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Druid class · Page 7 · Scars of Honor database

Showing 301–350 of 398 items (page 7 of 8)

  • ArmorShouldersMediumT1CLR3EXC

    ArmorShouldersMediumT1CLR3EXC

    Epic · Equipment · Shoulder Pads

    Base Stats

    POOL 1

    • ArmorArmor30–32
    • Magic DefenceMagic Defence30–32
    ROLLS: 2Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.

    Primary Stats

    POOL 2

    • VitalityVitality4–5
    • StrengthStrength4–5
    • DexterityDexterity4–5
    • IntelligenceIntelligence4–5
    Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.

    Secondary Stats

    POOL 3

    • VitalityVitality2–3
    ROLLS: 1Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.
    Add to compare list
  • ArmorShouldersMediumT1CLR4

    ArmorShouldersMediumT1CLR4

    Rare · Equipment · Shoulder Pads

    Base Stats

    POOL 1

  • ArmorShouldersMediumT1CLR4EXC

    ArmorShouldersMediumT1CLR4EXC

    Epic · Equipment · Shoulder Pads

    Base Stats

  • Leatherbound Spaulders

    Leatherbound Spaulders

    Epic · Equipment · Shoulder Pads

    Base Stats

    POOL 1

  • Wolftrail Shoulders

    Wolftrail Shoulders

    Epic · Equipment · Shoulder Pads
  • Shoulders of the Ashen Path

    Shoulders of the Ashen Path

    Legendary · Equipment · Shoulder Pads

    Base Stats

  • Supreme Plates

    Supreme Plates

    Legendary · Equipment ·
  • Supreme Plates

    Supreme Plates

    Epic · Equipment · Shoulder Pads

    Base Stats

  • Apex Plates

    Apex Plates

    Epic · Equipment · Shoulder Pads

    Base Stats

    POOL 1

  • Apex Plates

    Apex Plates

    Rare · Equipment · Shoulder Pads

    Base Stats

  • Exquisit Wools Spaulders

    Exquisit Wools Spaulders

    Epic · ·
  • Wools Spaulders

    Wools Spaulders

    Common · Equipment · Shoulder Pads

    Base Stats

    POOL 1

  • Fine Wools Spaulders

    Fine Wools Spaulders

    Rare · Equipment · Shoulder Pads

    Base Stats

  • Fine Wools Spaulders

    Fine Wools Spaulders

    Common · Equipment · Shoulder Pads

    Base Stats

  • Worn Medium Shoulders

    Worn Medium Shoulders

    Common · Equipment · Shoulder Pads

    Base Stats

    • Magic Defence
  • Prime Medium Shoulders

    Prime Medium Shoulders

    Epic · Equipment · Shoulder Pads

    Base Stats

  • Medium Shoulders

    Medium Shoulders

    Rare · Equipment · Shoulder Pads

    Base Stats

    POOL 1

  • Deadly Wand of the Tzetzo

    Deadly Wand of the Tzetzo

    Legendary · Equipment · Main Hand

    Base Stats

    • Weapon Damage Min
  • Dzho's Bow of Really Nasty Hangover

    Dzho's Bow of Really Nasty Hangover

    Legendary · Equipment · Main Hand

    Base Stats

  • Seventh Staff of Seven

    Seventh Staff of Seven

    Legendary · Equipment · Main Hand

    Base Stats

    • Weapon Damage Min
  • Shield T3

    Shield T3

    Common · Equipment · Off Hand

    Base Stats

  • Shield T3 (Exceptional)

    Shield T3 (Exceptional)

    Rare · Equipment · Off Hand
  • Shield T4

    Shield T4

    Common · Equipment · Off Hand

    Base Stats

  • Shield T4 (Exceptional)

    Shield T4 (Exceptional)

    Rare · Equipment · Off Hand
  • Shield T5

    Shield T5

    Common · Equipment · Off Hand

    Base Stats

  • Shield T5 (Exceptional)

    Shield T5 (Exceptional)

    Rare · Equipment · Off Hand
  • Sir Illiya's Sword of the Insta Kill

    Sir Illiya's Sword of the Insta Kill

    Legendary · Equipment · Main Hand

    Base Stats

  • Sword of The Reloaded Life

    Sword of The Reloaded Life

    Legendary · Equipment · Main Hand

    Base Stats

  • Honed Claws of the Howler

    Honed Claws of the Howler

    Legendary · Equipment · Main Hand
  • Claws of the Howler

    Claws of the Howler

    Epic · Equipment · Main Hand

    Base Stats

  • Honed Iron Fangs

    Honed Iron Fangs

    Epic · Equipment · Main Hand
  • Iron Fangs

    Iron Fangs

    Rare · Equipment · Main Hand

    Base Stats

  • Weapon Axe 1H T1

    Weapon Axe 1H T1

    Common · Equipment · Main Hand

    Base Stats

    POOL 1

  • Weapon Axe 1H T1 (Exceptional)

    Weapon Axe 1H T1 (Exceptional)

    Rare · Equipment · Main Hand

    Base Stats

    POOL 1

  • Weapon Axe 1H T2

    Weapon Axe 1H T2

    Common · Equipment · Main Hand

    Base Stats

    POOL 1

  • Weapon Axe 1H T2 (Exceptional)

    Weapon Axe 1H T2 (Exceptional)

    Rare · Equipment · Main Hand

    Base Stats

    POOL 1

  • Weapon Axe 1H T3

    Weapon Axe 1H T3

    Common · Equipment · Main Hand

    Base Stats

    POOL 1

  • Weapon Axe 1H T3 (Exceptional)

    Weapon Axe 1H T3 (Exceptional)

    Rare · Equipment · Main Hand

    Base Stats

    POOL 1

  • Weapon Axe 1H T4

    Weapon Axe 1H T4

    Common · Equipment · Main Hand

    Base Stats

    POOL 1

  • Weapon Axe 1H T4 (Exceptional)

    Weapon Axe 1H T4 (Exceptional)

    Rare · Equipment · Main Hand

    Base Stats

    POOL 1

  • Weapon Axe 1H T5

    Weapon Axe 1H T5

    Common · Equipment · Main Hand

    Base Stats

    POOL 1

  • Weapon Axe 1H T5 (Exceptional)

    Weapon Axe 1H T5 (Exceptional)

    Rare · Equipment · Main Hand

    Base Stats

    POOL 1

  • Weapon Axe 2H T1

    Weapon Axe 2H T1

    Common · Equipment · Main Hand

    Base Stats

    POOL 1

  • Weapon Axe 2H T1 (Exceptional)

    Weapon Axe 2H T1 (Exceptional)

    Rare · Equipment · Main Hand

    Base Stats

    POOL 1

  • Weapon Axe 2H T2

    Weapon Axe 2H T2

    Common · Equipment · Main Hand

    Base Stats

    POOL 1

  • Weapon Axe 2H T2 (Exceptional)

    Weapon Axe 2H T2 (Exceptional)

    Rare · Equipment · Main Hand

    Base Stats

    POOL 1

  • Weapon Axe 2H T3

    Weapon Axe 2H T3

    Common · Equipment · Main Hand

    Base Stats

    POOL 1

  • Weapon Axe 2H T3 (Exceptional)

    Weapon Axe 2H T3 (Exceptional)

    Rare · Equipment · Main Hand

    Base Stats

    POOL 1

  • Weapon Axe 2H T4

    Weapon Axe 2H T4

    Common · Equipment · Main Hand

    Base Stats

    POOL 1

  • Weapon Axe 2H T4 (Exceptional)

    Weapon Axe 2H T4 (Exceptional)

    Rare · Equipment · Main Hand

    Base Stats

    POOL 1

  • Page 1
  • …
  • Page 6
  • 7
  • Page 8
ROLLS: 4
  • ArmorArmor30–32
  • Magic DefenceMagic Defence30–32
ROLLS: 2Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.

Primary Stats

POOL 2

  • VitalityVitality4–5
  • StrengthStrength4–5
  • DexterityDexterity4–5
  • IntelligenceIntelligence4–5
ROLLS: 4Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.
Add to compare list

POOL 1

  • ArmorArmor30–32
  • Magic DefenceMagic Defence30–32
ROLLS: 2Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.

Primary Stats

POOL 2

  • VitalityVitality4–5
  • StrengthStrength4–5
  • DexterityDexterity4–5
  • IntelligenceIntelligence4–5
ROLLS: 4Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.

Secondary Stats

POOL 3

  • VitalityVitality2–3
ROLLS: 1Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.
Add to compare list
  • ArmorArmor80–100
  • Magic DefenceMagic Defence80–100
ROLLS: 2Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.

Primary Stats

POOL 2

  • DexterityDexterity13–15
  • IntelligenceIntelligence13–15
  • StrengthStrength13–15
  • Energy RegenerationEnergy Regeneration3–4
ROLLS: 3Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.
Add to compare list

Base Stats

POOL 1

  • ArmorArmor80–100
  • Magic DefenceMagic Defence80–100
ROLLS: 2Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.

Primary Stats

POOL 2

  • DexterityDexterity13–15
  • IntelligenceIntelligence13–15
  • StrengthStrength13–15
  • Energy RegenerationEnergy Regeneration3–4
ROLLS: 3Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.

Secondary Stats

POOL 3

  • ManaMana160–230
  • HealthHealth160–230
ROLLS: 1Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.
Add to compare list

POOL 1

  • ArmorArmor80–100
  • Magic DefenceMagic Defence80–100
ROLLS: 2Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.

Primary Stats

POOL 2

  • DexterityDexterity13–15
  • IntelligenceIntelligence13–15
  • StrengthStrength13–15
  • Energy RegenerationEnergy Regeneration3–4
  • Crit ChanceCrit Chance4–5
ROLLS: 4Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.
Add to compare list
Shoulder Pads

Base Stats

POOL 1

  • ArmorArmor80–100
  • Magic DefenceMagic Defence80–100
ROLLS: 2Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.

Primary Stats

POOL 2

  • Magic DefenceMagic Defence20–22
  • ArmorArmor20–22
  • VitalityVitality12–14
  • StrengthStrength12–14
  • DexterityDexterity12–14
  • IntelligenceIntelligence12–14
ROLLS: 4Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.

Secondary Stats

POOL 3

  • Magic DefenceMagic Defence26–29
  • ArmorArmor26–29
  • VitalityVitality12–14
  • StrengthStrength12–14
  • DexterityDexterity12–14
  • IntelligenceIntelligence12–14
Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.
Add to compare list

POOL 1

  • ArmorArmor42–44
  • Magic DefenceMagic Defence42–44
ROLLS: 2Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.

Primary Stats

POOL 2

  • VitalityVitality6–7
  • StrengthStrength6–7
  • DexterityDexterity6–7
  • IntelligenceIntelligence6–7
ROLLS: 4Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.

Secondary Stats

POOL 3

  • VitalityVitality2–3
ROLLS: 1Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.
Add to compare list
  • ArmorArmor80–100
  • Magic DefenceMagic Defence80–100
ROLLS: 2Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.

Primary Stats

POOL 2

  • DexterityDexterity13–15
  • IntelligenceIntelligence13–15
  • StrengthStrength13–15
  • Energy RegenerationEnergy Regeneration3–4
ROLLS: 3Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.
Add to compare list

POOL 1

  • ArmorArmor30–32
  • Magic DefenceMagic Defence30–32
ROLLS: 2Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.

Primary Stats

POOL 2

  • VitalityVitality4–5
  • StrengthStrength4–5
  • DexterityDexterity4–5
  • IntelligenceIntelligence4–5
ROLLS: 4Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.

Secondary Stats

POOL 3

  • VitalityVitality2–3
ROLLS: 1Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.
Add to compare list
Equipment
Shoulder Pads

Base Stats

POOL 1

  • Magic DefenceMagic Defence19–21
  • ArmorArmor19–21
ROLLS: 2Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.

Primary Stats

POOL 2

  • Magic DefenceMagic Defence19–21
  • ArmorArmor19–21
  • VitalityVitality11–13
  • StrengthStrength11–13
  • DexterityDexterity11–13
  • IntelligenceIntelligence11–13
ROLLS: 4Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.

Secondary Stats

POOL 3

  • Magic DefenceMagic Defence22–24
  • ArmorArmor22–24
  • VitalityVitality11–13
  • StrengthStrength11–13
  • DexterityDexterity11–13
  • IntelligenceIntelligence11–13
Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.
Add to compare list
  • Magic DefenceMagic Defence25
  • ArmorArmor25
  • ROLLS: 2Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.

    Primary Stats

    POOL 2

    • VitalityVitality10
    ROLLS: 1Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.
    Add to compare list

    POOL 1

    • Magic DefenceMagic Defence19–21
    • ArmorArmor19–21
    ROLLS: 2Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.

    Primary Stats

    POOL 2

    • Magic DefenceMagic Defence19–21
    • ArmorArmor19–21
    • VitalityVitality11–13
    • StrengthStrength11–13
    • DexterityDexterity11–13
    • IntelligenceIntelligence11–13
    ROLLS: 4Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.
    Add to compare list

    POOL 1

    • ArmorArmor19–20
    • Magic DefenceMagic Defence19–20
    ROLLS: 2Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.

    Primary Stats

    POOL 2

    • VitalityVitality3–4
    • StrengthStrength3–4
    • DexterityDexterity3–4
    • IntelligenceIntelligence3–4
    ROLLS: 4Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.

    Secondary Stats

    POOL 3

    • VitalityVitality2–3
    ROLLS: 1Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.
    Add to compare list
    Magic Defence
    19–21
  • ArmorArmor19–21
  • ROLLS: 2Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.
    Add to compare list

    POOL 1

    • HasteHaste3
    ROLLS: 1Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.

    Primary Stats

    POOL 2

    • DexterityDexterity9–12
    • IntelligenceIntelligence9–12
    • StrengthStrength9–12
    • Energy RegenerationEnergy Regeneration2–3
    ROLLS: 2Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.

    Secondary Stats

    POOL 3

    • ManaMana110–160
    • HealthHealth110–160
    ROLLS: 1Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.
    Add to compare list
    • HasteHaste3
    ROLLS: 1Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.

    Primary Stats

    POOL 2

    • DexterityDexterity9–12
    • IntelligenceIntelligence9–12
    • StrengthStrength9–12
    • Energy RegenerationEnergy Regeneration2–3
    ROLLS: 2Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.
    Add to compare list
    Weapon Damage Min
    10000
  • Weapon Damage MaxWeapon Damage Max10000
  • ROLLS: 2Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.
    Add to compare list
    Weapon Damage MinWeapon Damage Min
    10000
  • Weapon Damage MaxWeapon Damage Max10000
  • ROLLS: 2Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.
    Add to compare list
    Weapon Damage Min
    10000
  • Weapon Damage MaxWeapon Damage Max10000
  • ROLLS: 2Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.
    Add to compare list

    POOL 1

    • VitalityVitality8–9
    • StrengthStrength8–9
    • DexterityDexterity8–9
    • IntelligenceIntelligence8–9
    ROLLS: 4Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.

    Primary Stats

    POOL 2

    • Crit ChanceCrit Chance4–6
    • StrengthStrength12–14
    • DexterityDexterity12–14
    • Armor PenetrationArmor Penetration8–10
    • Cooldown ReductionCooldown Reduction2–5
    ROLLS: 3Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.
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    Base Stats

    POOL 1

    • VitalityVitality8–9
    • StrengthStrength8–9
    • DexterityDexterity8–9
    • IntelligenceIntelligence8–9
    ROLLS: 4Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.

    Primary Stats

    POOL 2

    • Crit ChanceCrit Chance4–6
    • StrengthStrength12–14
    • DexterityDexterity12–14
    • Armor PenetrationArmor Penetration8–10
    • Cooldown ReductionCooldown Reduction2–5
    ROLLS: 3Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.
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    POOL 1

    • VitalityVitality8–9
    • StrengthStrength8–9
    • DexterityDexterity8–9
    • IntelligenceIntelligence8–9
    ROLLS: 4Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.

    Primary Stats

    POOL 2

    • Crit ChanceCrit Chance4–6
    • StrengthStrength12–14
    • DexterityDexterity12–14
    • Armor PenetrationArmor Penetration8–10
    • Cooldown ReductionCooldown Reduction2–5
    ROLLS: 3Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.
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    Base Stats

    POOL 1

    • VitalityVitality8–9
    • StrengthStrength8–9
    • DexterityDexterity8–9
    • IntelligenceIntelligence8–9
    ROLLS: 4Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.

    Primary Stats

    POOL 2

    • Crit ChanceCrit Chance4–6
    • StrengthStrength12–14
    • DexterityDexterity12–14
    • Armor PenetrationArmor Penetration8–10
    • Cooldown ReductionCooldown Reduction2–5
    ROLLS: 3Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.
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    POOL 1

    • VitalityVitality8–9
    • StrengthStrength8–9
    • DexterityDexterity8–9
    • IntelligenceIntelligence8–9
    ROLLS: 4Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.

    Primary Stats

    POOL 2

    • Crit ChanceCrit Chance4–6
    • StrengthStrength12–14
    • DexterityDexterity12–14
    • Armor PenetrationArmor Penetration8–10
    • Cooldown ReductionCooldown Reduction2–5
    ROLLS: 3Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.
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    Base Stats

    POOL 1

    • VitalityVitality8–9
    • StrengthStrength8–9
    • DexterityDexterity8–9
    • IntelligenceIntelligence8–9
    ROLLS: 4Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.

    Primary Stats

    POOL 2

    • Crit ChanceCrit Chance4–6
    • StrengthStrength12–14
    • DexterityDexterity12–14
    • Armor PenetrationArmor Penetration8–10
    • Cooldown ReductionCooldown Reduction2–5
    ROLLS: 3Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.
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    Weapon Damage MinWeapon Damage Min
    10000
  • Weapon Damage MaxWeapon Damage Max10000
  • ROLLS: 2Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.
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    POOL 1

    • Weapon Damage MinWeapon Damage Min34
    • Weapon Damage MaxWeapon Damage Max52
    ROLLS: 2Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.

    Primary Stats

    POOL 2

    • VitalityVitality18
    • StrengthStrength9
    ROLLS: 2Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.

    Secondary Stats

    POOL 3

    • Crit ChanceCrit Chance4
    • Health RegenerationHealth Regeneration10
    ROLLS: 2Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.
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    Base Stats

    POOL 1

    • Weapon Damage MinWeapon Damage Min44–53
    • Weapon Damage MaxWeapon Damage Max65–80
    ROLLS: 2Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.

    Primary Stats

    POOL 2

    • Crit ChanceCrit Chance4–6
    • StrengthStrength12–14
    • DexterityDexterity12–14
    • Armor PenetrationArmor Penetration8–10
    • Cooldown ReductionCooldown Reduction2–5
    ROLLS: 3Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.

    Secondary Stats

    POOL 3

    • Crit ChanceCrit Chance4–6
    • StrengthStrength11–13
    • DexterityDexterity11–13
    • Cooldown ReductionCooldown Reduction1–3
    ROLLS: 2Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.
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    POOL 1

    • Weapon Damage MinWeapon Damage Min44–53
    • Weapon Damage MaxWeapon Damage Max65–80
    ROLLS: 2Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.

    Primary Stats

    POOL 2

    • Crit ChanceCrit Chance4–6
    • StrengthStrength12–14
    • DexterityDexterity12–14
    • Armor PenetrationArmor Penetration8–10
    • Cooldown ReductionCooldown Reduction2–5
    ROLLS: 3Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.
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    Base Stats

    POOL 1

    • Weapon Damage MinWeapon Damage Min36–44
    • Weapon Damage MaxWeapon Damage Max54–66
    ROLLS: 2Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.

    Primary Stats

    POOL 2

    • Crit ChanceCrit Chance4–6
    • StrengthStrength12–14
    • DexterityDexterity12–14
    • Armor PenetrationArmor Penetration8–10
    • Cooldown ReductionCooldown Reduction2–5
    ROLLS: 3Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.

    Secondary Stats

    POOL 3

    • Crit ChanceCrit Chance4–6
    • StrengthStrength11–13
    • DexterityDexterity11–13
    • Cooldown ReductionCooldown Reduction1–3
    ROLLS: 2Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.
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    POOL 1

    • Weapon Damage MinWeapon Damage Min36–44
    • Weapon Damage MaxWeapon Damage Max54–66
    ROLLS: 2Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.

    Primary Stats

    POOL 2

    • Crit ChanceCrit Chance4–6
    • StrengthStrength12–14
    • DexterityDexterity12–14
    • Armor PenetrationArmor Penetration8–10
    • Cooldown ReductionCooldown Reduction2–5
    ROLLS: 3Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.
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    • Weapon Damage MinWeapon Damage Min28
    • Weapon Damage MaxWeapon Damage Max41
    ROLLS: 2Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.

    Primary Stats

    POOL 2

    • StrengthStrength7–8
    • DexterityDexterity3–4
    ROLLS: 2Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.

    Secondary Stats

    POOL 3

    • StrengthStrength2–3
    ROLLS: 1Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.
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    • Weapon Damage MinWeapon Damage Min30
    • Weapon Damage MaxWeapon Damage Max46
    ROLLS: 2Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.

    Primary Stats

    POOL 2

    • StrengthStrength13–14
    • DexterityDexterity7–8
    ROLLS: 2Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.

    Secondary Stats

    POOL 3

    • StrengthStrength2–3
    ROLLS: 1Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.
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    • Weapon Damage MinWeapon Damage Min28
    • Weapon Damage MaxWeapon Damage Max41
    ROLLS: 2Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.

    Primary Stats

    POOL 2

    • StrengthStrength7–8
    • DexterityDexterity3–4
    ROLLS: 2Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.

    Secondary Stats

    POOL 3

    • StrengthStrength2–3
    ROLLS: 1Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.
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    • Weapon Damage MinWeapon Damage Min30
    • Weapon Damage MaxWeapon Damage Max46
    ROLLS: 2Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.

    Primary Stats

    POOL 2

    • StrengthStrength13–14
    • DexterityDexterity7–8
    ROLLS: 2Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.

    Secondary Stats

    POOL 3

    • StrengthStrength2–3
    ROLLS: 1Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.
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    • Weapon Damage MinWeapon Damage Min28
    • Weapon Damage MaxWeapon Damage Max41
    ROLLS: 2Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.

    Primary Stats

    POOL 2

    • StrengthStrength7–8
    • DexterityDexterity3–4
    ROLLS: 2Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.

    Secondary Stats

    POOL 3

    • StrengthStrength2–3
    ROLLS: 1Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.
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    • Weapon Damage MinWeapon Damage Min30
    • Weapon Damage MaxWeapon Damage Max46
    ROLLS: 2Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.

    Primary Stats

    POOL 2

    • StrengthStrength13–14
    • DexterityDexterity7–8
    ROLLS: 2Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.

    Secondary Stats

    POOL 3

    • StrengthStrength2–3
    ROLLS: 1Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.
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    • Weapon Damage MinWeapon Damage Min28
    • Weapon Damage MaxWeapon Damage Max41
    ROLLS: 2Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.

    Primary Stats

    POOL 2

    • StrengthStrength7–8
    • DexterityDexterity3–4
    ROLLS: 2Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.

    Secondary Stats

    POOL 3

    • StrengthStrength2–3
    ROLLS: 1Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.
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    • Weapon Damage MinWeapon Damage Min30
    • Weapon Damage MaxWeapon Damage Max46
    ROLLS: 2Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.

    Primary Stats

    POOL 2

    • StrengthStrength13–14
    • DexterityDexterity7–8
    ROLLS: 2Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.

    Secondary Stats

    POOL 3

    • StrengthStrength2–3
    ROLLS: 1Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.
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    • Weapon Damage MinWeapon Damage Min28
    • Weapon Damage MaxWeapon Damage Max41
    ROLLS: 2Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.

    Primary Stats

    POOL 2

    • StrengthStrength7–8
    • DexterityDexterity3–4
    ROLLS: 2Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.

    Secondary Stats

    POOL 3

    • StrengthStrength2–3
    ROLLS: 1Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.
    Add to compare list
    • Weapon Damage MinWeapon Damage Min30
    • Weapon Damage MaxWeapon Damage Max46
    ROLLS: 2Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.

    Primary Stats

    POOL 2

    • StrengthStrength13–14
    • DexterityDexterity7–8
    ROLLS: 2Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.

    Secondary Stats

    POOL 3

    • StrengthStrength2–3
    ROLLS: 1Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.
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    • Weapon Damage MinWeapon Damage Min28
    • Weapon Damage MaxWeapon Damage Max41
    ROLLS: 2Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.

    Primary Stats

    POOL 2

    • StrengthStrength7–8
    • DexterityDexterity3–4
    ROLLS: 2Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.

    Secondary Stats

    POOL 3

    • StrengthStrength2–3
    ROLLS: 1Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.
    Add to compare list
    • Weapon Damage MinWeapon Damage Min30
    • Weapon Damage MaxWeapon Damage Max46
    ROLLS: 2Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.

    Primary Stats

    POOL 2

    • StrengthStrength13–14
    • DexterityDexterity7–8
    ROLLS: 2Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.

    Secondary Stats

    POOL 3

    • StrengthStrength2–3
    ROLLS: 1Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.
    Add to compare list
    • Weapon Damage MinWeapon Damage Min28
    • Weapon Damage MaxWeapon Damage Max41
    ROLLS: 2Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.

    Primary Stats

    POOL 2

    • StrengthStrength7–8
    • DexterityDexterity3–4
    ROLLS: 2Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.

    Secondary Stats

    POOL 3

    • StrengthStrength2–3
    ROLLS: 1Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.
    Add to compare list
    • Weapon Damage MinWeapon Damage Min30
    • Weapon Damage MaxWeapon Damage Max46
    ROLLS: 2Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.

    Primary Stats

    POOL 2

    • StrengthStrength13–14
    • DexterityDexterity7–8
    ROLLS: 2Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.

    Secondary Stats

    POOL 3

    • StrengthStrength2–3
    ROLLS: 1Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.
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    • Weapon Damage MinWeapon Damage Min28
    • Weapon Damage MaxWeapon Damage Max41
    ROLLS: 2Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.

    Primary Stats

    POOL 2

    • StrengthStrength7–8
    • DexterityDexterity3–4
    ROLLS: 2Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.

    Secondary Stats

    POOL 3

    • StrengthStrength2–3
    ROLLS: 1Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.
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    • Weapon Damage MinWeapon Damage Min30
    • Weapon Damage MaxWeapon Damage Max46
    ROLLS: 2Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.

    Primary Stats

    POOL 2

    • StrengthStrength13–14
    • DexterityDexterity7–8
    ROLLS: 2Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.

    Secondary Stats

    POOL 3

    • StrengthStrength2–3
    ROLLS: 1Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.
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    • Weapon Damage MinWeapon Damage Min28
    • Weapon Damage MaxWeapon Damage Max41
    ROLLS: 2Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.

    Primary Stats

    POOL 2

    • StrengthStrength7–8
    • DexterityDexterity3–4
    ROLLS: 2Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.

    Secondary Stats

    POOL 3

    • StrengthStrength2–3
    ROLLS: 1Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.
    Add to compare list
    • Weapon Damage MinWeapon Damage Min30
    • Weapon Damage MaxWeapon Damage Max46
    ROLLS: 2Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.

    Primary Stats

    POOL 2

    • StrengthStrength13–14
    • DexterityDexterity7–8
    ROLLS: 2Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.

    Secondary Stats

    POOL 3

    • StrengthStrength2–3
    ROLLS: 1Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.
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    ROLLS: 1
    ROLLS: 1