Games Marketplace - Odealo
0.00 25 (Click on the icon to view details)

Articles

Unique Boots in PoE

Unique Boots in PoE

Complete List of all Unique Boots in Path of Exile

Unique Boots in PoE
Wiki page

 

Updated for Patch 3.21

 

In Path of Exile, there are a few types of equipment, Boots are one of them. They don't grant you the most plentiful defensive or offensive stats but are nonetheless very important. You can put on a pair of Boots in the dedicated slot in your character's equipment panel. The most crucial aspect that all the Boots should provide you with is Movement Speed. It should be increased by 20 to 35% with one Prefix. All the items in this category possess their base Defences which are Armour, Evasion, Energy Shield, or any combination of two. There are also Boots with Ward that are rather situational. To wear any of them, you must have a high enough character Level and meet specific Attribute requirements.

Below you will find a list of Unique Boots, all of which can be found in the game. Bury in mind, Unique does not mean better, it merely describes the fact that the modifiers here cannot be swapped, removed, or transferred to other items, thus they often do have a unique effect found nowhere else in the game, which may often be a foundation for a build. The majority of Unique Boots will fit more than one build, but so do Rare Boots. Rare Boots are extremely powerful and so most players tend to wear them instead of a mediocre Unique and only decide to wear Uniques if it's an absolute necessity.

 

Strength Boots
StormchargerStormcharger - Oscilates from extremely bad do relatively good, much like Ventor's Gamble. At its best, it's still not as good as a fine pair of Rares, it has no Maximum Life bonus and only up to 50% Lightning Resistance. Use it as a budget option in any build (it's especially good in Lightning Damage builds) if you happen to have a quality pair.

Required Level: 23
Required Strength: 44

(77-96) Armour
+(1-50)% to Lightning Resistance
(1-40)% increased Movement Speed
(1-100)% increased Duration of Lightning Ailments
Unaffected by Shocked Ground
(1-50)% increased Effect of Lightning Ailments

WindscreamWindscream - The most important here is the ability to apply one more Curse. It's an uncommon quality that usually cannot be found on any other boots so a lot of players, especially Occultists, use them. They're also good for leveling as every build can benefit from extending the Curse limit from one to two.

Required Level: 33
Required Strength: 61

Armour: (163-216)
(50-80)% increased Armour
+(10-15)% to all Elemental Resistances
50% increased Area of Effect of Hex Skills
20% increased Movement Speed
You can apply an additional Curse

Torchoak StepTorchoak Step - It's not good. Totem durability is not something to be concerned about, you can simply place a new Totem if one gets destroyed. You're supposed to be able to do so if you want to clear maps at a reasonable pace. Do they fit any archetype? What comes to our mind is a build like Exploding Totems Saboteur where your Damage is directly tied to Totems' Maximum Life.

Required Level: 37
Required Strength: 67

(219-316) Armour
(80-120)% increased Armour
(20-30)% increased Totem Life
25% increased Movement Speed
(30-50)% increased Totem Placement speed
Totems Reflect 100% of their maximum Life as Fire Damage to nearby Enemies when Hit

Redblade TramplersRedblade Tramplers - Not very good, but they seem like a solid option for leveling. You could buy them for 1c to avoid Abberath's Burning Damage. They're ok but replace them later on.

Required Level: 46
Required Strength: 82

(377-522) Armour
Adds (2-5) to (7-10) Physical Damage to Attacks
(5-10)% reduced Enemy Stun Threshold
(150-200)% increased Armour
+(50-70) to maximum Life
+(20-30)% to Fire Resistance
25% increased Movement Speed
Unaffected by Burning Ground

Craiceann's TracksCraiceann's Tracks - Aspect of the Crab is a Skill almost no one uses, making these boots mediocre at best. However, if you do decide to implement it into your build, these are actually quite decent if you already have your Resistances sorted out.

Required Level: 54
Required Strength: 95

(442-585) Armour
(150-180)% increased Armour
+(50-70) to maximum Life
+(25-30)% to Cold Resistance
25% increased Movement Speed
Cannot be Stunned if you have at least 10 Crab Barriers
You only lose (5-7) Crab Barriers when you take Physical Damage from a Hit

DawnstriderDawnstrider - These boots are extremely valuable if you play a ranged Attack build (Melee characters tend to use both Ancestral Totems) that uses a Melee weapon. It doubles the Effect of the Ancestral Totem's Buff. Use it with Ancestral Protector for More Attack Speed, a very rare and powerful stat (it's more, not increased). This Venom Gyre Deadeye is a great example of a build where you could use these boots.

Required Level: 62
Required Strength: 117

(220-253) Armour
+(80-100) to maximum Life
30% increased Movement Speed
100% increased Effect of Buffs your Ancestor Totems grant while Active
Buffs from Active Ancestor Totems Linger for 4 seconds
Maximum 1 Buff from an Active Ancestor Totem at a time

Doryani's DelusionDoryani's Delusion - The Red variant of this item, it grants Armour. Used for the Level 25 Purity Skills. At such a high Gem Level it grants more Resistance and Maximum Resistance for a specific Element, which pairs well with an increased Aura Effect. Every 20% increased Aura Effect will grant you an extra 1% extra Maximum Res. Check if your build can accommodate this expensive Aura, or if you need it at all. Builds with Melding of the Flesh, or this Fire Conversion Reap Chieftain could make great use of these. Keep in mind that if you strive for the Maximum Resistance, you only need the Purity Skill Gem to be at level 23, 25 is an overkill (Alpha's Howl and a Level 21 Gem are usually preferable).

Required Level: 68
Required Strength: 120

(482-611) Armour
(100-120)% increased Armour
+(60-70) to maximum Life
30% increased Movement Speed
<One Purity of # mod of one element and One Added # damage mod of one element>

  • Adds (25-30) to (40-45) Cold Damage to Spells and Attacks
  • Adds (25-30) to (40-45) Fire Damage to Spells and Attacks
  • Adds (1-3) to (68-72) Lightning Damage to Spells and Attacks
  • Grants Level 25 Purity of Fire Skill
  • Grants Level 25 Purity of Ice Skill
  • Grants Level 25 Purity of Lightning Skill
Kaom's RootsKaom's Roots - Don't use them. Despite granting twice as much Maximum Life as the best Rare Boots, there's nothing else here. Not even sockets. If you're desperate for Maximum Life, which is the case in a Blood Sacrament build, only then you may consider equipping them.

Required Level: 68
Required Strength: 120

(241-278) Armour
Has no Sockets
Cannot be Knocked Back
+(150-200) to maximum Life
Action Speed cannot be modified to below base value
Unwavering Stance

The Infinite PursuitThe Infinite Pursuit - Remarkably bad boots. You have 20% increased Movement Speed and take no extra Bleeding Damage from Moving while Bleeding, but to be afflicted by it you first need to get Hit. Relying on getting Hit to have increased movement speed is inefficient and downright dangerous. The 20% bonus is also not that significant. There's nothing else here, just the bare minimum 20% Movement Speed, Stun, and Poison Immunity (while Bleeding). You should literally get the Seven-League Step for 50% increased Movement Speed and no downside instead.

Required Level: 68
Required Strength: 120

(241-278) Armour
20% increased Movement Speed
Moving while Bleeding doesn't cause you to take extra Damage
20% increased Movement Speed while Bleeding
50% chance to be inflicted with Bleeding when Hit by an Attack
Bleeding on you expires 75% slower while Moving
Cannot be Stunned while Bleeding
Cannot be Poisoned while Bleeding

The Red TrailThe Red Trail - There's a lot of Maximum Life and a decent Movement Speed bonus here so that's good. The 10% additional Physical Damage Reduction while Stationary might be fitting in some kind of Stationary build, but these usually prefer Ralakesh's Impatience (note that 3 Endurance Charges from Ralakesh's Impatience would grant you 12% additional Physical Damage Reduction instead of 10% found here). You could maybe use them in a Master Surgeon Forbidden Rite Pathfinder as it could really benefit from that Physical Damage Reduction and Maximum Life. It also makes your character more durable against Bleeding.

Required Level: 68
Required Strength: 120

(385-556) Armour
(60-100)% increased Armour
+(60-100) to maximum Life
30% increased Movement Speed
10% additional Physical Damage Reduction while stationary
Gain a Frenzy Charge on Hit while Bleeding
50% chance to be inflicted with Bleeding when Hit by an Attack
Gore Footprints

The Red TrailReplica Red Trail - Again, a lot of Movement Speed and Maximum Life. Here, you gain a Power Charge on Hit while Poisoned, have a 50% chance of getting Poisoned on Spell Hit, and get Chaos Resistance while Stationary. Power Charges are usually very easy to acquire. It may be good when combined with The Golden Rule Jewel if you really can't get these Charges any other way. Not good, Rare Boots would be better in almost any case

Required Level: 68
Required Strength: 120

(385-556) Armour
+(60-100) to maximum Life
30% increased Movement Speed
Gain a Power Charge on Hit while Poisoned
+30% to Chaos Resistance while stationary
Necrotic Footprints
50% chance for Spell Hits against you to inflict Poison

 

Dexterity Boots
Seven-League StepSeven-League Step - Seve-League Step are the best Leveling boots in the game, a lot of players use them all the way up until level 80 or so due to the immense 50% increased Movement Speed bonus. 35% is the maximum for Rare Boots.

Required Level: 1
Required Dexterity: 11

(13-18) Evasion
50% increased Movement Speed
Level Requirement reduced by 100 (Hidden)

Abberath's HoovesAbberath's Hooves - The Abberath's Fury Spell is peculiar - it makes you deal Fire Spell Damage each time you take a step, equal to that of a level 6 to 7 Fireball. It's not a lot, but you can make it a good addition to a build since it's free, just socket Support Gems here. It may be beneficial for a low-level Ignite build, but other than that, it has no use since its damage scales with steps you take and there is no easy way to increase it other than to walk faster.

Required Level: 12
Required Dexterity: 26

(42-54) Evasion
Triggers Level 7 Abberath's Fury when Equipped
+(20-30) to Strength
15% increased Movement Speed
(6-10)% chance to Ignite
When you Kill an Ignited Enemy, inflict an equivalent Ignite on each nearby Enemy
1% increased Fire Damage per 20 Strength
Burning Hoofprints

Victario's FlightVictario's Flight -  From all the mods occurring on a Quicksilver Flask (besides the base 40% increased Movement Speed) which may benefit your Allies (Players, Minions, Totems, Mirages) are these that increase their Attack or Cast Speed by up to 17%, Crit Chance by 55%, or some defensive ones. It's not much - worth around half of a Support Gem. If your Allies have Frenzy Charges, you can use Rotgut to grant them Onslaught. You may be thinking, these are good on Totem or Minion-oriented characters, but in reality, they're not. There's nothing else of significant value on these Boots other than that last line, so in most cases, they're not worth the price. Victario's Flight are being used by Support characters in a party play, or in Arakaali's Fang Spider Summoner build.

Required Level: 12
Required Dexterity: 26

(84-135) Evasion
+15 to Dexterity
+15 to Intelligence
(100-150)% increased Evasion Rating
(10-20)% increased Movement Speed
(10-20)% increased Movement Speed when on Low Life
Quicksilver Flasks you Use also apply to nearby Allies

DeerstalkerDeerstalker - Very popular among low-level trappers. A lot of them socket their secondary Trap setup here to create a 5-link Skill - good if you don't have Tabula Rasa yet, or if you need to have two separate Trap setups even at the early stages of the game. A good example of it is a Seismic Trap/Exsanguinate Saboteur. You won't need them later, a 4-link Exsanguinate will be enough to clear maps after investing in more general damage, including the Trap Support Gem. Additionally, Rare Boots can too have the built-in Trap Support as a Shaper's Suffix, level 22 at that.

Required Level: 22
Required Dexterity: 42

(192-276) Evasion
Socketed Gems are Supported by Level 15 Trap
(160-200)% increased Evasion Rating
15% increased Movement Speed
(14-18)% increased Trap Throwing Speed
15% increased Movement Speed for 9 seconds on Throwing a Trap

GoldwyrmGoldwyrm - These Boots have very little Movement Speed and no Maximum Life whatsoever but are still mandatory in Magic Find builds where you focus on the Item Quantity stat, and the 20% of it found here is a lot. These characters have just enough damage to quickly slay enemies with ranged Skills and should not attempt any end-game aspirational content. Lightning Arrow Deadeye is an example of a build where it would make the most sense.

Required Level: 34
Required Dexterity: 62

(113-126) Evasion
60% increased Mana Regeneration Rate
(14-20)% increased Quantity of Items found
+(40-50)% to Fire Resistance
10% increased Movement Speed

Orbala's StandOrbala's Stand - We see no use for these Boots. There's no Maximum Life, no Resistances, only a bit of Evasion, and a regular Movement Speed bonus. The Stun immunity from Supressed Damage requires you to get Hit by a Spell, and have a high Suppression Chance at that, which these Boots do not provide. Debilitation is not that rare debuff, you can apply it quite easily.

Required Level: 39
Required Dexterity: 70

(258-370) Evasion
(100-150)% increased Evasion Rating
(20-30)% increased Movement Speed
Cannot be Stunned by Suppressed Spell Damage
Debilitate Enemies for 4 Seconds when you Suppress their Spell Damage

The Blood DanceThe Blood Dance - Frenzy-stackers usually go for Darkray Vectors due to the extra Maximum Frenzy Charge, not these. It also reduces your Attack and Cast Speed per Frenzy Charge, which is bad. Don't use them.

Required Level: 44
Required Dexterity: 79

(145-171) Evasion
+(30-40) to Dexterity
20% increased Movement Speed
2% increased Movement Speed per Frenzy Charge
4% reduced Attack and Cast Speed per Frenzy Charge
Regenerate 0.8% of Life per second per Frenzy Charge
(20-30)% chance to gain a Frenzy Charge on Kill
(20-30)% increased Damage per Frenzy Charge with Hits against Enemies on Low Life
Gore Footprints

Temptation StepTemptation Step - It may make sense to use them with The Golden Rule to easily Poison the character, Maw of Conquest Helmet to be then unaffected by this Poison, and Apep's Slumber Shield for 400 ES Regeneration per second and 3% to all Maximum Elemental Resistances. It would grant you 50% Movement Speed and 75% increased Damage, on top of a generous Evasion bonus and Chaos Resistance. It's not really a meta playstyle, but you can implement listed items into a build that relies on Energy Shield, or one with Chaos Inoculation, it would make you Poison-immune too since Poison is Chaos Damage. Good, but you have to build around them.

Required Level: 55
Required Dexterity: 97

(486-756) Evasion
(170-250)% increased Evasion Rating
+(19-29)% to Chaos Resistance
15% increased Damage for each Poison on you up to a maximum of 75%
10% increased Movement Speed for each Poison on you up to a maximum of 50%
Poison you inflict with Travel Skills is Reflected to you if you
have fewer than 5 Poisons on you

Three-step AssaultThree-step Assault - A very popular choice for Shield Throw Raiders with Quartz Infusion Keystone for permanent Phasing and Rapid Assault for permanent Onslaught, or Armour-stacking Champions (Evasion is being converted to Armour via Iron Reflexes). These Boots grant a lot of Evasion, Maximum Life, and a chance to Avoid Elemental Ailments. Great in a build where you need a lot of Evasion as the "100% increased Evasion Rating during Onslaught" is a global modifier, not restricted to these specific Boots. It's hard to find footwear that could get you more Evasion, but Sin Trek can be better in some cases.

Required Level: 55
Required Dexterity: 97

(216-302) Evasion
+(25-35) to Dexterity
(20-40)% increased Evasion Rating
100% increased Evasion Rating during Onslaught
+(50-70) to maximum Life
25% increased Movement Speed
30% chance to Avoid Elemental Ailments while Phasing

Replica Three-step AssaultReplica Three-step Assault - It creates an impression of being decent for a build that values the Elusive effect, but be aware that you can still obtain up to 17% increased Elusive effect (23% near a Unique enemy, 29% near a Pinnacle Boss) from an Eater's Implicit on any Rare Boots, where you can also get more Maximum Life, more Movement Speed, more Evasion, and Elemental Resistances, which these Boots lack. Don't use them.

Required Level: 55
Required Dexterity: 97

(216-302) Evasion
+(25-35) to Dexterity
(20-40)% increased Evasion Rating
+(50-70) to maximum Life
25% increased Movement Speed
(10-30)% increased Elusive Effect
10% increased Movement Speed if you've Hit an Enemy Recently

Garukhan's FlightGarukhan's Flight - The best-in-slot item for the majority of Dex-stacking builds due to the Maximum Life bonus. These builds aim for around 2000 Dexterity, which would result in +400 Maximum Life, four times as much as regular Rare Boots can get you. It's also tier-3 flat Dexterity, tons of Evasion, a great Movement Speed bonus, and immunity to various Elemental Ground Effects. Siege Ballista Hierophants or most of the Deadeye builds make great use of this pair of Boots.

Required Level: 62
Required Dexterity: 117

(880-1113) Evasion
+(30-40) to Dexterity
(300-340)% increased Evasion Rating
30% increased Movement Speed
Immune to Burning Ground, Shocked Ground and Chilled Ground
Regenerate 100 Life per second while moving
+2 to Maximum Life per 10 Dexterity

Atziri's StepAtziri's Step - Regular Rare Boots can give you only up to 14% Spell Suppression Chance, so Atziri's Step are definitely better if you need this stat. They have quite good Movement Speed, Maximum Life, and Evasion bonuses. Excellent choice for a lot of builds since Suppression is one of the best defensive layers that nearly every build uses, especially Tricksters with Spellbreaker Keystone.

Required Level: 69
Required Dexterity: 120

(688-792) Evasion
+(20-26)% chance to Suppress Spell Damage
180% increased Evasion Rating
+(55-75) to maximum Life
30% increased Movement Speed

Doryani's DelusionDoryani's Delusion - The green flavour of Doryani's Delusion which grants Evasion. Used for the Level 25 Purity Skills. At such a high Gem Level it grants more Resistance and Maximum Resistance for a specific Element, which pairs well with an increased Aura Effect. Every 20% increased Aura Effect will grant you an extra 1% extra Maximum Res. Check if your build can accommodate this expensive Aura, or if you need it at all. Builds with Melding of the Flesh, or this Fire Conversion Reap Chieftain could make great use of these. Keep in mind that if you strive for the Maximum Resistance, you only need the Purity Skill Gem to be at level 23, 25 is an overkill (Alpha's Howl and a Level 21 Gem are usually preferable).

Required Level: 69
Required Dexterity: 120

(492-622) Evasion
(100-120)% increased Evasion Rating
+(60-70) to maximum Life
30% increased Movement Speed
<One Purity of # mod of one element and One Added # damage mod of one element>

  • Adds (25-30) to (40-45) Cold Damage to Spells and Attacks
  • Adds (25-30) to (40-45) Fire Damage to Spells and Attacks
  • Adds (1-3) to (68-72) Lightning Damage to Spells and Attacks
  • Grants Level 25 Purity of Fire Skill
  • Grants Level 25 Purity of Ice Skill
  • Grants Level 25 Purity of Lightning Skill
Farrul's ChaseFarrul's Chase - We see no use for it. The built-in Intimidating Cry has an 8-second Cooldown so there's nothing bizarre you could do with it by switching between Cat's Stealth/Agility really fast, as was the case with Twisters from Saqawal's Flock. It's bad, use Rare boots with Intimidating Cry Skill Gem instead.

Required Level: 69
Required Dexterity: 120

(516-707) Evasion
Trigger Level 20 Intimidating Cry when you lose Cat's Stealth
(110-150)% increased Evasion Rating
+(50-70) to maximum Life
20% increased Movement Speed
(40-50)% chance to Avoid Bleeding
20% increased Movement Speed while you have Cat's Stealth

 

Intelligence Boots
WanderlustWanderlust - The most popular leveling Boots, especially during a league start when the Seven-League Step are still very expensive. The Freeze Immunity is useful during the Yugul fight or in The Brine King's Reef, and 20% Movement Speed is a lot for low-level characters. Use them during the campaign and switch to something better later on.

Required Level: 1
Required Intelligence: 11

(15-27) Energy Shield
+5 to Dexterity
+(10-20) to maximum Energy Shield
(20-40)% increased Mana Regeneration Rate
20% increased Movement Speed
Cannot be Frozen

WondertrapWondertrap - Worth consideration if you need various Attributes early on, but equipping the Astramentis is usually the way to approach this issue. Rare Boots could give you more Attributes too. For a Magic Find character, select Goldwyrm Boots instead. We see no practical use for this item.

Required Level: 9
Required Intelligence: 21

(13-41) Energy Shield
+(5-30) to Strength
+(5-30) to Dexterity
+(5-30) to Intelligence
+(5-30) to maximum Energy Shield
100% increased Rarity of Items found when on Low Life
(10-25)% increased Movement Speed

Bones of UllrBones of Ullr - You can use them in some Minion Builds, increasing the level of Minion Skill Gems is one of the most efficient ways to gain more damage there. It's considered a very weak option, a pair of Rare Boots is generally a favourable pick.

Required Level: 22
Required Intelligence: 42

(23-33) Energy Shield
(40-60)% increased Energy Shield
+20 to maximum Life
+20 to maximum Mana
(5-15)% increased Movement Speed
+1 to Level of all Raise Zombie Gems
+1 to Level of all Raise Spectre Gems

Bones of UllrReplica Bones of Ullr - You don't really need to refresh the duration of the most expandable Minions, they're cheap and easy to summon. The 10% chance is also very low. Don't use these Boots.

Required Level: 22
Required Intelligence: 42

(22-33) Energy Shield
(40-60)% increased Energy Shield
+20 to maximum Life
+20 to maximum Mana
(5-15)% increased Movement Speed
Summoned Phantasms have 10% chance to refresh their Duration when they Hit a Unique Enemy
Summoned Raging Spirits have 10% chance to refresh their Duration when they Hit a Unique Enemy

Shavronne's PaceShavronne's Pace - There's nothing particularly unique about these Boots, just a lot of Stun and Block Recovery and some extra Movement Speed on Full Life. You may use them for leveling some kind of Energy Shield Character, it can be decent with Ghostwrithe Chest Armour.

Required Level: 32
Required Intelligence: 59

(46-60) Energy Shield
+(20-30) to Intelligence
(100-140)% increased Energy Shield
(150-200)% increased Stun and Block Recovery
15% increased Movement Speed
20% increased Movement Speed when on Full Life

RainbowstrideRainbowstride - What's worth noting here is the major bonus to Spell Block Chance which is hard to get. The 60% Elemental Resistances are definitely a big upside too, but besides that, you might have a hard time defending these Boots while a pair of Rare ones can be much better. You can use them in a Chaos Inoculation build that also needs this tier-3 extra Maximum Mana, some Guardians with Radiant Faith may find them useful.

Required Level: 53
Required Intelligence: 94

(36-42) Energy Shield
(15-20)% Chance to Block Spell Damage
+(40-60) to maximum Mana
+20% to all Elemental Resistances
20% increased Movement Speed

Inya's EpiphanyInya's Epiphany - They're not good, the 25% chance to gain more charges is too unreliable, and Power Charges are easy to gain anyway. The Replica version is better in almost any case, as this borderline-useless modifier is replaced with a better one.

Required Level: 61
Required Intelligence: 119

(47-55) Energy Shield
+(50-70) to maximum Life
25% increased Movement Speed
(5-8)% increased Intelligence
5% increased Damage per Power Charge
25% chance that if you would gain Power Charges, you instead gain up to
your maximum number of Power Charges

Inya's EpiphanyReplica Inya's Epiphany - These are actually quite good for a Power Charge-stacking build. With 10 of these Charges, you gain a 50% increased Movement Speed which is a lot. The increase in Intelligence is insignificant, Int-stacking builds tend to use Rare Boots.

Required Level: 61
Required Intelligence: 119

(47-55) Energy Shield
+(50-70) to maximum Life
Regenerate 0.5% of Life per second per Power Charge
(5-8)% increased Intelligence
5% increased Damage per Power Charge
5% increased Movement Speed per Power Charge

Doryani's DelusionDoryani's Delusion - The blue Doryani's Delusion Boots grant you Energy Shield. Used for the Level 25 Purity Skills. At such a high Gem Level it grants more Resistance and Maximum Resistance for a specific Element, which pairs well with an increased Aura Effect. Every 20% increased Aura Effect will grant you an extra 1% extra Maximum Res. Check if your build can accommodate this expensive Aura, or if you need it at all. Builds with Melding of the Flesh, or this Fire Conversion Reap Chieftain could make great use of these. Keep in mind that if you strive for the Maximum Resistance, you only need the Purity Skill Gem to be at level 23, 25 is an overkill (Alpha's Howl and a Level 21 Gem are usually preferable).

Required Level: 67
Required Intelligence: 123

(127-165) Energy Shield
(150-180)% increased Energy Shield
+(60-70) to maximum Life
30% increased Movement Speed
<One Purity of # mod of one element and One Added # damage mod of one element>

  • Adds (25-30) to (40-45) Cold Damage to Spells and Attacks
  • Adds (25-30) to (40-45) Fire Damage to Spells and Attacks
  • Adds (1-3) to (68-72) Lightning Damage to Spells and Attacks
  • Grants Level 25 Purity of Fire Skill
  • Grants Level 25 Purity of Ice Skill
  • Grants Level 25 Purity of Lightning Skill
SkyforthSkyforth - Regular Rare Boots can only give you up to around 100 Maximum Mana, so these are definitely one of the best choices for a Mana-stacking character. We've used them in this Kinetic Bolt Ballista Totem Hierophant, this ascendancy can reap a lot of benefits from stacking tons of Maximum Mana. It makes your character very hard to Stun, reliably generates Power Charges with enough Crit Chance, and removes the ability to passively Regenerate Life, but you can still Recover it in many other ways.

Required Level: 67
Required Intelligence: 123

(51-59) Energy Shield
+(60-120) to maximum Mana
30% increased Movement Speed
25% chance to gain a Power Charge on Critical Strike
12% increased Reservation Efficiency of Skills
You have no Life Regeneration
Stun Threshold is based on 500% of your Mana instead of Life

Steppan EardSteppan Eard - Extremely situational footwear. To activate its bonuses you need to stand on Elemental-afflicted grounds. These bonuses are also quite weak. We see no good use for them unless you use a combination of Skills like Frostblink/Arctic Armour, Fire Trap/Flame Dash, and Vaal Lightning Trap. Even then, they're woeful.

Required Level: 67
Required Intelligence: 123

(106-160) Energy Shield
+(20-30) to maximum Energy Shield
(50-80)% increased Energy Shield
30% increased Movement Speed
20% increased Movement Speed on Shocked Ground
50% increased Damage on Burning Ground
Regenerate 2% of Life per second on Chilled Ground
Unaffected by Desecrated Ground

 

Armour/Evasion Boots
DusktoeDusktoe - Low-level Boots which grant very good bonuses during any Flask Effect. The damage bonus is equal to that of a level 7 Added Chaos Damage Support, so quite good for nearly any build during the first few acts, even better if you use some kind of Chaos Damage Skill. We recommend using it in a one or two-Flask setup combined with the Traitor Keystone which you can get from Brutal Restraint Jewel that has no level requirement. This way you're able to have a Flask (preferably Quickcksilver Flask) up at all times. Swap them for some proper Boots and five Flasks later on.

Required Level: 18
Required Strength: 19
Required Dexterity: 19

(54-88) Armour
(54-88) Evasion
(60-100)% increased Armour and Evasion
20% increased Movement Speed
20% reduced Light Radius
+50% to Chaos Resistance during any Flask Effect
Adds (30-40) to (50-60) Chaos Damage to Spells and Attacks during any Flask Effect

Lioneye's PawsLioneye's Paws - Absent from any meta build, the level 5 Rain of Arrows deals very low damage. The builds which would benefit from it are ones with high Attack Speed and Crit Chance, you can then use the built-in Rain of Arrows to apply Curses on Hit with Critical Strikes or to trigger other Utility Spells like Flame Wall (it would play the same role as Asenath's Mark Helmet). Even some of the Spell CoC builds might find them suitable. It's great for leveling with a Bow Attack build due to the extra Attributes, added Fire Damage, and damage.

Required Level: 30
Required Strength: 30
Required Dexterity: 30

(55-63) Armour
(55-63) Evasion
Trigger Level 5 Rain of Arrows when you Attack with a Bow
+(40-60) to Strength
+(40-60) to Dexterity
Adds 12 to 24 Fire Damage to Attacks
20% increased Movement Speed
40% reduced Movement Speed when on Low Life

Lioneye's PawsReplica Lioneye's Paws - The difference between the Replica and the original, is that here, instead of Rain of Arrows, it fires Toxic Rain. It makes these Boots much worse. You will fire fewer Arrows and deals less damage, as Toxic Rain scales well with Skill Gem Level. Level-5 Toxic Rain does almost no damage. Don't use it.

Required Level: 30
Required Strength: 30
Required Dexterity: 30

(55-63) Armour
(55-63) Evasion
Trigger Level 5 Toxic Rain when you Attack with a Bow
+(40-60) to Strength
+(40-60) to Dexterity
Adds 12 to 24 Chaos Damage to Attacks
20% increased Movement Speed
40% reduced Movement Speed when on Low Life

Mutewind WhisperstepsMutewind Whispersteps - The damage numbers are low, equal to that of a level-7 Added Cold Damage Support, and level 1 to 7 Increased Critical Strikes Support. Mutewind Whispersteps can still be worn by a low-level Hit-based Elemental Spell Damage character, one using skills like Arc or Spark. Note there's no Maximum Life, so replace them later on with something more durable. There's nothing particularly unique about these Boots, just some extra DPS.

Required Level: 42
Required Strength: 40
Required Dexterity: 40

(76-90) Armour
(152-225) Evasion
Adds (25-30) to (40-50) Cold Damage to Spells
(50-70)% increased Critical Strike Chance for Spells
(100-150)% increased Evasion Rating
+(20-30)% to Cold Resistance
25% increased Movement Speed
Unaffected by Chilled Ground

Saqawal's TalonsSaqawal's Talons - These are sometimes used in the Twister build to reduce Avian's Flight Duration, but this mod doesn't reduce Avian's Might Duration - for that, you will also need Saquawal's Wind Gloves. These two items are optional, the build works without them. You can craft the Aspect of the Avian Skill into any Rare Item. The Life regeneration bonus can be useful with Kaom's Spirit Gloves to generate Rage, but Voll's Vision Helmet tends to be the preferable, and far better option to do so.

Required Level: 59
Required Strength: 56
Required Dexterity: 56

(212-305) Armour
(212-305) Evasion
Grants Level 20 Aspect of the Avian Skill
(100-150)% increased Armour and Evasion
(20-30)% increased Movement Speed
+(-2-2) seconds to Avian's Flight Duration
Regenerate 100 Life per Second while you have Avian's Flight
Regenerate 12 Mana per Second while you have Avian's Flight

Annihilation's ApproachAnnihilation's Approach - Taking 10k of Fire Damage a second is a lot. With around 90% Fire Resistance, a Ruby Flask, Eternal Damnation Amulet, and Soul of Arakaali, it's much less. You'll still need a very good Life Recovery method to withstand the damage - a Vitality Aura and Immortal Flesh Belt may be enough. Another build with ridiculous Life Recovery is Master Surgeon Forbidden Rite Pathfinder which constantly uses a Life Flask to regenerate an incalculable amount of Life/second. The reward for being Flame-Touched is Adrenaline, which increases damage by 100%, Attack, Cast, and Movement Speed by 25%, and provides you with an additional 10% Physical Damage Reduction. It's a high price to pay for such basic stats, but it's a significant boost to damage, mobility, and survivability. Making it work is really hard and requires exceptionally strong character with great Life Recovery, some players consider it worthless due to this huge downside.

Required Level: 65
Required Strength: 62
Required Dexterity: 62

(193-278) Armour
(193-278) Evasion
Grants Level 20 Approaching Flames Skill
(60-100)% increased Armour and Evasion
30% increased Movement Speed
Cannot be Chilled
Cannot be Frozen
Take 10000 Fire Damage per Second while Flame-Touched
Gain Adrenaline when you become Flame-Touched
Lose Adrenaline when you cease to be Flame-Touched

Darkray VectorsDarkray Vectors - One of the most popular shoes for Frenzy-stacking builds, such as this Flicker Strike Slayer with Masterful Form, or any Raider with Way of the Poacher and Avatar of the Slaughter Keystones. It grants one extra Maximum Frenzy Charge, increases Movement Speed per Charge, and provides you with some Lightning Resistance. The downsides are usually insignificant. Remarkably powerful Boots.

Required Level: 65
Required Strength: 62
Required Dexterity: 62

(169-236) Armour
(169-236) Evasion
(40-70)% increased Armour and Evasion
10% increased Evasion Rating per Frenzy Charge
+(20-40)% to Lightning Resistance
5% increased Movement Speed per Frenzy Charge
+1 to Maximum Frenzy Charges
40% reduced Frenzy Charge Duration
25% reduced Light Radius

Legacy of FuryLegacy of Fury - Possibly the most fashionable footwear as of now, mostly due to the popularity of Righteous Fire builds - Inquisitors as well as Juggernauts. Cold DoT builds with Vortex will also make great use of these, Damage over Time builds cannot penetrate Elemental Resistances with their DoT-type damage, so they tend to value other sources of reduction of enemies' Elemental Resistances much more, such as Scorch from these Boots. The effect of Scorching is also increased by up to 50%. That's not all - the Boots possess a very high chance to cause enemies to "explode" on death, augmenting the clear speed. Note that these qualities are only applied to nearby enemies, making Legacy of Fury useless on any ranged character. A must-have piece of equipment in any Elemental DoT build.

Required Level: 69
Required Strength: 48
Required Dexterity: 48

(276-412) Armour
(276-412) Evasion
(200-300)% increased Armour and Evasion
30% increased Movement Speed
Nearby Enemies are Scorched
(30-50)% increased Effect of Scorch
(30-40)% chance when you Kill a Scorched Enemy to Burn Each surrounding
Enemy for 4 seconds, dealing 8% of the Killed Enemy's Life as Fire Damage per second
(Scorched Enemies have -10% to Elemental Resistances)

Beacon of MadnessBeacon of Madness (Fire and Cold) - This variant of Beacon of Madness gets you an extra 15 to Maximum Fortification, which grants an additional 15% less damage taken (after it's already mitigated by Armour, Resistances, and other sources of Damage Reduction). The more Fortification stacks you have, the more effective it is, but when it comes to defensives, you want to have them on at all times. You often don't know when to expect a big hit. The other Glorious Madness effect is a 20% chance to deal Double Damage. It's great if you plan to activate it right before dealing a big burst of damage, to then turn it off again. These could work on any character that can quickly generate Fortify, but we wouldn't recommend it. These Melee builds have already a lot of buttons to press during a fight - Ancestral Totems, Berserk, Blood Rage, and so on. Not a good choice.

Required Level: 70
Required Strength: 62
Required Dexterity: 62

(315-580) Armour
(315-580) Evasion
+(8-12)% to Fire and Cold Resistances
Grants Level 1 Embrace Madness Skill
(150-300)% increased Armour and Evasion
30% increased Movement Speed
20% chance to deal Double Damage while affected by Glorious Madness
+15 to maximum Fortification while affected by Glorious Madness

 

Armour/Energy Shield Boots
Wake of DestructionWake of Destruction - You may be tempted to wear them due to the significant boost of added Lightning Damage, equal to that of a level 13 Added Lightning Damage Support. Life on Kill and Shocked Ground are definitely useful too, but due to the low Movement Speed, no Max Life, and no Resistances we cannot recommend these for anything other than leveling some type of Elemental Damage build. You can even use Elemental Focus Support Gem combined with a Lightning Skill since Shock is provided here too.

Required Level: 28
Required Strength: 28
Required Intelligence: 28

(61-102) Armour
(13-22) Energy Shield
Adds 1 to 120 Lightning Damage to Attacks
(20-60)% increased Armour and Energy Shield
Gain (10-20) Life per Enemy Killed
15% increased Movement Speed
Drops Shocked Ground while moving, lasting 2 seconds

Ralakesh's ImpatienceRalakesh's Impatience - Immensely popular footwear for many builds due to the inability to lose Charges and how being Stationary works - the character is Stationary while continuously casting Lightning Warp or Attacking with Flicker Strike. Some builds are simply tanky enough to be Stationary the old-fashioned way - by standing still. You can combine it with other Stationary-related effects like Soul of Tukohama, Arctic Armour, or Nature's Patience. As long as the character is Stationary, it is assigned all the Charges it can possibly have. Even with no investment into extra Maximum Charges, it's good, but most players opt for multiple Charges which you can have as an Occultist/Assassin with Badge of the Brotherhood Amulet. You cannot lose these Charges, so equipping Malachai's Loop Shield for even more of them is a great idea. Finally - you can allocate the Inner Conviction Keystone for more damage per Power Charge. It states that you cannot gain Frenzy Charges, but you still will have them due to how the modifier is worded. We've used it in Lightning Conduit TricksterPoison Hexblast Pathfinder, and Hexblast Miner Saboteur.

Required Level: 36
Required Strength: 35
Required Intelligence: 35

(65-71) Armour
(14-15) Energy Shield
+(15-25)% to Cold Resistance
+(15-25)% to Chaos Resistance
30% increased Movement Speed
Lose all Frenzy, Endurance, and Power Charges when you Move
Minimum Endurance Charges equal to Maximum while stationary
Minimum Frenzy Charges equal to Maximum while stationary
Minimum Power Charges equal to Maximum while stationary

Alberon's WarpathAlberon's Warpath - Widely implemented into many Strength-stacking builds where you don't want to deal Chaos Damage, so you can see them often alongside Brutus' Lead Sprinkler. These Boots increase Strength by up to 18%, which is a lot. All the other modifiers are of lesser importance. We've used them in this Ancestral Warchief TotemVolcanic Fissure Totem, and Consecrated Path Totem Builds.

Required Level: 49
Required Strength: 47
Required Intelligence: 47

(268-319) Armour
(18-20) Energy Shield
(15-18)% increased Strength
Adds 1 to 80 Chaos Damage to Attacks
+(180-220) to Armour
+(13-19)% to Chaos Resistance
25% increased Movement Speed
Summoned Skeleton Warriors are Permanent and Follow you

Replica Alberon's WarpathReplica Alberon's Warpath - A foundation of some of the most powerful Strength-stacking builds, simply because of the Added Chaos Damage per 80 Strength. It also restricts all the damage dealt to Chaos Damage. It's often used on Berserkers with Redblade Banner Shield, Battlemage's Cry/Iron Will Keystone, and Crown of Eyes Hamlet. This way, you can benefit from Strength by converting its damage bonus to Spells, and then again to Attacks at a higher value. Check our Strength-stacking Wander Berserker or Venom Gyre Berserker builds to learn more.

Required Level: 49
Required Strength: 47
Required Intelligence: 47

(268-319) Armour
(18-20) Energy Shield
(15-18)% increased Strength
+(180-220) to Armour
+(13-19)% to Chaos Resistance
25% increased Movement Speed
Cannot deal non-Chaos Damage
Adds 1 to 80 Chaos Damage to Attacks per 80 Strength

Gang's MomentumGang's Momentum - Vey basic and not that good. The increased damage bonus against Burning enemies is really low and the Movement Speed is mediocre. The only significant quality of these Boots is the overabundance of Fire Resistance, but even that can be acquired via Two-Tones Boots and tier-1 Fire Resistance on them. We see no reason to wear them.

Required Level: 58
Required Strength: 54
Required Intelligence: 54

(270-336) Armour
(54-70) Energy Shield
(160-180)% increased Armour and Energy Shield
+(50-60)% to Fire Resistance
25% increased Movement Speed
(10-15)% chance to Ignite
(25-40)% increased Damage with Hits and Ailments against Ignited Enemies

March of the LegionMarch of the Legion - A very important piece of equipment in the Armour-stacking builds. It is where your singular focus is to accumulate enormous amounts of Armour, later to be translated into damage with Replica Dreamfeather Sword. The most efficient way to scale Armour is by activating Grace Aura for Evasion, and then converting it to Armour via Iron Reflexes Keystone. The Aura you've socketed in these Boots has its Skill Level increased, and is being Supported by the Level-25 Divine Blessing that increases Aura Effect by 34%. It's a key element of such builds, often irreplaceable. Other builds rarely use this item as having a Divine Blessing temporary Aura requires a lot of unreserved Mana or Eldritch Battery. Sacrificing Boots only for this bonus is often not worth the hassle.

Required Level: 58
Required Strength: 54
Required Intelligence: 54

(364-480) Armour
(73-100) Energy Shield
+(3-5) to Level of Socketed Aura Gems
Socketed Gems are Supported by Level 25 Divine Blessing
(250-300)% increased Armour and Energy Shield
+(12-18)% to all Elemental Resistances
(20-30)% increased Movement Speed

Death's DoorDeath's Door - The unique selling point of these Boots is an extra Maximum Endurance Charge. There are not that many Endurance-stacking builds, but it is definitely fitting for one. We've used them in a basic Sunder JuggernautDischarge builds tend to lean towards Ralakesh's Impatience, Legacy of Fury, or Goldwyrm, but these might be their fourth or fifth choice, especially after a successful Corruption for one more Maximum Endurance Charge. Two Maximum Endurance Charges from a single pair of Boots is a great deal. All the other mods are insignificant.

Required Level: 64
Required Strength: 62
Required Intelligence: 62

(363-417) Armour
(75-84) Energy Shield
+(20-40) to Strength
200% increased Armour and Energy Shield
+(10-15)% to all Elemental Resistances
25% increased Movement Speed
+1 to Maximum Endurance Charges
50% increased Elemental Ailment Duration on you
Bleeding cannot be inflicted on you

Beacon of MadnessBeacon of Madness (Fire and Lightning) - This variant of Beacon of Madness is probably the least interesting. Immunity to Elemental Ailments is very common. Igniting, Chilling, and Shocking Conflux means that no matter the type of damage you deal, it will cause Ignite, Chill, and Shock. These Ailments are not very impactful and most players can cause them by simply dealing Fire, Cold, and Lightning Damage, or using Skitterbots. It's definitely not worth going Mad over these Boots.

Required Level: 70
Required Strength: 62
Required Dexterity: 62

(315-580) Armour
(315-580) Evasion
+(8-12)% to Fire and Lightning Resistances
Grants Level 1 Embrace Madness Skill
30% increased Movement Speed
(20-40)% increased Effect of Non-Damaging Ailments
You have Igniting, Chilling and Shocking Conflux while affected by Glorious Madness
Immune to Elemental Ailments while affected by Glorious Madness

 

Energy Shield/Evasion Boots
Nomic's StormNomic's Storm - Very bad, they simultaneously encourage and discourage being of full ES. There's nothing else worth your attention here.

Required Level: 17
Required Dexterity: 21
Required Intelligence: 21

(60-89) Evasion
(22-39) Energy Shield
+(20-30) to Dexterity
+(30-50) to Evasion Rating
+(15-30) to maximum Energy Shield
+20% to Cold Resistance
20% increased Movement Speed
15% increased Damage taken while on Full Energy Shield
20% increased Movement Speed while on Full Energy Shield

SundanceSundance - Bland, uninspiring. They might be decent for leveling a build that desperately needs extra Attack Speed such as this Toxic Rain Pathfinder Starter.

Required Level: 27
Required Dexterity: 27
Required Intelligence: 27

(90-125) Evasion
(11-12) Energy Shield
10% increased Attack Speed
(80-120)% increased Evasion Rating
(20-30)% increased Rarity of Items found
+(30-40)% to Fire Resistance
20% increased Movement Speed

Brinerot WhalersBrinerot Whalers - None of these modifiers here are particularly impactful, but these Boots can be used as a budget option in a Lightning Arrow build. They're not great and you should replace them later with something that has Maximum Life and more Resistances.

Required Level: 41
Required Dexterity: 40
Required Intelligence: 40

(74-85) Evasion
(96-118) Energy Shield
20% increased Global Physical Damage
+(80-100) to maximum Energy Shield
+(20-30)% to Lightning Resistance
25% increased Movement Speed
(20-40)% increased Projectile Damage
Unaffected by Shocked Ground

CorpsewalkerCorpsewalker - One of the most reliable ways to quickly create Corpses, which are necessary for all Minion Builds to cast Offerings, Spawn Zombies, or cause explosions. It's a big issue during enclosed boss battles where you have to enter an arena, such as Crucible or Shaper's Realm. There are no Minions there so you have to bring your own Corpses with you. They're particularly important in this Detonate Dead Necromancer build where you have to have a lot of Corpses. Use these Boots alongside Desecrate Skill that creates Corpses in a similar manner. Corpswalker Boots also increase your Movement Speed and Life Regeneration per Corpse making them excellent for clearing. Note that Desecrate Skill allows you to spawn up to 10 Corpses, Corpsewalker Boots effectively extend this limit.

Required Level: 55
Required Dexterity: 52
Required Intelligence: 52

(178-257) Evasion
(36-52) Energy Shield
Triggers Level 20 Corpse Walk when Equipped
(80-120)% increased Evasion and Energy Shield
25% increased Movement Speed
For each nearby corpse, 1% increased Movement Speed
For each nearby corpse, Regenerate 8 Life per second

Dance of the OfferedDance of the Offered - Quite popular boots in certain builds. They grant the Agnostic Keystone that can quickly regenerate Life by draining your Mana Pool. It also completely removes all Energy Shield from the character. It's often used in builds that have no easy access to this Keystone on the Passive Skill Tree, especially by characters that scale up their Maximum Mana to use with Indigon Helmet. The 50-60 flat Mana and Onslaught while not on Low Mana are also quite nice additions.

Required Level: 55
Required Dexterity: 52
Required Intelligence: 52

(99-117) Evasion
(20-24) Energy Shield
+(50-60) to maximum Mana
+(25-30)% to Lightning Resistance
25% increased Movement Speed
You have Onslaught while not on Low Mana
The Agnostic

OmeyocanOmeyocan - The "upgraded" Dance of the Offered. These are actually worse, less valuable. If you want to have an increased Evasion Rating by 100%, use Three-step Assault or Sin Trek and suffer no downsides. If it's the Onslaught you desire, get yourself Rare Boots with Onslaught on Kill, or a Silver Flask. Onslaught is easy to acquire, there are multiple other ways to get it. We see no use for these Boots.

Required Level: 55
Required Dexterity: 52
Required Intelligence: 52

(99-117) Evasion
(20-24) Energy Shield
(15-20)% increased maximum Mana
+(25-30)% to Lightning Resistance
30% increased Movement Speed
10% increased Evasion Rating per 500 Maximum Mana, up to 100%
You have Onslaught while not on Low Mana
Lose 7% of Mana per Second

Sin TrekSin Trek - These will get you mostly tons of Evasion. but if you plan to stack a lot of it, Three-step Assault are better, they grant more Evasion. Sin Trek are preferable in some cases. You don't need Onslaught to benefit from the Evasion bonus, they get you some extra Energy Shield and Intelligence, but no Maximum Life or Resistances. You may see them being used by Aurabots due to the aforementioned virtues, and Dexterity which is needed for Auras. Sin Trek are very cheap, and Corrupting them may yield positive results such as extra Levels to Socketed Gems (Auas).

Required Level: 62
Required Dexterity: 117
Required Intelligence: 0

(396-506) Evasion
(100-150) Energy Shield
+(20-30) to Dexterity
+(20-30) to Intelligence
(80-100)% increased Evasion Rating
+(100-150) to maximum Energy Shield
30% increased Movement Speed
Enemies Cannot Leech Life From you

Fenumus' SpinneretsFenumus' Spinnerets - No one uses these. None of the listed Aspects of the Spider's upgrades are necessary or influential. The additional Web increases enemies' damage taken by 5% and it's not much. Most enemies should be dead before you'll be able to apply all four Webs. The majority of the builds using Aspect of the Spider value mobility so they opt for Rare Boots with Onslaught, Tailwind, or Elusive. They also prioritize Maximum Life over ES, which these Boots do not provide.

Required Level: 63
Required Dexterity: 62
Required Intelligence: 62

(314-417) Evasion
(65-84) Energy Shield
(160-200)% increased Evasion and Energy Shield
+(20-30)% to Lightning Resistance
+(17-23)% to Chaos Resistance
25% increased Movement Speed
Aspect of the Spider can inflict Spider's Web on Enemies an additional time
Gain (15-20) Energy Shield for each Enemy you Hit which is affected by a Spider's Web
(40-50)% increased Aspect of the Spider Debuff Duration

StampedeThe Stampede - These Boots do not increase your Movement Speed directly, but instead, they ensure that you're always at 150% of your base Movement Speed. It makes them extremely good with Cyclone which slows you down. This Energy Blade Inquisitor or Cospri's CoC Ice Spear Occultist are great examples of a Cyclone build. They grant no Maximum Life so we don't recommend using them on a regular Cyclone Shockwave build. Note, that with these you cannot go faster than a certain fixed value, so do not use them with Quicksilver Flask or other mobility-boosting items. Additionally, these Boots increase the Cooldown Recovery Rate for your Travel Skills like Flame Dash, and you can Anoint them as you do with Amulet - it's a big upside. Cyclone is the only Skill that slows you down passively, other Skills are either instant or require you to stop completely to cast them.

Required Level: 63
Required Dexterity: 62
Required Intelligence: 62

(242-347) Evasion
(50-70) Energy Shield
(100-150)% increased Evasion and Energy Shield
(30-40)% increased Stun and Block Recovery
(50-80)% increased Cooldown Recovery Rate of Travel Skills
(30-40)% increased Mana Regeneration Rate while moving
Your Movement Speed is 150% of its base value

Replica StampedeReplica Stampede - Very similar to the original Stampede. Here, instead of having an increased Cooldown Recovery Rate of Travel Skills, Socketed Travel Skills deal 80% more Damage. That's the only difference. Most players use them in the same situations as the original Stampede, and to gain the extra Anointed Notable. You can see them being worn mostly by Arakaali's Spider Summoner Occultists because they're cheaper than The Stampede.

Required Level: 63
Required Dexterity: 62
Required Intelligence: 62

(242-347) Evasion
(50-70) Energy Shield
(100-150)% increased Evasion and Energy Shield
(30-40)% increased Stun and Block Recovery
Socketed Travel Skills deal 80% more Damage
(30-40)% increased Mana Regeneration Rate while moving
Your Movement Speed is 150% of its base value

Bubonic TrailBubonic Trail - Only the variant with 2 Abyssal Sockets is worth anything, it's because they're used in very popular Abyssal-stacking builds where you want to socket as many Abyssal Jewels as you can, so every Abyssal Socket is valuable. You should activate all three bonuses to make them worth their price (the Jewels don't need to be socketed in these Boots specifically, but anywhere on the equipment or Passive Skill Tree). They're also used in regular builds that have only two or three of these types of Jewels, mostly because for the Reservation Efficiency Bonus which is normally unobtainable on any other Boots (besides Skyforth Boots which grant only 12%, half of that found here). You can imagine how popular are they among Aurabots because of that.

Required Level: 69
Required Dexterity: 82
Required Intelligence: 42

(185-213) Evasion
(18-21) Energy Shield
Has 1 or 2 Abyssal Sockets
Triggers Level 20 Death Walk when Equipped
(24-32)% increased Movement Speed while affected by a Magic Abyss Jewel
(60-40)% reduced Duration of Elemental Ailments on You while affected by a Rare Abyss Jewel
(16-24)% increased Reservation Efficiency while affected by a Unique Abyss Jewel

VoidwalkerVoidwalker - These Boots allow you to Pierce 5 additional Targets while you have Phasing. It makes them very useful in builds that have no other way to Pierce but could really benefit from that. Spark Inquisitor and Poison Spark are prime examples of such builds. Spell casters usually don't wear Bows and Quivers, and are far from Notables like Piercing Shots, so they're forced to wear Voidwalkers. The only requirement is to have Phasing which you can acquire by drinking from a Quartz Flask or killing any opponent. The Piercing is extremely important in Spark builds as it allows each Projectile to damage enemies once again, or even the same enemy multiple times. You will also have a 20% chance to Avoid Projectiles while Phasing which is a major upside.

Required Level: 69
Required Dexterity: 82
Required Intelligence: 42

(444-596) Evasion
(43-58) Energy Shield
+(30-50) to Dexterity
(140-180)% increased Evasion and Energy Shield
30% increased Movement Speed
20% chance to Avoid Projectiles while Phasing
You have Phasing if you've Killed Recently
Projectiles Pierce 5 additional Targets while you have Phasing
Celestial Footprints

Replica VoidwalkerReplica Voidwalker - Another very popular pair of shoes. These, instead of Piercing, make your Projectiles Chain one more time. Also, instead of having a 20% chance to avoid Projectiles, you take a 10% increased Damage. You must really want that Chain to make them worth enduring more damage, but it is exactly what you need in some high-paced speed-farming Kinetic Blast Builds. We've also used them in our Chain-stacking Cobra Lash Deadeye.

Required Level: 69
Required Dexterity: 82
Required Intelligence: 42

(444-596) Evasion
(43-58) Energy Shield
+(30-50) to Dexterity
(140-180)% increased Evasion and Energy Shield
30% increased Movement Speed
10% increased Damage taken while Phasing
You have Phasing if you've Killed Recently
Projectiles Chain +1 times while you have Phasing
Celestial Footprints

Inextricable FateInextricable Fate - To make use of their unique ability, you have to cause your enemies to be Stationary for at least 1.5 seconds. Then, all your damage can and will cause Poison (normally only Physical and Chaos Damage can Poison). To immobilize an enemy you can use a Bear Trap or simply  Stun them, but that's not really reliable. The other bonuses include a huge Maximum Life bonus, 30% increased Movement Speed, Chaos Resistance, and reduced Extra Damage from Critical Strikes by Poisoned Enemies by up to 50%, which is actually a great set of modifiers, good on their own. It's an ok pair of Boots that's often overlooked due to how hard is to immobilize an enemy. You can use them in almost any build as a budget option.

Required Level: 70
Required Dexterity: 56
Required Intelligence: 76

(112-129) Evasion
(32-37) Energy Shield
+(13-17)% to Chaos Resistance
+(80-100) to maximum Life
30% increased Movement Speed
You gain 3 Grasping Vines when you take a Critical Strike
Nearby stationary Enemies gain a Grasping Vine every 0.5 seconds
All Damage inflicts Poison against Enemies affected by at least 3 Grasping Vines
You take (50-30)% reduced Extra Damage from Critical Strikes by Poisoned Enemies

Beacon of MadnessBeacon of Madness (Cold and Lightning) - This variant of Beacon of Madness allows all of your damage to Poison (usually only Physical and Chaos Damage can Poison). It also massively increases your clear speed as nearly half of the enemies will explode on death dealing tons of damage to their colleagues (it's very similar to Profane Bloom). The downside of these Boots is extremely debilitating, but they do have some potential if you only plan to activate the Embrace Madness Skill for a short while. During this time you may be able to apply w powerful instance of Poison on a boss by using Snipe Skill with Burning Arrow, but that's merely a concept to be explored. The Embrace Madness Skill gets progressively stronger the longer it affects your character. It will slowly reduce your Life/ES Recovery Rate, Action Speed, Flask Charges gained, Flask Effect, and increase the damage you take. There is no build that will not be affected by these debuffs, so not many players use them. You need a very specific build to utilize this pair of boots properly.

Required Level: 70
Required Strength: 62
Required Dexterity: 62

(315-580) Armour
(315-580) Evasion
+(8-12)% to Cold and Lightning Resistances
Grants Level 1 Embrace Madness Skill
(20-40)% increased Chaos Damage
30% increased Movement Speed
All Damage inflicts Poison while affected by Glorious Madness
Enemies you Kill while affected by Glorious Madness have a 40% chance to Explode, dealing a quarter of their Life as Chaos Damage

 

Ward Boots
Olroth's ChargeOlroth's Charge - It's a source of Adrenaline. One that's much easier to get than that from Annihilation's Approach, you simply need to lose Ward by taking any damage. And yet it is still very bad. It takes 4 seconds to restore Ward, 5 or 6 with these Boots on. You can also instantly gain Ward by using an Iron Flask. If taking damage often, for example by using Boneshatter, you can have this elusive Adrenaline Buff half the total time. Adrenaline is great, but not worth sacrificing a whole pair of Boots over it. Even Wardloop builds (the only types of builds that use Ward as a major defensive layer) have no use for this item, as their Ward never breaks. It's not good.

Required Level: 48
Required Strength: 37
Required Dexterity: 37
Required Intelligence: 37

(93-127) Ward
(50-80)% increased Ward
(50-30)% slower Restoration of Ward
20% increased Movement Speed
Gain Adrenaline for 3 seconds when Ward Breaks

Vorana's MarchVorana's March - Last and least - Vorana's March. Probably the worst pair of Boots on this list. Despite the numerous Arbalists mods they see no use in any build. All of these possible combinations of four mods are simply bad. You cannot even Support these Arbalists with Support Gems, these Boots have no Sockets. They will do no damage. There are no stats here, only a measly 100 Ward. Do not use.

Required Level: 69
Required Strength: 46
Required Dexterity: 46
Required Intelligence: 46

(102-117) Ward
Has no Sockets
Triggers Level 20 Summon Arbalists when Equipped
25% increased Movement Speed
<Four random Summoned Arbalists modifiers>

  • Summoned Arbalists have (30-40)% increased Attack Speed
  • Summoned Arbalists' Projectiles Chain +2 times
  • Summoned Arbalists' Attacks have (40-60)% chance to inflict Bleeding
  • Summoned Arbalists have (10-20)% chance to Crush on Hit
  • Summoned Arbalists have (25-35)% chance to deal Double Damage
  • Summoned Arbalists have (15-25)% chance to Freeze, Shock, and Ignite
  • Summoned Arbalists have (10-20)% chance to inflict Cold Exposure on Hit
  • Summoned Arbalists have (10-20)% chance to inflict Fire Exposure on Hit
  • Summoned Arbalists have (10-20)% chance to inflict Lightning Exposure on Hit
  • Summoned Arbalists have (20-30)% chance to Intimidate for 4 seconds on Hit
  • Summoned Arbalists have (20-30)% chance to Maim for 4 seconds on Hit
  • Summoned Arbalists have (40-60)% chance to Poison
  • Summoned Arbalists have (20-30)% chance to Unnerve for 4 seconds on Hit
  • Summoned Arbalists fire (2-4) additional Projectiles
  • +1 to number of Summoned Arbalists
  • Summoned Arbalists' Projectiles Split into 3
  • Summoned Arbalists gain (30-40)% of Physical Damage as Extra Cold Damage
  • Summoned Arbalists have 20% chance to inflict Cold Exposure on Hit
  • Summoned Arbalists gain (30-40)% of Physical Damage as Extra Fire Damage
  • Summoned Arbalists have 20% chance to inflict Fire Exposure on Hit
  • Summoned Arbalists gain (30-40)% of Physical Damage as Extra Lightning Damage
  • Summoned Arbalists have 20% chance to inflict Lightning Exposure on Hit
  • Summoned Arbalists Convert 100% of Physical Damage to Cold Damage
  • Summoned Arbalists have (10-20)% chance to Freeze
  • Summoned Arbalists Convert 100% of Physical Damage to Fire Damage
  • Summoned Arbalists have (10-20)% chance to Ignite
  • Summoned Arbalists Convert 100% of Physical Damage to Lightning Damage
  • Summoned Arbalists have (10-20)% chance to Shock
  • Summoned Arbalists' Projectiles Fork
  • Summoned Arbalists' Projectiles Pierce (2-4) additional Targets

 

If you have any other Article requests please leave that in the comments below. We are always open to suggestions and constructive feedback.

Pictures used in this article are the intellectual property of Grinding Gear Games.

Path of Exile Affliction League Marketplace

RELATED PAGES