ROLLS: 2Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.
Primary Stats
POOL 2
VitalityVitality13–14
StrengthStrength13–14
DexterityDexterity13–14
IntelligenceIntelligence13–14
ROLLS: 4Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.
Secondary Stats
POOL 3
ArmorArmor3–4
Magic DefenceMagic Defence3–4
ROLLS: 2Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.
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POOL 1
ArmorArmor91–96
Magic DefenceMagic Defence99–104
ROLLS: 2Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.
Primary Stats
POOL 2
VitalityVitality13–14
StrengthStrength13–14
DexterityDexterity13–14
IntelligenceIntelligence13–14
ROLLS: 4Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.
Secondary Stats
POOL 3
ArmorArmor3–4
Magic DefenceMagic Defence3–4
ROLLS: 2Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.
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POOL 1
ArmorArmor91–96
Magic DefenceMagic Defence99–104
ROLLS: 2Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.
Primary Stats
POOL 2
VitalityVitality13–14
StrengthStrength13–14
DexterityDexterity13–14
IntelligenceIntelligence13–14
ROLLS: 4Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.
Secondary Stats
POOL 3
ArmorArmor3–4
Magic DefenceMagic Defence3–4
ROLLS: 2Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.
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ArmorArmor
53–56
Magic DefenceMagic Defence61–64
ROLLS: 2Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.
Primary Stats
POOL 2
VitalityVitality7–8
StrengthStrength7–8
DexterityDexterity7–8
IntelligenceIntelligence7–8
ROLLS: 4Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.
Secondary Stats
POOL 3
ArmorArmor3–4
Magic DefenceMagic Defence3–4
ROLLS: 2Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.
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ArmorArmor
53–56
Magic DefenceMagic Defence61–64
ROLLS: 2Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.
Primary Stats
POOL 2
VitalityVitality7–8
StrengthStrength7–8
DexterityDexterity7–8
IntelligenceIntelligence7–8
ROLLS: 4Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.
Secondary Stats
POOL 3
ArmorArmor3–4
Magic DefenceMagic Defence3–4
ROLLS: 2Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.
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ArmorArmor
53–56
Magic DefenceMagic Defence61–64
ROLLS: 2Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.
Primary Stats
POOL 2
VitalityVitality7–8
StrengthStrength7–8
DexterityDexterity7–8
IntelligenceIntelligence7–8
ROLLS: 4Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.
Secondary Stats
POOL 3
ArmorArmor3–4
Magic DefenceMagic Defence3–4
ROLLS: 2Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.
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ArmorArmor
53–56
Magic DefenceMagic Defence61–64
ROLLS: 2Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.
Primary Stats
POOL 2
VitalityVitality7–8
StrengthStrength7–8
DexterityDexterity7–8
IntelligenceIntelligence7–8
ROLLS: 4Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.
Secondary Stats
POOL 3
ArmorArmor3–4
Magic DefenceMagic Defence3–4
ROLLS: 2Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.
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ArmorArmor
91–96
Magic DefenceMagic Defence99–104
ROLLS: 2Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.
Primary Stats
POOL 2
VitalityVitality13–14
StrengthStrength13–14
DexterityDexterity13–14
IntelligenceIntelligence13–14
ROLLS: 4Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.
Secondary Stats
POOL 3
ArmorArmor3–4
Magic DefenceMagic Defence3–4
ROLLS: 2Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.
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ArmorArmor
91–96
Magic DefenceMagic Defence99–104
ROLLS: 2Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.
Primary Stats
POOL 2
VitalityVitality13–14
StrengthStrength13–14
DexterityDexterity13–14
IntelligenceIntelligence13–14
ROLLS: 4Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.
Secondary Stats
POOL 3
ArmorArmor3–4
Magic DefenceMagic Defence3–4
ROLLS: 2Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.
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ArmorArmor
91–96
Magic DefenceMagic Defence99–104
ROLLS: 2Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.
Primary Stats
POOL 2
VitalityVitality13–14
StrengthStrength13–14
DexterityDexterity13–14
IntelligenceIntelligence13–14
ROLLS: 4Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.
Secondary Stats
POOL 3
ArmorArmor3–4
Magic DefenceMagic Defence3–4
ROLLS: 2Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.
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ArmorArmor
91–96
Magic DefenceMagic Defence99–104
ROLLS: 2Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.
Primary Stats
POOL 2
VitalityVitality13–14
StrengthStrength13–14
DexterityDexterity13–14
IntelligenceIntelligence13–14
ROLLS: 4Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.
Secondary Stats
POOL 3
ArmorArmor3–4
Magic DefenceMagic Defence3–4
ROLLS: 2Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.
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Epic · Equipment · Chest Piece
Base Stats
POOL 1
ArmorArmor95–100
Magic DefenceMagic Defence95–100
ROLLS: 2Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.
Primary Stats
POOL 2
VitalityVitality13–14
StrengthStrength13–14
DexterityDexterity13–14
IntelligenceIntelligence13–14
ROLLS: 4Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.
Secondary Stats
POOL 3
DexterityDexterity2–3
ROLLS: 1Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.
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Epic · Equipment · Chest Piece
Base Stats
POOL 1
ArmorArmor95–100
Magic DefenceMagic Defence95–100
ROLLS: 2Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.
Primary Stats
POOL 2
VitalityVitality13–14
StrengthStrength13–14
DexterityDexterity13–14
IntelligenceIntelligence13–14
ROLLS: 4Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.
Secondary Stats
POOL 3
DexterityDexterity2–3
ROLLS: 1Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.
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Epic · Equipment · Chest Piece
Base Stats
POOL 1
ArmorArmor95–100
Magic DefenceMagic Defence95–100
ROLLS: 2Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.
Primary Stats
POOL 2
VitalityVitality13–14
StrengthStrength13–14
DexterityDexterity13–14
IntelligenceIntelligence13–14
ROLLS: 4Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.
Secondary Stats
POOL 3
DexterityDexterity2–3
ROLLS: 1Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.
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Epic · Equipment · Chest Piece
Base Stats
POOL 1
ArmorArmor95–100
Magic DefenceMagic Defence95–100
ROLLS: 2Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.
Primary Stats
POOL 2
VitalityVitality13–14
StrengthStrength13–14
DexterityDexterity13–14
IntelligenceIntelligence13–14
ROLLS: 4Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.
Secondary Stats
POOL 3
DexterityDexterity2–3
ROLLS: 1Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.
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ArmorArmor
57–60
Magic DefenceMagic Defence57–60
ROLLS: 2Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.
Primary Stats
POOL 2
VitalityVitality7–8
StrengthStrength7–8
DexterityDexterity7–8
IntelligenceIntelligence7–8
ROLLS: 4Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.
Secondary Stats
POOL 3
DexterityDexterity2–3
ROLLS: 1Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.
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ArmorArmor
57–60
Magic DefenceMagic Defence57–60
ROLLS: 2Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.
Primary Stats
POOL 2
VitalityVitality7–8
StrengthStrength7–8
DexterityDexterity7–8
IntelligenceIntelligence7–8
ROLLS: 4Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.
Secondary Stats
POOL 3
DexterityDexterity2–3
ROLLS: 1Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.
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ArmorArmor
57–60
Magic DefenceMagic Defence57–60
ROLLS: 2Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.
Primary Stats
POOL 2
VitalityVitality7–8
StrengthStrength7–8
DexterityDexterity7–8
IntelligenceIntelligence7–8
ROLLS: 4Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.
Secondary Stats
POOL 3
DexterityDexterity2–3
ROLLS: 1Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.
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ArmorArmor
57–60
Magic DefenceMagic Defence57–60
ROLLS: 2Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.
Primary Stats
POOL 2
VitalityVitality7–8
StrengthStrength7–8
DexterityDexterity7–8
IntelligenceIntelligence7–8
ROLLS: 4Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.
Secondary Stats
POOL 3
DexterityDexterity2–3
ROLLS: 1Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.
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ArmorArmor
95–100
Magic DefenceMagic Defence95–100
ROLLS: 2Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.
Primary Stats
POOL 2
VitalityVitality13–14
StrengthStrength13–14
DexterityDexterity13–14
IntelligenceIntelligence13–14
ROLLS: 4Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.
Secondary Stats
POOL 3
DexterityDexterity2–3
ROLLS: 1Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.
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ArmorArmor
95–100
Magic DefenceMagic Defence95–100
ROLLS: 2Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.
Primary Stats
POOL 2
VitalityVitality13–14
StrengthStrength13–14
DexterityDexterity13–14
IntelligenceIntelligence13–14
ROLLS: 4Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.
Secondary Stats
POOL 3
DexterityDexterity2–3
ROLLS: 1Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.
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ArmorArmor
95–100
Magic DefenceMagic Defence95–100
ROLLS: 2Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.
Primary Stats
POOL 2
VitalityVitality13–14
StrengthStrength13–14
DexterityDexterity13–14
IntelligenceIntelligence13–14
ROLLS: 4Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.
Secondary Stats
POOL 3
DexterityDexterity2–3
ROLLS: 1Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.
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ArmorArmor
95–100
Magic DefenceMagic Defence95–100
ROLLS: 2Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.
Primary Stats
POOL 2
VitalityVitality13–14
StrengthStrength13–14
DexterityDexterity13–14
IntelligenceIntelligence13–14
ROLLS: 4Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.
Secondary Stats
POOL 3
DexterityDexterity2–3
ROLLS: 1Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.
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ArmorArmor
38–40
Magic DefenceMagic Defence46–48
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
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.
Secondary Stats
POOL 3
IntelligenceIntelligence2–3
ROLLS: 1Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.
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Magic DefenceMagic Defence
19–21
ArmorArmor19–21
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
Magic DefenceMagic Defence19–21
ArmorArmor19–21
VitalityVitality11–13
StrengthStrength11–13
DexterityDexterity11–13
IntelligenceIntelligence11–13
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
Magic DefenceMagic Defence18–20
ArmorArmor23–26
VitalityVitality11–13
StrengthStrength11–13
DexterityDexterity11–13
IntelligenceIntelligence11–13
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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ArmorArmor
34–36
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
Magic DefenceMagic Defence21–23
ArmorArmor21–23
VitalityVitality12–14
StrengthStrength12–14
DexterityDexterity12–14
IntelligenceIntelligence12–14
ROLLS: 4Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.
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ArmorArmor
57–60
Magic DefenceMagic Defence49–52
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
Magic DefenceMagic Defence19–21
ArmorArmor19–21
VitalityVitality11–13
StrengthStrength11–13
DexterityDexterity11–13
IntelligenceIntelligence11–13
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
Magic DefenceMagic Defence21–23
ArmorArmor21–23
VitalityVitality11–13
StrengthStrength11–13
DexterityDexterity11–13
IntelligenceIntelligence11–13
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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ArmorArmor
72–76
Magic DefenceMagic Defence61–64
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
Magic DefenceMagic Defence20–22
ArmorArmor20–22
VitalityVitality12–14
StrengthStrength12–14
DexterityDexterity12–14
IntelligenceIntelligence12–14
ROLLS: 4Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.
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ArmorArmor
38–40
Magic DefenceMagic Defence46–48
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
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.
Secondary Stats
POOL 3
IntelligenceIntelligence2–3
ROLLS: 1Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.
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Magic DefenceMagic Defence
19–21
ArmorArmor19–21
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
Magic DefenceMagic Defence19–21
ArmorArmor19–21
VitalityVitality11–13
StrengthStrength11–13
DexterityDexterity11–13
IntelligenceIntelligence11–13
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
Magic DefenceMagic Defence18–20
ArmorArmor23–26
VitalityVitality11–13
StrengthStrength11–13
DexterityDexterity11–13
IntelligenceIntelligence11–13
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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ArmorArmor
34–36
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
Magic DefenceMagic Defence21–23
ArmorArmor21–23
VitalityVitality12–14
StrengthStrength12–14
DexterityDexterity12–14
IntelligenceIntelligence12–14
ROLLS: 4Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.
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ArmorArmor
38–40
Magic DefenceMagic Defence46–48
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
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.
Secondary Stats
POOL 3
IntelligenceIntelligence2–3
ROLLS: 1Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.
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Magic DefenceMagic Defence
19–21
ArmorArmor19–21
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
Magic DefenceMagic Defence19–21
ArmorArmor19–21
VitalityVitality11–13
StrengthStrength11–13
DexterityDexterity11–13
IntelligenceIntelligence11–13
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
Magic DefenceMagic Defence18–20
ArmorArmor23–26
VitalityVitality11–13
StrengthStrength11–13
DexterityDexterity11–13
IntelligenceIntelligence11–13
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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ArmorArmor
34–36
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
Magic DefenceMagic Defence21–23
ArmorArmor21–23
VitalityVitality12–14
StrengthStrength12–14
DexterityDexterity12–14
IntelligenceIntelligence12–14
ROLLS: 4Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.
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ArmorArmor
38–40
Magic DefenceMagic Defence46–48
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
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.
Secondary Stats
POOL 3
IntelligenceIntelligence2–3
ROLLS: 1Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.
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Magic DefenceMagic Defence
19–21
ArmorArmor19–21
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
Magic DefenceMagic Defence19–21
ArmorArmor19–21
VitalityVitality11–13
StrengthStrength11–13
DexterityDexterity11–13
IntelligenceIntelligence11–13
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
Magic DefenceMagic Defence18–20
ArmorArmor23–26
VitalityVitality11–13
StrengthStrength11–13
DexterityDexterity11–13
IntelligenceIntelligence11–13
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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ArmorArmor
34–36
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
Magic DefenceMagic Defence21–23
ArmorArmor21–23
VitalityVitality12–14
StrengthStrength12–14
DexterityDexterity12–14
IntelligenceIntelligence12–14
ROLLS: 4Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.
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ArmorArmor
38–40
Magic DefenceMagic Defence46–48
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
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.
Secondary Stats
POOL 3
IntelligenceIntelligence2–3
ROLLS: 1Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.
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Magic DefenceMagic Defence
19–21
ArmorArmor19–21
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
Magic DefenceMagic Defence19–21
ArmorArmor19–21
VitalityVitality11–13
StrengthStrength11–13
DexterityDexterity11–13
IntelligenceIntelligence11–13
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
Magic DefenceMagic Defence18–20
ArmorArmor23–26
VitalityVitality11–13
StrengthStrength11–13
DexterityDexterity11–13
IntelligenceIntelligence11–13
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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ArmorArmor
34–36
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
Magic DefenceMagic Defence21–23
ArmorArmor21–23
VitalityVitality12–14
StrengthStrength12–14
DexterityDexterity12–14
IntelligenceIntelligence12–14
ROLLS: 4Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.
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ArmorArmor
38–40
Magic DefenceMagic Defence46–48
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
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.
Secondary Stats
POOL 3
IntelligenceIntelligence2–3
ROLLS: 1Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.
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Magic DefenceMagic Defence
19–21
ArmorArmor19–21
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
Magic DefenceMagic Defence19–21
ArmorArmor19–21
VitalityVitality11–13
StrengthStrength11–13
DexterityDexterity11–13
IntelligenceIntelligence11–13
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
Magic DefenceMagic Defence18–20
ArmorArmor23–26
VitalityVitality11–13
StrengthStrength11–13
DexterityDexterity11–13
IntelligenceIntelligence11–13
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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ArmorArmor
34–36
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
Magic DefenceMagic Defence21–23
ArmorArmor21–23
VitalityVitality12–14
StrengthStrength12–14
DexterityDexterity12–14
IntelligenceIntelligence12–14
ROLLS: 4Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.
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ArmorArmor
19–20
Magic DefenceMagic Defence19–20
ROLLS: 2Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.
Primary Stats
POOL 2
VitalityVitality3–4
StrengthStrength3–4
DexterityDexterity3–4
IntelligenceIntelligence3–4
ROLLS: 4Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.
Secondary Stats
POOL 3
VitalityVitality2–3
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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ArmorArmor
19–20
Magic DefenceMagic Defence19–20
ROLLS: 2Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.
Primary Stats
POOL 2
VitalityVitality3–4
StrengthStrength3–4
DexterityDexterity3–4
IntelligenceIntelligence3–4
ROLLS: 4Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.
Secondary Stats
POOL 3
VitalityVitality2–3
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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ArmorArmor
19–20
Magic DefenceMagic Defence19–20
ROLLS: 2Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.
Primary Stats
POOL 2
VitalityVitality3–4
StrengthStrength3–4
DexterityDexterity3–4
IntelligenceIntelligence3–4
ROLLS: 4Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.
Secondary Stats
POOL 3
VitalityVitality2–3
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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ArmorArmor
19–20
Magic DefenceMagic Defence19–20
ROLLS: 2Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.
Primary Stats
POOL 2
VitalityVitality3–4
StrengthStrength3–4
DexterityDexterity3–4
IntelligenceIntelligence3–4
ROLLS: 4Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.
Secondary Stats
POOL 3
VitalityVitality2–3
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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ArmorArmor
30–32
Magic DefenceMagic Defence30–32
ROLLS: 2Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.
Primary Stats
POOL 2
VitalityVitality4–5
StrengthStrength4–5
DexterityDexterity4–5
IntelligenceIntelligence4–5
ROLLS: 4Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.
Secondary Stats
POOL 3
VitalityVitality2–3
ROLLS: 1Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.