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Pirate class · Page 2 · Scars of Honor database

Showing 51–100 of 212 items (page 2 of 5)

  • Medium Cuisses

    Medium Cuisses

    Rare · Equipment · Pants

    Base Stats

    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 = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen 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
  • Exclusive Amber Ring

    Exclusive Amber Ring

    Epic · Equipment · Ring
  • Amber Ring

    Amber Ring

    Rare · Equipment · Ring

    Base Stats

    POOL 1

  • Exclusive Bone Ring

    Exclusive Bone Ring

    Epic · Equipment · Ring

    Base Stats

    POOL 1

  • Bone Ring

    Bone Ring

    Rare · Equipment · Ring

    Base Stats

    POOL 1

  • Exclusive Diamond Ring

    Exclusive Diamond Ring

    Epic · Equipment · Ring
  • Diamond Ring

    Diamond Ring

    Rare · Equipment · Ring

    Base Stats

    POOL 1

  • Exclusive Gold Ring

    Exclusive Gold Ring

    Epic · Equipment · Ring
  • Gold Ring

    Gold Ring

    Rare · Equipment · Ring

    Base Stats

    POOL 1

  • Exclusive Iron Ring

    Exclusive Iron Ring

    Epic · Equipment · Ring
  • Iron Ring

    Iron Ring

    Rare · Equipment · Ring

    Base Stats

    POOL 1

  • Exclusive Ruby Ring

    Exclusive Ruby Ring

    Epic · Equipment · Ring

    Base Stats

    POOL 1

  • Ruby Ring

    Ruby Ring

    Rare · Equipment · Ring

    Base Stats

    POOL 1

  • Exclusive Sapphire Ring

    Exclusive Sapphire Ring

    Epic · Equipment · Ring

    Base Stats

  • Sapphire Ring

    Sapphire Ring

    Rare · Equipment · Ring

    Base Stats

  • Exclusive Silver Ring

    Exclusive Silver Ring

    Epic · Equipment · Ring
  • Silver Ring

    Silver Ring

    Rare · Equipment · Ring

    Base Stats

    POOL 1

  • Exclusive Topaz Ring

    Exclusive Topaz Ring

    Epic · Equipment · Ring

    Base Stats

    POOL 1

  • Topaz Ring

    Topaz Ring

    Rare · Equipment · Ring

    Base Stats

    POOL 1

  • ArmorBeltMediumT1CLR1

    ArmorBeltMediumT1CLR1

    Rare · Equipment · Belt

    Base Stats

    POOL 1

  • ArmorBeltMediumT1CLR1EXC

    ArmorBeltMediumT1CLR1EXC

    Epic · Equipment · Belt

    Base Stats

  • ArmorBeltMediumT1CLR2

    ArmorBeltMediumT1CLR2

    Rare · Equipment · Belt

    Base Stats

    POOL 1

  • ArmorBeltMediumT1CLR2EXC

    ArmorBeltMediumT1CLR2EXC

    Epic · Equipment · Belt

    Base Stats

  • ArmorBeltMediumT1CLR3

    ArmorBeltMediumT1CLR3

    Rare · Equipment · Belt

    Base Stats

    POOL 1

  • ArmorBeltMediumT1CLR3EXC

    ArmorBeltMediumT1CLR3EXC

    Epic · Equipment · Belt

    Base Stats

  • ArmorBeltMediumT1CLR4

    ArmorBeltMediumT1CLR4

    Rare · Equipment · Belt

    Base Stats

    POOL 1

  • ArmorBeltMediumT1CLR4EXC

    ArmorBeltMediumT1CLR4EXC

    Epic · Equipment · Belt

    Base Stats

  • Hunter’s Binding Belt

    Hunter’s Binding Belt

    Epic · Equipment · Belt

    Base Stats

  • Fangbound Belt

    Fangbound Belt

    Epic · Equipment · Belt
  • Belt of the Verdant Stalker

    Belt of the Verdant Stalker

    Legendary · Equipment · Belt

    Base Stats

  • Ranger’s Leather Vest

    Ranger’s Leather Vest

    Epic · Equipment · Chest Piece

    Base Stats

    POOL 1

  • Nightstalker Harness

    Nightstalker Harness

    Epic · Equipment · Chest Piece
  • Vest of the Emerald Hunt

    Vest of the Emerald Hunt

    Legendary · Equipment · Chest Piece

    Base Stats

  • 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
  • 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

  • Page 1
  • 2
  • Page 3
  • Page 4
  • Page 5
ROLLS: 2

Base Stats

POOL 1

  • VitalityVitality9–12
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

  • StrengthStrength16–20
  • DexterityDexterity16–20
  • Health RegenerationHealth Regeneration1
  • Health RegenerationHealth Regeneration1
  • Crit ChanceCrit Chance1
  • ArmorArmor60–80
  • Magic DefenceMagic Defence60–80
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

  • ManaMana110–160
  • HealthHealth110–160
  • EnergyEnergy5–10
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
  • VitalityVitality9–12
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

  • StrengthStrength16–20
  • DexterityDexterity16–20
  • Health RegenerationHealth Regeneration1
  • Health RegenerationHealth Regeneration1
  • Crit ChanceCrit Chance1
  • ArmorArmor60–80
  • Magic DefenceMagic Defence60–80
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
  • 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
  • HealthHealth210–300
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

  • VitalityVitality13–15
  • StrengthStrength13–15
  • DexterityDexterity13–15
  • IntelligenceIntelligence13–15
  • Health RegenerationHealth Regeneration1
  • Crit ChanceCrit Chance1
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

  • IntelligenceIntelligence9–12
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

  • VitalityVitality16–20
  • StrengthStrength16–20
  • DexterityDexterity16–20
  • Health RegenerationHealth Regeneration1
  • Health RegenerationHealth Regeneration1
  • Crit ChanceCrit Chance1
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
  • EnergyEnergy5–10
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
  • IntelligenceIntelligence9–12
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

  • VitalityVitality16–20
  • StrengthStrength16–20
  • DexterityDexterity16–20
  • Health RegenerationHealth Regeneration1
  • Health RegenerationHealth Regeneration1
  • Crit ChanceCrit Chance1
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

Base Stats

POOL 1

  • Crit ChanceCrit Chance4–5
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

  • VitalityVitality16–20
  • StrengthStrength16–20
  • DexterityDexterity16–20
  • IntelligenceIntelligence16–20
  • Health RegenerationHealth Regeneration1
  • Crit Hit DamageCrit Hit Damage9–12
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

  • ManaMana110–160
  • HealthHealth110–160
  • EnergyEnergy5–10
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
  • Crit ChanceCrit Chance4–5
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

  • VitalityVitality16–20
  • StrengthStrength16–20
  • DexterityDexterity16–20
  • IntelligenceIntelligence16–20
  • Health RegenerationHealth Regeneration1
  • Crit Hit DamageCrit Hit Damage9–12
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

  • 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

  • ManaMana110–160
  • HealthHealth110–160
  • EnergyEnergy5–10
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
  • 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
  • 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
  • StrengthStrength13–15
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

  • VitalityVitality9–12
  • DexterityDexterity16–20
  • Health RegenerationHealth Regeneration1
  • Health RegenerationHealth Regeneration1
  • Crit ChanceCrit Chance1
  • ArmorArmor60–80
  • Magic DefenceMagic Defence60–80
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

POOL 1

  • DexterityDexterity16–20
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.

Primary Stats

POOL 2

  • VitalityVitality9–12
  • StrengthStrength9–12
  • Health RegenerationHealth Regeneration1
  • Health RegenerationHealth Regeneration1
  • Crit ChanceCrit Chance1
  • ArmorArmor60–80
  • Magic DefenceMagic Defence60–80
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

  • Magic PenetrationMagic Penetration1–4
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

  • VitalityVitality16–20
  • StrengthStrength16–20
  • DexterityDexterity16–20
  • IntelligenceIntelligence16–20
  • Health RegenerationHealth Regeneration1
  • Crit ChanceCrit Chance1
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

  • ManaMana110–160
  • HealthHealth110–160
  • EnergyEnergy5–10
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
  • Magic PenetrationMagic Penetration1–4
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

  • VitalityVitality16–20
  • StrengthStrength16–20
  • DexterityDexterity16–20
  • IntelligenceIntelligence16–20
  • Health RegenerationHealth Regeneration1
  • Crit ChanceCrit Chance1
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
  • 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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  • IntelligenceIntelligence16–20
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.

Primary Stats

POOL 2

  • VitalityVitality9–12
  • StrengthStrength9–12
  • IntelligenceIntelligence13–15
  • Health RegenerationHealth Regeneration1
  • Crit ChanceCrit Chance1
  • ArmorArmor60–80
  • Magic DefenceMagic Defence60–80
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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  • 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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POOL 1

  • 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.

Primary Stats

POOL 2

  • VitalityVitality13–15
  • StrengthStrength13–15
  • IntelligenceIntelligence16–20
  • Health RegenerationHealth Regeneration1
  • ArmorArmor80–100
  • Magic DefenceMagic Defence80–100
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

  • 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.

Primary Stats

POOL 2

  • VitalityVitality13–15
  • StrengthStrength13–15
  • IntelligenceIntelligence16–20
  • Health RegenerationHealth Regeneration1
  • ArmorArmor80–100
  • Magic DefenceMagic Defence80–100
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 Hit DamageCrit Hit Damage5–8
  • Health RegenerationHealth Regeneration1
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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POOL 1

  • Movement SpeedMovement Speed4–5
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

  • VitalityVitality16–20
  • StrengthStrength16–20
  • ArmorArmor10–30
  • Health RegenerationHealth Regeneration1
  • ArmorArmor100–120
  • Magic DefenceMagic Defence100–120
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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  • 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.
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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.
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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.
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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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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.
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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.
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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.
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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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