Nakelyn's Boots of the Shifting Mists

Threads: 1
Spell Defense: 12

These appear as normal grey boots. Once a thread is tied to them; however, they appear to be a shifting blue and grey mist. They are also extremely comfortable, and fit any wearer's feet. Though waterproof, they do not hold water.


Rank 1

Cost: 300
Key Knowledge
The wearer must know the boots are named Nakelyn's Boots of the Shifting Mists.
Effect
The wearer adds twice the thread rank to her dexterity for point to point movement (eg speed, Sprint, Great Leap) and adds the thread rank to her dexterity for movement related tasks (eg. physical defense ). The wearer is also unaffected by poor footing conditions (eg. ice), and gains her thread rank as a step bonus in any tests for balance, knockdown, etc.

Rank 2

Cost: 500
Key Knowledge
The boots were fashioned by the Dwarven Elementalist/Wizard Nakelyn Jucerdu.
Effect
Wearer's steps exert no pressure on the groud whatsoever. The wearer's steps make no sound and leave no tracks. The wearer may also walk on liquid syrfaces as though they were solid.

Rank 3

Cost: 800
Key Knowledge
Nakelyn made the boots as a gift/payment to Ilsaer Kaelunn, a Thief who specialized in--and enjoyed--stealing from mage's strongholds. He often gave Nakelyn first choice and special deals on spells and items very difficult to obtain.
Effect
The boots cancel any penalties to tests involving balance, knockdown, etc. Also, the wearer may walk on any physical boundary as though it were solid. For example, the wearer could walk across thick fog as though it were ground.

Rank 4

Cost: 1300
Key Knowledge
The boots are woven from Elemental Air and Water. The wearer must learn where Nakelyn obtained the Elemental Air she used to create the boots.
Effect
The wearer may walk on any surface, even illusionary ones.

Rank 5

Cost: 2100
Key Knowledge
The wearer must learn where Nakelyn obtained her Elemental Water for the boots.
Effect
Shift Leap:For a cost of 2 strain , the wearer may "blink" from one point to another. The wearer must successfully jump the desired distance and the space crossed must be passable, although it need not be clear or safe, as the wearer does not actually pass through the space. For example, the wearer could not pass through a wall, but could use this ability to avoid a fire or landslide. The wearer leaps, appearing to pass into a thick invisible fog just after leaving the ground, and immediately emerges at the destination, just prior to landing. The shift does not cost an action and the distance crossed does not count towards the character's movement.