Boots

This generated reference contains 70 EOR equipment entries.

Name Tier Rarity Type Value Stats Abilities Acquisition Description
Ancient Adventure Boots 2–3 Common Armor Feet 70 Awareness +3, Armor +3, Evasion +4, Speed +2, Talent -3 None Town markets, Dungeon markets, Loot Polished enough for legends, plain enough for work.
Coppertrail Boots 0–0 Common Armor Feet 20 Armor +1, Evasion +1, Vitality +1, Speed +1 None Town markets, Dungeon markets, Loot A tier 0 medium boots with a controlled defensive profile. Secondary package: Vitality +1; Speed +1.
Crown Plate Sabaton 2–3 Common Armor Feet 81 Armor +6, Intelligence -3, Resistance +2, Speed +2, Strength +3 None Town markets, Dungeon markets, Loot Polished enough for legends, plain enough for work.
Crown Soldier Boots 2–3 Common Armor Feet 75 Armor +3, Resistance +3, Speed +2, Vitality +3 None Town markets, Dungeon markets, Loot Polished enough for legends, plain enough for work.
Dawnward Boots 3–3 Rare Armor Feet 675 Armor +3, Resistance +2, Evasion +13, Luck +5 None Dungeon markets, Loot Tier 5 light boots emphasizing the expected movement-versus-defense tradeoff. Secondary package: Evasion +4; Luck +5.
Dawnward Greaves 3–3 Rare Armor Feet 675 Armor +7, Resistance +3, Evasion +8 None Dungeon markets, Loot Tier 5 medium boots emphasizing the expected movement-versus-defense tradeoff. Secondary package: Evasion +4; Armor +2.
Dawnward Sabatons 3–3 Rare Armor Feet 675 Armor +7, Resistance +3, Evasion -4, Max Health +8, Vitality +5 None Dungeon markets, Loot Tier 5 heavy boots emphasizing the expected movement-versus-defense tradeoff. Secondary package: Max Health +8; Vitality +5.
Dragon Assassin Boots 2–3 Common Armor Feet 159 Awareness +4, Armor +4, Evasion +5, Speed +2, Talent -4 None Town markets, Dungeon markets, Loot Late-campaign gear with a sharp identity and no wasted ornament.
Eclipse Boots 3–3 Artifact Armor Feet 815 Armor +3, Resistance +2, Evasion +14, Luck +6, Speed +6 None Loot Tier 5 light boots emphasizing the expected movement-versus-defense tradeoff. Secondary package: Luck +6; Speed +6; Evasion +5.
Eclipse Greaves 3–3 Artifact Armor Feet 815 Armor +7, Resistance +3, Evasion +9, Vitality +6 None Loot Tier 5 medium boots emphasizing the expected movement-versus-defense tradeoff. Secondary package: Armor +2; Vitality +6; Evasion +5.
Eclipse Sabatons 3–3 Artifact Armor Feet 815 Armor +9, Resistance +3, Evasion -4, Vitality +6, Max Health +12 None Loot Tier 5 heavy boots emphasizing the expected movement-versus-defense tradeoff. Secondary package: Vitality +6; Armor +2; Max Health +12.
Emberwall Sabatons 1–1 Uncommon Armor Feet 110 Armor +6, Resistance +1, Evasion -2, Strength +3 None Town markets, Dungeon markets, Loot A tier 2 heavy boots with a controlled defensive profile. Secondary package: Strength +3; Armor +2.
Emberwoven Boots 1–1 Uncommon Armor Feet 90 Armor +1, Resistance +1, Evasion +6 None Town markets, Dungeon markets, Loot Tier 2 light boots emphasizing the expected movement-versus-defense tradeoff. Secondary package: Evasion +2.
Emberwoven Greaves 1–1 Uncommon Armor Feet 90 Armor +2, Resistance +1, Evasion +4 None Town markets, Dungeon markets, Loot Tier 2 medium boots emphasizing the expected movement-versus-defense tradeoff. Secondary package: Evasion +2.
Emberwoven Sabatons 1–1 Uncommon Armor Feet 90 Armor +3, Resistance +1, Evasion -2, Max Health +3 None Town markets, Dungeon markets, Loot Tier 2 heavy boots emphasizing the expected movement-versus-defense tradeoff. Secondary package: Max Health +3.
Field Simple Shoes 0–1 Common Armor Feet 13 Awareness -1, Armor +1, Luck +1, Talent +1 None Town markets, Dungeon markets, Loot Cheap, honest, and better than empty hands.
Field Used Goblin Boots 0–1 Common Armor Feet 3 Speed +5 None Loadout Cheap, honest, and better than empty hands.
Foxtrail Boots 1–1 Uncommon Armor Feet 110 Armor +1, Resistance +2, Evasion +7, Speed +3 None Town markets, Dungeon markets, Loot A tier 2 light boots with a controlled defensive profile. Secondary package: Speed +3; Evasion +3.
Frostbound Boots 1–1 Rare Armor Feet 105 Armor +1, Resistance +1, Evasion +4, Luck +3, Speed +3 None Town markets, Dungeon markets, Loot Tier 2 light boots emphasizing the expected movement-versus-defense tradeoff. Secondary package: Luck +3; Speed +3.
Frostbound Greaves 1–1 Rare Armor Feet 105 Armor +3, Resistance +1, Evasion +2, Vitality +3 None Town markets, Dungeon markets, Loot Tier 2 medium boots emphasizing the expected movement-versus-defense tradeoff. Secondary package: Armor +1; Vitality +3.
Frostbound Sabatons 1–1 Rare Armor Feet 105 Armor +4, Resistance +1, Evasion -2, Vitality +3 None Town markets, Dungeon markets, Loot Tier 2 heavy boots emphasizing the expected movement-versus-defense tradeoff. Secondary package: Vitality +3; Armor +1.
Graveward Boots 2–2 Rare Armor Feet 240 Armor +1, Resistance +1, Evasion +9, Luck +4 None Dungeon markets, Loot Tier 3 light boots emphasizing the expected movement-versus-defense tradeoff. Secondary package: Evasion +4; Luck +4.
Graveward Greaves 2–2 Rare Armor Feet 240 Armor +5, Resistance +2, Evasion +6 None Dungeon markets, Loot Tier 3 medium boots emphasizing the expected movement-versus-defense tradeoff. Secondary package: Evasion +4; Armor +2.
Graveward Sabatons 2–2 Rare Armor Feet 240 Armor +4, Resistance +1, Evasion -2, Max Health +8, Vitality +4 None Dungeon markets, Loot Tier 3 heavy boots emphasizing the expected movement-versus-defense tradeoff. Secondary package: Max Health +8; Vitality +4.
Horizon Striders 3–3 Artifact Armor Feet 1050 Armor +4, Resistance +4, Evasion +14, Speed +6 None Loot A tier 5 light boots with a controlled defensive profile. Secondary package: Speed +6; Evasion +6.
Ironroot Sabatons 0–0 Common Armor Feet 20 Armor +3, Evasion -1, Strength +1 None Town markets, Dungeon markets, Loot A tier 0 heavy boots with a controlled defensive profile. Secondary package: Strength +1; Armor +1.
Ironstitch Boots 1–1 Common Armor Feet 40 Evasion +3 None Town markets, Dungeon markets, Loot Tier 1 light boots emphasizing the expected movement-versus-defense tradeoff.
Ironstitch Greaves 1–1 Common Armor Feet 40 Armor +1, Resistance +1, Evasion +1 None Town markets, Dungeon markets, Loot Tier 1 medium boots emphasizing the expected movement-versus-defense tradeoff.
Ironstitch Sabatons 1–1 Common Armor Feet 40 Armor +2, Evasion -1 None Town markets, Dungeon markets, Loot Tier 1 heavy boots emphasizing the expected movement-versus-defense tradeoff.
Kingsguard Greaves 2–2 Rare Armor Feet 265 Armor +7, Resistance +2, Evasion -2, Strength +4 None Town markets, Dungeon markets, Loot A tier 3 heavy boots with a controlled defensive profile. Secondary package: Strength +4; Armor +2.
Night Dream Shoes 2–3 Common Armor Feet 148 Awareness -4, Armor +4, Luck +4, Resistance +3, Speed +2, Talent +4 None Town markets, Dungeon markets, Loot Late-campaign gear with a sharp identity and no wasted ornament.
Night Wizard Slippers 2–3 Common Armor Feet 159 Armor +3, Intelligence +4, Resistance +4, Speed +2, Strength -4 None Town markets, Dungeon markets, Loot Late-campaign gear with a sharp identity and no wasted ornament.
Ragged Boots 0–0 Common Armor Feet 15 Evasion +2 None Town markets, Dungeon markets, Loot Tier 0 light boots emphasizing the expected movement-versus-defense tradeoff.
Ragged Greaves 0–0 Common Armor Feet 15 Armor +1, Evasion +1 None Town markets, Dungeon markets, Loot Tier 0 medium boots emphasizing the expected movement-versus-defense tradeoff.
Ragged Sabatons 0–0 Common Armor Feet 15 Armor +1, Evasion -1 None Town markets, Dungeon markets, Loot Tier 0 heavy boots emphasizing the expected movement-versus-defense tradeoff.
Ranger Beastman Boots 1–2 Uncommon Armor Feet 50 Armor +4, Speed +0, Strength +1, Vitality +1 None Dungeon markets, Loot Reliable kit for the part of the road where luck starts charging interest.
Ranger Traveling Boots 1–2 Common Armor Feet 31 Awareness +2, Armor +2, Evasion +3, Speed +1, Talent -2 None Town markets, Dungeon markets, Loot Reliable kit for the part of the road where luck starts charging interest.
Ranger's Boots 1–1 Uncommon Armor Feet 45 Evasion +3, Speed +2 None Town markets, Dungeon markets, Loot Tier 1 light boots emphasizing the expected movement-versus-defense tradeoff. Secondary package: Speed +2.
Ranger's Greaves 1–1 Uncommon Armor Feet 45 Armor +1, Resistance +1, Evasion +1, Vitality +2 None Town markets, Dungeon markets, Loot Tier 1 medium boots emphasizing the expected movement-versus-defense tradeoff. Secondary package: Vitality +2.
Ranger's Sabatons 1–1 Uncommon Armor Feet 45 Armor +3, Evasion -1 None Town markets, Dungeon markets, Loot Tier 1 heavy boots emphasizing the expected movement-versus-defense tradeoff. Secondary package: Armor +1.
Regal Boots 2–2 Rare Armor Feet 335 Armor +2, Resistance +2, Evasion +7, Luck +3, Speed +3 None Town markets, Dungeon markets, Loot Tier 4 light boots emphasizing the expected movement-versus-defense tradeoff. Secondary package: Luck +3; Speed +3.
Regal Greaves 2–2 Rare Armor Feet 335 Armor +5, Resistance +2, Evasion +3, Vitality +3 None Town markets, Dungeon markets, Loot Tier 4 medium boots emphasizing the expected movement-versus-defense tradeoff. Secondary package: Armor +1; Vitality +3.
Regal Sabatons 2–2 Rare Armor Feet 335 Armor +6, Resistance +2, Evasion -3, Vitality +3 None Town markets, Dungeon markets, Loot Tier 4 heavy boots emphasizing the expected movement-versus-defense tradeoff. Secondary package: Vitality +3; Armor +1.
Roadworn Apprentice Shoe 1–2 Common Armor Feet 31 Armor +1, Intelligence +2, Resistance +2, Speed +1, Strength -2 None Town markets, Dungeon markets, Loot Reliable kit for the part of the road where luck starts charging interest.
Roadworn Bard Boots 1–2 Common Armor Feet 29 Awareness -2, Armor +2, Luck +2, Resistance +1, Speed +1, Talent +2 None Town markets, Dungeon markets, Loot Reliable kit for the part of the road where luck starts charging interest.
Royal Pathfinder Boots 2–2 Rare Armor Feet 265 Armor +3, Resistance +2, Evasion +3, Vitality +4, Speed +3 None Town markets, Dungeon markets, Loot A tier 3 medium boots with a controlled defensive profile. Secondary package: Vitality +4; Speed +3.
Runed Guard Boots 2–3 Common Armor Feet 170 Armor +4, Resistance +4, Speed +2, Vitality +4 None Town markets, Dungeon markets, Loot Late-campaign gear with a sharp identity and no wasted ornament.
Runed Plate Greaves 2–3 Common Armor Feet 182 Armor +8, Intelligence -4, Resistance +3, Speed +2, Strength +4 None Town markets, Dungeon markets, Loot Late-campaign gear with a sharp identity and no wasted ornament.
Starbound Treads 3–3 Artifact Armor Feet 1050 Armor +5, Resistance +4, Evasion +5, Vitality +6, Speed +5 None Loot A tier 5 medium boots with a controlled defensive profile. Secondary package: Vitality +6; Speed +5.
Starforged Boots 2–2 Rare Armor Feet 410 Armor +2, Resistance +2, Evasion +11, Speed +4 None Dungeon markets, Loot Tier 4 light boots emphasizing the expected movement-versus-defense tradeoff. Secondary package: Speed +4; Evasion +4.
Starforged Greaves 2–2 Rare Armor Feet 410 Armor +4, Resistance +2, Evasion +7, Vitality +4 None Dungeon markets, Loot Tier 4 medium boots emphasizing the expected movement-versus-defense tradeoff. Secondary package: Vitality +4; Evasion +4.
Starforged Sabatons 2–2 Rare Armor Feet 410 Armor +7, Resistance +2, Evasion -3, Max Health +8 None Dungeon markets, Loot Tier 4 heavy boots emphasizing the expected movement-versus-defense tradeoff. Secondary package: Armor +2; Max Health +8.
Stitched Splint Greaves 1–2 Common Armor Feet 36 Armor +4, Intelligence -2, Resistance +1, Speed +1, Strength +2 None Town markets, Dungeon markets, Loot Reliable kit for the part of the road where luck starts charging interest.
Stitched Sturdy Boots 1–2 Common Armor Feet 33 Armor +2, Resistance +2, Speed +1, Vitality +2 None Town markets, Dungeon markets, Loot Reliable kit for the part of the road where luck starts charging interest.
Stormguard Boots 2–2 Rare Armor Feet 195 Armor +1, Resistance +1, Evasion +8, Speed +3 None Town markets, Dungeon markets, Loot Tier 3 light boots emphasizing the expected movement-versus-defense tradeoff. Secondary package: Speed +3; Evasion +3.
Stormguard Greaves 2–2 Rare Armor Feet 195 Armor +3, Resistance +2, Evasion +5, Vitality +3 None Town markets, Dungeon markets, Loot Tier 3 medium boots emphasizing the expected movement-versus-defense tradeoff. Secondary package: Vitality +3; Evasion +3.
Stormguard Sabatons 2–2 Rare Armor Feet 195 Armor +5, Resistance +1, Evasion -2, Max Health +5 None Town markets, Dungeon markets, Loot Tier 3 heavy boots emphasizing the expected movement-versus-defense tradeoff. Secondary package: Armor +1; Max Health +5.
Stormrunner Boots 2–2 Rare Armor Feet 265 Armor +2, Resistance +2, Evasion +9, Speed +4 None Town markets, Dungeon markets, Loot A tier 3 light boots with a controlled defensive profile. Secondary package: Speed +4; Evasion +4.
Thornward Treads 1–1 Uncommon Armor Feet 110 Armor +2, Resistance +1, Evasion +2, Vitality +3, Speed +2 None Town markets, Dungeon markets, Loot A tier 2 medium boots with a controlled defensive profile. Secondary package: Vitality +3; Speed +2.
Traveler's Boots 0–0 Uncommon Armor Feet 20 Evasion +4 None Town markets, Dungeon markets, Loot Tier 0 light boots emphasizing the expected movement-versus-defense tradeoff. Secondary package: Evasion +2.
Traveler's Greaves 0–0 Uncommon Armor Feet 20 Armor +1, Evasion +3 None Town markets, Dungeon markets, Loot Tier 0 medium boots emphasizing the expected movement-versus-defense tradeoff. Secondary package: Evasion +2.
Traveler's Sabatons 0–0 Uncommon Armor Feet 20 Armor +1, Evasion -1, Max Health +3 None Town markets, Dungeon markets, Loot Tier 0 heavy boots emphasizing the expected movement-versus-defense tradeoff. Secondary package: Max Health +3.
Vanguard Fancy Shoes 2–3 Common Armor Feet 65 Awareness -3, Armor +3, Luck +3, Resistance +2, Speed +2, Talent +3 None Town markets, Dungeon markets, Loot Polished enough for legends, plain enough for work.
Vanguard Mage Shoe 2–3 Common Armor Feet 70 Armor +2, Intelligence +3, Resistance +3, Speed +2, Strength -3 None Town markets, Dungeon markets, Loot Polished enough for legends, plain enough for work.
Watch Boots 0–1 Common Armor Feet 14 Awareness +1, Armor +1, Evasion +2, Talent -1 None Town markets, Dungeon markets, Loot Cheap, honest, and better than empty hands.
Watch Sewer Boots 0–1 Common Armor Feet 3 Resistance +1 None Loadout Cheap, honest, and better than empty hands.
Weathered Light Boots 0–1 Common Armor Feet 3 Evasion +5 None Loadout Cheap, honest, and better than empty hands.
Weathered Splint Sabaton 0–1 Common Armor Feet 16 Armor +2, Intelligence -1, Strength +1 None Town markets, Dungeon markets, Loot Cheap, honest, and better than empty hands.
Whisperstep Boots 0–0 Common Armor Feet 20 Resistance +1, Evasion +4, Speed +1 None Town markets, Dungeon markets, Loot A tier 0 light boots with a controlled defensive profile. Secondary package: Speed +1; Evasion +2.
Worldbreaker Greaves 3–3 Artifact Armor Feet 1050 Armor +11, Resistance +4, Evasion -4, Strength +6 None Loot A tier 5 heavy boots with a controlled defensive profile. Secondary package: Strength +6; Armor +3.