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Boot-Type Weapons
In Arpeggio, the standard is for Mario-style jump attacks to be unarmed attacks, not utilizing any weapon, but here is provided an alternate way of handling them that treats the boots as weapons. Keep in mind that if you do it this way, you won't be able to use any of your jump attacks if somebody steals your boots. The Super and Ultra Boots' effects are like their FP-costing attacks from Paper Mario 2, but don't cost any VP or MP, being higher-leveled weapons instead. Boot-type weapons would probably not protect against Spikiness or being Made of an Element, since jump attacks were vulnerable to those conditions in Paper Mario. Also, one pair of boots only takes up one slot in the weapon inventory, rather than each boot taking up a slot.
- Name: Slippers
- Type: Melee
- Subtype: Boots
- Level: E
- Element: None
- Ailment: None
- Power: Attack x1
- Hits: 1
- Information: Fuzzy Star Bunny slippers that one can wear to execute a jump attack. It doesn't do any more damage than an unarmed attack, but it can build the user's Boot weapon level.
- Name: Boots
- Type: Melee
- Subtype: Boots
- Level: D
- Element: None
- Ailment: None
- Power: Attack x1
- Hits: 2
- Information: Brown boots that allow the wearer to jump on the target's head twice in one turn.
- Name: Super Boots
- Type: Melee
- Subtype: Boots
- Level: C
- Element: None
- Ailment: None
- Power: Attack x1 (1st Hit), Attack x2 (2nd Hit)
- Hits: 2
- Information: Green boots that allow the wearer to jump on the target's head, then ground pound for double damage, all in one turn.
- Name: Ultra Boots
- Type: Melee
- Subtype: Boots
- Level: B
- Element: None
- Ailment: None
- Power: Attack x2
- Hits: 2
- Information: Red boots that allow the wearer to jump on the target's head twice in one turn, with both hits dealing double damage.
- Name: Cleats
- Type: Melee
- Subtype: Boots
- Level: C
- Element: None
- Ailment: None
- Power: Attack x1 [/]
- Hits: 2
- Information: Black boots with metallic spikes on the bottoms. They allow two jumps per turn and pierce defense.
- Name: Super Cleats
- Type: Melee
- Subtype: Boots
- Level: B
- Element: None
- Ailment: None
- Power: Attack x1 [/] (1st Hit), Attack x2 [/] (2nd Hit)
- Hits: 2
- Information: Stronger cleats that deal extra damage on the second jump.
- Name: Ultra Cleats
- Type: Melee
- Subtype: Boots
- Level: A
- Element: None
- Ailment: None
- Power: Attack x2 [/]
- Hits: 2
- Information: The strongest type of boots. They have spikes to pierce defense as well as dealing double damage with both hits.
- Name: Roller Skates
- Type: Melee
- Subtype: Boots
- Level: D
- Element: None
- Ailment: None
- Power: Attack x1
- Hits: 2
- Information: An aesthetic variation on the normal Boots used primarily by Rolla Koopas. The wearer would probably moreso skate into the target than jump on them, but still gets to do so twice. This gives the Rolla Koopa two hits with its armed basic attack.
- Name: Hover Boots
- Type: Melee
- Subtype: Boots
- Level: C
- Element: None
- Ailment: None
- Power: Attack x1
- Hits: 2
- Information: Hi-tech boots that negate the effects of gravity on the wearer, allowing flight. As long as they're equipped, the wearer counts as flying, including a Platform stat of 9, and the flight can't be removed by attacks or effects that remove Status Benefits, although it does go away if the wearer gets Disarmed or otherwise unequips them.
- Name: Winged Sandals
- Type: Melee
- Subtype: Boots
- Level: C
- Element: None
- Ailment: None
- Power: Attack x1
- Hits: 2
- Information: Magical sandals with wings on them that allow the wearer to fly. As long as they're equipped, the wearer counts as flying, including a Platform stat of 9, and the flight can't be removed by attacks or effects that remove Status Benefits, although it does go away if the wearer gets Disarmed or otherwise unequips them.
- Name: Tanooki Boots
- Type: Melee
- Subtype: Boots
- Level: B
- Element: None
- Ailment: None
- Power: Attack x1
- Hits: 2
- Information: Boots with Tanooki tails on the back that allow the wearer to fly, but also allow them to remain grounded when preferred. This results in automatic dodging of earthquakes and other attacks that would miss flying characters, but also avoids taking extra damage from arrows or Wind. This effect persists as long as the boots remain equipped, also allowing the wearer to fly in the field, but is removed if the boots are unequipped, or if the wearer becomes Disarmed.