Skip to main content
DatabasePlannerTalentsMapGuidesBlog
Tools
Compare loadoutsTwo gear planner builds — slot by slot and combined affix totalsCompare itemsSide-by-side BeastBurst database items (stats & affix pools)Blog iframeEmbed a post on another siteTalent treeChronicle talent planner — pick a class and share builds from the URLNickname generatorGenerate character-style nicknames for Scars of Honor

Artisan

Crafting calculatorWill be added soonRecipes trackerWill be added soonAll artisan
All tools
Discord
KnowledgeScars of Honor knowledge base — guides, lore, referencesMedia galleryOfficial trailers, screenshots, and wallpapers (mirrored from scarsofhonor.com)AboutAbout SoH Chronicle — the project, contact, credits
LanguageENUA

Loading items…

Site

  • Home
  • About
  • Blog
  • Knowledge base
  • Guides
  • Planner
  • Nickname generator

Database

  • All items
  • By type

    • Equipment
    • Mounts
    • Consumable
    • Valuables
    • Other
  • Slot, rarity, and search controls are on each list page.

Artisan

  • All artisan
  • Crafting calculator
  • Recipes tracker

Tools

  • All tools
  • Compare loadouts
  • Compare items
  • Blog iframe
  • Talent tree
  • Nickname generator
Scars of HonorChronicle

Scars of Honor Chronicle is an unofficial fan project and is not affiliated with the game or its publishers.

Official Scars of Honor website

Contact: aocmerchant@proton.me

Privacy Policy·Terms and Conditions

© 2026 Scars of Honor Chronicle

Database
Planner
BuildsSaved snapshots when signed inEquipmentSlot-by-slot gear & statsTalentsChronicle talent tree plannerScarsLocked Scar roll preview by class group
AugmentationComing soon
CraftingComing soon
Loading items…
Категорії
  • Усі предмети(1894)
  • Навички(464)

Скинути всі фільтри

  • Equipment(1646)
    • All Equipment(1646)
    • Weapons

    • Main Hand(204)
    • Off Hand(27)
    • Armor

    • Helmet(161)
    • Shoulder Pads(161)
    • Cape(12)
    • Chest Piece(205)
    • Gloves(166)
    • Belt(158)
    • Pants(161)
    • Boots(161)
    • Jewelry

    • Amulet(72)
    • Ring(95)
    • Tools

    • Mining Tool(20)
    • Fishing Tool(20)
    • Gardening Tool(1)
    • Carving Tool(1)
    • Woodcutting Tool(20)
    • Unslotted

    • No slot(1)
  • Mounts(10)
  • Consumable(138)
  • Valuables(42)
  • Other(58)
Основна характеристика (розширено)

Довідка з сортування

Основна характеристика

Друга характеристика (нічиї)

Сортувати за

Порядок основних кидків

  1. Головна
  2. /База даних
  3. /Equipment

Equipment · Page 25 · Scars of Honor database

Показано 1201–1250 з 1400 предметів (сторінка 25 з 28)

  • Sturdy Masterful Pickaxe

    Sturdy Masterful Pickaxe

    Rare · Equipment · Mining Tool
    Add to compare list
  • Masterful Pickaxe

    Masterful Pickaxe

    Common · Equipment · Mining Tool
    Add to compare list
  • Sturdy Jet-Black Pickaxe

    Sturdy Jet-Black Pickaxe

    Rare · Equipment · Mining Tool
    Add to compare list
  • Jet-Black Pickaxe

    Jet-Black Pickaxe

    Common · Equipment · Mining Tool
    Add to compare list
  • Sturdy Adamant Pickaxe

    Sturdy Adamant Pickaxe

    Rare · Equipment · Mining Tool
    Add to compare list
  • Adamant Pickaxe

    Adamant Pickaxe

    Common · Equipment · Mining Tool
    Add to compare list
  • Sturdy Stellar Pickaxe

    Sturdy Stellar Pickaxe

    Rare · Equipment · Mining Tool
    Add to compare list
  • Stellar Pickaxe

    Stellar Pickaxe

    Common · Equipment · Mining Tool
    Add to compare list
  • Sturdy Comet Pickaxe

    Sturdy Comet Pickaxe

    Rare · Equipment · Mining Tool
    Add to compare list
  • Comet Pickaxe

    Comet Pickaxe

    Common · Equipment · Mining Tool
    Add to compare list
  • Seventh Staff of Seven

    Seventh Staff of Seven

    Legendary · Equipment · Main Hand

    Base Stats

    • Weapon Damage Min
  • Shield T3

    Shield T3

    Common · Equipment · Off Hand

    Base Stats

  • Shield T3 (Exceptional)

    Shield T3 (Exceptional)

    Rare · Equipment · Off Hand
  • Shield T4

    Shield T4

    Common · Equipment · Off Hand

    Base Stats

  • Shield T4 (Exceptional)

    Shield T4 (Exceptional)

    Rare · Equipment · Off Hand
  • Shield T5

    Shield T5

    Common · Equipment · Off Hand

    Base Stats

  • Shield T5 (Exceptional)

    Shield T5 (Exceptional)

    Rare · Equipment · Off Hand
  • Aegis of Ironwill

    Aegis of Ironwill

    Rare · Equipment · Off Hand
  • Bulwark of Ironwill

    Bulwark of Ironwill

    Common · Equipment · Off Hand
  • Aegis of the Vanguard

    Aegis of the Vanguard

    Rare · Equipment · Off Hand
  • Bastion of the Vanguard

    Bastion of the Vanguard

    Common · Equipment · Off Hand
  • Eternal Citadel Aegis

    Eternal Citadel Aegis

    Rare · Equipment · Off Hand
  • Citadel Guard

    Citadel Guard

    Common · Equipment · Off Hand

    Base Stats

  • Divine Worldbreaker Aegis

    Divine Worldbreaker Aegis

    Rare · Equipment · Off Hand
  • Worldbreaker Bulwark

    Worldbreaker Bulwark

    Common · Equipment · Off Hand
  • Sir Illiya's Sword of the Insta Kill

    Sir Illiya's Sword of the Insta Kill

    Legendary · Equipment · Main Hand

    Base Stats

  • Sword of The Reloaded Life

    Sword of The Reloaded Life

    Legendary · Equipment · Main Hand

    Base Stats

  • Sword of the Reloading Dreams

    Sword of the Reloading Dreams

    Legendary · Equipment · Main Hand

    Base Stats

  • Honed Blackfeather

    Honed Blackfeather

    Rare · Equipment · Main Hand
  • Blackfeather

    Blackfeather

    Rare · Equipment · Main Hand

    Base Stats

  • Honed Longbow

    Honed Longbow

    Legendary · Equipment · Main Hand
  • Worn Longbow

    Worn Longbow

    Common · Equipment · Main Hand

    Base Stats

    POOL 1

  • Longbow

    Longbow

    Legendary · Equipment · Main Hand

    Base Stats

    POOL 1

  • Longbow

    Longbow

    Common · Equipment · Main Hand

    Base Stats

  • Honed Skypiercer

    Honed Skypiercer

    Epic · Equipment · Main Hand
  • Honed Skypiercer

    Honed Skypiercer

    Epic · Equipment · Main Hand

    Base Stats

    POOL 1

  • Skypiercer

    Skypiercer

    Epic · Equipment · Main Hand

    Base Stats

  • Skypiercer

    Skypiercer

    Rare · Equipment · Main Hand

    Base Stats

    POOL 1

  • Honed Claws of the Howler

    Honed Claws of the Howler

    Legendary · Equipment · Main Hand
  • Claws of the Howler

    Claws of the Howler

    Epic · Equipment · Main Hand

    Base Stats

  • Honed Iron Fangs

    Honed Iron Fangs

    Epic · Equipment · Main Hand
  • Iron Fangs

    Iron Fangs

    Rare · Equipment · Main Hand

    Base Stats

  • Weapon Axe 1H T1

    Weapon Axe 1H T1

    Common · Equipment · Main Hand

    Base Stats

    POOL 1

  • Weapon Axe 1H T1 (Exceptional)

    Weapon Axe 1H T1 (Exceptional)

    Rare · Equipment · Main Hand

    Base Stats

    POOL 1

  • Weapon Axe 1H T2

    Weapon Axe 1H T2

    Common · Equipment · Main Hand

    Base Stats

    POOL 1

  • Weapon Axe 1H T2 (Exceptional)

    Weapon Axe 1H T2 (Exceptional)

    Rare · Equipment · Main Hand

    Base Stats

    POOL 1

  • Weapon Axe 1H T3

    Weapon Axe 1H T3

    Common · Equipment · Main Hand

    Base Stats

    POOL 1

  • Weapon Axe 1H T3 (Exceptional)

    Weapon Axe 1H T3 (Exceptional)

    Rare · Equipment · Main Hand

    Base Stats

    POOL 1

  • Weapon Axe 1H T4

    Weapon Axe 1H T4

    Common · Equipment · Main Hand

    Base Stats

    POOL 1

  • Weapon Axe 1H T4 (Exceptional)

    Weapon Axe 1H T4 (Exceptional)

    Rare · Equipment · Main Hand

    Base Stats

    POOL 1

  • Page 1
  • …
  • Page 24
  • 25
  • Page 26
  • …
  • Page 28
Weapon Damage Min
10000
  • Weapon Damage MaxWeapon Damage Max10000
  • ROLLS: 2Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.
    Add to compare list

    POOL 1

    • VitalityVitality8–9
    • StrengthStrength8–9
    • DexterityDexterity8–9
    • IntelligenceIntelligence8–9
    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

    • 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.
    Add to compare list

    Base Stats

    POOL 1

    • VitalityVitality8–9
    • StrengthStrength8–9
    • DexterityDexterity8–9
    • IntelligenceIntelligence8–9
    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

    • 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.
    Add to compare list

    POOL 1

    • VitalityVitality8–9
    • StrengthStrength8–9
    • DexterityDexterity8–9
    • IntelligenceIntelligence8–9
    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

    • 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.
    Add to compare list

    Base Stats

    POOL 1

    • VitalityVitality8–9
    • StrengthStrength8–9
    • DexterityDexterity8–9
    • IntelligenceIntelligence8–9
    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

    • 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.
    Add to compare list

    POOL 1

    • VitalityVitality8–9
    • StrengthStrength8–9
    • DexterityDexterity8–9
    • IntelligenceIntelligence8–9
    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

    • 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.
    Add to compare list

    Base Stats

    POOL 1

    • VitalityVitality8–9
    • StrengthStrength8–9
    • DexterityDexterity8–9
    • IntelligenceIntelligence8–9
    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

    • 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.
    Add to compare list

    Base Stats

    POOL 1

    • VitalityVitality8–9
    • StrengthStrength8–9
    • DexterityDexterity8–9
    • IntelligenceIntelligence8–9
    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

    • 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.
    Add to compare list

    Base Stats

    POOL 1

    • VitalityVitality8–9
    • StrengthStrength8–9
    • DexterityDexterity8–9
    • IntelligenceIntelligence8–9
    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

    • 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.
    Add to compare list

    Base Stats

    POOL 1

    • VitalityVitality8–9
    • StrengthStrength8–9
    • DexterityDexterity8–9
    • IntelligenceIntelligence8–9
    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

    • 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.
    Add to compare list

    Base Stats

    POOL 1

    • VitalityVitality8–9
    • StrengthStrength8–9
    • DexterityDexterity8–9
    • IntelligenceIntelligence8–9
    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

    • 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.
    Add to compare list

    Base Stats

    POOL 1

    • VitalityVitality8–9
    • StrengthStrength8–9
    • DexterityDexterity8–9
    • IntelligenceIntelligence8–9
    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

    • 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.
    Add to compare list

    POOL 1

    • VitalityVitality8–9
    • StrengthStrength8–9
    • DexterityDexterity8–9
    • IntelligenceIntelligence8–9
    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

    • 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.
    Add to compare list

    Base Stats

    POOL 1

    • VitalityVitality8–9
    • StrengthStrength8–9
    • DexterityDexterity8–9
    • IntelligenceIntelligence8–9
    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

    • 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.
    Add to compare list

    Base Stats

    POOL 1

    • VitalityVitality8–9
    • StrengthStrength8–9
    • DexterityDexterity8–9
    • IntelligenceIntelligence8–9
    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

    • 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.
    Add to compare list
    Weapon Damage MinWeapon Damage Min
    10000
  • Weapon Damage MaxWeapon Damage Max10000
  • ROLLS: 2Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.
    Add to compare list

    POOL 1

    • Weapon Damage MinWeapon Damage Min34
    • Weapon Damage MaxWeapon Damage Max52
    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

    • VitalityVitality18
    • StrengthStrength9
    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

    • Crit ChanceCrit Chance4
    • Health RegenerationHealth Regeneration10
    ROLLS: 2Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.
    Add to compare list

    POOL 1

    • Weapon Damage MinWeapon Damage Min34
    • Weapon Damage MaxWeapon Damage Max52
    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

    • VitalityVitality18
    • StrengthStrength9
    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

    • Crit ChanceCrit Chance4
    • Health RegenerationHealth Regeneration10
    ROLLS: 2Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.
    Add to compare list

    Base Stats

    POOL 1

    • Weapon Damage MinWeapon Damage Min26–32
    • Weapon Damage MaxWeapon Damage Max40–49
    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.
    Add to compare list

    POOL 1

    • Weapon Damage MinWeapon Damage Min26–32
    • Weapon Damage MaxWeapon Damage Max40–49
    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.
    Add to compare list

    Base Stats

    POOL 1

    • Weapon Damage MinWeapon Damage Min35–43
    • Weapon Damage MaxWeapon Damage Max53–65
    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

    • ManaMana210–300
    • EnergyEnergy15–20
    • Magic PenetrationMagic Penetration1–4
    • Armor PenetrationArmor Penetration1–4
    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

    • 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.
    Add to compare list
  • 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

    • DexterityDexterity6
    ROLLS: 1Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.
    Add to compare list
    • Weapon Damage MinWeapon Damage Min35–43
    • Weapon Damage MaxWeapon Damage Max53–65
    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

    • ManaMana210–300
    • EnergyEnergy15–20
    • Magic PenetrationMagic Penetration1–4
    • Armor PenetrationArmor Penetration1–4
    ROLLS: 4Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.
    Add to compare list

    POOL 1

    • 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

    • DexterityDexterity7–8
    • StrengthStrength3–4
    • DexterityDexterity6–7
    • IntelligenceIntelligence6–7
    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

    • 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

    Base Stats

    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

    • 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.
    Add to compare list
    • 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

    • DexterityDexterity18–20
    • StrengthStrength11–12
    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

    • 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

    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.
    Add to compare list
    • 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

    • DexterityDexterity13–14
    • StrengthStrength7–8
    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

    • 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

    Base Stats

    POOL 1

    • Weapon Damage MinWeapon Damage Min44–53
    • Weapon Damage MaxWeapon Damage Max65–80
    ROLLS: 2Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.

    Primary Stats

    POOL 2

    • 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.
    Add to compare list

    POOL 1

    • Weapon Damage MinWeapon Damage Min44–53
    • Weapon Damage MaxWeapon Damage Max65–80
    ROLLS: 2Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.

    Primary Stats

    POOL 2

    • 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.
    Add to compare list

    Base Stats

    POOL 1

    • Weapon Damage MinWeapon Damage Min36–44
    • Weapon Damage MaxWeapon Damage Max54–66
    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.
    Add to compare list

    POOL 1

    • Weapon Damage MinWeapon Damage Min36–44
    • Weapon Damage MaxWeapon Damage Max54–66
    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.
    Add to compare list
    • 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.
    Add to compare list
    • 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.
    Add to compare list
    • 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.
    Add to compare list
    • 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.
    Add to compare list
    • 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.
    Add to compare list
    • 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.
    Add to compare list
    • 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.
    Add to compare list
    • 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.
    Add to compare list