Builder’s Gate

Updated 2026-09-27

한국어

Boots of Stormy Clamour is an item of Uncommon rarity. Type: Boots. Recorded sources: Act 1 · Underdark · Found in the world. See acquisition details below for conditions. Weight 0.55, Value 70 gold. Passives: Arcane Echomalefaction.

Boots of Stormy Clamour

Uncommon

Arcane Echomalefaction: When the wearer inflicts a condition upon a hostile creature, they also inflict 2 turns of Reverberation.

Peals of thunder rumble at the back of your skull with every step taken in these boots.

How to obtain

Act 1 Found in the world Underdark

0.5570

Effect

Reverberation

Reverberation weakens Strength, Dexterity, and Constitution saves and can trigger extra damage and Prone at its threshold.

Stage 3 · Combining effectsEquipment and stacking

Apply it before an effect requiring one of those saves. It does not also weaken Intelligence, Wisdom, or Charisma saves.

At 5 or more turns, the Thunder damage and the check for Prone are separate. Dealing the damage does not guarantee the target falls.

Sources and review date

Reviewed: 2026-09-14

Derived from game data
  • Defense
  • Multi-hit
Effect permalink

Core rule

Saving throws

Core rule permalink

A saving throw determines whether you resist or avoid a harmful effect, such as a spell or trap.

Stage 1 · Combat basicsAttacks and dice

Roll a d20 using the ability named by the effect, then add the relevant modifier and saving-throw bonuses. Meeting the Difficulty Class succeeds.

Success may mean half damage or avoiding the effect entirely. A successful save does not always mean zero damage.

Sources and review date

Reviewed: 2026-09-14

Based on in-game text
  • Defense

Core rule

d20 rolls

Core rule permalink

A d20 has twenty possible results, from 1 to 20. It is used to resolve attacks and many uncertain actions.

Stage 1 · Combat basicsAttacks and dice

Add the relevant ability modifier, proficiency, and other bonuses to the die. Meeting the target number is enough to succeed.

Attack rolls, saving throws, and ability checks use different bonuses. A bonus to one does not automatically apply to the others.

Sources and review date

Reviewed: 2026-09-14

Based on in-game text
  • Attack
  • Defense

Answer

Reverberation Application

When an item's specified trigger is met, it applies Reverberation to the wearer or target.

Based on in-game text

Trigger source

Arcane Echomalefaction

When the wearer inflicts a condition upon a hostile creature, they also inflict 2 turns of Reverberation.
Trigger context
OnStatusApply
Applies to
Target
Application condition
Enemy() and not Self() and not StatusId('MAG_THUNDER_REVERBERATION') and not StatusDoesNotInvokeOnStatusApply()
Application chance
100%
Application duration
2 turns

    Answer

    Reverberation Stack Adjustment

    Each remaining stack applies a negative modifier to Strength, Dexterity, and Constitution Saving Throws.

    Derived from game data
    How stacks work
    The remaining stacks affect this effect.
    Roll example
    The effect increases by 1 per stack. Triggers at 5 stacks (1d4 Thunder) — Stacks expire after 2 turns; at least 3 hits per turn are required to trigger.
    Game status key
    MAG_THUNDER_REVERBERATION

    In-game text

    Affected entity has a -1 penalty to Strength, Dexterity, and Constitution Saving Throws per remaining turn.

    When the entity has 5 or more turns of Reverberation, it takes 1d4 Thunder damage and possibly falls Prone. The condition is removed afterward.

    Creatures Immune to Thunder damage can't receive Reverberation.

      Core rule

      Stacking

      Core rule permalink

      Repeated effects may grow stronger, last longer, replace one another, or fail to combine.

      Stage 3 · Combining effectsEquipment and stacking

      For conditions such as Radiating Orb, remaining turns also affect strength. In contrast, repeated resistance does not keep halving damage.

      Check whether the effect stacks and whether it has a cap. A shared display name does not mean the values from every variant can be added together.

      Sources and review date

      Reviewed: 2026-09-14

      Derived from game data
      • Multi-hit

      Answer

      Reverberation Duration

      The game data below distinguishes an entry's listed duration from the duration actually applied.

      Derived from game data
      Status duration
      2 turns
      Game status key
      MAG_THUNDER_REVERBERATION

      In-game text

      Affected entity has a -1 penalty to Strength, Dexterity, and Constitution Saving Throws per remaining turn.

      When the entity has 5 or more turns of Reverberation, it takes 1d4 Thunder damage and possibly falls Prone. The condition is removed afterward.

      Creatures Immune to Thunder damage can't receive Reverberation.

        Answer

        Reverberation Threshold and Blast

        When the threshold is reached, stacks are consumed and an additional effect occurs.

        Derived from game data
        Threshold
        5 stacks
        At the threshold
        1d4 Thunder
        Roll example
        The effect increases by 1 per stack. Triggers at 5 stacks (1d4 Thunder) — Stacks expire after 2 turns; at least 3 hits per turn are required to trigger.
        Game status key
        MAG_THUNDER_REVERBERATION

        In-game text

        Affected entity has a -1 penalty to Strength, Dexterity, and Constitution Saving Throws per remaining turn.

        When the entity has 5 or more turns of Reverberation, it takes 1d4 Thunder damage and possibly falls Prone. The condition is removed afterward.

        Creatures Immune to Thunder damage can't receive Reverberation.

          Answer

          Using Reverberation

          After applying it several times, follow it with an effect that calls for a Saving Throw, but do not assume it stacks on every hit.

          Codex commentary

            Equip in build