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Mage class · Page 8 · Scars of Honor database

Showing 351–400 of 577 items (page 8 of 12)

  • Test Amulet Magic Armor 10000

    Test Amulet Magic Armor 10000

    Legendary · Equipment · Amulet

    Base Stats

    • Magic DefenceMagic Defence10000
    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
  • Test Amulet Magic Armor 20

    Test Amulet Magic Armor 20

    Common · Equipment · Amulet

    Base Stats

    • Magic DefenceMagic Defence
  • Test Amulet Magic Armor 200

    Test Amulet Magic Armor 200

    Epic · Equipment · Amulet

    Base Stats

    • Magic DefenceMagic Defence
  • Test Amulet Magic Armor 50

    Test Amulet Magic Armor 50

    Rare · Equipment · Amulet

    Base Stats

    • Magic DefenceMagic Defence
  • Test Amulet Magic Armor 500

    Test Amulet Magic Armor 500

    Epic · Equipment · Amulet

    Base Stats

    • Magic DefenceMagic Defence
  • Test Amulet Magic Armor 70

    Test Amulet Magic Armor 70

    Rare · Equipment · Amulet

    Base Stats

    • Magic DefenceMagic Defence
  • Test Amulet Magic Armor 700

    Test Amulet Magic Armor 700

    Epic · Equipment · Amulet

    Base Stats

    • Magic DefenceMagic Defence
  • Test Amulet Strength 10

    Test Amulet Strength 10

    Common · Equipment · Amulet

    Base Stats

    • StrengthStrength
  • Test Amulet Strength 100

    Test Amulet Strength 100

    Rare · Equipment · Amulet

    Base Stats

    • StrengthStrength
  • Test Amulet Strength 1000

    Test Amulet Strength 1000

    Legendary · Equipment · Amulet

    Base Stats

    • StrengthStrength
  • Test Amulet Strength 10000

    Test Amulet Strength 10000

    Legendary · Equipment · Amulet

    Base Stats

    • StrengthStrength
  • Test Amulet Strength 20

    Test Amulet Strength 20

    Common · Equipment · Amulet

    Base Stats

    • StrengthStrength
  • Test Amulet Strength 200

    Test Amulet Strength 200

    Epic · Equipment · Amulet

    Base Stats

    • StrengthStrength
  • Test Amulet Strength 50

    Test Amulet Strength 50

    Rare · Equipment · Amulet

    Base Stats

    • StrengthStrength
  • Test Amulet Strength 500

    Test Amulet Strength 500

    Epic · Equipment · Amulet

    Base Stats

    • StrengthStrength
  • Test Amulet Strength 700

    Test Amulet Strength 700

    Rare · Equipment · Amulet

    Base Stats

    • StrengthStrength
  • Test Amulet Strength 700

    Test Amulet Strength 700

    Epic · Equipment · Amulet

    Base Stats

    • StrengthStrength
  • Test Amulet Vitality 10

    Test Amulet Vitality 10

    Common · Equipment · Amulet

    Base Stats

    • VitalityVitality
  • Test Amulet Vitality 100

    Test Amulet Vitality 100

    Rare · Equipment · Amulet

    Base Stats

    • VitalityVitality
  • Test Amulet Vitality 1000

    Test Amulet Vitality 1000

    Legendary · Equipment · Amulet

    Base Stats

    • VitalityVitality
  • Test Amulet Vitality 10000

    Test Amulet Vitality 10000

    Legendary · Equipment · Amulet

    Base Stats

    • VitalityVitality
  • Test Amulet Vitality 20

    Test Amulet Vitality 20

    Common · Equipment · Amulet

    Base Stats

    • VitalityVitality
  • Test Amulet Vitality 200

    Test Amulet Vitality 200

    Epic · Equipment · Amulet

    Base Stats

    • VitalityVitality
  • Test Amulet Vitality 50

    Test Amulet Vitality 50

    Rare · Equipment · Amulet

    Base Stats

    • VitalityVitality
  • Test Amulet Vitality 500

    Test Amulet Vitality 500

    Epic · Equipment · Amulet

    Base Stats

    • VitalityVitality
  • Test Amulet Vitality 70

    Test Amulet Vitality 70

    Rare · Equipment · Amulet

    Base Stats

    • VitalityVitality
  • Test Amulet Vitality 700

    Test Amulet Vitality 700

    Epic · Equipment · Amulet

    Base Stats

    • VitalityVitality
  • Test Bow 10

    Test Bow 10

    Common · Equipment · Main Hand

    Base Stats

    • Weapon Damage Min
  • Test Bow 100

    Test Bow 100

    Rare · Equipment · Main Hand

    Base Stats

    • Weapon Damage Min
  • Test Bow 1000

    Test Bow 1000

    Epic · Equipment · Main Hand

    Base Stats

    • Weapon Damage Min
  • Test Bow 20

    Test Bow 20

    Common · Equipment · Main Hand

    Base Stats

    • Weapon Damage Min
  • Test Bow 200

    Test Bow 200

    Rare · Equipment · Main Hand

    Base Stats

    • Weapon Damage Min
  • Test Bow  50

    Test Bow 50

    Common · Equipment · Main Hand

    Base Stats

    • Weapon Damage Min
  • Test Bow 500

    Test Bow 500

    Epic · Equipment · Main Hand

    Base Stats

    • Weapon Damage Min
  • Test Bow 70

    Test Bow 70

    Rare · Equipment · Main Hand

    Base Stats

    • Weapon Damage Min
  • Test Bow   700

    Test Bow 700

    Epic · Equipment · Main Hand

    Base Stats

    • Weapon Damage Min
  • Test Ring Armor 10

    Test Ring Armor 10

    Common · Equipment · Ring

    Base Stats

    • ArmorArmor10
  • Test Ring Armor 100

    Test Ring Armor 100

    Rare · Equipment · Ring

    Base Stats

    • ArmorArmor100
  • Test Ring Armor 1000

    Test Ring Armor 1000

    Legendary · Equipment · Ring

    Base Stats

    • ArmorArmor
  • Test Ring Armor 10000

    Test Ring Armor 10000

    Legendary · Equipment · Ring

    Base Stats

    • ArmorArmor
  • Test Ring Armor 20

    Test Ring Armor 20

    Common · Equipment · Ring

    Base Stats

    • ArmorArmor20
  • Test Ring Armor 200

    Test Ring Armor 200

    Epic · Equipment · Ring

    Base Stats

    • ArmorArmor200
  • Test Ring Armor 50

    Test Ring Armor 50

    Rare · Equipment · Ring

    Base Stats

    • ArmorArmor50
  • Test Ring Armor 500

    Test Ring Armor 500

    Epic · Equipment · Ring

    Base Stats

    • ArmorArmor500
  • Test Ring Armor 70

    Test Ring Armor 70

    Rare · Equipment · Ring

    Base Stats

    • ArmorArmor70
  • Test Ring Armor 700

    Test Ring Armor 700

    Epic · Equipment · Ring

    Base Stats

    • ArmorArmor700
  • Test Ring Dexterity 10

    Test Ring Dexterity 10

    Common · Equipment · Ring

    Base Stats

    • DexterityDexterity
  • Test Ring Dexterity 100

    Test Ring Dexterity 100

    Rare · Equipment · Ring

    Base Stats

    • DexterityDexterity
  • Test Ring Dexterity 1000

    Test Ring Dexterity 1000

    Legendary · Equipment · Ring

    Base Stats

    • DexterityDexterity
  • Test Ring Dexterity 10000

    Test Ring Dexterity 10000

    Legendary · Equipment · Ring

    Base Stats

    • DexterityDexterity
  • Page 1
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20
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
200
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
50
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
500
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
70
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
700
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
10
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
100
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
1000
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
10000
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
20
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
200
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
50
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
500
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
70
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
700
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
10
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
100
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
1000
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
10000
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
20
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
200
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
50
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
500
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
70
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
700
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 Min
10
  • Weapon Damage MaxWeapon Damage Max10
  • 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
    100
  • Weapon Damage MaxWeapon Damage Max100
  • 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
    1000
  • Weapon Damage MaxWeapon Damage Max1000
  • 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
    20
  • Weapon Damage MaxWeapon Damage Max20
  • 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
    200
  • Weapon Damage MaxWeapon Damage Max200
  • 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
    50
  • Weapon Damage MaxWeapon Damage Max50
  • 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
    500
  • Weapon Damage MaxWeapon Damage Max500
  • 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
    70
  • Weapon Damage MaxWeapon Damage Max70
  • 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
    700
  • Weapon Damage MaxWeapon Damage Max700
  • 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
    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
    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
    1000
    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
    10000
    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
    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
    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
    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
    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
    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
    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
    10
    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
    100
    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
    1000
    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
    10000
    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