Pair of Stomping Boots

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Pair of Stomping Boots

Stompboots.gif
A soleful ally
Stomping bad guys into paste
Filling up your spleen.

Increases item drops from monsters
Stomps enemies into paste, which is delicious


Ability: Increases item drops like a Baby Gravy Fairy, attacks monsters, grants free runaways, and can stomp enemies into spleen items.

Throne/Bjorn: Weapon Damage +20%, attacks opponents.

Hatchling: Fairyboots.gif fairy-worn boots

Familiar-Specific Equipment: Stompbox.gif stomp box

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Combat Messages
  • At the start of combat:
    <name> rubs its soles together, then stomps in place restlessly. Clearly, the violence it's done so far is only making it ache for some quality stomping. (Use the "Release the Boots" skill to let it go nuts.)
    <name> rubs its soles together, then stomps in place restlessly. Clearly, the violence it's done so far is only making it ache for some quality stomping.
  • During combat:
    <name> attempts to kickstart <him>. It doesn't get fully funded, but does do X damage.
    <name> boots <it>, then re-boots them again, for a total of X damage.
    <name> does a little dance on top of <it>, to the tune of X damage.
    <name> gives <it> the boot for X damage.
    <name> kicks out the jams, and by that I mean kicks <him> for X damage.
    <name> kicks <it> into next week, for a time-traveling X damage.
    <name> leaps up and high-kicks <him> for X damage.
    <name> makes sure kicks aren't getting harder to find by kicking <it> for X damage.
    <name> gives <it> some pumped-up kicks for X damage. Looks like <it> didn't run fast enough.
  • Enthroned in the Crown of Thrones:
    <name> hops out of the throne and kicks your opponent in the shins, dealing 20-30 damage.
  • Bjornified in the Buddy Bjorn:
    You spin around, and <name> boots your opponent in the head.[sic]?
  • At the end of combat:
    <name> assumes the plié position and bends its calf-parts in and out a few times.
    <name> does a few high kicks. When you're a pair of boots with no legs, the sky's the limit for how high you can kick.
    <name> does a little boot-scootin' boogie.
    <name> does a little of the ol' soft shoe, except it's more of a hard boot.
    <name> does the bottom part of an Irish jig.
    <name> forms a one-pair-of-boots chorus line.
    <name> leaps up and clicks its heels together in midair.
    <name> proves that it's made for dancing, not walking, with a little impromptu line dancing.
    <name> stomps around in a circle, its buckles jingling.
    <name> tries to start a mosh pit, but ends up slam-dancing with itself.
  • With lucky Tam O'Shanter equipped:
    The Tam O'Shanter bobs back and forth as the boots riverdance beneath it.
  • With miniature gravy-covered maypole equipped:
    You shout, "Oi! Oi! Oi!" as the boots stomp around the flagpole.
  • With wax lips equipped:
    The wax lips hang precariously from one of the boots' many zippers, smiling fitfully.
  • Upon running away, when the Boots can provide a free escape:
    <name> kicks you in the butt to speed your escape. Thanks, <name>...
    (No adventure loss)
  • Upon running away, if the Boots are out of free escapes:
    <name> tries to kick you in the butt to speed your escape, but you leap out of the way. Your butt has taken enough abuse today.
    (An adventure is used)

Arena Messages

Since these boots don't have laces, they don't have eyelets.

Notes

  • Damage ranges from X/2?+2 to X+5, where X is the familiar's weight.
  • This familiar attacks 33% of the time.

Stomping

  • At the beginning of some combat, if you see the message saying that the familiar is stomping in place, this means your familiar is fully charged and you will have usage of the skill Release the Boots. This will come up a maximum of 7 times a day.
  • The parenthetical note instructing the player to use the Release the Boots skill only appears the first time per day the "stomps in place restlessly" message appears.
  • For the first charge of the skill, you generally require up to 2 charges to obtain it, and then for the next one it's up to 3, then up to 4, etc. So this makes the charges required to be N+1 (1st is 1+1, 2nd is 2+1). Assuming 100% combat rate with no special monsters, and using the skill each time it came up this means at the latest you'll get the skill on the 3rd, 7th, 12th, 18th, 25th, 33rd, and 42nd combats. Charges do not reset upon rollover and also can charge past the final use of the skill each day; that means using the familiar for at least two more combats after getting your 7th paste will ensure you have the skill available on the first combat of the next day. There is still some spading as to whether or not there's something else influencing these numbers and making it charge faster.
  • The skill remains usable until you actually use it; upon using it, whether getting paste or not, you will need to charge it up with another N+1 non-paste combats won. What non-paste means is that if you stomp and it doesn't result in paste, that combat counts towards the charge.
  • When the skill is triggered against a boss, a wandering monster, or most special enemies, it will instead deal what appears to be three times the damage it does normally in combat.

Run-aways

  • Like the Frumious Bandersnatch, the Boots can provide a free run-away, escaping combat without using an adventure. It can provide this function a limited number of times per day up to the Boots' weight / 5. The free runaways provided by the Boots share the same "Familiar-aided Runaways" counter that tracks the Bandersnatch's free run-aways. However, you do not need to have Ode active, nor is there any other condition than weight, in order to enjoy the free runaways with this familiar.
  • GAP runaways do not work while having the boots as familiar, even when the runaway from the boots is no longer "free".

References

Shared Counter

Watch.gif Frumious Bandersnatch | Pair of Stomping Boots