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  • Усі предмети(1894)
  • Навички(464)

Скинути всі фільтри

  • Equipment(1646)
  • Mounts(10)
  • Consumable(138)
  • Valuables(42)
  • Other(58)
Основна характеристика (розширено)

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Основна характеристика

Друга характеристика (нічиї)

Сортувати за

Порядок основних кидків

  1. Головна
  2. /База даних

Mage class · Page 3 · Scars of Honor database

Показано 101–150 з 577 предметів (сторінка 3 з 12)

Довідка з сортування

  • Sapphire Ring

    Sapphire Ring

    Rare · Equipment · Ring

    Base Stats

  • Page 1
  • Page 2
  • 3
  • Page 4
  • …
  • Page 12

POOL 1

  • DexterityDexterity16–20
ROLLS: 1Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.

Primary Stats

POOL 2

  • VitalityVitality9–12
  • StrengthStrength9–12
  • Health RegenerationHealth Regeneration1
  • Health RegenerationHealth Regeneration1
  • Crit ChanceCrit Chance1
  • ArmorArmor60–80
  • Magic DefenceMagic Defence60–80
ROLLS: 3Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.
Add to compare list
  • Exclusive Silver Ring

    Exclusive Silver Ring

    Epic · Equipment · Ring

    Base Stats

    POOL 1

    • Magic PenetrationMagic Penetration1–4
    ROLLS: 1Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.

    Primary Stats

    POOL 2

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

    Secondary Stats

    POOL 3

    • ManaMana110–160
    • HealthHealth110–160
    • EnergyEnergy5–10
    ROLLS: 1Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.
    Add to compare list
  • Silver Ring

    Silver Ring

    Rare · Equipment · Ring

    Base Stats

    POOL 1

    • Magic PenetrationMagic Penetration1–4
    ROLLS: 1Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.

    Primary Stats

    POOL 2

    • VitalityVitality16–20
    • StrengthStrength16–20
    • DexterityDexterity16–20
    • IntelligenceIntelligence16–20
    • Health RegenerationHealth Regeneration1
    • Crit ChanceCrit Chance1
    Add to compare list
  • Exclusive Topaz Ring

    Exclusive Topaz Ring

    Epic · Equipment · Ring

    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
  • Topaz Ring

    Topaz Ring

    Rare · Equipment · Ring

    Base Stats

    POOL 1

    • IntelligenceIntelligence16–20
    ROLLS: 1Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.

    Primary Stats

    POOL 2

    • VitalityVitality9–12
    • StrengthStrength9–12
    • IntelligenceIntelligence13–15
    • Health RegenerationHealth Regeneration1
    • Crit ChanceCrit Chance1
    • ArmorArmor60–80
    Add to compare list
  • ArmorBeltLightT1Creme

    ArmorBeltLightT1Creme

    Rare · Equipment · Belt

    Base Stats

    POOL 1

    • ArmorArmor27–28
    • Magic DefenceMagic Defence34–36
    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
  • ArmorBeltLightT1CremeEXC

    ArmorBeltLightT1CremeEXC

    Epic · Equipment · Belt

    Base Stats

    POOL 1

    • ArmorArmor27–28
    • Magic DefenceMagic Defence34–36
    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
  • ArmorBeltLightT1Cryst

    ArmorBeltLightT1Cryst

    Rare · Equipment · Belt

    Base Stats

    POOL 1

    • ArmorArmor27–28
    • Magic DefenceMagic Defence34–36
    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
  • ArmorBeltLightT1CrystEXC

    ArmorBeltLightT1CrystEXC

    Epic · Equipment · Belt

    Base Stats

    POOL 1

    • ArmorArmor27–28
    • Magic DefenceMagic Defence34–36
    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
  • ArmorBeltLightT1Molten

    ArmorBeltLightT1Molten

    Rare · Equipment · Belt

    Base Stats

    POOL 1

    • ArmorArmor27–28
    • Magic DefenceMagic Defence34–36
    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
  • ArmorBeltLightT1MoltenEXC

    ArmorBeltLightT1MoltenEXC

    Epic · Equipment · Belt

    Base Stats

    POOL 1

    • ArmorArmor27–28
    • Magic DefenceMagic Defence34–36
    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
  • ArmorBeltLightT1Oak

    ArmorBeltLightT1Oak

    Rare · Equipment · Belt

    Base Stats

    POOL 1

    • ArmorArmor27–28
    • Magic DefenceMagic Defence34–36
    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
  • ArmorBeltLightT1OakEXC

    ArmorBeltLightT1OakEXC

    Epic · Equipment · Belt

    Base Stats

    POOL 1

    • ArmorArmor27–28
    • Magic DefenceMagic Defence34–36
    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
  • Sash of Faint Whispers

    Sash of Faint Whispers

    Epic · Equipment · Belt

    Base Stats

    POOL 1

    • HealthHealth160–230
    ROLLS: 1Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.

    Primary Stats

    POOL 2

    • VitalityVitality13–15
    • StrengthStrength13–15
    • IntelligenceIntelligence16–20
    • Health RegenerationHealth Regeneration1
    • ArmorArmor80–100
    • Magic DefenceMagic Defence80–100
    Add to compare list
  • Starbind Sash

    Starbind Sash

    Epic · Equipment · Belt

    Base Stats

    POOL 1

    • HealthHealth160–230
    ROLLS: 1Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.

    Primary Stats

    POOL 2

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

    Secondary Stats

    POOL 3

    • Crit Hit DamageCrit Hit Damage5–8
    • Health RegenerationHealth Regeneration1
    ROLLS: 1Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.
    Add to compare list
  • Sash of the Ethereal Thread

    Sash of the Ethereal Thread

    Legendary · Equipment · Belt

    Base Stats

    POOL 1

    • Movement SpeedMovement Speed4–5
    ROLLS: 1Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.

    Primary Stats

    POOL 2

    • VitalityVitality16–20
    • StrengthStrength16–20
    • ArmorArmor10–30
    • Health RegenerationHealth Regeneration1
    • ArmorArmor100–120
    • Magic DefenceMagic Defence100–120
    Add to compare list
  • ArmorBeltMageT1Cosmic

    ArmorBeltMageT1Cosmic

    Rare · Equipment · Belt

    Base Stats

    POOL 1

    • ArmorArmor15–16
    • Magic DefenceMagic Defence23–24
    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
  • ArmorBeltMageT1CosmicEXC

    ArmorBeltMageT1CosmicEXC

    Epic · Equipment · Belt

    Base Stats

    POOL 1

    • ArmorArmor15–16
    • Magic DefenceMagic Defence23–24
    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
    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
  • ArmorBeltMageT1Fire

    ArmorBeltMageT1Fire

    Rare · Equipment · Belt

    Base Stats

    POOL 1

    • ArmorArmor15–16
    • Magic DefenceMagic Defence23–24
    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
  • ArmorBeltMageT1FireEXC

    ArmorBeltMageT1FireEXC

    Epic · Equipment · Belt

    Base Stats

    POOL 1

    • ArmorArmor15–16
    • Magic DefenceMagic Defence23–24
    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
    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
  • ArmorBeltMageT1Ice

    ArmorBeltMageT1Ice

    Rare · Equipment · Belt

    Base Stats

    POOL 1

    • ArmorArmor15–16
    • Magic DefenceMagic Defence23–24
    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
  • ArmorBeltMageT1IceEXC

    ArmorBeltMageT1IceEXC

    Epic · Equipment · Belt

    Base Stats

    POOL 1

    • ArmorArmor15–16
    • Magic DefenceMagic Defence23–24
    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
    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
  • ArmorBeltMageT1Maroon

    ArmorBeltMageT1Maroon

    Rare · Equipment · Belt

    Base Stats

    POOL 1

    • ArmorArmor15–16
    • Magic DefenceMagic Defence23–24
    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
  • ArmorBeltMageT1MaroonEXC

    ArmorBeltMageT1MaroonEXC

    Epic · Equipment · Belt

    Base Stats

    POOL 1

    • ArmorArmor15–16
    • Magic DefenceMagic Defence23–24
    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
    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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  • ArmorBeltMageT2Chaos

    ArmorBeltMageT2Chaos

    Rare · Equipment · Belt

    Base Stats

    POOL 1

    • ArmorArmor27–28
    • Magic DefenceMagic Defence34–36
    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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  • ArmorBeltMageT2ChaosEXC

    ArmorBeltMageT2ChaosEXC

    Epic · Equipment · Belt

    Base Stats

    POOL 1

    • ArmorArmor27–28
    • Magic DefenceMagic Defence34–36
    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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  • ArmorBeltMageT2Flare

    ArmorBeltMageT2Flare

    Rare · Equipment · Belt

    Base Stats

    POOL 1

    • ArmorArmor27–28
    • Magic DefenceMagic Defence34–36
    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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  • ArmorBeltMageT2FlareEXC

    ArmorBeltMageT2FlareEXC

    Epic · Equipment · Belt

    Base Stats

    POOL 1

    • ArmorArmor27–28
    • Magic DefenceMagic Defence34–36
    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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  • ArmorBeltMageT2Gale

    ArmorBeltMageT2Gale

    Rare · Equipment · Belt

    Base Stats

    POOL 1

    • ArmorArmor27–28
    • Magic DefenceMagic Defence34–36
    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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  • ArmorBeltMageT2GaleEXC

    ArmorBeltMageT2GaleEXC

    Epic · Equipment · Belt

    Base Stats

    POOL 1

    • ArmorArmor27–28
    • Magic DefenceMagic Defence34–36
    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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  • ArmorBeltMageT2Grim

    ArmorBeltMageT2Grim

    Rare · Equipment · Belt

    Base Stats

    POOL 1

    • ArmorArmor27–28
    • Magic DefenceMagic Defence34–36
    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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  • ArmorBeltMageT2GrimEXC

    ArmorBeltMageT2GrimEXC

    Epic · Equipment · Belt

    Base Stats

    POOL 1

    • ArmorArmor27–28
    • Magic DefenceMagic Defence34–36
    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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  • Robe of Fading Mist

    Robe of Fading Mist

    Epic · Equipment · Chest Piece

    Base Stats

    POOL 1

    • Magic DefenceMagic Defence80–100
    ROLLS: 1Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.

    Primary Stats

    POOL 2

    • DexterityDexterity13–15
    • IntelligenceIntelligence13–15
    • StrengthStrength13–15
    • Mana RegenerationMana Regeneration2–3
    Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.
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  • Starwoven Raiment

    Starwoven Raiment

    Epic · Equipment · Chest Piece

    Base Stats

    POOL 1

    • Magic DefenceMagic Defence80–100
    ROLLS: 1Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.

    Primary Stats

    POOL 2

    • DexterityDexterity13–15
    • IntelligenceIntelligence13–15
    • StrengthStrength13–15
    • Mana RegenerationMana Regeneration2–3
    Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.

    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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  • Robe of the Astral Veil

    Robe of the Astral Veil

    Legendary · Equipment · Chest Piece

    Base Stats

    POOL 1

    • Magic DefenceMagic Defence80–100
    ROLLS: 1Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.

    Primary Stats

    POOL 2

    • DexterityDexterity13–15
    • IntelligenceIntelligence13–15
    • StrengthStrength13–15
    • Mana RegenerationMana Regeneration2–3
    • Magic PenetrationMagic Penetration7–10
    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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  • ArmorBootsLightT1Creme

    ArmorBootsLightT1Creme

    Rare · Equipment · Boots

    Base Stats

    POOL 1

    • ArmorArmor27–28
    • Magic DefenceMagic Defence34–36
    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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  • ArmorBootsLightT1CremeEXC

    ArmorBootsLightT1CremeEXC

    Epic · Equipment · Boots

    Base Stats

    POOL 1

    • ArmorArmor27–28
    • Magic DefenceMagic Defence34–36
    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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  • ArmorBootsLightT1Cryst

    ArmorBootsLightT1Cryst

    Rare · Equipment · Boots

    Base Stats

    POOL 1

    • ArmorArmor27–28
    • Magic DefenceMagic Defence34–36
    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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  • ArmorBootsLightT1CrystEXC

    ArmorBootsLightT1CrystEXC

    Epic · Equipment · Boots

    Base Stats

    POOL 1

    • ArmorArmor27–28
    • Magic DefenceMagic Defence34–36
    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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  • ArmorBootsLightT1Molten

    ArmorBootsLightT1Molten

    Rare · Equipment · Boots

    Base Stats

    POOL 1

    • ArmorArmor27–28
    • Magic DefenceMagic Defence34–36
    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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  • ArmorBootsLightT1MoltenEXC

    ArmorBootsLightT1MoltenEXC

    Epic · Equipment · Boots

    Base Stats

    POOL 1

    • ArmorArmor27–28
    • Magic DefenceMagic Defence34–36
    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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  • ArmorBootsLightT1Oak

    ArmorBootsLightT1Oak

    Rare · Equipment · Boots

    Base Stats

    POOL 1

    • ArmorArmor27–28
    • Magic DefenceMagic Defence34–36
    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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  • ArmorBootsLightT1OakEXC

    ArmorBootsLightT1OakEXC

    Epic · Equipment · Boots

    Base Stats

    POOL 1

    • ArmorArmor27–28
    • Magic DefenceMagic Defence34–36
    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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  • Silentstep Boots

    Silentstep Boots

    Epic · Equipment · Boots

    Base Stats

    POOL 1

    • Magic DefenceMagic Defence80–100
    ROLLS: 1Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.

    Primary Stats

    POOL 2

    • Movement SpeedMovement Speed15–20
    • IntelligenceIntelligence9–12
    • VitalityVitality9–12
    • DexterityDexterity9–12
    • Health RegenerationHealth Regeneration1
    • Mana RegenerationMana Regeneration1–2
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  • Windstride Boots

    Windstride Boots

    Epic · Equipment · Boots

    Base Stats

    POOL 1

    • Magic DefenceMagic Defence80–100
    ROLLS: 1Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.

    Primary Stats

    POOL 2

    • Movement SpeedMovement Speed15–20
    • IntelligenceIntelligence9–12
    • VitalityVitality9–12
    • DexterityDexterity9–12
    • Health RegenerationHealth Regeneration1
    • Mana RegenerationMana Regeneration1–2

    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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  • Boots of the Vanishing Path

    Boots of the Vanishing Path

    Legendary · Equipment · Boots

    Base Stats

    POOL 1

    • Magic DefenceMagic Defence80–100
    ROLLS: 1Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.

    Primary Stats

    POOL 2

    • Movement SpeedMovement Speed20–30
    • IntelligenceIntelligence13–15
    • VitalityVitality13–15
    • DexterityDexterity13–15
    • Health RegenerationHealth Regeneration1
    • Mana RegenerationMana Regeneration2–3
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  • ArmorBootsMageT1Cosmic

    ArmorBootsMageT1Cosmic

    Rare · Equipment · Boots

    Base Stats

    POOL 1

    • ArmorArmor15–16
    • Magic DefenceMagic Defence23–24
    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.
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  • ArmorBootsMageT1CosmicEXC

    ArmorBootsMageT1CosmicEXC

    Epic · Equipment · Boots

    Base Stats

    POOL 1

    • ArmorArmor15–16
    • Magic DefenceMagic Defence23–24
    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
    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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  • ArmorBootsMageT1Fire

    ArmorBootsMageT1Fire

    Rare · Equipment · Boots

    Base Stats

    POOL 1

    • ArmorArmor15–16
    • Magic DefenceMagic Defence23–24
    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.
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  • ArmorBootsMageT1FireEXC

    ArmorBootsMageT1FireEXC

    Epic · Equipment · Boots

    Base Stats

    POOL 1

    • ArmorArmor15–16
    • Magic DefenceMagic Defence23–24
    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
    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: 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.
    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.
    ROLLS: 4
  • Magic DefenceMagic Defence60–80
  • ROLLS: 3Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.
    ROLLS: 4
    ROLLS: 4
    ROLLS: 4
    ROLLS: 4
    ROLLS: 4
    ROLLS: 4
    ROLLS: 4
    ROLLS: 4
    ROLLS: 3Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.
    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.
    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: 3
    ROLLS: 3
    ROLLS: 4
    ROLLS: 4
    ROLLS: 4
    ROLLS: 4
    ROLLS: 4
    ROLLS: 4
    ROLLS: 4
    ROLLS: 4
    ROLLS: 4
    ROLLS: 3Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.
    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.
    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