Boots of Avoidance: 'Senses of the Cat'

Description: The magic of these boots was specifically designed to detect incoming missiles and aid the wearer in avoiding them. They were originally commissioned by the instructor of an archery academy, who had tired of suffering "accidents" at the hands of his inexperienced students.

STATISTICS:

Armor Class bonus: +5 vs. missile weapons
Weight: 4

Location: On Reti one of the Kidnappers, in the Kidnappers Hideout in the Bridge District. When he runs out of the building follow him and hit him to stop him running away.

Comment: Great boots when you feel like a pin cushion. Always useful for mages who hate being hit by archers.

Item Code: BOOT04

 


Boots of Elvenkind

Description: These soft boots make the wearer move as silently as the woodland elves. Thieves love to get their hands on these boots, but the elves are reluctant about exporting them, fearful that they may be used for illegal purposes.

STATISTICS

Abilities :
Move Silently: +30% bonus
Usable By
Thieves

Location: In the House of the Moon, Saldanesselar

Comment: A thieves friend.

Item Code: BOOT07

 


Boots of Etherealness

Description: Why these boots were ever made has long been the subject of speculation among the sages of Candlekeep. Some suggest that a certain noblewoman was gifted them by an ethereal lover, so that she could join him for a tryst. Others simply point out that the boots are useful for any mage to become intangible to attacks while devastating an opponent with offensive magic.

STATISTICS

Use Abilities :
Etherealness: These boots can make a wearer ethereal for 30 seconds (once per day). This makes the wearer immune to normal weapons. Spells may still be cast, and weapons may still be used.
 

Location: Beat the Imps game in the Drow section of the Underwarter City

Comment: Ahh if only it were immunity to magic weapons. As it is, its not very useful as any one with non-magical is probably quite weak.

Item Code: BOOT11

 


Boots of Grounding: 'Talos' Gift'

Description: Untold years ago, the Fortress of the Starspire Peninsula was placed under the direct torment of Talos when a favored Stormherald was murdered there. Talos promised the destruction of the city by earthquakes, its isolation by tidal waves, and the death of its citizens by storms. One pair of these boots was bestowed to ensure that none but a single man would survive to tell the story of his wrath. Later, travelers seeking fortune in the ruined city came upon an aged man, maddened by the continuous destruction around him; the boots he wore would carry to many a distant land the legend of a city consumed by a god's rage.

STATISTICS:

Electricity resistance: +50%
Weight: 4

Location: Use 10 tokens at the machine that makes thing in the Asylum Maze.

Comment: Some what useful with its +50% resistance to electricity, but I cant say I have seen many electric users. Only real use is against Druids or Lightning Bolt casting Mages.

Item Code: BOOT05

 


Boots of Lightning Speed

Description: These modified boots of speed were originally intended to boost the wearer's speed rating to even greater rates than normal boots of speed. They make the wearer as fast as if a haste spell had been cast upon someone wearing boots of speed. Unfortunately the wearer cannot attack and the strain of rushing around so fast quickly tires even the most stalwart of heroes. Their nick-name is 'Heel of the Coward', for that summarizes their most obvious use: running away.

STATISTICS

Equipped Abilities :
Haste:
Double-strength haste spell
Penalties: unable to attack or cast spells

Location: ??

Comment: Since you cant attack at all these boots are quite useless. If you were using Boots of Speed maybe you wouldnt need to these boots speed  to run away from a battle?

Item Code: BOOT10

 


Boots of Phasing

Description: This item is cursed and can only be removed with a remove curse spell. Whether by mistake or malicious purposes the creator of these boots enchanted them with dangerous magic. When worn the wearer is constantly teleported from opponent to opponent, until either the wearer or all opponents in sight are slain. However, due to the boots' ability to phase the wearer receives a +2 AC bonus.

STATISTICS

Wearer phases to a random enemy every 12 seconds (when an enemy is within sight)

AC: +2 bonus

Location: ??

Comment: Hmm, an interesting ability. I cant say I have ever used these boots in combat. Although attacking a new enemy every 12 seconds doesnt leave much time to do a lot of damage to an individual opponent

Item Code: BOOT08

 


Boots of Speed: 'The Paws of the Cheetah'

Description: These enchanted boots were once the property of a deadly assassin fond of chasing down his prey. He moved with such speed that his targets often didn't have the opportunity to respond, even on horseback. Over time the assassin's fame spread, and though his name was never known, all knew to fear the words last heard by his victims: "you can hide, but you cannot run!"

STATISTICS

Equipped Ability : increases movement rate
 

Location: Put 15 tokens into the machine that makes things in the Asylum Maze, on the Bounty Hunter in the Planar Prison, Sold in the Tankard Tree in Saradush - TOB, Sold by Lazarus in Saradush - TOB, on Renal Bloodscalp (if you can survive Arkanis Gath, to kill him; Time Stop>Shapechange>Mindflayer>suck his brains out ;), on Illasera - TOB.

Comment: Vital boots for any party and class.

Item Code: BOOT01

 


Boots of Stealth: 'Worn Whispers'

Description: In ages past, a king named Rhigaerd was renowned for the spies he kept. So skillful were they, that no nook or cranny escaped their eyes and maps were held for entire castles and towns. Eventually betrayed from within, the tools of their trade were taken and dispersed, ensuring that none could amass such a band again.

STATISTICS:

Move Silently Bonus: +20%
Hide in Shadows Bonus: +15%
Weight: 4
Not usable by:
Fighter
Mage
Cleric
Druid

Location: Mae'Var's Strong box in Mae'Var's Guild Hall, the Docks District

Comment: A thieves best friend.

Item Code: BOOT02

 


Boots of the North: 'The Frost's Embrace'

Description: Stranded by his company for a sack of gold, Daviol the Frozen was left for dead in the midst of the Great Glacier. His dying curse echoed across the barren wastelands to the ear of Auril, Goddess of Winter. She smiled upon him, and his bare body was protected and preserved by his newly enchanted boots of the north. With them he crossed the ice land in pursuit of his would be murderers. Driven by rage, Daviol took his revenge upon his previous friends as they warmed themselves in a tavern of the closest city. After his thirst for blood was quenched, he continued to travel the frozen land, never to be seen again.

STATISTICS:

Cold resistance: +50%
Weight: 4

Location: Put 5 tokens in the machine that makes things, Asylum Maze.

Comment: Same deal as the Boots of Grounding. Even fewer people use cold based attacks though.

Item Code: BOOT03

 


Boots of the West

Description: These are the boots that were once owned by the famous woodsman, Randy of the West.

STATISTICS

Increase Charisma by one point
Protection from Disease

Location: Smugglers, Amkethren TOB  ?

Comment: Handy to keep around so you can put them on your lead character when buying items from stores, lowering the price.

Item Code: MISC8J

 


Gargoyle Boots

Description: Legend holds that the mage who created this magical footwear trapped the spirit of an actual gargoyle within these boots. Unfortunately, they couldn't protect the nameless wizard from the vengeance of the gargoyle's mate.

STATISTICS:

Stoneskin 2 times/day (2 skins per use)
Immune to backstab

Location: Smugglers, Amkethren TOB.

Comment: Great when fighting backstabbing thieves.

Item Code: BOOT12

 


Preserving Boots: 'Dweomer-Friend'

Description: These magically-endowed boots are useless on their own, but when worn by a powerful magician they become deadly indeed. The Preserving Boots make the wearer immune to almost all dispelling effects. For example, Khelben's Warding Whip, the potent Breach, the all-seeing True Sight and the Inquisitor's Divine Dispelling all slide harmlessly around enchantments that protect the mage's person. Magically created weapons carried by the mage (like Melf's Minute Meteors) may still be dispelled normally. Note that even friendly attempts to dispel sorceries on the mage are deflected, so the wearer is advised to avoid Charm and Confusion. In addition, the wearer is immune to the backstabbing effects of thieves.

Equipped Abilities: Immunity to Dispelling Effects and Backstab
Weight: 3
Useable By: Anyone

Location: ??

Comment: The ultimate mages boots. Somewhat cheesy.

Item Code: mysboot

 

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