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  1. Головна
  2. /База даних

Common · Page 4 · Scars of Honor database

РідкістьLegendary (118)Epic (626)Rare (649)Quests (42)Common (459)

Показано 151–200 з 348 предметів (сторінка 4 з 7)

    • Citadel Guard

      Citadel Guard

      Common · Equipment · Off Hand

      Base Stats

      POOL 1

    • Page 1
    • Page 2
    • Page 3
    • 4
    • Page 5
    • Page 6
    • Page 7
    VitalityVitality
    8–9
  • StrengthStrength8–9
  • DexterityDexterity8–9
  • IntelligenceIntelligence8–9
  • ROLLS: 4Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.

    Primary Stats

    POOL 2

    • Crit ChanceCrit Chance4–6
    • StrengthStrength12–14
    • DexterityDexterity12–14
    • Armor PenetrationArmor Penetration8–10
    • Cooldown ReductionCooldown Reduction2–5
    ROLLS: 3Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.
    Add to compare list
  • Worldbreaker Bulwark

    Worldbreaker Bulwark

    Common · Equipment · Off Hand

    Base Stats

    POOL 1

    • VitalityVitality8–9
    • StrengthStrength8–9
    • DexterityDexterity8–9
    • IntelligenceIntelligence8–9
    ROLLS: 4Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.

    Primary Stats

    POOL 2

    • Crit ChanceCrit Chance4–6
    • StrengthStrength12–14
    • DexterityDexterity12–14
    • Armor PenetrationArmor Penetration8–10
    • Cooldown ReductionCooldown Reduction2–5
    Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen 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
  • Test Amulet Armor 10

    Test Amulet Armor 10

    Common · Equipment · Amulet

    Base Stats

    • ArmorArmor10
    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
  • Test Amulet Armor 20

    Test Amulet Armor 20

    Common · Equipment · Amulet

    Base Stats

    • ArmorArmor20
    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
  • Test Amulet Dexterity 10

    Test Amulet Dexterity 10

    Common · Equipment · Amulet

    Base Stats

    • DexterityDexterity10
    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
  • Test Amulet Dexterity 20

    Test Amulet Dexterity 20

    Common · Equipment · Amulet

    Base Stats

    • DexterityDexterity20
    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
  • Test Amulet Intelligence 10

    Test Amulet Intelligence 10

    Common · Equipment · Amulet

    Base Stats

    • IntelligenceIntelligence10
    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
  • Test Amulet Intelligence 20

    Test Amulet Intelligence 20

    Common · Equipment · Amulet

    Base Stats

    • IntelligenceIntelligence20
    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
  • Test Amulet Magic Armor 10

    Test Amulet Magic Armor 10

    Common · Equipment · Amulet

    Base Stats

    • Magic DefenceMagic Defence10
    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
  • Test Amulet Magic Armor 20

    Test Amulet Magic Armor 20

    Common · Equipment · Amulet

    Base Stats

    • Magic DefenceMagic Defence20
    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
  • Test Amulet Strength 10

    Test Amulet Strength 10

    Common · Equipment · Amulet

    Base Stats

    • StrengthStrength10
    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
  • Test Amulet Strength 20

    Test Amulet Strength 20

    Common · Equipment · Amulet

    Base Stats

    • StrengthStrength20
    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
  • Test Amulet Vitality 10

    Test Amulet Vitality 10

    Common · Equipment · Amulet

    Base Stats

    • VitalityVitality10
    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
  • Test Amulet Vitality 20

    Test Amulet Vitality 20

    Common · Equipment · Amulet

    Base Stats

    • VitalityVitality20
    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
  • Test Bow 10

    Test Bow 10

    Common · Equipment · Main Hand

    Base Stats

    • Weapon Damage MinWeapon Damage Min10
    • Weapon Damage MaxWeapon Damage Max10
    ROLLS: 2Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.
    Add to compare list
  • Test Bow 20

    Test Bow 20

    Common · Equipment · Main Hand

    Base Stats

    • Weapon Damage MinWeapon Damage Min20
    • Weapon Damage MaxWeapon Damage Max20
    ROLLS: 2Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.
    Add to compare list
  • Test Bow  50

    Test Bow 50

    Common · Equipment · Main Hand

    Base Stats

    • Weapon Damage MinWeapon Damage Min50
    • Weapon Damage MaxWeapon Damage Max50
    ROLLS: 2Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.
    Add to compare list
  • Test Ring Armor 10

    Test Ring Armor 10

    Common · Equipment · Ring

    Base Stats

    • ArmorArmor10
    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
  • Test Ring Armor 20

    Test Ring Armor 20

    Common · Equipment · Ring

    Base Stats

    • ArmorArmor20
    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
  • Test Ring Dexterity 10

    Test Ring Dexterity 10

    Common · Equipment · Ring

    Base Stats

    • DexterityDexterity10
    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
  • Test Ring Dexterity 20

    Test Ring Dexterity 20

    Common · Equipment · Ring

    Base Stats

    • DexterityDexterity20
    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
  • Test Ring Intelligence 10

    Test Ring Intelligence 10

    Common · Equipment · Ring

    Base Stats

    • IntelligenceIntelligence10
    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
  • Test Ring Intelligence 20

    Test Ring Intelligence 20

    Common · Equipment · Ring

    Base Stats

    • IntelligenceIntelligence20
    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
  • Test Ring Magic Armor 10

    Test Ring Magic Armor 10

    Common · Equipment · Ring

    Base Stats

    • Magic DefenceMagic Defence10
    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
  • Test Ring Magic Armor 20

    Test Ring Magic Armor 20

    Common · Equipment · Ring

    Base Stats

    • Magic DefenceMagic Defence20
    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
  • Test Ring Magic Haste 10

    Test Ring Magic Haste 10

    Common · Equipment · Ring

    Base Stats

    • HasteHaste10
    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
  • Test Ring Magic Speed 0.5

    Test Ring Magic Speed 0.5

    Common · Equipment · Ring

    Base Stats

    • Movement SpeedMovement Speed10
    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
  • Test Ring Magic Speed 1

    Test Ring Magic Speed 1

    Common · Equipment · Ring

    Base Stats

    • Movement SpeedMovement Speed20
    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
  • Test Ring Strength 10

    Test Ring Strength 10

    Common · Equipment · Ring

    Base Stats

    • StrengthStrength10
    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
  • Test Ring Strength 20

    Test Ring Strength 20

    Common · Equipment · Ring

    Base Stats

    • StrengthStrength20
    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
  • Test Ring Vitality 10

    Test Ring Vitality 10

    Common · Equipment · Ring

    Base Stats

    • VitalityVitality10
    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
  • Test Ring Vitality 20

    Test Ring Vitality 20

    Common · Equipment · Ring

    Base Stats

    • VitalityVitality20
    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
  • Test Staff 10

    Test Staff 10

    Common · Equipment · Main Hand

    Base Stats

    • Weapon Damage MinWeapon Damage Min10
    • Weapon Damage MaxWeapon Damage Max10
    ROLLS: 2Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.
    Add to compare list
  • Test Staff 20

    Test Staff 20

    Common · Equipment · Main Hand

    Base Stats

    • Weapon Damage MinWeapon Damage Min20
    • Weapon Damage MaxWeapon Damage Max20
    ROLLS: 2Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.
    Add to compare list
  • Test Staff 50

    Test Staff 50

    Common · Equipment · Main Hand

    Base Stats

    • Weapon Damage MinWeapon Damage Min50
    • Weapon Damage MaxWeapon Damage Max50
    ROLLS: 2Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.
    Add to compare list
  • Test Sword 10

    Test Sword 10

    Common · Equipment · Main Hand

    Base Stats

    • Weapon Damage MinWeapon Damage Min10
    • Weapon Damage MaxWeapon Damage Max10
    ROLLS: 2Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.
    Add to compare list
  • Test Sword 20

    Test Sword 20

    Common · Equipment · Main Hand

    Base Stats

    • Weapon Damage MinWeapon Damage Min20
    • Weapon Damage MaxWeapon Damage Max20
    ROLLS: 2Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.
    Add to compare list
  • Test Sword 50

    Test Sword 50

    Common · Equipment · Main Hand

    Base Stats

    • Weapon Damage MinWeapon Damage Min50
    • Weapon Damage MaxWeapon Damage Max50
    ROLLS: 2Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.
    Add to compare list
  • Test Wand 10

    Test Wand 10

    Common · Equipment · Main Hand

    Base Stats

    • Weapon Damage MinWeapon Damage Min10
    • Weapon Damage MaxWeapon Damage Max10
    ROLLS: 2Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.
    Add to compare list
  • Test Wand 20

    Test Wand 20

    Common · Equipment · Main Hand

    Base Stats

    • Weapon Damage MinWeapon Damage Min20
    • Weapon Damage MaxWeapon Damage Max20
    ROLLS: 2Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.
    Add to compare list
  • Test Wand 50

    Test Wand 50

    Common · Equipment · Main Hand

    Base Stats

    • Weapon Damage MinWeapon Damage Min50
    • Weapon Damage MaxWeapon Damage Max50
    ROLLS: 2Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.
    Add to compare list
  • Worn Longbow

    Worn Longbow

    Common · Equipment · Main Hand

    Base Stats

    POOL 1

    • Weapon Damage MinWeapon Damage Min24–29
    • Weapon Damage MaxWeapon Damage Max36–44
    ROLLS: 2Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.

    Primary Stats

    POOL 2

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

    Longbow

    Common · Equipment · Main Hand

    Base Stats

    POOL 1

    • Weapon Damage MinWeapon Damage Min22
    • Weapon Damage MaxWeapon Damage Max33
    ROLLS: 2Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.

    Primary Stats

    POOL 2

    • DexterityDexterity7–8
    • StrengthStrength3–4
    • DexterityDexterity6–7
    • IntelligenceIntelligence6–7
    Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.

    Secondary Stats

    POOL 3

    • DexterityDexterity2–3
    ROLLS: 1Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.
    Add to compare list
  • Weapon Axe 1H T1

    Weapon Axe 1H T1

    Common · Equipment · Main Hand

    Base Stats

    POOL 1

    • Weapon Damage MinWeapon Damage Min28
    • Weapon Damage MaxWeapon Damage Max41
    ROLLS: 2Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.

    Primary Stats

    POOL 2

    • StrengthStrength7–8
    • DexterityDexterity3–4
    ROLLS: 2Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.

    Secondary Stats

    POOL 3

    • StrengthStrength2–3
    ROLLS: 1Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.
    Add to compare list
  • Weapon Axe 1H T2

    Weapon Axe 1H T2

    Common · Equipment · Main Hand

    Base Stats

    POOL 1

    • Weapon Damage MinWeapon Damage Min28
    • Weapon Damage MaxWeapon Damage Max41
    ROLLS: 2Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.

    Primary Stats

    POOL 2

    • StrengthStrength7–8
    • DexterityDexterity3–4
    ROLLS: 2Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.

    Secondary Stats

    POOL 3

    • StrengthStrength2–3
    ROLLS: 1Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.
    Add to compare list
  • Weapon Axe 1H T3

    Weapon Axe 1H T3

    Common · Equipment · Main Hand

    Base Stats

    POOL 1

    • Weapon Damage MinWeapon Damage Min28
    • Weapon Damage MaxWeapon Damage Max41
    ROLLS: 2Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.

    Primary Stats

    POOL 2

    • StrengthStrength7–8
    • DexterityDexterity3–4
    ROLLS: 2Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.

    Secondary Stats

    POOL 3

    • StrengthStrength2–3
    ROLLS: 1Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.
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  • Weapon Axe 1H T4

    Weapon Axe 1H T4

    Common · Equipment · Main Hand

    Base Stats

    POOL 1

    • Weapon Damage MinWeapon Damage Min28
    • Weapon Damage MaxWeapon Damage Max41
    ROLLS: 2Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.

    Primary Stats

    POOL 2

    • StrengthStrength7–8
    • DexterityDexterity3–4
    ROLLS: 2Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.

    Secondary Stats

    POOL 3

    • StrengthStrength2–3
    ROLLS: 1Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.
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  • Weapon Axe 1H T5

    Weapon Axe 1H T5

    Common · Equipment · Main Hand

    Base Stats

    POOL 1

    • Weapon Damage MinWeapon Damage Min28
    • Weapon Damage MaxWeapon Damage Max41
    ROLLS: 2Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.

    Primary Stats

    POOL 2

    • StrengthStrength7–8
    • DexterityDexterity3–4
    ROLLS: 2Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.

    Secondary Stats

    POOL 3

    • StrengthStrength2–3
    ROLLS: 1Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.
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  • Weapon Axe 2H T1

    Weapon Axe 2H T1

    Common · Equipment · Main Hand

    Base Stats

    POOL 1

    • Weapon Damage MinWeapon Damage Min28
    • Weapon Damage MaxWeapon Damage Max41
    ROLLS: 2Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.

    Primary Stats

    POOL 2

    • StrengthStrength7–8
    • DexterityDexterity3–4
    ROLLS: 2Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.

    Secondary Stats

    POOL 3

    • StrengthStrength2–3
    ROLLS: 1Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.
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  • Weapon Axe 2H T2

    Weapon Axe 2H T2

    Common · Equipment · Main Hand

    Base Stats

    POOL 1

    • Weapon Damage MinWeapon Damage Min28
    • Weapon Damage MaxWeapon Damage Max41
    ROLLS: 2Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.

    Primary Stats

    POOL 2

    • StrengthStrength7–8
    • DexterityDexterity3–4
    ROLLS: 2Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.

    Secondary Stats

    POOL 3

    • StrengthStrength2–3
    ROLLS: 1Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.
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  • ROLLS: 3
    ROLLS: 2