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Equipment · Druid class · Page 4 · Scars of Honor database

Showing 151–200 of 382 items (page 4 of 8)

  • ArmorBootsDruidT2SanguineEXC

    ArmorBootsDruidT2SanguineEXC

    Epic · Equipment · Boots

    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
  • ArmorBootsMediumT1CLR1

    ArmorBootsMediumT1CLR1

    Rare · Equipment · Boots

    Base Stats

    POOL 1

  • ArmorBootsMediumT1CLR1EXC

    ArmorBootsMediumT1CLR1EXC

    Epic · Equipment · Boots

    Base Stats

  • ArmorBootsMediumT1CLR2

    ArmorBootsMediumT1CLR2

    Rare · Equipment · Boots

    Base Stats

    POOL 1

  • ArmorBootsMediumT1CLR2EXC

    ArmorBootsMediumT1CLR2EXC

    Epic · Equipment · Boots

    Base Stats

  • ArmorBootsMediumT1CLR3

    ArmorBootsMediumT1CLR3

    Rare · Equipment · Boots

    Base Stats

    POOL 1

  • ArmorBootsMediumT1CLR3EXC

    ArmorBootsMediumT1CLR3EXC

    Epic · Equipment · Boots

    Base Stats

  • ArmorBootsMediumT1CLR4

    ArmorBootsMediumT1CLR4

    Rare · Equipment · Boots

    Base Stats

    POOL 1

  • ArmorBootsMediumT1CLR4EXC

    ArmorBootsMediumT1CLR4EXC

    Epic · Equipment · Boots

    Base Stats

  • Trailrunner Boots

    Trailrunner Boots

    Epic · Equipment · Boots

    Base Stats

  • Ghosttrail Boots

    Ghosttrail Boots

    Epic · Equipment · Boots
  • Boots of the Relentless Hunt

    Boots of the Relentless Hunt

    Legendary · Equipment · Boots
  • ArmorChestDruidT1Aurora

    ArmorChestDruidT1Aurora

    Rare · Equipment · Chest Piece

    Base Stats

    POOL 1

  • ArmorChestDruidT1AuroraEXC

    ArmorChestDruidT1AuroraEXC

    Epic · Equipment · Chest Piece
  • ArmorChestDruidT1Poison

    ArmorChestDruidT1Poison

    Rare · Equipment · Chest Piece

    Base Stats

    POOL 1

  • ArmorChestDruidT1PoisonEXC

    ArmorChestDruidT1PoisonEXC

    Epic · Equipment · Chest Piece
  • ArmorChestDruidT1Sunstorm

    ArmorChestDruidT1Sunstorm

    Rare · Equipment · Chest Piece

    Base Stats

    POOL 1

  • ArmorChestDruidT1SunstormEXC

    ArmorChestDruidT1SunstormEXC

    Epic · Equipment · Chest Piece
  • ArmorChestDruidT2Bewitched

    ArmorChestDruidT2Bewitched

    Rare · Equipment · Chest Piece

    Base Stats

    POOL 1

  • ArmorChestDruidT2BewitchedEXC

    ArmorChestDruidT2BewitchedEXC

    Epic · Equipment · Chest Piece
  • ArmorChestDruidT2Cinder

    ArmorChestDruidT2Cinder

    Rare · Equipment · Chest Piece

    Base Stats

    POOL 1

  • ArmorChestDruidT2CinderEXC

    ArmorChestDruidT2CinderEXC

    Epic · Equipment · Chest Piece
  • ArmorChestDruidT2Sakura

    ArmorChestDruidT2Sakura

    Rare · Equipment · Chest Piece

    Base Stats

    POOL 1

  • ArmorChestDruidT2SakuraEXC

    ArmorChestDruidT2SakuraEXC

    Epic · Equipment · Chest Piece
  • ArmorChestDruidT2Sanguine

    ArmorChestDruidT2Sanguine

    Rare · Equipment · Chest Piece

    Base Stats

    POOL 1

  • ArmorChestDruidT2SanguineEXC

    ArmorChestDruidT2SanguineEXC

    Epic · Equipment · Chest Piece
  • ArmorChestMediumT1CLR1

    ArmorChestMediumT1CLR1

    Rare · Equipment · Chest Piece

    Base Stats

    POOL 1

  • ArmorChestMediumT1CLR1EXC

    ArmorChestMediumT1CLR1EXC

    Epic · Equipment · Chest Piece

    Base Stats

  • ArmorChestMediumT1CLR2

    ArmorChestMediumT1CLR2

    Rare · Equipment · Chest Piece

    Base Stats

    POOL 1

  • ArmorChestMediumT1CLR2EXC

    ArmorChestMediumT1CLR2EXC

    Epic · Equipment · Chest Piece

    Base Stats

  • ArmorChestMediumT1CLR3

    ArmorChestMediumT1CLR3

    Rare · Equipment · Chest Piece

    Base Stats

    POOL 1

  • ArmorChestMediumT1CLR3EXC

    ArmorChestMediumT1CLR3EXC

    Epic · Equipment · Chest Piece

    Base Stats

  • ArmorChestMediumT1CLR4

    ArmorChestMediumT1CLR4

    Rare · Equipment · Chest Piece

    Base Stats

    POOL 1

  • ArmorChestMediumT1CLR4EXC

    ArmorChestMediumT1CLR4EXC

    Epic · Equipment · Chest Piece

    Base Stats

  • ArmorGlovesDruidT1Aurora

    ArmorGlovesDruidT1Aurora

    Rare · Equipment · Gloves

    Base Stats

    POOL 1

  • ArmorGlovesDruidT1AuroraEXC

    ArmorGlovesDruidT1AuroraEXC

    Epic · Equipment · Gloves

    Base Stats

  • ArmorGlovesDruidT1Poison

    ArmorGlovesDruidT1Poison

    Rare · Equipment · Gloves

    Base Stats

    POOL 1

  • ArmorGlovesDruidT1PoisonEXC

    ArmorGlovesDruidT1PoisonEXC

    Epic · Equipment · Gloves

    Base Stats

  • ArmorGlovesDruidT1Spring

    ArmorGlovesDruidT1Spring

    Rare · Equipment · Gloves

    Base Stats

    POOL 1

  • ArmorGlovesDruidT1SpringEXC

    ArmorGlovesDruidT1SpringEXC

    Epic · Equipment · Gloves

    Base Stats

  • ArmorGlovesDruidT1Sunstorm

    ArmorGlovesDruidT1Sunstorm

    Rare · Equipment · Gloves

    Base Stats

    POOL 1

  • ArmorGlovesDruidT1SunstormEXC

    ArmorGlovesDruidT1SunstormEXC

    Epic · Equipment · Gloves

    Base Stats

  • ArmorGlovesDruidT2Bewitched

    ArmorGlovesDruidT2Bewitched

    Rare · Equipment · Gloves

    Base Stats

    POOL 1

  • ArmorGlovesDruidT2BewitchedEXC

    ArmorGlovesDruidT2BewitchedEXC

    Epic · Equipment · Gloves

    Base Stats

  • ArmorGlovesDruidT2Cinder

    ArmorGlovesDruidT2Cinder

    Rare · Equipment · Gloves

    Base Stats

    POOL 1

  • ArmorGlovesDruidT2CinderEXC

    ArmorGlovesDruidT2CinderEXC

    Epic · Equipment · Gloves

    Base Stats

  • ArmorGlovesDruidT2Sakura

    ArmorGlovesDruidT2Sakura

    Rare · Equipment · Gloves

    Base Stats

    POOL 1

  • ArmorGlovesDruidT2SakuraEXC

    ArmorGlovesDruidT2SakuraEXC

    Epic · Equipment · Gloves

    Base Stats

  • ArmorGlovesDruidT2Sanguine

    ArmorGlovesDruidT2Sanguine

    Rare · Equipment · Gloves

    Base Stats

    POOL 1

  • ArmorGlovesDruidT2SanguineEXC

    ArmorGlovesDruidT2SanguineEXC

    Epic · Equipment · Gloves

    Base Stats

  • Page 1
  • …
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  • …
  • 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
  • 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
  • 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
  • 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

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

  • Movement SpeedMovement Speed15–20
  • IntelligenceIntelligence9–12
  • VitalityVitality9–12
  • DexterityDexterity9–12
  • Health RegenerationHealth Regeneration1
  • Energy RegenerationEnergy Regeneration2–3
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

  • Movement SpeedMovement Speed15–20
  • IntelligenceIntelligence9–12
  • VitalityVitality9–12
  • DexterityDexterity9–12
  • Health RegenerationHealth Regeneration1
  • Energy RegenerationEnergy Regeneration2–3
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

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

  • Movement SpeedMovement Speed20–30
  • IntelligenceIntelligence13–15
  • VitalityVitality13–15
  • DexterityDexterity13–15
  • Health RegenerationHealth Regeneration1
  • Energy RegenerationEnergy Regeneration3–4
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.
Add to compare list
  • ArmorArmor57–60
  • Magic DefenceMagic Defence57–60
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

  • VitalityVitality7–8
  • StrengthStrength7–8
  • DexterityDexterity7–8
  • IntelligenceIntelligence7–8
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

Base Stats

POOL 1

  • ArmorArmor57–60
  • Magic DefenceMagic Defence57–60
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

  • VitalityVitality7–8
  • StrengthStrength7–8
  • DexterityDexterity7–8
  • IntelligenceIntelligence7–8
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

  • ArmorArmor3–4
  • Magic DefenceMagic Defence3–4
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.
Add to compare list
  • ArmorArmor57–60
  • Magic DefenceMagic Defence57–60
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

  • VitalityVitality7–8
  • StrengthStrength7–8
  • DexterityDexterity7–8
  • IntelligenceIntelligence7–8
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

Base Stats

POOL 1

  • ArmorArmor57–60
  • Magic DefenceMagic Defence57–60
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

  • VitalityVitality7–8
  • StrengthStrength7–8
  • DexterityDexterity7–8
  • IntelligenceIntelligence7–8
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

  • ArmorArmor3–4
  • Magic DefenceMagic Defence3–4
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.
Add to compare list
  • ArmorArmor57–60
  • Magic DefenceMagic Defence57–60
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

  • VitalityVitality7–8
  • StrengthStrength7–8
  • DexterityDexterity7–8
  • IntelligenceIntelligence7–8
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.
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Base Stats

POOL 1

  • ArmorArmor57–60
  • Magic DefenceMagic Defence57–60
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

  • VitalityVitality7–8
  • StrengthStrength7–8
  • DexterityDexterity7–8
  • IntelligenceIntelligence7–8
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

  • ArmorArmor3–4
  • Magic DefenceMagic Defence3–4
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.
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  • ArmorArmor95–100
  • Magic DefenceMagic Defence95–100
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

  • VitalityVitality13–14
  • StrengthStrength13–14
  • DexterityDexterity13–14
  • IntelligenceIntelligence13–14
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.
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Base Stats

POOL 1

  • ArmorArmor95–100
  • Magic DefenceMagic Defence95–100
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

  • VitalityVitality13–14
  • StrengthStrength13–14
  • DexterityDexterity13–14
  • IntelligenceIntelligence13–14
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

  • ArmorArmor3–4
  • Magic DefenceMagic Defence3–4
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.
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  • ArmorArmor95–100
  • Magic DefenceMagic Defence95–100
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

  • VitalityVitality13–14
  • StrengthStrength13–14
  • DexterityDexterity13–14
  • IntelligenceIntelligence13–14
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.
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Base Stats

POOL 1

  • ArmorArmor95–100
  • Magic DefenceMagic Defence95–100
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

  • VitalityVitality13–14
  • StrengthStrength13–14
  • DexterityDexterity13–14
  • IntelligenceIntelligence13–14
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

  • ArmorArmor3–4
  • Magic DefenceMagic Defence3–4
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.
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  • ArmorArmor95–100
  • Magic DefenceMagic Defence95–100
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

  • VitalityVitality13–14
  • StrengthStrength13–14
  • DexterityDexterity13–14
  • IntelligenceIntelligence13–14
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.
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Base Stats

POOL 1

  • ArmorArmor95–100
  • Magic DefenceMagic Defence95–100
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

  • VitalityVitality13–14
  • StrengthStrength13–14
  • DexterityDexterity13–14
  • IntelligenceIntelligence13–14
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

  • ArmorArmor3–4
  • Magic DefenceMagic Defence3–4
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.
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  • ArmorArmor95–100
  • Magic DefenceMagic Defence95–100
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

  • VitalityVitality13–14
  • StrengthStrength13–14
  • DexterityDexterity13–14
  • IntelligenceIntelligence13–14
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.
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Base Stats

POOL 1

  • ArmorArmor95–100
  • Magic DefenceMagic Defence95–100
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

  • VitalityVitality13–14
  • StrengthStrength13–14
  • DexterityDexterity13–14
  • IntelligenceIntelligence13–14
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

  • ArmorArmor3–4
  • Magic DefenceMagic Defence3–4
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.
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  • ArmorArmor95–100
  • Magic DefenceMagic Defence95–100
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

  • VitalityVitality13–14
  • StrengthStrength13–14
  • DexterityDexterity13–14
  • IntelligenceIntelligence13–14
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.
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POOL 1

  • ArmorArmor95–100
  • Magic DefenceMagic Defence95–100
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

  • VitalityVitality13–14
  • StrengthStrength13–14
  • DexterityDexterity13–14
  • IntelligenceIntelligence13–14
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

  • DexterityDexterity2–3
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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  • ArmorArmor95–100
  • Magic DefenceMagic Defence95–100
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

  • VitalityVitality13–14
  • StrengthStrength13–14
  • DexterityDexterity13–14
  • IntelligenceIntelligence13–14
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.
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POOL 1

  • ArmorArmor95–100
  • Magic DefenceMagic Defence95–100
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

  • VitalityVitality13–14
  • StrengthStrength13–14
  • DexterityDexterity13–14
  • IntelligenceIntelligence13–14
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

  • DexterityDexterity2–3
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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  • ArmorArmor95–100
  • Magic DefenceMagic Defence95–100
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

  • VitalityVitality13–14
  • StrengthStrength13–14
  • DexterityDexterity13–14
  • IntelligenceIntelligence13–14
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.
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POOL 1

  • ArmorArmor95–100
  • Magic DefenceMagic Defence95–100
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

  • VitalityVitality13–14
  • StrengthStrength13–14
  • DexterityDexterity13–14
  • IntelligenceIntelligence13–14
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

  • DexterityDexterity2–3
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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  • ArmorArmor95–100
  • Magic DefenceMagic Defence95–100
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

  • VitalityVitality13–14
  • StrengthStrength13–14
  • DexterityDexterity13–14
  • IntelligenceIntelligence13–14
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.
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POOL 1

  • ArmorArmor95–100
  • Magic DefenceMagic Defence95–100
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

  • VitalityVitality13–14
  • StrengthStrength13–14
  • DexterityDexterity13–14
  • IntelligenceIntelligence13–14
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

  • DexterityDexterity2–3
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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  • 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.
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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.
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  • 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.
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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.
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  • 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.
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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.
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  • 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.
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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.
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  • 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.
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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.
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  • 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.
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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.
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  • 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.
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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.
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  • 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.
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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.
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