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Ranger class · Page 5 · Scars of Honor database

Showing 201–250 of 557 items (page 5 of 12)

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  • ArmorGlovesRangerT1NightEXC

    ArmorGlovesRangerT1NightEXC

    Epic · Equipment · Gloves
  • Page 1
  • …
  • Page 4
  • 5
  • Page 6
  • …
  • Page 12

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: 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
  • ArmorGlovesRangerT1Rime

    ArmorGlovesRangerT1Rime

    Rare · Equipment · Gloves

    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
  • ArmorGlovesRangerT1RimeEXC

    ArmorGlovesRangerT1RimeEXC

    Epic · Equipment · Gloves

    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.

    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
  • ArmorGlovesRangerT1Rust

    ArmorGlovesRangerT1Rust

    Rare · Equipment · Gloves

    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
  • ArmorGlovesRangerT1RustEXC

    ArmorGlovesRangerT1RustEXC

    Epic · Equipment · Gloves

    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.

    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
  • ArmorGlovesRangerT2Gloam

    ArmorGlovesRangerT2Gloam

    Rare · Equipment · Gloves

    Base Stats

    POOL 1

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

    Primary Stats

    POOL 2

    • VitalityVitality4–5
    • StrengthStrength4–5
    • DexterityDexterity4–5
    • IntelligenceIntelligence4–5
    Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.
    Add to compare list
  • ArmorGlovesRangerT2GloamEXC

    ArmorGlovesRangerT2GloamEXC

    Epic · Equipment · Gloves

    Base Stats

    POOL 1

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

    Primary Stats

    POOL 2

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

    Secondary Stats

    POOL 3

    • VitalityVitality2–3
    ROLLS: 1Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.
    Add to compare list
  • ArmorGlovesRangerT2Onyx

    ArmorGlovesRangerT2Onyx

    Rare · Equipment · Gloves

    Base Stats

    POOL 1

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

    Primary Stats

    POOL 2

    • VitalityVitality4–5
    • StrengthStrength4–5
    • DexterityDexterity4–5
    • IntelligenceIntelligence4–5
    Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.
    Add to compare list
  • ArmorGlovesRangerT2OnyxEXC

    ArmorGlovesRangerT2OnyxEXC

    Epic · Equipment · Gloves

    Base Stats

    POOL 1

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

    Primary Stats

    POOL 2

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

    Secondary Stats

    POOL 3

    • VitalityVitality2–3
    ROLLS: 1Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.
    Add to compare list
  • ArmorGlovesRangerT2Reef

    ArmorGlovesRangerT2Reef

    Rare · Equipment · Gloves

    Base Stats

    POOL 1

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

    Primary Stats

    POOL 2

    • VitalityVitality4–5
    • StrengthStrength4–5
    • DexterityDexterity4–5
    • IntelligenceIntelligence4–5
    Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.
    Add to compare list
  • ArmorGlovesRangerT2ReefEXC

    ArmorGlovesRangerT2ReefEXC

    Epic · Equipment · Gloves

    Base Stats

    POOL 1

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

    Primary Stats

    POOL 2

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

    Secondary Stats

    POOL 3

    • VitalityVitality2–3
    ROLLS: 1Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.
    Add to compare list
  • ArmorGlovesRangerT2Solar

    ArmorGlovesRangerT2Solar

    Rare · Equipment · Gloves

    Base Stats

    POOL 1

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

    Primary Stats

    POOL 2

    • VitalityVitality4–5
    • StrengthStrength4–5
    • DexterityDexterity4–5
    • IntelligenceIntelligence4–5
    Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.
    Add to compare list
  • ArmorGlovesRangerT2SolarEXC

    ArmorGlovesRangerT2SolarEXC

    Epic · Equipment · Gloves

    Base Stats

    POOL 1

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

    Primary Stats

    POOL 2

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

    Secondary Stats

    POOL 3

    • VitalityVitality2–3
    ROLLS: 1Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.
    Add to compare list
  • ArmorHelmMediumT1CLR1

    ArmorHelmMediumT1CLR1

    Rare · Equipment · Helmet

    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

    • VitalityVitality6–7
    • StrengthStrength6–7
    • DexterityDexterity6–7
    • IntelligenceIntelligence6–7
    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
  • ArmorHelmMediumT1CLR1EXC

    ArmorHelmMediumT1CLR1EXC

    Epic · Equipment · Helmet

    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

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

    Secondary Stats

    POOL 3

    • 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
  • ArmorHelmMediumT1CLR2

    ArmorHelmMediumT1CLR2

    Rare · Equipment · Helmet

    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

    • VitalityVitality6–7
    • StrengthStrength6–7
    • DexterityDexterity6–7
    • IntelligenceIntelligence6–7
    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
  • ArmorHelmMediumT1CLR2EXC

    ArmorHelmMediumT1CLR2EXC

    Epic · Equipment · Helmet

    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

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

    Secondary Stats

    POOL 3

    • 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
  • ArmorHelmMediumT1CLR3

    ArmorHelmMediumT1CLR3

    Rare · Equipment · Helmet

    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

    • VitalityVitality6–7
    • StrengthStrength6–7
    • DexterityDexterity6–7
    • IntelligenceIntelligence6–7
    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
  • ArmorHelmMediumT1CLR3EXC

    ArmorHelmMediumT1CLR3EXC

    Epic · Equipment · Helmet

    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

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

    Secondary Stats

    POOL 3

    • 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
  • ArmorHelmMediumT1CLR4

    ArmorHelmMediumT1CLR4

    Rare · Equipment · Helmet

    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

    • VitalityVitality6–7
    • StrengthStrength6–7
    • DexterityDexterity6–7
    • IntelligenceIntelligence6–7
    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
  • ArmorHelmMediumT1CLR4EXC

    ArmorHelmMediumT1CLR4EXC

    Epic · Equipment · Helmet

    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

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

    Secondary Stats

    POOL 3

    • 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
  • Tracker’s Headguard

    Tracker’s Headguard

    Epic · Equipment · Helmet

    Base Stats

    POOL 1

    • IntelligenceIntelligence13–15
    • VitalityVitality9–12
    • Magic DefenceMagic Defence60–80
    • Crit ChanceCrit Chance1
    • Crit Hit DamageCrit Hit Damage5–8
    • DexterityDexterity
    Add to compare list
  • Falconer’s Sight Helm

    Falconer’s Sight Helm

    Epic · Equipment · Helmet

    Base Stats

    POOL 1

    • IntelligenceIntelligence13–15
    • VitalityVitality9–12
    • Magic DefenceMagic Defence60–80
    • Crit ChanceCrit Chance1
    • Crit Hit DamageCrit Hit Damage5–8
    • DexterityDexterity
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  • Helm of the Silent Hunt

    Helm of the Silent Hunt

    Legendary · Equipment · Helmet

    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

    • IntelligenceIntelligence6
    • Crit ChanceCrit Chance4–5
    • Crit Hit DamageCrit Hit Damage13–20
    • DexterityDexterity16–20
    • StrengthStrength16–20
    • Energy RegenerationEnergy Regeneration4–5
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  • ArmorHelmRangerT1Ghost

    ArmorHelmRangerT1Ghost

    Rare · Equipment · Helmet

    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

    • VitalityVitality4–5
    • StrengthStrength4–5
    • DexterityDexterity4–5
    • IntelligenceIntelligence4–5
    Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.
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  • ArmorHelmRangerT1GhostEXC

    ArmorHelmRangerT1GhostEXC

    Epic · Equipment · Helmet

    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

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

    Secondary Stats

    POOL 3

    • 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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  • ArmorHelmRangerT1Night

    ArmorHelmRangerT1Night

    Rare · Equipment · Helmet

    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

    • VitalityVitality4–5
    • StrengthStrength4–5
    • DexterityDexterity4–5
    • IntelligenceIntelligence4–5
    Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.
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  • ArmorHelmRangerT1NightEXC

    ArmorHelmRangerT1NightEXC

    Epic · Equipment · Helmet

    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

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

    Secondary Stats

    POOL 3

    • 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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  • ArmorHelmRangerT1Rime

    ArmorHelmRangerT1Rime

    Rare · Equipment · Helmet

    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

    • VitalityVitality4–5
    • StrengthStrength4–5
    • DexterityDexterity4–5
    • IntelligenceIntelligence4–5
    Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.
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  • ArmorHelmRangerT1RimeEXC

    ArmorHelmRangerT1RimeEXC

    Epic · Equipment · Helmet

    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

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

    Secondary Stats

    POOL 3

    • 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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  • ArmorHelmRangerT1Rust

    ArmorHelmRangerT1Rust

    Rare · Equipment · Helmet

    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

    • VitalityVitality4–5
    • StrengthStrength4–5
    • DexterityDexterity4–5
    • IntelligenceIntelligence4–5
    Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.
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  • ArmorHelmRangerT1RustEXC

    ArmorHelmRangerT1RustEXC

    Epic · Equipment · Helmet

    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

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

    Secondary Stats

    POOL 3

    • 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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  • ArmorHelmRangerT2Gloam

    ArmorHelmRangerT2Gloam

    Rare · Equipment · Helmet

    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

    • VitalityVitality6–7
    • StrengthStrength6–7
    • DexterityDexterity6–7
    • IntelligenceIntelligence6–7
    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.
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  • ArmorHelmRangerT2GloamEXC

    ArmorHelmRangerT2GloamEXC

    Epic · Equipment · Helmet

    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

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

    Secondary Stats

    POOL 3

    • 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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  • ArmorHelmRangerT2Onyx

    ArmorHelmRangerT2Onyx

    Rare · Equipment · Helmet

    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

    • VitalityVitality6–7
    • StrengthStrength6–7
    • DexterityDexterity6–7
    • IntelligenceIntelligence6–7
    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.
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  • ArmorHelmRangerT2OnyxEXC

    ArmorHelmRangerT2OnyxEXC

    Epic · Equipment · Helmet

    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

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

    Secondary Stats

    POOL 3

    • 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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  • ArmorHelmRangerT2Reef

    ArmorHelmRangerT2Reef

    Rare · Equipment · Helmet

    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

    • VitalityVitality6–7
    • StrengthStrength6–7
    • DexterityDexterity6–7
    • IntelligenceIntelligence6–7
    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.
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  • ArmorHelmRangerT2ReefEXC

    ArmorHelmRangerT2ReefEXC

    Epic · Equipment · Helmet

    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

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

    Secondary Stats

    POOL 3

    • 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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  • ArmorHelmRangerT2Solar

    ArmorHelmRangerT2Solar

    Rare · Equipment · Helmet

    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

    • VitalityVitality6–7
    • StrengthStrength6–7
    • DexterityDexterity6–7
    • IntelligenceIntelligence6–7
    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.
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  • ArmorHelmRangerT2SolarEXC

    ArmorHelmRangerT2SolarEXC

    Epic · Equipment · Helmet

    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

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

    Secondary Stats

    POOL 3

    • 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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  • ArmorPantsMediumT1CLR1

    ArmorPantsMediumT1CLR1

    Rare · Equipment · Pants

    Base Stats

    POOL 1

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

    Primary Stats

    POOL 2

    • VitalityVitality4–5
    • StrengthStrength4–5
    • DexterityDexterity4–5
    • IntelligenceIntelligence4–5
    Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.
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  • ArmorPantsMediumT1CLR1EXC

    ArmorPantsMediumT1CLR1EXC

    Epic · Equipment · Pants

    Base Stats

    POOL 1

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

    Primary Stats

    POOL 2

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

    Secondary Stats

    POOL 3

    • VitalityVitality2–3
    ROLLS: 1Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.
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  • ArmorPantsMediumT1CLR2

    ArmorPantsMediumT1CLR2

    Rare · Equipment · Pants

    Base Stats

    POOL 1

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

    Primary Stats

    POOL 2

    • VitalityVitality4–5
    • StrengthStrength4–5
    • DexterityDexterity4–5
    • IntelligenceIntelligence4–5
    Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.
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  • ArmorPantsMediumT1CLR2EXC

    ArmorPantsMediumT1CLR2EXC

    Epic · Equipment · Pants

    Base Stats

    POOL 1

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

    Primary Stats

    POOL 2

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

    Secondary Stats

    POOL 3

    • VitalityVitality2–3
    ROLLS: 1Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.
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  • ArmorPantsMediumT1CLR3

    ArmorPantsMediumT1CLR3

    Rare · Equipment · Pants

    Base Stats

    POOL 1

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

    Primary Stats

    POOL 2

    • VitalityVitality4–5
    • StrengthStrength4–5
    • DexterityDexterity4–5
    • IntelligenceIntelligence4–5
    Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.
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  • ArmorPantsMediumT1CLR3EXC

    ArmorPantsMediumT1CLR3EXC

    Epic · Equipment · Pants

    Base Stats

    POOL 1

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

    Primary Stats

    POOL 2

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

    Secondary Stats

    POOL 3

    • VitalityVitality2–3
    ROLLS: 1Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.
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  • ArmorPantsMediumT1CLR4

    ArmorPantsMediumT1CLR4

    Rare · Equipment · Pants

    Base Stats

    POOL 1

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

    Primary Stats

    POOL 2

    • VitalityVitality4–5
    • StrengthStrength4–5
    • DexterityDexterity4–5
    • IntelligenceIntelligence4–5
    Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.
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  • ArmorPantsMediumT1CLR4EXC

    ArmorPantsMediumT1CLR4EXC

    Epic · Equipment · Pants

    Base Stats

    POOL 1

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

    Primary Stats

    POOL 2

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

    Secondary Stats

    POOL 3

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

    Tracker’s Legguards

    Epic · Equipment · Pants

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

    Shadowpelt Legguards

    Epic · Equipment · Pants

    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 = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen 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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  • ROLLS: 4
    ROLLS: 4
    ROLLS: 4
    ROLLS: 4
    ROLLS: 4
    ROLLS: 4
    ROLLS: 4
    ROLLS: 4
    ROLLS: 4
    ROLLS: 4
    ROLLS: 4
    ROLLS: 4
    ROLLS: 4
    ROLLS: 4
    ROLLS: 4
    ROLLS: 4
    ROLLS: 4
    ROLLS: 4
    ROLLS: 4
    ROLLS: 4
    9–12
  • Mana RegenerationMana Regeneration1–2
  • ArmorArmor60–80
  • Armor PenetrationArmor Penetration1–4
  • HasteHaste1–2
  • ROLLS: 4Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.

    Primary Stats

    POOL 2

    • DexterityDexterity6
    • Crit ChanceCrit Chance2–3
    • Crit Hit DamageCrit Hit Damage9–12
    • DexterityDexterity13–15
    • StrengthStrength13–15
    • Mana RegenerationMana 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.
    9–12
  • Mana RegenerationMana Regeneration1–2
  • ArmorArmor60–80
  • Armor PenetrationArmor Penetration1–4
  • HasteHaste1–2
  • ROLLS: 4Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.

    Primary Stats

    POOL 2

    • DexterityDexterity6
    • Crit ChanceCrit Chance2–3
    • Crit Hit DamageCrit Hit Damage9–12
    • DexterityDexterity13–15
    • StrengthStrength13–15
    • Mana RegenerationMana 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.
    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.
    ROLLS: 4
    ROLLS: 4
    ROLLS: 4
    ROLLS: 4
    ROLLS: 4
    ROLLS: 4
    ROLLS: 4
    ROLLS: 4
    ROLLS: 4
    ROLLS: 4
    ROLLS: 4
    ROLLS: 4
    ROLLS: 4
    ROLLS: 4
    ROLLS: 4
    ROLLS: 4
    ROLLS: 4
    ROLLS: 4
    ROLLS: 4
    ROLLS: 4
    ROLLS: 4
    ROLLS: 4
    ROLLS: 4
    ROLLS: 4
    ROLLS: 3
    ROLLS: 3