Usable by all classes. Unless otherwise noted, both boots of a pair must be worn to have any effect. Boots may be worn with any type of armor and by all classes of characters without penalty.
Level 3. These boots allow the wearer to easily handle any riding animal (horse, mule, camel, etc.) easily with both hands free for action. The animal obeys any nonsuicidal command and is immune to fear and confusion (and the effects of the corresponding spells). The wearer also gets a +5% bonus to hit when fighting while mounted. This is true for missile, melee, or targeted spells. This bonus is +10% against unmounted foes.
Level 4. These boots function as Cavalry Boots, but the wearer may also handle flying creatures capable of being ridden (hippogriffs, giant eagles, lammasu, etc.) In addition, a normally ground-bound mount whose rider wears Air Cavalry Boots is able to fly at its normal running speed (e.g., a horse ridden by the user can fly at 18").
Level 3. Cursed-16. These boots appear to be some other sort of boots. When put on, they cause the wearer to begin to dance violently and uncontrollably for 2D6+constitution turns, at which point he will collapse into unconsciousness for 5-8 hours. Upon awakening, the user will repeat the process. Dancing characters are unable to do anything else, and the boots may only be removed by a Remove Curse as versus a 16th level.
Level 1. These boots appear to be one of the other types, but they impart a disease to the wearer when they are put on. (Leprosy or athlete's foot is suggested.) They can be removed freely, but the disease remains.
Level 1. In a woodland setting, these boots cause the wearer's movement to be completely silent 95% of the time, if he so wishes. This chance is reduced by 20% if the surface of the ground is bare earth or cut wood, and by 50% for crunchy leaves. A scout may add his chance to move silently. The effect is completely negated if the wearer is carrying some man-made source of noise, such as metal armor.
Level 3. These boots allow the wearer to leap up to 100 miles. They may only be used once per day, and the wearer must rest one hour after use. (Until he does rest, treat him as two levels lower than usual.)
Level 1. The wearer of these boots always lands on his or her feet, feather light and taking no damage. The wearer falls at the usual rate, but decelerates harmlessly as he reaches the ground. This assumes that there is a safe, flat surface to land on.
Level 2. These boots appear to be Boots of Landing, but whenever the wearer is within 1" of a precipice (any vertical drop of 10' or more) the boots start to slide, dragging the victim over the edge and becoming very heavy (1/2 ton each) for the remainder of the fall. Once their nature is revealed they are Cursed-16.
Level 1. The wearer of these boots may walk continuously, without resting, for an entire day. Thus, walking speed in the wilderness is increased by 20%. The boots also allow standing jumps of 30' horizontally and 10' vertically, regardless of the wearer's encumbrance or armor class.
Level 2. The wearer of these boots may levitate as per the mage spell, at will. Check burnout, suggested at 10%, every 18 turns of use. The wearer may only lift 50 pounds. The 150' ceiling of the Levitate Self spell is reset whenever the wearer puts his weight on the ground or floor; i.e., he may only levitate 150' from the last point where he put his weight on a firm surface.
Level 2. The wearer's movement rate is increased by 50%. In addition, if the heels are tapped together three times, the wearer is affected in the next round as if by a combat Haste spell. This activation is a free action in the item phase, but carries a burnout rate, suggested at 5%. If this power burns out, the boots are useless.
Level 1. These appear to be Elven Boots, but as soon as conditions of silence are required they begin to emit loud squeaking noises, drawing attention and negating any chance to move silently. Once their nature is revealed they are Cursed-16.
Level 1. The wearer stands almost no chance of being knocked off his feet. These boots are effective even on Oil of Slipperiness or against a Trip spell. (If the wearer is the defender under the grappling rules, give him plus 25%.)
Level 1. The wearer of these boots can walk upon water as if it were solid. Waves are quelled underfoot to give a level surface upon which to step. Only the user's feet have the water walking ability.
Level 2. The user may move in snow at his normal movement rate. The wearer also gets an additional saving throw against Snowball and Avalanche, and suffers only 1/2 the effect of Skylore rain spells.
Level 2. These are not boots, but items attachable to boots. They are often found with or permanently attached to magical boots. They come in pairs and both must be worn to be effective. These items allow the wearer to double the speed of his mount for short periods, up to two hours. After one hour's hard riding, the mount is exhausted and must rest for one hour. If ridden for two hours, the mount will collapse and must make a physical saving throw or die; it will be useless for D6 days. With normal riding, the wearer does not increase his wilderness speed, but by riding Pony Express style (i.e., changing mounts at way stations) he can significantly expand the distance he could cover. Spurs may not be stacked with other items that increase a mount's movement rate, and Horseshoes of Endurance do not reduce the mount's need to rest one out of every two hours.
Last Modified on September 11,1995.
ammulder@princeton.edu