Evasive Cuirass
Legendary Chest Armor
Primary
4 random affixes from 14
Secondary
1 random affix from 5
Gain bonus Physical Damage Reduction equal to 50% of your Dodge Chance.
Hunter, Monk
333
Evasive Cuirass
Legendary Chest Armor Hunter Monk
Gain bonus Physical Damage Reduction equal to 50% of your Dodge Chance.
How it drops
Waves generate a single loot roll as their final monster falls, matching that monster's level. Should this roll yield a legendary item, qualifying gear slots share equal selection odds—aside from Back, which has only 7% of the standard likelihood—after which a specific base is chosen uniformly from that slot. Evasive Cuirass enters the loot table starting at enemy level 30 and drops exclusively for Hunter and Monk. On Normal difficulty, item levels span from 10 × (level − 1) to 10 × level + 9; on Nightmare and Inferno, all monsters are level 70, resulting in an item level of 700 plus the map level (which is multiplied by 2 on Inferno).
Possible affixes
Every Legendary piece generates four primary affixes alongside one secondary affix, picked without duplicates from a stat pool that excludes anything unusable by your class; protective gear is also guaranteed to roll Armor as a baseline bonus. The stat intervals listed here reflect the underlying formula tied to item level, which you can experiment with directly using the item roll calculator.
| Affix | ilvl 100 | ilvl 300 | ilvl 500 | ilvl 700 |
|---|---|---|---|---|
| Armor Always | 68 – 92 | 204 – 276 | 340 – 460 | 476 – 644 |
| Strength Primary · Warrior only | 7 – 9 | 20 – 28 | 34 – 46 | 48 – 64 |
| Dexterity Primary · Hunter, Monk only | 7 – 9 | 20 – 28 | 34 – 46 | 48 – 64 |
| Intelligence Primary · Sorcerer only | 7 – 9 | 20 – 28 | 34 – 46 | 48 – 64 |
| Max Health Primary | 61 – 83 | 184 – 248 | 306 – 414 | 428 – 580 |
| Magic Resist Primary | 68 – 92 | 204 – 276 | 340 – 460 | 476 – 644 |
| Dodge Chance Primary | 0.7% – 0.9% | 2% – 2.8% | 3.4% – 4.6% | 4.8% – 6.4% |
| Thorns Primary | 14 – 18 | 41 – 55 | 68 – 92 | 95 – 129 |
| Bonus Armor Primary | 2.7% – 3.7% | 8.2% – 11% | 13.6% – 18.4% | 19% – 25.8% |
| Bonus Health Primary | 2.7% – 3.7% | 8.2% – 11% | 13.6% – 18.4% | 19% – 25.8% |
| Special Ability Bonus Damage Primary | 10.9% – 14.7% | 32.6% – 44.2% | 54.4% – 73.6% | 76.2% – 103% |
| Damage vs Healthy Primary | 13.6% – 18.4% | 40.8% – 55.2% | 68% – 92% | 95.2% – 128.8% |
| Damage vs Injured Primary | 13.6% – 18.4% | 40.8% – 55.2% | 68% – 92% | 95.2% – 128.8% |
| Physical Damage Reduction Primary | 1.4% – 1.8% | 4.1% – 5.5% | 6.8% – 9.2% | 9.5% – 12.9% |
| Cold Damage Reduction Primary | 1.4% – 1.8% | 4.1% – 5.5% | 6.8% – 9.2% | 9.5% – 12.9% |
| Life Regeneration Secondary | 3 – 4 | 8 – 11 | 14 – 18 | 19 – 26 |
| Life on Hit Secondary | 3 – 4 | 8 – 11 | 14 – 18 | 19 – 26 |
| Gold Find Secondary | 2.7% – 3.7% | 8.2% – 11% | 13.6% – 18.4% | 19% – 25.8% |
| Item Find Secondary | 2.7% – 3.7% | 8.2% – 11% | 13.6% – 18.4% | 19% – 25.8% |
| XP Gained Secondary | 2.7% – 3.7% | 8.2% – 11% | 13.6% – 18.4% | 19% – 25.8% |
Salvage
Gold Ore: 10 + 0.05 × item level always
Earth Essence: 5 + 0.025 × item level always
Soul Shard: 2 + 0.02 × item level 70%