Irontoe Mudsputters
Legendary Boots
- Legendary
- Level 70
Properties
513–590 Armor
Primary Attributes
- +416–500 Vitality
Secondary Attributes
- Gain up to 25–30% increased movement speed based on amount of Life missing.
Random Affixes
- +416–500 Strength
- +416–500 Dexterity
- +416–500 Intelligence
Ancient & primal values
Ancient
- +550–650 Strength
- +550–650 Vitality
Primal
- +650 Strength
- +650 Vitality
Fixed properties of the ancient form; primal items roll the top value of the ancient range. Game files, version 2.8.0.
All possible random properties (44 primary, 14 secondary)
Besides its fixed properties, this item rolls 2 primary and 1 secondary properties at random from these lists.
Primary
- +10–12% Movement Speed
- Regenerates 4,643–5,528 Life per Second ancient 6,080–7,185
- +91–100 Resistance to All Elements ancient +110–130
- +416–500 Strength ancient +550–650
- +416–500 Dexterity ancient +550–650
- +416–500 Intelligence ancient +550–650
- +416–500 Vitality ancient +550–650
- +373–397 Armor ancient +436–516
- Barbarian +10–15% damage: Hammer of the Ancients, Ancient Spear, Seismic Slam, Whirlwind
- Crusader +10–15% damage: Shield Bash, Fist of the Heavens, Sweep Attack, Blessed Shield, Blessed Hammer, Phalanx
- Demon Hunter +10–15% damage: Impale, Rapid Fire, Chakram, Strafe, Elemental Arrow, Multishot, Cluster Arrow
- Monk +10–15% damage: Lashing Tail Kick, Wave of Light, Exploding Palm, Tempest Rush
- Necromancer +10–15% damage: Bone Spear, Death Nova, Skeletal Mage
- Witch Doctor +8–15% damage: Firebats, Sacrifice
- Witch Doctor +10–15% damage: Zombie Charger, Spirit Barrage, Acid Cloud
- Wizard +10–15% damage: Ray of Frost, Arcane Orb, Wave of Force, Arcane Torrent, Energy Twister, Disintegrate, Meteor
Secondary
- +32–35% Extra Gold from Monsters
- Monster kills grant +140–200 experience. ancient +220–260
- Health Globes and Potions Grant +20,001–29,713 Life. ancient +32,684–38,625
- Increases Gold and Health Pickup by 1–2 Yards.
- +141–160 Physical Resistance ancient +176–210
- +141–160 Fire Resistance ancient +176–210
- +141–160 Cold Resistance ancient +176–210
- +141–160 Lightning Resistance ancient +176–210
- +141–160 Poison Resistance ancient +176–210
- +141–160 Arcane Resistance ancient +176–210
- +2,401–2,880 Thorns Damage ancient +2,881–3,500
- Level Requirement Reduced by 2–30 ancient 30–40
- 1–5.1% Chance to Immobilize on Hit
- Ignores Durability Loss
Pool of the item type from the game files, version 2.8.0. Skill damage bonuses only carry weight for their class. All properties of this slot
"Good, heavy steel. Nice flex around the ankle, good weight in the toes. A solid pair of boots. What, did you need them to sparkle?" —Kormac the Templar
Irontoe Mudsputters
These boots tie your movement speed to your health: the more life you are missing, the faster you run, up to a hefty speed bonus when your health bar is low. Because the primary stat roll can be Strength, Dexterity or Intelligence, the boot fits essentially any class.
The effect is double-edged, though: full speed only kicks in while you are hurt, which is normally risky. It therefore shines most in builds that already play at reduced life, or when dashing through dangerous stretches. Practical tip: lean on it for speed-farm routes or low-life concepts and pair it with effects that protect you while your health is low, otherwise you will not survive the pace for long.
Roll range and the catch in "up to"
The speed bonus rolls between 25 and 30%; a copy at 29% is close to the maximum, while a Primal Ancient brings the full 30%. The key, though, is the "up to": the bonus depends on how much Life you are missing. With a full Life bar the boots add no speed at all, and only as you take damage does it rise. That sets them apart from boots with a flat speed bonus that always applies - here you run fastest exactly when you most need distance.
Stats on the boots
Vitality at 416 to 500 is fixed, plus Strength, Dexterity or Intelligence, also at 416 to 500 points. Neither the boots nor their power is tied to a class - just take the copy with your main stat. Since the power only kicks in when Life is missing, the fixed Vitality is a sensible companion: it cushions exactly the state in which the boots do the most. If the main stat rolls wrong, the Mystic can re-enchant it.
Kormac's verdict
The flavor text comes from Kormac the Templar, who praises the boots plainly: good, heavy steel, nice flex around the ankle, good weight in the toes - a solid pair. And anyone expecting more gets his dry reply: did you need them to sparkle?