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Ranger class · Page 4 · Scars of Honor database

Showing 151–200 of 557 items (page 4 of 12)

  • ArmorBootsRangerT1Rime

    ArmorBootsRangerT1Rime

    Rare · Equipment · Boots

    Base Stats

    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 = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen 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
  • ArmorBootsRangerT1RimeEXC

    ArmorBootsRangerT1RimeEXC

    Epic · Equipment · Boots

    Base Stats

  • ArmorBootsRangerT1Rust

    ArmorBootsRangerT1Rust

    Rare · Equipment · Boots

    Base Stats

    POOL 1

  • ArmorBootsRangerT1RustEXC

    ArmorBootsRangerT1RustEXC

    Epic · Equipment · Boots

    Base Stats

  • ArmorBootsRangerT2Gloam

    ArmorBootsRangerT2Gloam

    Rare · Equipment · Boots

    Base Stats

    POOL 1

  • ArmorBootsRangerT2GloamEXC

    ArmorBootsRangerT2GloamEXC

    Epic · Equipment · Boots

    Base Stats

  • ArmorBootsRangerT2Onyx

    ArmorBootsRangerT2Onyx

    Rare · Equipment · Boots

    Base Stats

    POOL 1

  • ArmorBootsRangerT2OnyxEXC

    ArmorBootsRangerT2OnyxEXC

    Epic · Equipment · Boots

    Base Stats

  • ArmorBootsRangerT2Reef

    ArmorBootsRangerT2Reef

    Rare · Equipment · Boots

    Base Stats

    POOL 1

  • ArmorBootsRangerT2ReefEXC

    ArmorBootsRangerT2ReefEXC

    Epic · Equipment · Boots

    Base Stats

  • ArmorBootsRangerT2Solar

    ArmorBootsRangerT2Solar

    Rare · Equipment · Boots

    Base Stats

    POOL 1

  • ArmorBootsRangerT2SolarEXC

    ArmorBootsRangerT2SolarEXC

    Epic · Equipment · Boots

    Base Stats

  • 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

  • ArmorChestRangerT1Ghost

    ArmorChestRangerT1Ghost

    Rare · Equipment · Chest Piece

    Base Stats

    POOL 1

  • ArmorChestRangerT1GhostEXC

    ArmorChestRangerT1GhostEXC

    Epic · Equipment · Chest Piece

    Base Stats

  • ArmorChestRangerT1Night

    ArmorChestRangerT1Night

    Rare · Equipment · Chest Piece

    Base Stats

    POOL 1

  • ArmorChestRangerT1NightEXC

    ArmorChestRangerT1NightEXC

    Epic · Equipment · Chest Piece

    Base Stats

  • ArmorChestRangerT1Rime

    ArmorChestRangerT1Rime

    Rare · Equipment · Chest Piece

    Base Stats

    POOL 1

  • ArmorChestRangerT1RimeEXC

    ArmorChestRangerT1RimeEXC

    Epic · Equipment · Chest Piece

    Base Stats

  • ArmorChestRangerT1Rust

    ArmorChestRangerT1Rust

    Rare · Equipment · Chest Piece

    Base Stats

    POOL 1

  • ArmorChestRangerT1RustEXC

    ArmorChestRangerT1RustEXC

    Epic · Equipment · Chest Piece

    Base Stats

  • ArmorChestRangerT2Gloam

    ArmorChestRangerT2Gloam

    Rare · Equipment · Chest Piece

    Base Stats

    POOL 1

  • ArmorChestRangerT2GloamEXC

    ArmorChestRangerT2GloamEXC

    Epic · Equipment · Chest Piece

    Base Stats

  • ArmorChestRangerT2Onyx

    ArmorChestRangerT2Onyx

    Rare · Equipment · Chest Piece

    Base Stats

    POOL 1

  • ArmorChestRangerT2OnyxEXC

    ArmorChestRangerT2OnyxEXC

    Epic · Equipment · Chest Piece

    Base Stats

  • ArmorChestRangerT2Reef

    ArmorChestRangerT2Reef

    Rare · Equipment · Chest Piece

    Base Stats

    POOL 1

  • ArmorChestRangerT2ReefEXC

    ArmorChestRangerT2ReefEXC

    Epic · Equipment · Chest Piece

    Base Stats

  • ArmorChestRangerT2Solar

    ArmorChestRangerT2Solar

    Rare · Equipment · Chest Piece

    Base Stats

    POOL 1

  • ArmorChestRangerT2SolarEXC

    ArmorChestRangerT2SolarEXC

    Epic · Equipment · Chest Piece

    Base Stats

  • ArmorGlovesMediumT1CLR1

    ArmorGlovesMediumT1CLR1

    Rare · Equipment · Gloves

    Base Stats

    POOL 1

  • ArmorGlovesMediumT1CLR1EXC

    ArmorGlovesMediumT1CLR1EXC

    Epic · Equipment · Gloves

    Base Stats

  • ArmorGlovesMediumT1CLR2

    ArmorGlovesMediumT1CLR2

    Rare · Equipment · Gloves

    Base Stats

    POOL 1

  • ArmorGlovesMediumT1CLR2EXC

    ArmorGlovesMediumT1CLR2EXC

    Epic · Equipment · Gloves

    Base Stats

  • ArmorGlovesMediumT1CLR3

    ArmorGlovesMediumT1CLR3

    Rare · Equipment · Gloves

    Base Stats

    POOL 1

  • ArmorGlovesMediumT1CLR3EXC

    ArmorGlovesMediumT1CLR3EXC

    Epic · Equipment · Gloves

    Base Stats

  • ArmorGlovesMediumT1CLR4

    ArmorGlovesMediumT1CLR4

    Rare · Equipment · Gloves

    Base Stats

    POOL 1

  • ArmorGlovesMediumT1CLR4EXC

    ArmorGlovesMediumT1CLR4EXC

    Epic · Equipment · Gloves

    Base Stats

  • Thornhide Grips

    Thornhide Grips

    Epic · Equipment · Gloves
  • Briarhunter Grips

    Briarhunter Grips

    Epic · Equipment · Gloves
  • Grips of the Wild Stalker

    Grips of the Wild Stalker

    Legendary · Equipment · Gloves
  • ArmorGlovesRangerT1Ghost

    ArmorGlovesRangerT1Ghost

    Rare · Equipment · Gloves

    Base Stats

    POOL 1

  • ArmorGlovesRangerT1GhostEXC

    ArmorGlovesRangerT1GhostEXC

    Epic · Equipment · Gloves

    Base Stats

  • ArmorGlovesRangerT1Night

    ArmorGlovesRangerT1Night

    Rare · Equipment · Gloves

    Base Stats

    POOL 1

  • Page 1
  • …
  • Page 3
  • 4
  • Page 5
  • …
  • Page 12
ROLLS: 4

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
  • Magic DefenceMagic Defence3–4
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.
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.
Add to compare list

POOL 1

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

Primary Stats

POOL 2

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

Secondary Stats

POOL 3

  • VitalityVitality2–3
  • Magic DefenceMagic Defence3–4
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.
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
  • 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
  • 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.
Add to compare list

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.
Add to compare list
  • 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.
Add to compare list

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.
Add to compare list
  • 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.
Add to compare list

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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  • 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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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

  • 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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  • 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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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

  • 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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  • 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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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

  • 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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  • 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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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

  • 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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  • 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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  • 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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Base Stats

POOL 1

  • ArmorArmor60–80
  • Magic DefenceMagic Defence60–80
ROLLS: 2Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.

Primary Stats

POOL 2

  • VitalityVitality9–12
  • DexterityDexterity9–12
  • Magic PenetrationMagic Penetration1–4
  • Crit ChanceCrit Chance2–3
  • Crit Hit DamageCrit Hit Damage5–8
  • Armor PenetrationArmor Penetration1–4
  • 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

  • ArmorArmor60–80
  • Magic DefenceMagic Defence60–80
ROLLS: 2Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.

Primary Stats

POOL 2

  • VitalityVitality9–12
  • DexterityDexterity9–12
  • Magic PenetrationMagic Penetration1–4
  • Crit ChanceCrit Chance2–3
  • Crit Hit DamageCrit Hit Damage5–8
  • Armor PenetrationArmor Penetration1–4
  • 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

  • DexterityDexterity16–20
  • IntelligenceIntelligence16–20
  • VitalityVitality13–15
  • Magic PenetrationMagic Penetration5–6
  • Crit ChanceCrit Chance2–3
  • Crit Hit DamageCrit Hit Damage9–12
  • HasteHaste3–4
  • IntelligenceIntelligence13–15
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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  • 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
  • Magic DefenceMagic Defence3–4
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.
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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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