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Scars of HonorChronicle

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

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Категорії
  • Усі предмети(1894)
  • Навички(464)

Скинути всі фільтри

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

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

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

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

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

    • No slot(1)
  • Mounts(10)
  • Consumable(138)
  • Valuables(42)
  • Other(58)
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Друга характеристика (нічиї)

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Порядок основних кидків

  1. Головна
  2. /База даних

Equipment · Main Hand · Scars of Honor database

Показано 1–50 з 202 предметів (сторінка 1 з 5)

  • Deadly Wand of the Tzetzo

    Deadly Wand of the Tzetzo

    Legendary · Equipment

    Base Stats

    • Weapon Damage MinWeapon Damage Min10000
    • Weapon Damage MaxWeapon Damage Max10000
    ROLLS: 2Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.
    Add to compare list
  • Dzho's Bow of Really Nasty Hangover

    Dzho's Bow of Really Nasty Hangover

    Legendary · Equipment

    Base Stats

  • Paladin's Sword of The Reloaded Life

    Paladin's Sword of The Reloaded Life

    Legendary · Equipment

    Base Stats

  • Seventh Staff of Seven

    Seventh Staff of Seven

    Legendary · Equipment

    Base Stats

    • Weapon Damage Min
  • Sir Illiya's Sword of the Insta Kill

    Sir Illiya's Sword of the Insta Kill

    Legendary · Equipment

    Base Stats

  • Sword of The Reloaded Life

    Sword of The Reloaded Life

    Legendary · Equipment

    Base Stats

  • Sword of the Reloading Dreams

    Sword of the Reloading Dreams

    Legendary · Equipment

    Base Stats

  • Test Bow 10

    Test Bow 10

    Common · Equipment

    Base Stats

    • Weapon Damage Min
  • Test Bow 100

    Test Bow 100

    Rare · Equipment

    Base Stats

    • Weapon Damage Min
  • Test Bow 1000

    Test Bow 1000

    Epic · Equipment

    Base Stats

    • Weapon Damage Min
  • Test Bow 20

    Test Bow 20

    Common · Equipment

    Base Stats

    • Weapon Damage Min
  • Test Bow 200

    Test Bow 200

    Rare · Equipment

    Base Stats

    • Weapon Damage Min
  • Test Bow  50

    Test Bow 50

    Common · Equipment

    Base Stats

    • Weapon Damage Min
  • Test Bow 500

    Test Bow 500

    Epic · Equipment

    Base Stats

    • Weapon Damage Min
  • Test Bow 70

    Test Bow 70

    Rare · Equipment

    Base Stats

    • Weapon Damage Min
  • Test Bow   700

    Test Bow 700

    Epic · Equipment

    Base Stats

    • Weapon Damage Min
  • Test Staff 10

    Test Staff 10

    Common · Equipment

    Base Stats

    • Weapon Damage Min
  • Test Staff 100

    Test Staff 100

    Rare · Equipment

    Base Stats

    • Weapon Damage Min
  • Test Staff 1000

    Test Staff 1000

    Epic · Equipment

    Base Stats

    • Weapon Damage Min
  • Test Staff 20

    Test Staff 20

    Common · Equipment

    Base Stats

    • Weapon Damage Min
  • Test Staff 200

    Test Staff 200

    Rare · Equipment

    Base Stats

    • Weapon Damage Min
  • Test Staff 50

    Test Staff 50

    Common · Equipment

    Base Stats

    • Weapon Damage Min
  • Test Staff 500

    Test Staff 500

    Epic · Equipment

    Base Stats

    • Weapon Damage Min
  • Test Staff 70

    Test Staff 70

    Rare · Equipment

    Base Stats

    • Weapon Damage Min
  • Test Staff 700

    Test Staff 700

    Epic · Equipment

    Base Stats

    • Weapon Damage Min
  • Test Sword 10

    Test Sword 10

    Common · Equipment

    Base Stats

    • Weapon Damage Min
  • Test Sword 100

    Test Sword 100

    Rare · Equipment

    Base Stats

    • Weapon Damage Min
  • Test Sword 1000

    Test Sword 1000

    Epic · Equipment

    Base Stats

    • Weapon Damage Min
  • Test Sword 20

    Test Sword 20

    Common · Equipment

    Base Stats

    • Weapon Damage Min
  • Test Sword 200

    Test Sword 200

    Rare · Equipment

    Base Stats

    • Weapon Damage Min
  • Test Sword 50

    Test Sword 50

    Common · Equipment

    Base Stats

    • Weapon Damage Min
  • Test Sword 500

    Test Sword 500

    Epic · Equipment

    Base Stats

    • Weapon Damage Min
  • Test Sword 70

    Test Sword 70

    Rare · Equipment

    Base Stats

    • Weapon Damage Min
  • Test Sword 700

    Test Sword 700

    Epic · Equipment

    Base Stats

    • Weapon Damage Min
  • Test Wand 10

    Test Wand 10

    Common · Equipment

    Base Stats

    • Weapon Damage Min
  • Test Wand 100

    Test Wand 100

    Rare · Equipment

    Base Stats

    • Weapon Damage Min
  • Test Wand 1000

    Test Wand 1000

    Epic · Equipment

    Base Stats

    • Weapon Damage Min
  • Test Wand 20

    Test Wand 20

    Common · Equipment

    Base Stats

    • Weapon Damage Min
  • Test Wand 200

    Test Wand 200

    Rare · Equipment

    Base Stats

    • Weapon Damage Min
  • Test Wand 50

    Test Wand 50

    Common · Equipment

    Base Stats

    • Weapon Damage Min
  • Test Wand 500

    Test Wand 500

    Epic · Equipment

    Base Stats

    • Weapon Damage Min
  • Test Wand 70

    Test Wand 70

    Rare · Equipment

    Base Stats

    • Weapon Damage Min
  • Test Wand 700

    Test Wand 700

    Epic · Equipment

    Base Stats

    • Weapon Damage Min
  • Honed Blackfeather

    Honed Blackfeather

    Rare · Equipment
  • Blackfeather

    Blackfeather

    Rare · Equipment

    Base Stats

    POOL 1

  • Honed Longbow

    Honed Longbow

    Legendary · Equipment
  • Worn Longbow

    Worn Longbow

    Common · Equipment

    Base Stats

    POOL 1

  • Longbow

    Longbow

    Legendary · Equipment

    Base Stats

    POOL 1

  • Longbow

    Longbow

    Common · Equipment

    Base Stats

  • Honed Skypiercer

    Honed Skypiercer

    Epic · Equipment
  • 1
  • Page 2
  • Page 3
  • Page 4
  • Page 5
Weapon Damage MinWeapon Damage Min
10000
  • Weapon Damage MaxWeapon Damage Max10000
  • ROLLS: 2Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.
    Add to compare list

    POOL 1

    • Weapon Damage MinWeapon Damage Min34
    • Weapon Damage MaxWeapon Damage Max52
    ROLLS: 2Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.

    Primary Stats

    POOL 2

    • VitalityVitality18
    • StrengthStrength9
    ROLLS: 2Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.

    Secondary Stats

    POOL 3

    • Crit ChanceCrit Chance4
    • Health RegenerationHealth Regeneration10
    ROLLS: 2Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.
    Add to compare list
    Weapon Damage Min
    10000
  • Weapon Damage MaxWeapon Damage Max10000
  • ROLLS: 2Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.
    Add to compare list
    Weapon Damage MinWeapon Damage Min
    10000
  • Weapon Damage MaxWeapon Damage Max10000
  • ROLLS: 2Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.
    Add to compare list

    POOL 1

    • Weapon Damage MinWeapon Damage Min34
    • Weapon Damage MaxWeapon Damage Max52
    ROLLS: 2Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.

    Primary Stats

    POOL 2

    • VitalityVitality18
    • StrengthStrength9
    ROLLS: 2Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.

    Secondary Stats

    POOL 3

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

    POOL 1

    • Weapon Damage MinWeapon Damage Min34
    • Weapon Damage MaxWeapon Damage Max52
    ROLLS: 2Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.

    Primary Stats

    POOL 2

    • VitalityVitality18
    • StrengthStrength9
    ROLLS: 2Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.

    Secondary Stats

    POOL 3

    • Crit ChanceCrit Chance4
    • Health RegenerationHealth Regeneration10
    ROLLS: 2Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.
    Add to compare list
    Weapon Damage Min
    10
  • 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
    Weapon Damage Min
    100
  • Weapon Damage MaxWeapon Damage Max100
  • ROLLS: 2Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.
    Add to compare list
    Weapon Damage Min
    1000
  • Weapon Damage MaxWeapon Damage Max1000
  • ROLLS: 2Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.
    Add to compare list
    Weapon Damage Min
    20
  • 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
    Weapon Damage Min
    200
  • Weapon Damage MaxWeapon Damage Max200
  • ROLLS: 2Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.
    Add to compare list
    Weapon Damage Min
    50
  • 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
    Weapon Damage Min
    500
  • Weapon Damage MaxWeapon Damage Max500
  • ROLLS: 2Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.
    Add to compare list
    Weapon Damage Min
    70
  • Weapon Damage MaxWeapon Damage Max70
  • ROLLS: 2Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.
    Add to compare list
    Weapon Damage Min
    700
  • Weapon Damage MaxWeapon Damage Max700
  • ROLLS: 2Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.
    Add to compare list
    Weapon Damage Min
    10
  • 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
    Weapon Damage Min
    100
  • Weapon Damage MaxWeapon Damage Max100
  • ROLLS: 2Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.
    Add to compare list
    Weapon Damage Min
    1000
  • Weapon Damage MaxWeapon Damage Max1000
  • ROLLS: 2Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.
    Add to compare list
    Weapon Damage Min
    20
  • 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
    Weapon Damage Min
    200
  • Weapon Damage MaxWeapon Damage Max200
  • ROLLS: 2Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.
    Add to compare list
    Weapon Damage Min
    50
  • 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
    Weapon Damage Min
    500
  • Weapon Damage MaxWeapon Damage Max500
  • ROLLS: 2Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.
    Add to compare list
    Weapon Damage Min
    70
  • Weapon Damage MaxWeapon Damage Max70
  • ROLLS: 2Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.
    Add to compare list
    Weapon Damage Min
    700
  • Weapon Damage MaxWeapon Damage Max700
  • ROLLS: 2Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.
    Add to compare list
    Weapon Damage Min
    10
  • 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
    Weapon Damage Min
    100
  • Weapon Damage MaxWeapon Damage Max100
  • ROLLS: 2Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.
    Add to compare list
    Weapon Damage Min
    1000
  • Weapon Damage MaxWeapon Damage Max1000
  • ROLLS: 2Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.
    Add to compare list
    Weapon Damage Min
    20
  • 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
    Weapon Damage Min
    200
  • Weapon Damage MaxWeapon Damage Max200
  • ROLLS: 2Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.
    Add to compare list
    Weapon Damage Min
    50
  • 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
    Weapon Damage Min
    500
  • Weapon Damage MaxWeapon Damage Max500
  • ROLLS: 2Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.
    Add to compare list
    Weapon Damage Min
    70
  • Weapon Damage MaxWeapon Damage Max70
  • ROLLS: 2Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.
    Add to compare list
    Weapon Damage Min
    700
  • Weapon Damage MaxWeapon Damage Max700
  • ROLLS: 2Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.
    Add to compare list
    Weapon Damage Min
    10
  • 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
    Weapon Damage Min
    100
  • Weapon Damage MaxWeapon Damage Max100
  • ROLLS: 2Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.
    Add to compare list
    Weapon Damage Min
    1000
  • Weapon Damage MaxWeapon Damage Max1000
  • ROLLS: 2Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.
    Add to compare list
    Weapon Damage Min
    20
  • 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
    Weapon Damage Min
    200
  • Weapon Damage MaxWeapon Damage Max200
  • ROLLS: 2Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.
    Add to compare list
    Weapon Damage Min
    50
  • 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
    Weapon Damage Min
    500
  • Weapon Damage MaxWeapon Damage Max500
  • ROLLS: 2Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.
    Add to compare list
    Weapon Damage Min
    70
  • Weapon Damage MaxWeapon Damage Max70
  • ROLLS: 2Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.
    Add to compare list
    Weapon Damage Min
    700
  • Weapon Damage MaxWeapon Damage Max700
  • ROLLS: 2Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.
    Add to compare list

    Base Stats

    POOL 1

    • Weapon Damage MinWeapon Damage Min26–32
    • Weapon Damage MaxWeapon Damage Max40–49
    ROLLS: 2Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.

    Primary Stats

    POOL 2

    • StrengthStrength9–12
    • DexterityDexterity9–12
    • IntelligenceIntelligence9–12
    • Crit ChanceCrit Chance1
    • Crit Hit DamageCrit Hit Damage5–8
    ROLLS: 2Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.

    Secondary Stats

    POOL 3

    • ManaMana110–160
    • EnergyEnergy5–10
    • Magic PenetrationMagic Penetration1–4
    • Armor PenetrationArmor Penetration1–4
    ROLLS: 2Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.
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    • Weapon Damage MinWeapon Damage Min26–32
    • Weapon Damage MaxWeapon Damage Max40–49
    ROLLS: 2Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.

    Primary Stats

    POOL 2

    • StrengthStrength9–12
    • DexterityDexterity9–12
    • IntelligenceIntelligence9–12
    • Crit ChanceCrit Chance1
    • Crit Hit DamageCrit Hit Damage5–8
    ROLLS: 2Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.
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    Base Stats

    POOL 1

    • Weapon Damage MinWeapon Damage Min35–43
    • Weapon Damage MaxWeapon Damage Max53–65
    ROLLS: 2Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.

    Primary Stats

    POOL 2

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

    Secondary Stats

    POOL 3

    • ManaMana110–160
    • EnergyEnergy5–10
    • Magic PenetrationMagic Penetration1–4
    • Armor PenetrationArmor Penetration1–4
    ROLLS: 2Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.
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    Weapon Damage MinWeapon Damage Min
    24–29
  • 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.
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    • Weapon Damage MinWeapon Damage Min35–43
    • Weapon Damage MaxWeapon Damage Max53–65
    ROLLS: 2Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.

    Primary Stats

    POOL 2

    • ManaMana210–300
    • EnergyEnergy15–20
    • Magic PenetrationMagic Penetration1–4
    • Armor PenetrationArmor Penetration1–4
    ROLLS: 4Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.
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    POOL 1

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

    Primary Stats

    POOL 2

    • DexterityDexterity7–8
    • StrengthStrength3–4
    • DexterityDexterity6–7
    • IntelligenceIntelligence6–7
    ROLLS: 2Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.

    Secondary Stats

    POOL 3

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

    POOL 1

    • Weapon Damage MinWeapon Damage Min29–36
    • Weapon Damage MaxWeapon Damage Max44–53
    ROLLS: 2Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.

    Primary Stats

    POOL 2

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

    Secondary Stats

    POOL 3

    • Crit ChanceCrit Chance4–6
    • StrengthStrength11–13
    • DexterityDexterity11–13
    • Cooldown ReductionCooldown Reduction1–3
    ROLLS: 2Rolls = how many affix lines this pool contributes on one dropped item. A single number is fixed; a range means the count can land anywhere between those bounds when the item rolls.Stats from variable pools are chosen randomly when an item drops. The lines above are possible outcomes for this pool — the site shows the full data, not one rolled example.
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