ROLLS: 3Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.
Secondary Stats
POOL 3
Crit ChanceCrit Chance4–6
StrengthStrength11–13
DexterityDexterity11–13
Cooldown ReductionCooldown Reduction1–3
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.
POOL 1
Weapon Damage MinWeapon Damage Min29–36
Weapon Damage MaxWeapon Damage Max44–53
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
StrengthStrength16–20
DexterityDexterity16–20
IntelligenceIntelligence16–20
Crit ChanceCrit Chance4–5
Crit Hit DamageCrit Hit Damage13–20
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
Weapon Damage MinWeapon Damage Min33–40
Weapon Damage MaxWeapon Damage Max50–61
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
Crit ChanceCrit Chance4–6
StrengthStrength12–14
DexterityDexterity12–14
Armor PenetrationArmor Penetration8–10
Cooldown ReductionCooldown Reduction2–5
ROLLS: 3Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.
Secondary Stats
POOL 3
Crit ChanceCrit Chance4–6
StrengthStrength11–13
DexterityDexterity11–13
Cooldown ReductionCooldown Reduction1–3
ROLLS: 2Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.
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POOL 1
Weapon Damage MinWeapon Damage Min33–40
Weapon Damage MaxWeapon Damage Max50–61
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
StrengthStrength9–12
DexterityDexterity9–12
IntelligenceIntelligence9–12
Crit ChanceCrit Chance1
Crit Hit DamageCrit Hit Damage5–8
ROLLS: 2Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.
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Weapon Damage MinWeapon Damage Min28
Weapon Damage MaxWeapon Damage Max41
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
StrengthStrength7–8
DexterityDexterity3–4
ROLLS: 2Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.
Secondary Stats
POOL 3
StrengthStrength2–3
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
Weapon Damage MinWeapon Damage Min33–40
Weapon Damage MaxWeapon Damage Max50–61
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
StrengthStrength9–12
DexterityDexterity9–12
IntelligenceIntelligence9–12
Crit ChanceCrit Chance1
Crit Hit DamageCrit Hit Damage5–8
ROLLS: 2Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.
Secondary Stats
POOL 3
ManaMana110–160
EnergyEnergy5–10
Magic PenetrationMagic Penetration1–4
Armor PenetrationArmor Penetration1–4
ROLLS: 2Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.
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Weapon Damage MinWeapon Damage Min33
Weapon Damage MaxWeapon Damage Max50
ROLLS: 2Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.
Primary Stats
POOL 2
StrengthStrength18–20
DexterityDexterity11–12
ROLLS: 2Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.
Secondary Stats
POOL 3
StrengthStrength2–3
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
Weapon Damage MinWeapon Damage Min48–59
Weapon Damage MaxWeapon Damage Max73–89
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
Crit ChanceCrit Chance4–6
StrengthStrength12–14
DexterityDexterity12–14
Armor PenetrationArmor Penetration8–10
Cooldown ReductionCooldown Reduction2–5
ROLLS: 3Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.
Secondary Stats
POOL 3
Crit ChanceCrit Chance4–6
StrengthStrength11–13
DexterityDexterity11–13
Cooldown ReductionCooldown Reduction1–3
ROLLS: 2Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.
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Weapon Damage MinWeapon Damage Min30
Weapon Damage MaxWeapon Damage Max46
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
StrengthStrength13–14
DexterityDexterity7–8
ROLLS: 2Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.
Secondary Stats
POOL 3
StrengthStrength2–3
ROLLS: 1Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.
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POOL 1
Weapon Damage MinWeapon Damage Min48–59
Weapon Damage MaxWeapon Damage Max73–89
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
Crit ChanceCrit Chance4–6
StrengthStrength12–14
DexterityDexterity12–14
Armor PenetrationArmor Penetration8–10
Cooldown ReductionCooldown Reduction2–5
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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POOL 1
Weapon Damage MinWeapon Damage Min24–29
Weapon Damage MaxWeapon Damage Max36–44
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
Crit ChanceCrit Chance4–6
StrengthStrength12–14
DexterityDexterity12–14
Armor PenetrationArmor Penetration8–10
Cooldown ReductionCooldown Reduction2–5
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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Weapon Damage MinWeapon Damage Min28
Weapon Damage MaxWeapon Damage Max41
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
StrengthStrength2–3
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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Weapon Damage MinWeapon Damage Min24–29
Weapon Damage MaxWeapon Damage Max36–44
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
StrengthStrength6
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
Weapon Damage MinWeapon Damage Min25–31
Weapon Damage MaxWeapon Damage Max38–47
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
StrengthStrength13–15
DexterityDexterity13–15
IntelligenceIntelligence13–15
Crit ChanceCrit Chance2–3
Crit Hit DamageCrit Hit Damage9–12
ROLLS: 3Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.
Secondary Stats
POOL 3
ManaMana110–160
EnergyEnergy5–10
Magic PenetrationMagic Penetration1–4
Armor PenetrationArmor Penetration1–4
ROLLS: 2Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.
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Weapon Damage MinWeapon Damage Min27
Weapon Damage MaxWeapon Damage Max40
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
IntelligenceIntelligence18–20
DexterityDexterity11–12
ROLLS: 2Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.
Secondary Stats
POOL 3
IntelligenceIntelligence2–3
ROLLS: 1Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.
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POOL 1
Weapon Damage MinWeapon Damage Min25–31
Weapon Damage MaxWeapon Damage Max38–47
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
StrengthStrength13–15
DexterityDexterity13–15
IntelligenceIntelligence13–15
Crit ChanceCrit Chance2–3
Crit Hit DamageCrit Hit Damage9–12
ROLLS: 3Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.
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Weapon Damage MinWeapon Damage Min24
Weapon Damage MaxWeapon Damage Max36
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
IntelligenceIntelligence13–14
DexterityDexterity7–8
ROLLS: 2Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.
Secondary Stats
POOL 3
IntelligenceIntelligence2–3
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
Weapon Damage MinWeapon Damage Min21–26
Weapon Damage MaxWeapon Damage Max32–39
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
Crit ChanceCrit Chance4–6
IntelligenceIntelligence12–14
DexterityDexterity12–14
Magic PenetrationMagic Penetration13–15
Cooldown ReductionCooldown Reduction2–5
ROLLS: 3Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.
Secondary Stats
POOL 3
Crit ChanceCrit Chance4–6
IntelligenceIntelligence11–13
DexterityDexterity11–13
Cooldown ReductionCooldown Reduction1–3
ROLLS: 2Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.
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Weapon Damage MinWeapon Damage Min21–26
Weapon Damage MaxWeapon Damage Max32–39
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
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
Weapon Damage MinWeapon Damage Min25–31
Weapon Damage MaxWeapon Damage Max38–47
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
StrengthStrength9–12
DexterityDexterity9–12
IntelligenceIntelligence9–12
Crit ChanceCrit Chance1
Crit Hit DamageCrit Hit Damage5–8
ROLLS: 2Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.
Secondary Stats
POOL 3
ManaMana110–160
EnergyEnergy5–10
Magic PenetrationMagic Penetration1–4
Armor PenetrationArmor Penetration1–4
ROLLS: 2Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.
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POOL 1
Weapon Damage MinWeapon Damage Min25–31
Weapon Damage MaxWeapon Damage Max38–47
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
StrengthStrength9–12
DexterityDexterity9–12
IntelligenceIntelligence9–12
Crit ChanceCrit Chance1
Crit Hit DamageCrit Hit Damage5–8
ROLLS: 2Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.
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Weapon Damage MinWeapon Damage Min21–26
Weapon Damage MaxWeapon Damage Max32–39
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
Crit ChanceCrit Chance4–6
IntelligenceIntelligence12–14
DexterityDexterity12–14
Magic PenetrationMagic Penetration13–15
Cooldown ReductionCooldown Reduction2–5
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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Weapon Damage MinWeapon Damage Min22
Weapon Damage MaxWeapon Damage Max33
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
IntelligenceIntelligence7–8
DexterityDexterity3–4
ROLLS: 2Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.
Secondary Stats
POOL 3
IntelligenceIntelligence2–3
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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ALL - COMMON - 0 VITAL - 0 INTEL
Common · Mounts
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ALL - COMMON - 10 VITAL - 10 INTEL
Common · Mounts
Base Stats
VitalityVitality10
StrengthStrength10
DexterityDexterity10
IntelligenceIntelligence10
Health RegenerationHealth Regeneration10
Movement SpeedMovement Speed10
ROLLS: 6Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen 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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ALL - COMMON - 40 VITAL - 10 INTEL
Common · Mounts
Base Stats
VitalityVitality40
StrengthStrength10
DexterityDexterity10
IntelligenceIntelligence10
Health RegenerationHealth Regeneration10
Movement SpeedMovement Speed10
ROLLS: 6Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen 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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ALL - EPIC - 20 VITAL - 20 INTEL
Epic · Mounts
Base Stats
VitalityVitality20
StrengthStrength20
DexterityDexterity20
IntelligenceIntelligence20
Health RegenerationHealth Regeneration20
Movement SpeedMovement Speed20
ROLLS: 6Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen 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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ALL - EPIC - 60 VITAL - 7 INTEL
Epic · Mounts
Base Stats
VitalityVitality60
StrengthStrength30
DexterityDexterity30
IntelligenceIntelligence7
Health RegenerationHealth Regeneration30
Movement SpeedMovement Speed30
ROLLS: 6Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen 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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ALL - LEGENDARY - 30 VITAL - 30 INTEL
Legendary · Mounts
Base Stats
VitalityVitality30
StrengthStrength30
DexterityDexterity30
IntelligenceIntelligence30
Health RegenerationHealth Regeneration30
Movement SpeedMovement Speed30
ROLLS: 6Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen 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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ALL - RARE - 15 VITAL - 15 INTEL
Rare · Mounts
Base Stats
VitalityVitality15
StrengthStrength15
DexterityDexterity15
IntelligenceIntelligence15
Health RegenerationHealth Regeneration15
Movement SpeedMovement Speed15
ROLLS: 6Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen 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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ALL - RARE - 50 VITAL - 10 INTEL
Rare · Mounts
Base Stats
VitalityVitality50
StrengthStrength30
DexterityDexterity30
IntelligenceIntelligence10
Health RegenerationHealth Regeneration30
Movement SpeedMovement Speed30
ROLLS: 6Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen 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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WAR - COMMON - 20 VITAL - 15 INTEL
Common · Mounts
Base Stats
VitalityVitality20
StrengthStrength30
DexterityDexterity30
IntelligenceIntelligence15
Health RegenerationHealth Regeneration30
Movement SpeedMovement Speed30
ROLLS: 6Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen 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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WAR - LEGENDARY - 70 VITAL - 3 INTEL
Legendary · Mounts
Base Stats
VitalityVitality70
StrengthStrength30
DexterityDexterity30
IntelligenceIntelligence3
Health RegenerationHealth Regeneration30
Movement SpeedMovement Speed30
ROLLS: 6Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.