and +1 to Reflex saving throws)
Adds +2 to Dexterity (thus +1 To Hit with ranged attacks, +1 to AC, and +1 to Reflex saving throws) and –2 to Strength (thus –1 To Hit in melee and –1 Damage with melee and thrown weapons)
Mechanical trap damage inflicted upon the wearer is reduced by 50%. They do not reduce magic damage of any kind, even from magical traps.
As long as the trap is mechanical, the effect from this item stacks with other point-based items that mitigate trap-damage, but not other items that reduce trap-damage by a percentage.
Mechanical Trap: a physical (non-magical) hazard that gets sprung on the party as they advance through the adventure.
Mechanical trap damage inflicted upon the wearer is reduced by 5. It has no effect on magical trap damage.
The effect from this item stacks with other items that mitigate mechanical trap-damage.
Mechanical Trap: a physical (non-magical) hazard that gets sprung on the party as they advance through the adventure. Puzzles are not traps. “Push” damage as a result of not completing a room challenge in time is not a trap.
After successfully using taunt, the wearer takes -2 damage from all attacks made by any monster in the room on the tauntee’s next turn. These boots have no effect on attacks made by a monster that is immune to taunt.
If the wearer of these boots has also equipped Ring of Direct Insults, on the post-taunt round, that character takes -4 damage from the taunted monster and -2 damage from all other monsters.
If outdoors, these allow the rogue wearer to perform a sneak attack without the normal one round delay. (The sneak attack attempt does not necessarily need to be done on the first round of combat.) Rogues without these boots must take one round to slowly move into position before attempting a sneak attack.
Wearer is immune to slips and falls while on natural surfaces. They have no effect on cut stone or any kind of finished surface.









