Adds +2 to Dexterity (thus adding +1 To Hit with ranged attacks, +1 to AC, and +1 to Reflex saving throws)
Rare
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.
Melee attacks made by the wearer are not penalized by the target being Incorporeal (i.e., no 50% miss chance) or Invisible.
These boots don’t negate the monster’s Invisibility/Incorporeality (e.g., you can’t see an Invisible monster), they only negate the melee combat penalties associated with having a target that is Invisible/Incorporeal.
These boots have no effect on any kind of Ranged attack.
Cold damage inflicted upon the wearer is reduced by 50%
Note: Items which reduce energy damage by 50% do not stack with each other. E.g., a character wearing Boots of Warmth and Ring of Frost Resistance (both reduce Cold damage by 50%) is not 100% immune to Cold. Percentage-based resistance does stack with point-based resistance. In those cases, the point-based reductions are taken first.
Damage-Spells (not scrolls) cast by the wearer deal +2 damage.
If the Spell can affect more than one target, the caster gets a total of +2 points of damage, not +2 points per target. The caster chooses the recipient of the extra points and may allocate them as they see fit to an eligible recipient.
Adds +2 to Missile damage
If the wearer is a ranger, adds a total of +3 to Missile damage
Adds +2 Damage with melee attacks
If the wearer is a rogue, they also gain +1 To Hit with Melee attacks.









