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Mrylokar's Boots  
 

MAGIC ITEM LORE ITEM
Slot: FEET
Charges: Unlimited
AC: 18
Effect: Fade (Any Slot/Can Equip, Casting Time: 3.0) at Level 45
WT: 6.5 Size: MEDIUM
Class: ROG
Race: ALL except IKS
Slot 1, Type 7 (General: Group)
Slot 2, Type 21 (Special Ornamentation)

Item Type:Armor
Appearance:Plate
Tint:
 
Color (RGB):40, 30, 30
Stackable:No
Merchant Value:330 pp 0 gp 0 sp 0 cp
Tribute:585
Lucy Entry By:Kerasota
Item Updated By:SwiftyMUSE
Source:Live
IC Last Updated:2022-01-14 17:45:26
Page Updated:Thu Oct 9th, 2008

Expansion: Ruins of Kunark Ruins of Kunark


Average Price: No Data Pricing Data...
Rarity: Rare
Level to Attain: 50

[Drops | Comments ]

Drops

This item is found on creatures.

Karnor's Castle
NPC Name
undead jailer



Zone(s) Found In:


Zone Name
Karnor's Castle
Screenshot

Uploaded August 5th, 2020 by iventheassassin
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Junk at level 51
# Mar 18 2005 at 6:53 AM Rating: Decent
Since the procs on these don't even work until mid-40's - Don't waste your platinums bying this junk. Get good at poisonmaking instead for the money. :P
Here's why I think it's junk-boots for a rogue;

At level 51, rogues can start working Aa's like all other classes... This includes the innate runspeed. Suddenly it's not so damn slow to move around hidden any more. You'll have more reliable transport then a random short teleport so You'll want more stats on your gear then these can offer at this point, no matter what kind of stats you use for the way you play your rogue (I love STR, DEX and HP myself), these slippers have none of any of it. The fade is irrational and pointless. It does NOT lose your agro, it only moves you far enough to not smell the sweaty armpits of your tank, but the mob still sees you and only need to take a few steps (that's how puny the teleport range is) before he can start squishing you again.
***** these kindergarden toys and get something with your stats instead.
To drop agro and get away from a nasty mob, there is NOTHING better you can do on your own then to get really good at sneak & hide skills and then use your evade.

Futhermore, at level 55, rogues run just as fast in stealthmode as they do normally.
At level 63 you get Shroud of Shadows AA ability (with this, only godlike mobs and uber dragons can see thru your hide) and ESCAPE - wich lets you enter stalth mode while running. (no need to stop and stand 'perfectly still' to hide).
RE: Junk at level 51
# Mar 18 2005 at 11:10 AM Rating: Decent
***
3,705 posts
Keep in mind this is a Kunark era item. Back when this was introduced to the game, there were no AAs, and rogues didn't have a lot of the skills they now get. Max level had just been raised to 60, and these were considered really nice boots. Like EVERY OTHER kunark era item, they are now less "uber" than they were when they were new. The effect is still nice, particularly for casual players, who might be in the 45-55 range for quite some time.
RE: Junk at level 51
# Mar 18 2005 at 9:51 AM Rating: Good
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3,128 posts
This is a must have item for any PvP rogue.
Usable level...
# Oct 21 2004 at 2:07 PM Rating: Decent
*
70 posts
Why does this not say what level you have to be to use it? Could've saved me some big plat. I will keep them, but my 33 rogue is going to have to wait a while to use them.
____________________________
Master Artisan
Wdor Anozira the Glutton
117 Rogue
Echoes In Eternity
Povar

RE: Usable level...
# Oct 21 2004 at 3:15 PM Rating: Good
Ungainly Ninja
Avatar
****
6,998 posts
Fixed, thanks.
barbie boots
# Aug 17 2003 at 2:07 PM Rating: Decent
that's like so 3 expansions ago
if i had known the proc effect was not going to kick in till 50 i would never have spent
like 100pp buying these
i have a lvl 26 rogue who is not going to be nightcrawler for another few levels
like whatever
RE: barbie boots
# Aug 25 2003 at 7:36 PM Rating: Decent
49 posts
45, not 50 : )
Rogues Need Dex/Agi
# May 30 2002 at 11:31 AM Rating: Decent
In my point of view the effect on these boots is almost useless or just to be used for entertainment.
In a more practical way I think rogues should get a Agi or Dex buff on those boots, it would be more useful and since we only get one item that gives a stat boost, in the mrylokar armor line that is, I think we deserve better then a crappy effect like this.

Edited, Thu May 30 12:21:56 2002
RE: Rogues Need Dex/Agi
# Feb 13 2005 at 5:51 PM Rating: Decent
"In a more practical way I think rogues should get a Agi or Dex buff on those boots, it would be more useful and since we only get one item that gives a stat boost, in the mrylokar armor line that is, I think we deserve better then a crappy effect like this."
ALL the kunark armor was like this, AC w/ effect, only the BPs had stats
RE: Rogues Need Dex/Agi
# Apr 07 2004 at 9:55 AM Rating: Decent
22 posts
If rogues were tanks then I would agree with you guys. Personally I play my rogue like a rogue.. an assassin and escape artist. Remember your role and this ability makes sense. The fade spell is a last resort escape plan. It can some times throw you close enough to safety to get out alive, or it can throw you into the same, if not worse, situation you were already in. But if you're going to die anyhow, why not take that last chance? Also, in a group, if you take agro for a sec.. try using this. It will throw you away from the group and more than likely away from agro.
RE: Rogues Need Dex/Agi
# Jun 18 2003 at 2:50 PM Rating: Default
These are not rogue boots you'd wear all the time at higher levels.

But...I'd still have these boots on hand. Why?

I'm ALWAYS getting stuck in sh*t! Befallen ... Karnors ... Bazaar zone in ... and now PoStorms :p

With Mrylo boots, you could get yourself out of a jam then and there, instead of trying to extricate yourself with the re-logging trick.

Stick them in your backpack along with your gate potion for a rainy day...

Khemosaabe " Tonto SPAM " Longbow (of Cazic Thule server)
Lvl 65 Hunter and Slayer-of-Bunny-Wabbits
"I love you like a fat kid love cake...<50c>"


Edited, Wed Jun 18 15:10:01 2003
RE: Rogues Need Dex/Agi
# Dec 11 2002 at 12:19 AM Rating: Decent
i bought a pair of these and i though the proc was useless. i bought them and realized the proc was no good so i sold em within 10 mins.i think the proc should be a dex or agi.
RE: Rogues Need Dex/Agi
# Aug 15 2002 at 8:01 AM Rating: Decent
Why would you want agi or dex? Why not hp or sta, or ac? I think these should be an ac buff personally.

Edited, Thu Aug 15 08:50:11 2002
RE: Rogues Need Dex/Agi
# Oct 26 2002 at 4:09 PM Rating: Default
Of course HP, Sta or AC would be better but I was comparing these boots to the other kunark armor line. Warriors get some nice effects ( and useful ) on their cobalt armor, we rogues ( pure melee class ) get fade .. with 0 channeling this effect is almost usless. So in that line of though I figured that a Agi or Dex buff would be better and realistic ...

I'm not good at spelling hehe :P
Boots
# Jan 29 2002 at 2:35 AM Rating: Default
46 posts
Been using these boots for quite some time now, and I'd just like to voice my opinion on them.

Firstly, to avoid agro, it doesn't work for me. Am I doing something wrong? Perhaps. This is what happens. I cast (if I can while mob is beating the **** out of me). I get ported afew feet away, mob runs right back into my face, group is disturbed because mob is now further away and they don't have a clue wtf just happened. I've tried this about 5-6 times and the same thing happens. I'm better off just to stop attacking, and evade.

Secondly, cast time is 3 seconds, which isn't bad, but in 3 seconds while you are getting attacked is plenty of time to inturrupt you.

And lastly, these boots are GREAT in duels =) Specially when you get rooted! I was dueling my druid friend for fun and when he'd root me I kept using them and getting away from his casting range / sight.

Apart from that, the boots rock, nice AC and neat effect. They are quite rare compared to other Mrylokar pieces in the market. Also, Azhanti has a good idea, I'm definitely going to try that out asap.

- Jorlen 54 monk
Briktop 52 rogue
Cement 32 warrior
A useful side effect
# Jan 24 2002 at 11:14 AM Rating: Excellent
As a wizard, I've played around with this line of spells for the past 50 or so levels. Yes, its true that in and of itself Fade is of limited use for travel (random direction and a max distance of maybe 90 game feet...if you're lucky) and for escaping combat (the cast time on these boots is apparently quite a bitmore than the wizard spell) but there is one side effect you can exploit. The Fade line of spells never deposit you in mid-air...you're always moved down to ground level. This could potentially be of use to rogues who need to get down a long vertical distance where they would be injured trying to safe fall. My rogues safe fall is capped at 94, but jumping from the top of the wall in the OT outpost still gives a couple hundred damage. As a wizard, I can climb to the top of the wall and Fade myself straight to the bottom, no dmg at all. Any rogues over 30 who can make themselves non-KOS to VS are encouraged to try it.
Some things to remember when trying to use teleports to move downwards:

The direction and distance are random. Using Fade ensures that your horizontal displacement is minimised. You could certainly acchieve the same effect using the Cap of the Insubstantial
that drops from Jumpy in OS, but since Shadowstep has a much greater potential range you could be displaced halfway across the zone.
Casting from items is uninterruptable, so casting during combat is possible. However, casting while falling is not possible, AFAIK. I'll not be held responsible for people attempting to Fade themselves to the bottom level of the Hole from the chasm in Paineel.
Fade will take you to the lowest point of land in your new coordinates. Beware casting in or around water or big holes you don't want to fall into.
There are worse things to be teleported into than water. Anyone attempting a Fade or Shadowstep in Lavastorm, Solusek's Eye or Skyfire deserves everything they get :)

Enjoy, rogues :)

Nenelyan
Torv
RE: A useful side effect
# Apr 08 2002 at 10:49 AM Rating: Decent
*
110 posts
Another thing I think should be mentioned is that there is very limited upward range on these spells (as reported to me by my brother the SK). So if you port into a hole, you may well be stuck in that hole.
Casting time
# Apr 18 2001 at 11:19 PM Rating: Default
LOL i just got some of these tonight and the effect is 12 sec casting time and Tellaports you like 5 feet away from your spot!! kinda fun to play around with but very useless. i woulding pay more then 1k for thease
RE: Casting time
# Jul 15 2002 at 12:16 PM Rating: Decent
ok, the casting time is 3 Seconds...maybe you can't count..I don't know......Anyways...anyone know what lvl you can use these at?
RE: Casting time
# Nov 02 2002 at 3:22 PM Rating: Decent
I think that all the effects on all the Kunark armor (cobalt, jaundiced bone, mrylokar's) becomes useable at 45, or maybe it's 46.
#Anonymous, Posted: Feb 21 2001 at 2:33 PM, Rating: Sub-Default, (Expand Post) These are UNBELIEVABLY rare. just like Mrylokars Gaunts. And they put assasins boots to shame. Same AC as assissin boots, HOWEVER - Fade will teleport you MILES away from a mob. Now that evade has been nerfed, these are the best way to live when u get aggroed. the stats on assissin's are crap anyway. These are the best rogue boots in the game, no wonder they are part of the Mrylokars set.
#Anonymous, Posted: Mar 28 2001 at 11:08 PM, Rating: Sub-Default, (Expand Post) Bob i know that you are gay so stop bothering me ok !!!!!!
RE: Best Rogue Boots.
# Feb 23 2001 at 2:12 AM Rating: Default
Not really, fade only teleports you a few FEET from the mob and cast time is like 6 seconds.

I prefer more stats than this worthless effect.
RE: Best Rogue Boots.
# Jun 16 2001 at 4:10 PM Rating: Default
Em,no. If your lucky yes, fade will take you a few feet from the mob your fighting. However, mostly it just puts you right back where you were only with your back to the mob.
RE: Best Rogue Boots.
# Aug 17 2001 at 10:26 PM Rating: Decent
Atleast now you get to turn around in style!!
RE: Best Rogue Boots.
# Apr 04 2001 at 4:32 AM Rating: Default
Casting time is at or under 3 seconds, saved my life pleanty of times. Worth 20K+ atleast for those wanting to wait a month in EastCommons with there EverQuest PP credit card out to look for a pair to pop up for sale.
#Anonymous, Posted: Mar 05 2001 at 10:28 AM, Rating: Sub-Default, (Expand Post) is fade same as shadow step ??and anyway a few feet will save lives(saved me sk a thousand times at leest)
#Anonymous, Posted: Mar 05 2001 at 10:28 AM, Rating: Sub-Default, (Expand Post) is fade same as shadow step ??and anyway a few feet will save lives(saved me sk a thousand times at leest
RE: Best Rogue Boots.
# Mar 05 2001 at 10:27 AM Rating: Default
is fade same as shadow step ??
RE: Best Rogue Boots.
# Mar 09 2001 at 7:52 PM Rating: Decent
Shadow step is the upgrade to Fade. Shadow step is MUCH better the fade. Fade is level 4 Wizard spell. Has problems going up hills. Teleports you not very far.
RE: Best Rogue Boots.
# Apr 11 2001 at 2:23 AM Rating: Decent
According to the SpDat.eff file in the Everquest Directory, the effect of Fade is a random teleport of up to 350 feet. In practice, my wizard usually teleports a short distance, but very rare is teleported a great distance by this spell.

Casting time, according to the SpDat file is 1.0 seconds, I don't have these boots but am guessing like Donal's pieces the casting time has been doubled. The Donal's pieces I have cast at 50th level of ability for purposes of who's spell they can overwrite. I'm assuming by 50th, the maximum effect of each spell has already been attained.
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