Runemaster Lightning Frost Claw Endgame Build for Last Epoch (Patch 1.0)

Last updated on Feb 27, 2024 at 00:00 by GhazzyTV and Lavender

Welcome to our Last Epoch Runemaster Lightning Frost Claw build guide for the Mage class. Here you will learn everything about the Runemaster play style, passives, skills, strengths, and weaknesses to conquer the world of Eterra.

1.

Build Introduction

The Lightning Frost Claw Runemaster build is an absolute powerhouse. It combines immense Ward generation alongside huge burst damage to fell any and all enemies in your path. This build is designed to allow you to face tank most enemies while unloading enough electricity to light up a small city.

Strengths icon Strengths
  • +Massive Ward generation
  • +High damage with both single target and AoE
  • +Flexible toolkit
Weaknesses icon Weaknesses
  • -Requires good positioning
  • -Many uniques required for optimal setup, including Legendary Potential
2.

Skill Selection

Through a combination of Runic Invocation Icon Runic Invocation, Frost Claw Icon Frost Claw, and Lightning Blast Icon Lightning Blast, the Lightning Frost Claw Runemaster build is capable of defeating even the mightiest of foes you may come across. Lightning Blast is our default skill, and used for its ability to quick clear mobs and regenerate Mana. Frost Claw is utilized as our Mana dump, as well as our burst for Boss and Elite mobs. Runic Invocation is the icing on the cake, and is used alongside Frost Claw to further improve our burst damage.

This destructive lightning build is further enhanced through the combined usage of Frost Wall Icon Frost Wall and Flame Ward Icon Flame Ward, bringing this version of Runemaster together to be quite the tank! By walking through your Frost Wall, Flame Ward is automatically applied to your character, granting improved defenses and a massive amount of Ward.

Runic Invocation Icon
Frost Wall Icon
Flame Rush Icon
Frost Claw Icon
Lightning Blast Icon
Skill row background
3.

Class and Skill Passive Trees

Class Passives Skill Passives
Mage Runemaster Sorcerer
Lightning Blast Frost Claw Runic Invocation Frost Wall Flame Ward

Our base class is Mage, which fills the role of spell caster and magic user in Last Epoch. Upon finishing Act 1 in the campaign, your character will be offered an opportunity to select an Advanced Mastery. Each base class has three possible Masteries to choose from. For Mage, you can choose between Passive Trees for Sorcerer, Spellsword, and Runemaster. Upon selecting a Mastery and placing 20 Passive Points into the Mage Tree, you'll then be able to place Passive Points into the Mastery Trees.

Runemaster is the Advanced Class used for this build, and also where the majority of our Passive Points will come from. The Runemaster Tree will focus around picking nodes that increase our Lightning Damage (to include Lightning Penetration), Ward Generation, and Critical Strike Chance. A lesser amount of Passive Points will come from Sorcerer, focusing purely on damage dealing nodes. Spellsword is not used for the Frost Claw Runemaster build. Each Passive Tree and their points are broken down below.

3.1.

Mage Passive Points

Mage Passive Tree
  • 8 points into Scholar.
  • 8 points into Arcanist.
  • 1 point into Reactive Ward: Grants Ward after sustaining 30% of your total Health in damage.
  • 3 points into Mage Flurry: Increased Casting Speed, and lower cooldown on Teleport Icon Teleport.

Our base class is Mage, which fills the role of spell caster and magic user in Last Epoch. Upon finishing Act 1 in the campaign, your character will be offered an opportunity to select an Advanced Mastery. Each base class has three possible Masteries to choose from. For Mage, you can choose between Passive Trees for Sorcerer, Spellsword, and Runemaster. Upon selecting a Mastery and placing 20 Passive Points into the Mage Tree, you'll then be able to place Passive Points into the Mastery Trees.

Runemaster is the Advanced Class used for this build, and also where the majority of our Passive Points will come from. The Runemaster Tree will focus around picking nodes that increase our Lightning Damage (to include Lightning Penetration), Ward Generation, and Critical Strike Chance. A lesser amount of Passive Points will come from Sorcerer, focusing purely on damage dealing nodes. Spellsword is not used for the Frost Claw Runemaster build. Each Passive Tree and their points are broken down below.

3.2.

Runemaster Passive Points

Runemaster Passive Tree
  • 5 points into Unsealed Mana: Increased Cast Speed and Mana. At 5 points, gives bonus Ward from repeated usage of Lightning Blast Icon Lightning Blast.
  • 8 points into Sphere of Protection: Improves defensives while enemies are Ignited, Shocked, or Chilled.
  • 8 points into Arcane Focus: Ward gain on cast.
  • 6 points into Inscribed Instruments: This build uses a Wand, so utilizes the Critical Strike Multiplier aspect of this node.
  • 5 points into Decree of the Bountiful Ocean: Increased Mana Generation, this effect is doubled if you have at least a single Gon (Lightning) Rune.
  • 8 points into Ancient Inscriptions.
  • 5 points into Brand of Deception: Lightning Penetration, and at 5 points deals additional Lightning Damage over 3 seconds through Brand of Deception.
  • 5 points into Order's Imposition: Increases damage dealt to enemies inflicted with Brand of Deception.
  • 1 point into Runeword: Hurricane: Extra Lightning Damage.
  • 4 points into Jagged Veil: Grants Ward upon landing a Critical Hit.
  • 7 points into Celestial Doom: Increased Spell Damage and Ward Gain against Bosses when afflicted by Brand of Deception.

Our base class is Mage, which fills the role of spell caster and magic user in Last Epoch. Upon finishing Act 1 in the campaign, your character will be offered an opportunity to select an Advanced Mastery. Each base class has three possible Masteries to choose from. For Mage, you can choose between Passive Trees for Sorcerer, Spellsword, and Runemaster. Upon selecting a Mastery and placing 20 Passive Points into the Mage Tree, you'll then be able to place Passive Points into the Mastery Trees.

Runemaster is the Advanced Class used for this build, and also where the majority of our Passive Points will come from. The Runemaster Tree will focus around picking nodes that increase our Lightning Damage (to include Lightning Penetration), Ward Generation, and Critical Strike Chance. A lesser amount of Passive Points will come from Sorcerer, focusing purely on damage dealing nodes. Spellsword is not used for the Frost Claw Runemaster build. Each Passive Tree and their points are broken down below.

3.3.

Sorcerer Passive Points

Sorcerer Passive Tree
  • 5 points into Arcane Momentum: Increased Cast Speed for continued usage of spells.
  • 6 points into Essence of Celerity: Arcane Momentum stacks last longer, increase your Spell Damage, and grant increased Movement Speed.
  • 8 points into Calculated Destruction: Increased Intelligence. At 5 points, grants Spell Critical Strike per Intelligence.
  • 1 point into Ceraunomancer: Used to unlock the following node.
  • 5 points into Rift Bolt: Lightning Penetration and Life Leech.

In this section, we will break down each skill and highlight the key passives we have selected to make the skill shine in the build. While some of these skills do allow for some variation to exist depending on your own custom choices, we recommend utilizing the skill trees as presented until you have a strong understanding of the build itself.

3.4.

Lightning Blast

Lightning Blast Passive Tree

Lightning Blast Icon Lightning Blast is likely going to be your most-used skill in the entire build. Lightning Blast has a 25% chance to quad cast, increasing it's damage by quite a bit and is capable of clearing your entire screen in a single button press. It also boasts great synergy with the Unique Off-Hand Catalyst Fragment of the Enigma Icon Fragment of the Enigma, which increases the damage and explosion radius of Spark Charge. This spell also auto-casts off Frost Wall Icon Frost Wall both through proximity and the player walking through it. With the consideration of Mana costs, this is the default spell to use in this kit as it costs nothing to use and effectively becomes our filler action once we've blown our burst on a boss.

3.4.1.

Order of Skill Points

  • 2 points into Arcing Power: Allows Lightning Blast to hit multiple targets.
  • 2 points into Frontloaded.
  • 4 points into Overcharge: Allows double casting chance.
  • 1 point into Hypercharge: Allows quad casting chance.
  • 3 points into Cloud Answer: Chance to inflict Spark Charge, which deals AoE damage around the enemy.
  • 1 point into Final Spark: This explodes Spark Charge, dealing the damage instantly if you hit an enemy afflicted by the deuff with Lightning Bolt again.
  • 5 points into Mortal Capacitor: Boosts Spark Charge damage.
  • 2 points into Storm Razor.
  • 2 points into Lightning Attunement: Chance to grant Lightning Aegis on cast, boosting damage and defensives.
  • 1 point into Closed Circuit: Allows Lightning Blast to chain off yourself and allies, increasing Critical Chance and Damage.

Please note, you may not have as many skill points to use until you have the required targeted gear affixes. 1 point in Closed Circuit, 1 point in Lightning Attunement, and 1 point in Storm Razor can be left out until you gain all 23 Passive Points for this build.

In this section, we will break down each skill and highlight the key passives we have selected to make the skill shine in the build. While some of these skills do allow for some variation to exist depending on your own custom choices, we recommend utilizing the skill trees as presented until you have a strong understanding of the build itself.

3.5.

Frost Claw

Frost Claw Passive Tree

Frost Claw Icon Frost Claw is used as our Mana dump for this build. Most uses will be manually casted, but there is a chance you retaliate when taking hits and cast it that way as well. The name is a bit misleading for this build, as the damage has been converted to Electric rather than Frost. Through nodes in the bottom left of the Passive Tree, Frost Claw becomes a multi-hit attack, leaping both forward and back to the caster. These nodes make it more effective for clearing, but also create a situation where every cast is a double hit if you're close enough to the enemy, making quick work of Bosses and Elites. As a final note, this spell also generates a small amount of Ward when used.

3.5.1.

Order of Skill Points

  • 3 points into Gift of Winter: Reduces Mana cost.
  • 1 point into Artor's Sceptre: Shock Chance.
  • 1 point into Spark Artillery: Converts damage from Cold to Lightning.
  • 5 points into Spark of Celerity: Reduces Mana cost.
  • 1 point into Shiver Shell: Grants Ward on cast.
  • 1 point into Glamdring: Only used to unlock further node progress.
  • 1 point into Cold Star: Moderate sized boost to damage when above 1200 Ward.
  • 1 point into On Through The Snow: Creates a second hit behind the initial placement of the spell.
  • 1 point into Frozen Malice: The second hit from the previous node is now targeted on a close enemy.
  • 1 point into A Crack in the Ice: This is the node that causes Frost Claw to return back to the player, detonating on the place the player is standing for a final hit.
  • 2 points into Rending Cascade.
  • 1 point into Frozen Reign: Reduced Mana cost and increased damage against Frozen enemies.
  • 1 point into Fen of the Frozen: Adds Slow and Chill Chance.
  • 1 point into Brightfrost: Chance to cleanse ailments on manual cast.
  • 1 point into Hand of Morditas.
  • 1 point into Volley of Glass: Removes the AoE effect, but each projectile is its own unique instance of damage. Nearly doubles Mana cost.

Due to our gear, we have more points than the standard allocation of 20 points. Until you have all 23 from gear, remove 3 points from Spark of Celerity, but do take note that this spell will consume more Mana until you've fixed this.

In this section, we will break down each skill and highlight the key passives we have selected to make the skill shine in the build. While some of these skills do allow for some variation to exist depending on your own custom choices, we recommend utilizing the skill trees as presented until you have a strong understanding of the build itself.

3.6.

Runic Invocation

Runic Invocation Passive Tree

Runic Invocation Icon Runic Invocation is a unique spell. It can become 40 different spells depending on the configuration of Runes you pull, based upon the last three damage types you've used. For this build specifically, all casts of Runic Invocation should aim to be triple Lightning, which uses an AoE Lightning Damage spell that sits for a short amount of time at the targeted location and periodically pulses. There are niche uses for other combinations, and those will be gone over below in the Playstyle section of the build. This spell acts as an extra burst of damage, but also serves to proc Prism Shard off our suggested Helmet, Prismatic Gaze Icon Prismatic Gaze. Casts of Runic Invocation will not be frequent, as we rely on a build up of stacks to maximize the damage on cast. Each cast of Runic Invocation provides a nice chunk of Ward to boot.

3.6.1.

Order of Skill Points

  • 4 stacks of Attuned Approach: Generates a large amount of Ward, crucial for on demand survivability.
  • 3 points into Rune Slinger: Further improves Ward generation.
  • 3 stacks of Inscribed Patterns: Mostly used for Ward gain, may occsionally provide extra Mana Regen when using Traversal. Feel free to keep this at 1 point until later on, users discretion.
  • 3 points into Runic Energy: This is what generates stacks between casts and provides a boost in damage.
  • 4 points into Copied Scrolls: Place 1 point into this, take the singular point in Arcane Battery, then come back and place the remaining 3 points into Copied Scrolls. These two nodes build up massive hit potential.
  • 1 point into Elemental Lore: Lightning Penetration.
  • 2 points into Transcriber of Power: Boosts damage based on number of Runes held after use.
  • 1 point into Word of Lagon: Rewards the player for using Gon (Lightning) Runes by adding Shock Chance and Critical Strike Chance to Runic Invocation.
  • 3 points into Glyphcarver's Dominance: Increases the size of the spell by a substantial amount.

Due to our gear, we have more points than the standard allocation of 20 points. Until you have the 25 points from gear, remove 3 points from Glyphcarver's Dominance and 2 points from Copied Scrolls.

In this section, we will break down each skill and highlight the key passives we have selected to make the skill shine in the build. While some of these skills do allow for some variation to exist depending on your own custom choices, we recommend utilizing the skill trees as presented until you have a strong understanding of the build itself.

3.7.

Frost Wall

Frost Wall Passive Tree

Frost Wall Icon Frost Wall honestly does a ton of leg work for this build. This spell places a moderately large barrier on the ground that does several things for us. For starters, the barricade will cast Lightning Blast Icon Lightning Blast at enemies that are close by periodically, as well shocking them the first time you pass through it. Upon passing through your Frost Wall, you will proc Flame Ward Icon Flame Ward as well. This provides an on-demand defensive shield, increasing Armor and Ward by a substantial amount. This does place a cooldown on both Frost Wall and Flame Ward, so keep that in mind.

3.8.

Order of Skill Points

  • 4 points into Crystals of Protection: Doubles Ward and Mana Gain if you place your Frost Wall a short distance away before walking through it.
  • 2 points into Boosted Kickoff: Mainly taken to path onto the next node.
  • 1 point into Prepared Wards: Walking through your Frost Wall auto-procs your Flame Ward Icon Flame Ward.
  • 2 points into Biting Limit: Increased Shock Chance when enemies stand in your Frost Wall.
  • 1 point into Crackling Barrier: Converts all sources of Cold to Lightning.
  • 4 points into Lightning Rod: This node is how you get Frost Wall to cast Lightning Blast Icon Lightning Blast, which procs upon moving through the pillars.
  • 1 point into Charged Pylons: Lightning Blast Icon Lightning Blast is now auto casted from the outer pillars.
  • 2 points into Amplified Currents: Lightning Blast Icon Lightning Blast will now cast every time an enemy walks through Frost Wall's pillars.
  • 3 points into Aspirant's Arrival: Boosts your next cast of Runic Invocation Icon Runic Invocation.
  • 2 points into Marching Winter.
  • 1 point into Chilled Touch.

Due to our gear, we have more points than the standard allocation of 20 points. Prior to getting the suggested 23 Skill Points, remove points entirely from Marching Winter and Chilled Touch.

In this section, we will break down each skill and highlight the key passives we have selected to make the skill shine in the build. While some of these skills do allow for some variation to exist depending on your own custom choices, we recommend utilizing the skill trees as presented until you have a strong understanding of the build itself.

3.9.

Flame Ward

Flame Ward Passive Tree

Flame Ward Icon Flame Ward brings this Runemaster build together beautifully. This spell will turn your character into a seemingly impenetrable tank, providing an immense boost to both Armor and Ward every time the spell goes off. You will never have to manually cast this, as it's auto-casted by walking through your Frost Wall Icon Frost Wall. Aim to keep Flame Ward near 100% uptime to ensure survivability.

3.9.1.

Order of Skill Points

  • 3 points into Dilation: Increases the duration of both Flame Ward and Fire Aura.
  • 1 point into Fire Aura Icon Fire Aura: Creates an area around the player that deals damage to enemies over time.
  • 1 point into Frost Ward: Converts Fire Damage to Cold Damage, as well as adding Freeze Rate to Fire Aura.
  • 4 points into Frostguard.
  • 1 point into Stalwart Defense.
  • 5 points into Barrier.
  • 2 points into Shrewd Shielding: Lowers Mana cost.
  • 1 point into Mental Aegis: Only taken to proceed to the next node.
  • 4 points into Warmth: Increases Mana Regeneration.

Due to our gear, we have more points than the standard allocation of 20 points. Prior to getting the extra 2 points from gear, remove 2 points from Frostguard.

Image courtesy of Last Epoch Tools
4.

Build Mechanics and Playstyle

The playstyle for Lightning Frost Claw is fast-paced, but requires a bit of resource management. The build revolves around expending burst through Frost Claw Icon Frost Claw, then going through a "filler phase" with Lightning Blast Icon Lightning Blast while you regain Mana reserves. During this time frame, the player should be strategically placing their Frost Wall Icon Frost Wall down in such a way to ensure it's close enough to the enemy for Lightning Blast to proc and close enough to the player so we actually have the opportunity to run through it, yet it still needs to be far enough away for us to benefit from the passive Crystals of Protection. Runic Invocation Icon Runic Invocation should be used upon reaching maximum stacks of Runic Energy after you've passed through your Frost Wall, making sure to boost it through the passive Aspirant's Arrival.

4.1.

Runic Invocations

Due to the nature of Runic Invocation Icon Runic Invocation, this will allow you access to several spells that can be used for different situations. While Flame Rush Icon Flame Rush will give us the ability to call more than just standard Gon Runes, this build scales best with Lightning Damage, and Invocations using Lightning Damage should be prioritized.

  • Ball Lightning Icon Ball Lightning (Gon Rune - Gon Rune Gon Rune): Shoots a circular AoE at the target location. This will be our main Invocation used, as it procs Prismatic Gaze Icon Prismatic Gaze and deals a substantial amount of damage for both mapping and boss fights. This requires mobs be grouped together to be effective, though.
  • Sea of Sparks Icon Sea of Sparks (Gon Rune - Gon Rune): Places Lightning AoEs under targets which have a short delay before they explode. This is useful if needing to eliminate low health mobs that may be spread out.
  • Echoes of Thunder Icon Echoes of Thunder (Rah Rune - Rah Rune - Gon Rune): Great AoE damage that can immediately follow after using Flame Rush Icon Flame Rush and one cast of either Lightning Blast Icon Lightning Blast or Frost Claw Icon Frost Claw.
  • Plasma Orb Icon Plasma Orb (Rah Rune - Gon Rune - Rah Rune): Harder to conjure given the spells are our disposal, but can be useful if speedrunning maps.

A full list of Invocations can be found by clicking the link below.

4.2.

Mobility

You may have noticed we've taken Flame Rush Icon Flame Rush on our hotbar. While Teleport Icon Teleport was a contender, this Traversal Skill does not pass through your Frost Wall Icon Frost Wall when used; it actually teleports (this may be less surprising to some of you) you past it and you never make contact, losing out on several benefits. While Flame Rush may feel a bit clunkier, this also gives you the ability to benefit from affixes that provide boosts from Channeling. Ultimately, it's up to you on which skill you decide to take.

5.

Equipment and Gear Affixes

For this build, we will be focusing on several main affixes for each piece of non-unique gear, as well as working towards acquiring the specific Uniques needed to make this build operate correctly. Our equipment will focus on these specific affixes for the Implicits and Modifier stats.

Gear Slot Implicits Modifiers
Wand Mad Alchemist's Ladle Icon Mad Alchemist's Ladle Prefixes
Intelligence
Off-hand Catalyst Fragment of the Enigma Icon Fragment of the Enigma Prefixes
Intelligence
Head Armor Prefixes
Intelligence
Lightning Critical Strike Multiplier
Mana Spent Gained as Ward

Suffixes
Health %
Critical Strike Avoidance
Flat Health
Amulet Increased Cast Speed Prefixes
Critical Strike Multiplier
Increased Mana Regeneration
Lightning Damage

Suffixes
Chance to Shred Armor on Hit
Needed Resistances
Chest Increased Mana Prefixes
Intelligence
Lightning Critical Strike Multiplier

Suffixes
Needed Resistances
Belt Poison Resistance
Cold Resistance
Prefixes
Increased Mana Regen
Ward Gained on Potion Use

Suffixes
Critical Strike Avoidance
Increased Cooldown Recovery Speed
Ring Increased Cooldown Recovery Speed
+ to All Attributes
Prefixes
Increased Mana Regen
Intelligence

Suffixes
Needed Resistances
Ring Quicksilver Coil Icon Quicksilver Coil Prefixes
Intelligence

Suffixes
Critical Strike Avoidance
Gloves Armor
Mana
Prefixes
Mana
Intelligence
Cast Speed

Suffixes
Chance to Apply Fraility on Hit
Critical Strike Avoidance
Needed Resistances
Feet Movement Speed
Armor
Prefixes
Intelligence
Movement Speed
Vitality

Suffixes
Hybrid Health
Critical Strike Avoidance
Flat Health
Relic Twisted Heart of Uhkeiros Icon Twisted Heart of Uhkeiros Prefixes
Intelligence

A loot filter made specifically for the gear table above may be copied by pressing the button below. Once in the Loot Filter portion of the in-game menu, choose the "Paste Clipboard Contents" option to import the code.

Copy Loot Filter to Clipboard
Press the Copy 📋 button to copy the following text to your clipboard
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i:type="SubTypeCondition"> <type> <EquipmentType>AMULET</EquipmentType> </type> <subTypes> <int>0</int> <int>1</int> <int>2</int> <int>3</int> <int>4</int> <int>5</int> <int>6</int> <int>7</int> <int>8</int> <int>9</int> </subTypes> </Condition> <Condition i:type="AffixCondition"> <affixes> <int>6</int> <int>330</int> <int>7</int> <int>86</int> <int>429</int> <int>13</int> <int>17</int> <int>24</int> <int>45</int> <int>10</int> <int>19</int> <int>80</int> </affixes> <comparsion>ANY</comparsion> <comparsionValue>1</comparsionValue> <minOnTheSameItem>1</minOnTheSameItem> <combinedComparsion>ANY</combinedComparsion> <combinedComparsionValue>1</combinedComparsionValue> <advanced>false</advanced> </Condition> </conditions> <color>13</color> <isEnabled>true</isEnabled> <levelDependent>true</levelDependent> <minLvl>0</minLvl> <maxLvl>25</maxLvl> <emphasized>false</emphasized> <nameOverride /> </Rule> <Rule> <type>HIGHLIGHT</type> <conditions> <Condition i:type="SubTypeCondition"> <type> <EquipmentType>CATALYST</EquipmentType> </type> <subTypes> <int>0</int> <int>1</int> <int>2</int> <int>3</int> <int>4</int> <int>5</int> <int>6</int> <int>7</int> <int>8</int> <int>9</int> <int>10</int> <int>11</int> <int>12</int> </subTypes> </Condition> <Condition i:type="AffixCondition"> <affixes> <int>10</int> <int>6</int> <int>7</int> <int>13</int> <int>17</int> <int>24</int> <int>19</int> <int>80</int> </affixes> <comparsion>ANY</comparsion> <comparsionValue>1</comparsionValue> <minOnTheSameItem>1</minOnTheSameItem> <combinedComparsion>ANY</combinedComparsion> <combinedComparsionValue>1</combinedComparsionValue> <advanced>false</advanced> </Condition> </conditions> <color>13</color> <isEnabled>true</isEnabled> <levelDependent>true</levelDependent> <minLvl>0</minLvl> <maxLvl>25</maxLvl> <emphasized>false</emphasized> <nameOverride /> </Rule> <Rule> <type>HIGHLIGHT</type> <conditions> <Condition i:type="SubTypeCondition"> <type> <EquipmentType>WAND</EquipmentType> </type> <subTypes> <int>0</int> <int>1</int> <int>2</int> <int>3</int> <int>4</int> <int>5</int> <int>6</int> <int>7</int> <int>8</int> <int>9</int> <int>10</int> </subTypes> </Condition> <Condition i:type="AffixCondition"> <affixes> <int>6</int> </affixes> <comparsion>ANY</comparsion> <comparsionValue>1</comparsionValue> <minOnTheSameItem>1</minOnTheSameItem> <combinedComparsion>ANY</combinedComparsion> <combinedComparsionValue>1</combinedComparsionValue> <advanced>false</advanced> </Condition> </conditions> <color>13</color> <isEnabled>true</isEnabled> <levelDependent>true</levelDependent> <minLvl>0</minLvl> <maxLvl>25</maxLvl> <emphasized>false</emphasized> <nameOverride /> </Rule> <Rule> <type>HIGHLIGHT</type> <conditions> <Condition i:type="SubTypeCondition"> <type> <EquipmentType>GLOVES</EquipmentType> </type> <subTypes> <int>0</int> <int>1</int> <int>2</int> <int>3</int> <int>4</int> <int>5</int> <int>6</int> <int>7</int> </subTypes> </Condition> <Condition i:type="AffixCondition"> <affixes> <int>97</int> <int>502</int> <int>10</int> <int>45</int> <int>7</int> <int>86</int> <int>429</int> <int>13</int> <int>17</int> <int>24</int> <int>19</int> <int>80</int> </affixes> <comparsion>ANY</comparsion> <comparsionValue>1</comparsionValue> <minOnTheSameItem>1</minOnTheSameItem> <combinedComparsion>ANY</combinedComparsion> <combinedComparsionValue>1</combinedComparsionValue> <advanced>false</advanced> </Condition> </conditions> <color>13</color> <isEnabled>true</isEnabled> <levelDependent>true</levelDependent> <minLvl>0</minLvl> <maxLvl>25</maxLvl> <emphasized>false</emphasized> <nameOverride /> </Rule> <Rule> <type>HIGHLIGHT</type> <conditions> <Condition i:type="SubTypeCondition"> <type> <EquipmentType>BOOTS</EquipmentType> </type> <subTypes> <int>0</int> <int>1</int> <int>2</int> <int>3</int> <int>4</int> <int>5</int> <int>6</int> <int>8</int> <int>9</int> </subTypes> </Condition> <Condition i:type="AffixCondition"> <affixes> <int>97</int> <int>27</int> <int>502</int> <int>10</int> <int>45</int> <int>7</int> <int>13</int> <int>17</int> <int>24</int> <int>19</int> <int>80</int> </affixes> <comparsion>ANY</comparsion> <comparsionValue>1</comparsionValue> <minOnTheSameItem>1</minOnTheSameItem> <combinedComparsion>ANY</combinedComparsion> <combinedComparsionValue>1</combinedComparsionValue> <advanced>false</advanced> </Condition> </conditions> <color>13</color> <isEnabled>true</isEnabled> <levelDependent>true</levelDependent> <minLvl>0</minLvl> <maxLvl>25</maxLvl> <emphasized>false</emphasized> <nameOverride /> </Rule> <Rule> <type>HIGHLIGHT</type> <conditions> <Condition i:type="SubTypeCondition"> <type> <EquipmentType>BELT</EquipmentType> </type> <subTypes> <int>0</int> <int>1</int> <int>2</int> <int>4</int> <int>5</int> <int>6</int> </subTypes> </Condition> <Condition i:type="AffixCondition"> <affixes> <int>330</int> <int>75</int> <int>97</int> <int>27</int> <int>13</int> <int>17</int> <int>24</int> <int>45</int> <int>7</int> <int>10</int> <int>19</int> <int>80</int> </affixes> <comparsion>ANY</comparsion> <comparsionValue>1</comparsionValue> <minOnTheSameItem>1</minOnTheSameItem> <combinedComparsion>ANY</combinedComparsion> <combinedComparsionValue>1</combinedComparsionValue> <advanced>false</advanced> </Condition> </conditions> <color>13</color> <isEnabled>true</isEnabled> <levelDependent>true</levelDependent> <minLvl>0</minLvl> <maxLvl>25</maxLvl> <emphasized>false</emphasized> <nameOverride /> </Rule> <Rule> <type>HIGHLIGHT</type> <conditions> <Condition i:type="SubTypeCondition"> <type> <EquipmentType>BODY_ARMOR</EquipmentType> </type> <subTypes> <int>16</int> <int>17</int> <int>18</int> <int>19</int> <int>20</int> <int>21</int> <int>22</int> <int>23</int> <int>41</int> </subTypes> </Condition> <Condition i:type="AffixCondition"> <affixes> <int>502</int> <int>10</int> <int>45</int> <int>7</int> <int>13</int> <int>17</int> <int>24</int> <int>19</int> <int>80</int> </affixes> <comparsion>ANY</comparsion> <comparsionValue>1</comparsionValue> <minOnTheSameItem>1</minOnTheSameItem> <combinedComparsion>ANY</combinedComparsion> <combinedComparsionValue>1</combinedComparsionValue> <advanced>false</advanced> </Condition> </conditions> <color>13</color> <isEnabled>true</isEnabled> <levelDependent>true</levelDependent> <minLvl>0</minLvl> <maxLvl>25</maxLvl> <emphasized>false</emphasized> <nameOverride /> </Rule> <Rule> <type>HIGHLIGHT</type> <conditions> <Condition i:type="SubTypeCondition"> <type> <EquipmentType>HELMET</EquipmentType> </type> <subTypes> <int>16</int> <int>17</int> <int>18</int> <int>19</int> <int>20</int> <int>21</int> <int>22</int> <int>23</int> <int>40</int> </subTypes> </Condition> <Condition i:type="AffixCondition"> <affixes> <int>97</int> <int>502</int> <int>10</int> <int>45</int> <int>7</int> <int>13</int> <int>17</int> <int>24</int> <int>19</int> <int>80</int> </affixes> <comparsion>ANY</comparsion> <comparsionValue>1</comparsionValue> <minOnTheSameItem>1</minOnTheSameItem> <combinedComparsion>ANY</combinedComparsion> <combinedComparsionValue>1</combinedComparsionValue> <advanced>false</advanced> </Condition> </conditions> <color>13</color> <isEnabled>true</isEnabled> <levelDependent>true</levelDependent> <minLvl>0</minLvl> <maxLvl>25</maxLvl> <emphasized>false</emphasized> <nameOverride /> </Rule> <Rule> <type>HIGHLIGHT</type> <conditions> <Condition i:type="SubTypeCondition"> <type> <EquipmentType>RELIC</EquipmentType> </type> <subTypes> <int>3</int> <int>4</int> <int>5</int> <int>20</int> <int>21</int> <int>22</int> <int>23</int> <int>24</int> <int>25</int> <int>26</int> <int>27</int> <int>28</int> </subTypes> </Condition> <Condition i:type="AffixCondition"> <affixes> <int>330</int> <int>502</int> <int>10</int> <int>45</int> <int>6</int> <int>7</int> <int>429</int> <int>13</int> <int>17</int> <int>24</int> <int>19</int> <int>80</int> </affixes> <comparsion>MORE_OR_EQUAL</comparsion> <comparsionValue>3</comparsionValue> <minOnTheSameItem>1</minOnTheSameItem> <combinedComparsion>ANY</combinedComparsion> <combinedComparsionValue>1</combinedComparsionValue> <advanced>true</advanced> </Condition> </conditions> <color>17</color> <isEnabled>true</isEnabled> <levelDependent>true</levelDependent> <minLvl>0</minLvl> <maxLvl>40</maxLvl> <emphasized>false</emphasized> <nameOverride /> </Rule> <Rule> <type>HIGHLIGHT</type> <conditions> <Condition i:type="SubTypeCondition"> <type> <EquipmentType>RING</EquipmentType> </type> <subTypes> <int>0</int> <int>1</int> <int>2</int> <int>3</int> <int>4</int> <int>6</int> <int>7</int> <int>8</int> <int>9</int> <int>10</int> </subTypes> </Condition> <Condition i:type="AffixCondition"> <affixes> <int>330</int> <int>502</int> <int>10</int> <int>45</int> <int>13</int> <int>17</int> <int>24</int> <int>7</int> <int>19</int> <int>80</int> </affixes> <comparsion>MORE_OR_EQUAL</comparsion> <comparsionValue>3</comparsionValue> <minOnTheSameItem>1</minOnTheSameItem> <combinedComparsion>ANY</combinedComparsion> <combinedComparsionValue>1</combinedComparsionValue> <advanced>true</advanced> </Condition> </conditions> <color>17</color> <isEnabled>true</isEnabled> <levelDependent>true</levelDependent> <minLvl>0</minLvl> <maxLvl>40</maxLvl> <emphasized>false</emphasized> <nameOverride /> </Rule> <Rule> <type>HIGHLIGHT</type> <conditions> <Condition i:type="SubTypeCondition"> <type> <EquipmentType>AMULET</EquipmentType> </type> <subTypes> <int>0</int> <int>1</int> <int>2</int> <int>3</int> <int>4</int> <int>5</int> <int>6</int> <int>7</int> <int>8</int> <int>9</int> </subTypes> </Condition> <Condition i:type="AffixCondition"> <affixes> <int>6</int> <int>330</int> <int>7</int> <int>86</int> <int>429</int> <int>13</int> <int>17</int> <int>24</int> <int>45</int> <int>10</int> <int>19</int> <int>80</int> </affixes> <comparsion>MORE_OR_EQUAL</comparsion> <comparsionValue>3</comparsionValue> <minOnTheSameItem>1</minOnTheSameItem> <combinedComparsion>ANY</combinedComparsion> <combinedComparsionValue>1</combinedComparsionValue> <advanced>true</advanced> </Condition> </conditions> <color>17</color> <isEnabled>true</isEnabled> <levelDependent>true</levelDependent> <minLvl>0</minLvl> <maxLvl>40</maxLvl> <emphasized>false</emphasized> <nameOverride /> </Rule> <Rule> <type>HIGHLIGHT</type> <conditions> <Condition i:type="SubTypeCondition"> <type> <EquipmentType>CATALYST</EquipmentType> </type> <subTypes> <int>0</int> <int>1</int> <int>2</int> <int>3</int> <int>4</int> <int>5</int> <int>6</int> <int>7</int> <int>8</int> <int>9</int> <int>10</int> <int>11</int> <int>12</int> </subTypes> </Condition> <Condition i:type="AffixCondition"> <affixes> <int>10</int> <int>6</int> <int>7</int> <int>13</int> <int>17</int> <int>24</int> <int>19</int> <int>80</int> </affixes> <comparsion>MORE_OR_EQUAL</comparsion> <comparsionValue>3</comparsionValue> <minOnTheSameItem>1</minOnTheSameItem> <combinedComparsion>ANY</combinedComparsion> <combinedComparsionValue>1</combinedComparsionValue> <advanced>true</advanced> </Condition> </conditions> <color>17</color> <isEnabled>true</isEnabled> <levelDependent>true</levelDependent> <minLvl>0</minLvl> <maxLvl>40</maxLvl> <emphasized>false</emphasized> <nameOverride /> </Rule> <Rule> <type>HIGHLIGHT</type> <conditions> <Condition i:type="SubTypeCondition"> <type> <EquipmentType>WAND</EquipmentType> </type> <subTypes> <int>0</int> <int>1</int> <int>2</int> <int>3</int> <int>4</int> <int>5</int> <int>6</int> <int>7</int> <int>8</int> <int>9</int> <int>10</int> </subTypes> </Condition> <Condition i:type="AffixCondition"> <affixes> <int>6</int> </affixes> <comparsion>MORE_OR_EQUAL</comparsion> <comparsionValue>3</comparsionValue> <minOnTheSameItem>1</minOnTheSameItem> <combinedComparsion>ANY</combinedComparsion> <combinedComparsionValue>1</combinedComparsionValue> <advanced>true</advanced> </Condition> </conditions> <color>17</color> <isEnabled>true</isEnabled> <levelDependent>true</levelDependent> <minLvl>0</minLvl> <maxLvl>40</maxLvl> <emphasized>false</emphasized> <nameOverride /> </Rule> <Rule> <type>HIGHLIGHT</type> <conditions> <Condition i:type="SubTypeCondition"> <type> <EquipmentType>GLOVES</EquipmentType> </type> <subTypes> <int>0</int> <int>1</int> <int>2</int> <int>3</int> <int>4</int> <int>5</int> <int>6</int> <int>7</int> </subTypes> </Condition> <Condition i:type="AffixCondition"> <affixes> <int>97</int> <int>502</int> <int>10</int> <int>45</int> <int>7</int> <int>86</int> <int>429</int> <int>13</int> <int>17</int> <int>24</int> <int>19</int> <int>80</int> </affixes> <comparsion>MORE_OR_EQUAL</comparsion> <comparsionValue>3</comparsionValue> <minOnTheSameItem>1</minOnTheSameItem> <combinedComparsion>ANY</combinedComparsion> <combinedComparsionValue>1</combinedComparsionValue> <advanced>true</advanced> </Condition> </conditions> <color>17</color> <isEnabled>true</isEnabled> <levelDependent>true</levelDependent> <minLvl>0</minLvl> <maxLvl>40</maxLvl> <emphasized>false</emphasized> <nameOverride /> </Rule> <Rule> <type>HIGHLIGHT</type> <conditions> <Condition i:type="SubTypeCondition"> <type> <EquipmentType>BOOTS</EquipmentType> </type> <subTypes> <int>0</int> <int>1</int> <int>2</int> <int>3</int> <int>4</int> <int>5</int> <int>6</int> <int>8</int> <int>9</int> </subTypes> </Condition> <Condition i:type="AffixCondition"> <affixes> <int>97</int> <int>27</int> <int>502</int> <int>10</int> <int>45</int> <int>7</int> <int>13</int> <int>17</int> <int>24</int> <int>19</int> <int>80</int> </affixes> <comparsion>MORE_OR_EQUAL</comparsion> <comparsionValue>3</comparsionValue> <minOnTheSameItem>1</minOnTheSameItem> <combinedComparsion>ANY</combinedComparsion> <combinedComparsionValue>1</combinedComparsionValue> <advanced>true</advanced> </Condition> </conditions> <color>17</color> <isEnabled>true</isEnabled> <levelDependent>true</levelDependent> <minLvl>0</minLvl> <maxLvl>40</maxLvl> <emphasized>false</emphasized> <nameOverride /> </Rule> <Rule> <type>HIGHLIGHT</type> <conditions> <Condition i:type="SubTypeCondition"> <type> <EquipmentType>BELT</EquipmentType> </type> <subTypes> <int>0</int> <int>1</int> <int>2</int> <int>4</int> <int>5</int> <int>6</int> </subTypes> </Condition> <Condition i:type="AffixCondition"> <affixes> <int>330</int> <int>75</int> <int>97</int> <int>27</int> <int>13</int> <int>17</int> <int>24</int> <int>45</int> <int>7</int> <int>10</int> <int>19</int> <int>80</int> </affixes> <comparsion>MORE_OR_EQUAL</comparsion> <comparsionValue>3</comparsionValue> <minOnTheSameItem>1</minOnTheSameItem> <combinedComparsion>ANY</combinedComparsion> <combinedComparsionValue>1</combinedComparsionValue> <advanced>true</advanced> </Condition> </conditions> <color>17</color> <isEnabled>true</isEnabled> <levelDependent>true</levelDependent> <minLvl>0</minLvl> <maxLvl>40</maxLvl> <emphasized>false</emphasized> <nameOverride /> </Rule> <Rule> <type>HIGHLIGHT</type> <conditions> <Condition i:type="SubTypeCondition"> <type> <EquipmentType>BODY_ARMOR</EquipmentType> </type> <subTypes> <int>16</int> <int>17</int> <int>18</int> <int>19</int> <int>20</int> <int>21</int> <int>22</int> <int>23</int> <int>41</int> </subTypes> </Condition> <Condition i:type="AffixCondition"> <affixes> <int>502</int> <int>10</int> <int>45</int> <int>7</int> <int>13</int> <int>17</int> <int>24</int> <int>19</int> <int>80</int> </affixes> <comparsion>MORE_OR_EQUAL</comparsion> <comparsionValue>3</comparsionValue> <minOnTheSameItem>1</minOnTheSameItem> <combinedComparsion>ANY</combinedComparsion> <combinedComparsionValue>1</combinedComparsionValue> <advanced>true</advanced> </Condition> </conditions> <color>17</color> <isEnabled>true</isEnabled> <levelDependent>true</levelDependent> <minLvl>0</minLvl> <maxLvl>40</maxLvl> <emphasized>false</emphasized> <nameOverride /> </Rule> <Rule> <type>HIGHLIGHT</type> <conditions> <Condition i:type="SubTypeCondition"> <type> <EquipmentType>HELMET</EquipmentType> </type> <subTypes> <int>16</int> <int>17</int> <int>18</int> <int>19</int> <int>20</int> <int>21</int> <int>22</int> <int>23</int> <int>40</int> </subTypes> </Condition> <Condition i:type="AffixCondition"> <affixes> <int>97</int> <int>502</int> <int>10</int> <int>45</int> <int>7</int> <int>13</int> <int>17</int> <int>24</int> <int>19</int> <int>80</int> </affixes> <comparsion>MORE_OR_EQUAL</comparsion> <comparsionValue>3</comparsionValue> <minOnTheSameItem>1</minOnTheSameItem> <combinedComparsion>ANY</combinedComparsion> <combinedComparsionValue>1</combinedComparsionValue> <advanced>true</advanced> </Condition> </conditions> <color>17</color> <isEnabled>true</isEnabled> <levelDependent>true</levelDependent> <minLvl>0</minLvl> <maxLvl>40</maxLvl> <emphasized>false</emphasized> <nameOverride /> </Rule> <Rule> <type>HIGHLIGHT</type> <conditions> <Condition i:type="SubTypeCondition"> <type> <EquipmentType>RELIC</EquipmentType> </type> <subTypes> <int>3</int> <int>4</int> <int>5</int> <int>20</int> <int>21</int> <int>22</int> <int>23</int> <int>24</int> <int>25</int> <int>26</int> <int>27</int> <int>28</int> </subTypes> </Condition> <Condition i:type="AffixCondition"> <affixes> <int>330</int> <int>502</int> <int>10</int> <int>45</int> <int>6</int> <int>7</int> <int>429</int> <int>13</int> <int>17</int> <int>24</int> <int>19</int> <int>80</int> </affixes> <comparsion>ANY</comparsion> <comparsionValue>1</comparsionValue> <minOnTheSameItem>2</minOnTheSameItem> <combinedComparsion>ANY</combinedComparsion> <combinedComparsionValue>1</combinedComparsionValue> <advanced>false</advanced> </Condition> </conditions> <color>3</color> <isEnabled>true</isEnabled> <levelDependent>true</levelDependent> <minLvl>0</minLvl> <maxLvl>65</maxLvl> <emphasized>false</emphasized> <nameOverride /> </Rule> <Rule> <type>HIGHLIGHT</type> <conditions> <Condition i:type="SubTypeCondition"> <type> <EquipmentType>RING</EquipmentType> </type> <subTypes> <int>0</int> <int>1</int> <int>2</int> <int>3</int> <int>4</int> <int>6</int> <int>7</int> <int>8</int> <int>9</int> <int>10</int> </subTypes> </Condition> <Condition i:type="AffixCondition"> <affixes> <int>330</int> <int>502</int> <int>10</int> <int>45</int> <int>13</int> <int>17</int> <int>24</int> <int>7</int> <int>19</int> <int>80</int> </affixes> <comparsion>ANY</comparsion> <comparsionValue>1</comparsionValue> <minOnTheSameItem>2</minOnTheSameItem> <combinedComparsion>ANY</combinedComparsion> <combinedComparsionValue>1</combinedComparsionValue> <advanced>false</advanced> </Condition> </conditions> <color>3</color> <isEnabled>true</isEnabled> <levelDependent>true</levelDependent> <minLvl>0</minLvl> <maxLvl>65</maxLvl> <emphasized>false</emphasized> <nameOverride /> </Rule> <Rule> <type>HIGHLIGHT</type> <conditions> <Condition i:type="SubTypeCondition"> <type> <EquipmentType>AMULET</EquipmentType> </type> <subTypes> <int>0</int> <int>1</int> <int>2</int> <int>3</int> <int>4</int> <int>5</int> <int>6</int> <int>7</int> <int>8</int> <int>9</int> </subTypes> </Condition> <Condition i:type="AffixCondition"> <affixes> <int>6</int> <int>330</int> <int>7</int> <int>86</int> <int>429</int> <int>13</int> <int>17</int> <int>24</int> <int>45</int> <int>10</int> <int>19</int> <int>80</int> </affixes> <comparsion>ANY</comparsion> <comparsionValue>1</comparsionValue> <minOnTheSameItem>2</minOnTheSameItem> <combinedComparsion>ANY</combinedComparsion> <combinedComparsionValue>1</combinedComparsionValue> <advanced>false</advanced> </Condition> </conditions> <color>3</color> <isEnabled>true</isEnabled> <levelDependent>true</levelDependent> <minLvl>0</minLvl> <maxLvl>65</maxLvl> <emphasized>false</emphasized> <nameOverride /> </Rule> <Rule> <type>HIGHLIGHT</type> <conditions> <Condition i:type="SubTypeCondition"> <type> <EquipmentType>CATALYST</EquipmentType> </type> <subTypes> <int>0</int> <int>1</int> <int>2</int> <int>3</int> <int>4</int> <int>5</int> <int>6</int> <int>7</int> <int>8</int> <int>9</int> <int>10</int> <int>11</int> <int>12</int> </subTypes> </Condition> <Condition i:type="AffixCondition"> <affixes> <int>10</int> <int>6</int> <int>7</int> <int>13</int> <int>17</int> <int>24</int> <int>19</int> <int>80</int> </affixes> <comparsion>ANY</comparsion> <comparsionValue>1</comparsionValue> <minOnTheSameItem>2</minOnTheSameItem> <combinedComparsion>ANY</combinedComparsion> <combinedComparsionValue>1</combinedComparsionValue> <advanced>false</advanced> </Condition> </conditions> <color>3</color> <isEnabled>true</isEnabled> <levelDependent>true</levelDependent> <minLvl>0</minLvl> <maxLvl>65</maxLvl> <emphasized>false</emphasized> <nameOverride /> </Rule> <Rule> <type>HIGHLIGHT</type> <conditions> <Condition i:type="SubTypeCondition"> <type> <EquipmentType>WAND</EquipmentType> </type> <subTypes> <int>0</int> <int>1</int> <int>2</int> <int>3</int> <int>4</int> <int>5</int> <int>6</int> <int>7</int> <int>8</int> <int>9</int> <int>10</int> </subTypes> </Condition> <Condition i:type="AffixCondition"> <affixes> <int>6</int> </affixes> <comparsion>ANY</comparsion> <comparsionValue>1</comparsionValue> <minOnTheSameItem>2</minOnTheSameItem> <combinedComparsion>ANY</combinedComparsion> <combinedComparsionValue>1</combinedComparsionValue> <advanced>false</advanced> </Condition> </conditions> <color>3</color> <isEnabled>true</isEnabled> <levelDependent>true</levelDependent> <minLvl>0</minLvl> <maxLvl>65</maxLvl> <emphasized>false</emphasized> <nameOverride /> </Rule> <Rule> <type>HIGHLIGHT</type> <conditions> <Condition i:type="SubTypeCondition"> <type> <EquipmentType>GLOVES</EquipmentType> </type> <subTypes> <int>0</int> <int>1</int> <int>2</int> <int>3</int> <int>4</int> <int>5</int> <int>6</int> <int>7</int> </subTypes> </Condition> <Condition i:type="AffixCondition"> <affixes> <int>97</int> <int>502</int> <int>10</int> <int>45</int> <int>7</int> <int>86</int> <int>429</int> <int>13</int> <int>17</int> <int>24</int> <int>19</int> <int>80</int> </affixes> <comparsion>ANY</comparsion> <comparsionValue>1</comparsionValue> <minOnTheSameItem>2</minOnTheSameItem> <combinedComparsion>ANY</combinedComparsion> <combinedComparsionValue>1</combinedComparsionValue> <advanced>false</advanced> </Condition> </conditions> <color>3</color> <isEnabled>true</isEnabled> <levelDependent>true</levelDependent> <minLvl>0</minLvl> <maxLvl>65</maxLvl> <emphasized>false</emphasized> <nameOverride /> </Rule> <Rule> <type>HIGHLIGHT</type> <conditions> <Condition i:type="SubTypeCondition"> <type> <EquipmentType>BOOTS</EquipmentType> </type> <subTypes> <int>0</int> <int>1</int> <int>2</int> <int>3</int> <int>4</int> <int>5</int> <int>6</int> <int>8</int> <int>9</int> </subTypes> </Condition> <Condition i:type="AffixCondition"> <affixes> <int>97</int> <int>27</int> <int>502</int> <int>10</int> <int>45</int> <int>7</int> <int>13</int> <int>17</int> <int>24</int> <int>19</int> <int>80</int> </affixes> <comparsion>ANY</comparsion> <comparsionValue>1</comparsionValue> <minOnTheSameItem>2</minOnTheSameItem> <combinedComparsion>ANY</combinedComparsion> <combinedComparsionValue>1</combinedComparsionValue> <advanced>false</advanced> </Condition> </conditions> <color>3</color> <isEnabled>true</isEnabled> <levelDependent>true</levelDependent> <minLvl>0</minLvl> <maxLvl>65</maxLvl> <emphasized>false</emphasized> <nameOverride /> </Rule> <Rule> <type>HIGHLIGHT</type> <conditions> <Condition i:type="SubTypeCondition"> <type> <EquipmentType>BELT</EquipmentType> </type> <subTypes> <int>0</int> <int>1</int> <int>2</int> <int>4</int> <int>5</int> <int>6</int> </subTypes> </Condition> <Condition i:type="AffixCondition"> <affixes> <int>330</int> <int>75</int> <int>97</int> <int>27</int> <int>13</int> <int>17</int> <int>24</int> <int>45</int> <int>7</int> <int>10</int> <int>19</int> <int>80</int> </affixes> <comparsion>ANY</comparsion> <comparsionValue>1</comparsionValue> <minOnTheSameItem>2</minOnTheSameItem> <combinedComparsion>ANY</combinedComparsion> <combinedComparsionValue>1</combinedComparsionValue> <advanced>false</advanced> </Condition> </conditions> <color>3</color> <isEnabled>true</isEnabled> <levelDependent>true</levelDependent> <minLvl>0</minLvl> <maxLvl>65</maxLvl> <emphasized>false</emphasized> <nameOverride /> </Rule> <Rule> <type>HIGHLIGHT</type> <conditions> <Condition i:type="SubTypeCondition"> <type> <EquipmentType>BODY_ARMOR</EquipmentType> </type> <subTypes> <int>16</int> <int>17</int> <int>18</int> <int>19</int> <int>20</int> <int>21</int> <int>22</int> <int>23</int> <int>41</int> </subTypes> </Condition> <Condition i:type="AffixCondition"> <affixes> <int>502</int> <int>10</int> <int>45</int> <int>7</int> <int>13</int> <int>17</int> <int>24</int> <int>19</int> <int>80</int> </affixes> <comparsion>ANY</comparsion> <comparsionValue>1</comparsionValue> <minOnTheSameItem>2</minOnTheSameItem> <combinedComparsion>ANY</combinedComparsion> <combinedComparsionValue>1</combinedComparsionValue> <advanced>false</advanced> </Condition> </conditions> <color>3</color> <isEnabled>true</isEnabled> <levelDependent>true</levelDependent> <minLvl>0</minLvl> <maxLvl>65</maxLvl> <emphasized>false</emphasized> <nameOverride /> </Rule> <Rule> <type>HIGHLIGHT</type> <conditions> <Condition i:type="SubTypeCondition"> <type> <EquipmentType>HELMET</EquipmentType> </type> <subTypes> <int>16</int> <int>17</int> <int>18</int> <int>19</int> <int>20</int> <int>21</int> <int>22</int> <int>23</int> <int>40</int> </subTypes> </Condition> <Condition i:type="AffixCondition"> <affixes> <int>97</int> <int>502</int> <int>10</int> <int>45</int> <int>7</int> <int>13</int> <int>17</int> <int>24</int> <int>19</int> <int>80</int> </affixes> <comparsion>ANY</comparsion> <comparsionValue>1</comparsionValue> <minOnTheSameItem>2</minOnTheSameItem> <combinedComparsion>ANY</combinedComparsion> <combinedComparsionValue>1</combinedComparsionValue> <advanced>false</advanced> </Condition> </conditions> <color>3</color> <isEnabled>true</isEnabled> <levelDependent>true</levelDependent> <minLvl>0</minLvl> <maxLvl>65</maxLvl> <emphasized>false</emphasized> <nameOverride /> </Rule> <Rule> <type>HIGHLIGHT</type> <conditions> <Condition i:type="SubTypeCondition"> <type> <EquipmentType>RELIC</EquipmentType> </type> <subTypes> <int>3</int> <int>4</int> <int>5</int> <int>20</int> <int>21</int> <int>22</int> <int>23</int> <int>24</int> <int>25</int> <int>26</int> <int>27</int> <int>28</int> </subTypes> </Condition> <Condition i:type="AffixCondition"> <affixes> <int>330</int> <int>502</int> <int>10</int> <int>45</int> <int>6</int> <int>7</int> <int>429</int> <int>13</int> <int>17</int> <int>24</int> <int>19</int> <int>80</int> </affixes> <comparsion>ANY</comparsion> <comparsionValue>1</comparsionValue> <minOnTheSameItem>2</minOnTheSameItem> <combinedComparsion>MORE_OR_EQUAL</combinedComparsion> <combinedComparsionValue>8</combinedComparsionValue> <advanced>true</advanced> </Condition> </conditions> <color>5</color> <isEnabled>true</isEnabled> <levelDependent>false</levelDependent> <minLvl>0</minLvl> <maxLvl>0</maxLvl> <emphasized>false</emphasized> <nameOverride /> </Rule> <Rule> <type>HIGHLIGHT</type> <conditions> <Condition i:type="SubTypeCondition"> <type> <EquipmentType>RING</EquipmentType> </type> <subTypes> <int>0</int> <int>1</int> <int>2</int> <int>3</int> <int>4</int> <int>6</int> <int>7</int> <int>8</int> <int>9</int> <int>10</int> </subTypes> </Condition> <Condition i:type="AffixCondition"> <affixes> <int>330</int> <int>502</int> <int>10</int> <int>45</int> <int>13</int> <int>17</int> <int>24</int> <int>7</int> <int>19</int> <int>80</int> </affixes> <comparsion>ANY</comparsion> <comparsionValue>1</comparsionValue> <minOnTheSameItem>2</minOnTheSameItem> <combinedComparsion>MORE_OR_EQUAL</combinedComparsion> <combinedComparsionValue>8</combinedComparsionValue> <advanced>true</advanced> </Condition> </conditions> <color>5</color> <isEnabled>true</isEnabled> <levelDependent>false</levelDependent> <minLvl>0</minLvl> <maxLvl>0</maxLvl> <emphasized>false</emphasized> <nameOverride /> </Rule> <Rule> <type>HIGHLIGHT</type> <conditions> <Condition i:type="SubTypeCondition"> <type> <EquipmentType>AMULET</EquipmentType> </type> <subTypes> <int>0</int> <int>1</int> <int>2</int> <int>3</int> <int>4</int> <int>5</int> <int>6</int> <int>7</int> <int>8</int> <int>9</int> </subTypes> </Condition> <Condition i:type="AffixCondition"> <affixes> <int>6</int> <int>330</int> <int>7</int> <int>86</int> <int>429</int> <int>13</int> <int>17</int> <int>24</int> <int>45</int> <int>10</int> <int>19</int> <int>80</int> </affixes> <comparsion>ANY</comparsion> <comparsionValue>1</comparsionValue> <minOnTheSameItem>2</minOnTheSameItem> <combinedComparsion>MORE_OR_EQUAL</combinedComparsion> <combinedComparsionValue>8</combinedComparsionValue> <advanced>true</advanced> </Condition> </conditions> <color>5</color> <isEnabled>true</isEnabled> <levelDependent>false</levelDependent> <minLvl>0</minLvl> <maxLvl>0</maxLvl> <emphasized>false</emphasized> <nameOverride /> </Rule> <Rule> <type>HIGHLIGHT</type> <conditions> <Condition i:type="SubTypeCondition"> <type> <EquipmentType>CATALYST</EquipmentType> </type> <subTypes> <int>0</int> <int>1</int> <int>2</int> <int>3</int> <int>4</int> <int>5</int> <int>6</int> <int>7</int> <int>8</int> <int>9</int> <int>10</int> <int>11</int> <int>12</int> </subTypes> </Condition> <Condition i:type="AffixCondition"> <affixes> <int>10</int> <int>6</int> <int>7</int> <int>13</int> <int>17</int> <int>24</int> <int>19</int> <int>80</int> </affixes> <comparsion>ANY</comparsion> <comparsionValue>1</comparsionValue> <minOnTheSameItem>2</minOnTheSameItem> <combinedComparsion>MORE_OR_EQUAL</combinedComparsion> <combinedComparsionValue>8</combinedComparsionValue> <advanced>true</advanced> </Condition> </conditions> <color>5</color> <isEnabled>true</isEnabled> <levelDependent>false</levelDependent> <minLvl>0</minLvl> <maxLvl>0</maxLvl> <emphasized>false</emphasized> <nameOverride /> </Rule> <Rule> <type>HIGHLIGHT</type> <conditions> <Condition i:type="SubTypeCondition"> <type> <EquipmentType>WAND</EquipmentType> </type> <subTypes> <int>0</int> <int>1</int> <int>2</int> <int>3</int> <int>4</int> <int>5</int> <int>6</int> <int>7</int> <int>8</int> <int>9</int> <int>10</int> </subTypes> </Condition> <Condition i:type="AffixCondition"> <affixes> <int>6</int> </affixes> <comparsion>ANY</comparsion> <comparsionValue>1</comparsionValue> <minOnTheSameItem>2</minOnTheSameItem> <combinedComparsion>MORE_OR_EQUAL</combinedComparsion> <combinedComparsionValue>8</combinedComparsionValue> <advanced>true</advanced> </Condition> </conditions> <color>5</color> <isEnabled>true</isEnabled> <levelDependent>false</levelDependent> <minLvl>0</minLvl> <maxLvl>0</maxLvl> <emphasized>false</emphasized> <nameOverride /> </Rule> <Rule> <type>HIGHLIGHT</type> <conditions> <Condition i:type="SubTypeCondition"> <type> <EquipmentType>GLOVES</EquipmentType> </type> <subTypes> <int>0</int> <int>1</int> <int>2</int> <int>3</int> <int>4</int> <int>5</int> <int>6</int> <int>7</int> </subTypes> </Condition> <Condition i:type="AffixCondition"> <affixes> <int>97</int> <int>502</int> <int>10</int> <int>45</int> <int>7</int> <int>86</int> <int>429</int> <int>13</int> <int>17</int> <int>24</int> <int>19</int> <int>80</int> </affixes> <comparsion>ANY</comparsion> <comparsionValue>1</comparsionValue> <minOnTheSameItem>2</minOnTheSameItem> <combinedComparsion>MORE_OR_EQUAL</combinedComparsion> <combinedComparsionValue>8</combinedComparsionValue> <advanced>true</advanced> </Condition> </conditions> <color>5</color> <isEnabled>true</isEnabled> <levelDependent>false</levelDependent> <minLvl>0</minLvl> <maxLvl>0</maxLvl> <emphasized>false</emphasized> <nameOverride /> </Rule> <Rule> <type>HIGHLIGHT</type> <conditions> <Condition i:type="SubTypeCondition"> <type> <EquipmentType>BOOTS</EquipmentType> </type> <subTypes> <int>0</int> <int>1</int> <int>2</int> <int>3</int> <int>4</int> <int>5</int> <int>6</int> <int>8</int> <int>9</int> </subTypes> </Condition> <Condition i:type="AffixCondition"> <affixes> <int>97</int> <int>27</int> <int>502</int> <int>10</int> <int>45</int> <int>7</int> <int>13</int> <int>17</int> <int>24</int> <int>19</int> <int>80</int> </affixes> <comparsion>ANY</comparsion> <comparsionValue>1</comparsionValue> <minOnTheSameItem>2</minOnTheSameItem> <combinedComparsion>MORE_OR_EQUAL</combinedComparsion> <combinedComparsionValue>8</combinedComparsionValue> <advanced>true</advanced> </Condition> </conditions> <color>5</color> <isEnabled>true</isEnabled> <levelDependent>false</levelDependent> <minLvl>0</minLvl> <maxLvl>0</maxLvl> <emphasized>false</emphasized> <nameOverride /> </Rule> <Rule> <type>HIGHLIGHT</type> <conditions> <Condition i:type="SubTypeCondition"> <type> <EquipmentType>BELT</EquipmentType> </type> <subTypes> <int>0</int> <int>1</int> <int>2</int> <int>4</int> <int>5</int> <int>6</int> </subTypes> </Condition> <Condition i:type="AffixCondition"> <affixes> <int>330</int> <int>75</int> <int>97</int> <int>27</int> <int>13</int> <int>17</int> <int>24</int> <int>45</int> <int>7</int> <int>10</int> <int>19</int> <int>80</int> </affixes> <comparsion>ANY</comparsion> <comparsionValue>1</comparsionValue> <minOnTheSameItem>2</minOnTheSameItem> <combinedComparsion>MORE_OR_EQUAL</combinedComparsion> <combinedComparsionValue>8</combinedComparsionValue> <advanced>true</advanced> </Condition> </conditions> <color>5</color> <isEnabled>true</isEnabled> <levelDependent>false</levelDependent> <minLvl>0</minLvl> <maxLvl>0</maxLvl> <emphasized>false</emphasized> <nameOverride /> </Rule> <Rule> <type>HIGHLIGHT</type> <conditions> <Condition i:type="SubTypeCondition"> <type> <EquipmentType>BODY_ARMOR</EquipmentType> </type> <subTypes> <int>16</int> <int>17</int> <int>18</int> <int>19</int> <int>20</int> <int>21</int> <int>22</int> <int>23</int> <int>41</int> </subTypes> </Condition> <Condition i:type="AffixCondition"> <affixes> <int>502</int> <int>10</int> <int>45</int> <int>7</int> <int>13</int> <int>17</int> <int>24</int> <int>19</int> <int>80</int> </affixes> <comparsion>ANY</comparsion> <comparsionValue>1</comparsionValue> <minOnTheSameItem>2</minOnTheSameItem> <combinedComparsion>MORE_OR_EQUAL</combinedComparsion> <combinedComparsionValue>8</combinedComparsionValue> <advanced>true</advanced> </Condition> </conditions> <color>5</color> <isEnabled>true</isEnabled> <levelDependent>false</levelDependent> <minLvl>0</minLvl> <maxLvl>0</maxLvl> <emphasized>false</emphasized> <nameOverride /> </Rule> <Rule> <type>HIGHLIGHT</type> <conditions> <Condition i:type="SubTypeCondition"> <type> <EquipmentType>HELMET</EquipmentType> </type> <subTypes> <int>16</int> <int>17</int> <int>18</int> <int>19</int> <int>20</int> <int>21</int> <int>22</int> <int>23</int> <int>40</int> </subTypes> </Condition> <Condition i:type="AffixCondition"> <affixes> <int>97</int> <int>502</int> <int>10</int> <int>45</int> <int>7</int> <int>13</int> <int>17</int> <int>24</int> <int>19</int> <int>80</int> </affixes> <comparsion>ANY</comparsion> <comparsionValue>1</comparsionValue> <minOnTheSameItem>2</minOnTheSameItem> <combinedComparsion>MORE_OR_EQUAL</combinedComparsion> <combinedComparsionValue>8</combinedComparsionValue> <advanced>true</advanced> </Condition> </conditions> <color>5</color> <isEnabled>true</isEnabled> <levelDependent>false</levelDependent> <minLvl>0</minLvl> <maxLvl>0</maxLvl> <emphasized>false</emphasized> <nameOverride /> </Rule> <Rule> <type>HIGHLIGHT</type> <conditions> <Condition i:type="SubTypeCondition"> <type> <EquipmentType>RELIC</EquipmentType> </type> <subTypes> <int>3</int> <int>4</int> <int>5</int> <int>20</int> <int>21</int> <int>22</int> <int>23</int> <int>24</int> <int>25</int> <int>26</int> <int>27</int> <int>28</int> </subTypes> </Condition> <Condition i:type="AffixCondition"> <affixes> <int>330</int> <int>502</int> <int>10</int> <int>45</int> <int>6</int> <int>7</int> <int>429</int> <int>13</int> <int>17</int> <int>24</int> <int>19</int> <int>80</int> </affixes> <comparsion>ANY</comparsion> <comparsionValue>1</comparsionValue> <minOnTheSameItem>3</minOnTheSameItem> <combinedComparsion>MORE_OR_EQUAL</combinedComparsion> <combinedComparsionValue>10</combinedComparsionValue> <advanced>true</advanced> </Condition> </conditions> <color>7</color> <isEnabled>true</isEnabled> <levelDependent>false</levelDependent> <minLvl>0</minLvl> <maxLvl>0</maxLvl> <emphasized>false</emphasized> <nameOverride /> </Rule> <Rule> <type>HIGHLIGHT</type> <conditions> <Condition i:type="SubTypeCondition"> <type> <EquipmentType>RING</EquipmentType> </type> <subTypes> <int>0</int> <int>1</int> <int>2</int> <int>3</int> <int>4</int> <int>6</int> <int>7</int> <int>8</int> <int>9</int> <int>10</int> </subTypes> </Condition> <Condition i:type="AffixCondition"> <affixes> <int>330</int> <int>502</int> <int>10</int> <int>45</int> <int>13</int> <int>17</int> <int>24</int> <int>7</int> <int>19</int> <int>80</int> </affixes> <comparsion>ANY</comparsion> <comparsionValue>1</comparsionValue> <minOnTheSameItem>3</minOnTheSameItem> <combinedComparsion>MORE_OR_EQUAL</combinedComparsion> <combinedComparsionValue>10</combinedComparsionValue> <advanced>true</advanced> </Condition> </conditions> <color>7</color> <isEnabled>true</isEnabled> <levelDependent>false</levelDependent> <minLvl>0</minLvl> <maxLvl>0</maxLvl> <emphasized>false</emphasized> <nameOverride /> </Rule> <Rule> <type>HIGHLIGHT</type> <conditions> <Condition i:type="SubTypeCondition"> <type> <EquipmentType>AMULET</EquipmentType> </type> <subTypes> <int>0</int> <int>1</int> <int>2</int> <int>3</int> <int>4</int> <int>5</int> <int>6</int> <int>7</int> <int>8</int> <int>9</int> </subTypes> </Condition> <Condition i:type="AffixCondition"> <affixes> <int>6</int> <int>330</int> <int>7</int> <int>86</int> <int>429</int> <int>13</int> <int>17</int> <int>24</int> <int>45</int> <int>10</int> <int>19</int> <int>80</int> </affixes> <comparsion>ANY</comparsion> <comparsionValue>1</comparsionValue> <minOnTheSameItem>3</minOnTheSameItem> <combinedComparsion>MORE_OR_EQUAL</combinedComparsion> <combinedComparsionValue>10</combinedComparsionValue> <advanced>true</advanced> </Condition> </conditions> <color>7</color> <isEnabled>true</isEnabled> <levelDependent>false</levelDependent> <minLvl>0</minLvl> <maxLvl>0</maxLvl> <emphasized>false</emphasized> <nameOverride /> </Rule> <Rule> <type>HIGHLIGHT</type> <conditions> <Condition i:type="SubTypeCondition"> <type> <EquipmentType>CATALYST</EquipmentType> </type> <subTypes> <int>0</int> <int>1</int> <int>2</int> <int>3</int> <int>4</int> <int>5</int> <int>6</int> <int>7</int> <int>8</int> <int>9</int> <int>10</int> <int>11</int> <int>12</int> </subTypes> </Condition> <Condition i:type="AffixCondition"> <affixes> <int>10</int> <int>6</int> <int>7</int> <int>13</int> <int>17</int> <int>24</int> <int>19</int> <int>80</int> </affixes> <comparsion>ANY</comparsion> <comparsionValue>1</comparsionValue> <minOnTheSameItem>3</minOnTheSameItem> <combinedComparsion>MORE_OR_EQUAL</combinedComparsion> <combinedComparsionValue>10</combinedComparsionValue> <advanced>true</advanced> </Condition> </conditions> <color>7</color> <isEnabled>true</isEnabled> <levelDependent>false</levelDependent> <minLvl>0</minLvl> <maxLvl>0</maxLvl> <emphasized>false</emphasized> <nameOverride /> </Rule> <Rule> <type>HIGHLIGHT</type> <conditions> <Condition i:type="SubTypeCondition"> <type> <EquipmentType>WAND</EquipmentType> </type> <subTypes> <int>0</int> <int>1</int> <int>2</int> <int>3</int> <int>4</int> <int>5</int> <int>6</int> <int>7</int> <int>8</int> <int>9</int> <int>10</int> </subTypes> </Condition> <Condition i:type="AffixCondition"> <affixes> <int>6</int> </affixes> <comparsion>ANY</comparsion> <comparsionValue>1</comparsionValue> <minOnTheSameItem>3</minOnTheSameItem> <combinedComparsion>MORE_OR_EQUAL</combinedComparsion> <combinedComparsionValue>10</combinedComparsionValue> <advanced>true</advanced> </Condition> </conditions> <color>7</color> <isEnabled>true</isEnabled> <levelDependent>false</levelDependent> <minLvl>0</minLvl> <maxLvl>0</maxLvl> <emphasized>false</emphasized> <nameOverride /> </Rule> <Rule> <type>HIGHLIGHT</type> <conditions> <Condition i:type="SubTypeCondition"> <type> <EquipmentType>GLOVES</EquipmentType> </type> <subTypes> <int>0</int> <int>1</int> <int>2</int> <int>3</int> <int>4</int> <int>5</int> <int>6</int> <int>7</int> </subTypes> </Condition> <Condition i:type="AffixCondition"> <affixes> <int>97</int> <int>502</int> <int>10</int> <int>45</int> <int>7</int> <int>86</int> <int>429</int> <int>13</int> <int>17</int> <int>24</int> <int>19</int> <int>80</int> </affixes> <comparsion>ANY</comparsion> <comparsionValue>1</comparsionValue> <minOnTheSameItem>3</minOnTheSameItem> <combinedComparsion>MORE_OR_EQUAL</combinedComparsion> <combinedComparsionValue>10</combinedComparsionValue> <advanced>true</advanced> </Condition> </conditions> <color>7</color> <isEnabled>true</isEnabled> <levelDependent>false</levelDependent> <minLvl>0</minLvl> <maxLvl>0</maxLvl> <emphasized>false</emphasized> <nameOverride /> </Rule> <Rule> <type>HIGHLIGHT</type> <conditions> <Condition i:type="SubTypeCondition"> <type> <EquipmentType>BOOTS</EquipmentType> </type> <subTypes> <int>0</int> <int>1</int> <int>2</int> <int>3</int> <int>4</int> <int>5</int> <int>6</int> <int>8</int> <int>9</int> </subTypes> </Condition> <Condition i:type="AffixCondition"> <affixes> <int>97</int> <int>27</int> <int>502</int> <int>10</int> <int>45</int> <int>7</int> <int>13</int> <int>17</int> <int>24</int> <int>19</int> <int>80</int> </affixes> <comparsion>ANY</comparsion> <comparsionValue>1</comparsionValue> <minOnTheSameItem>3</minOnTheSameItem> <combinedComparsion>MORE_OR_EQUAL</combinedComparsion> <combinedComparsionValue>10</combinedComparsionValue> <advanced>true</advanced> </Condition> </conditions> <color>7</color> <isEnabled>true</isEnabled> <levelDependent>false</levelDependent> <minLvl>0</minLvl> <maxLvl>0</maxLvl> <emphasized>false</emphasized> <nameOverride /> </Rule> <Rule> <type>HIGHLIGHT</type> <conditions> <Condition i:type="SubTypeCondition"> <type> <EquipmentType>BELT</EquipmentType> </type> <subTypes> <int>0</int> <int>1</int> <int>2</int> <int>4</int> <int>5</int> <int>6</int> </subTypes> </Condition> <Condition i:type="AffixCondition"> <affixes> <int>330</int> <int>75</int> <int>97</int> <int>27</int> <int>13</int> <int>17</int> <int>24</int> <int>45</int> <int>7</int> <int>10</int> <int>19</int> <int>80</int> </affixes> <comparsion>ANY</comparsion> <comparsionValue>1</comparsionValue> <minOnTheSameItem>3</minOnTheSameItem> <combinedComparsion>MORE_OR_EQUAL</combinedComparsion> <combinedComparsionValue>10</combinedComparsionValue> <advanced>true</advanced> </Condition> </conditions> <color>7</color> <isEnabled>true</isEnabled> <levelDependent>false</levelDependent> <minLvl>0</minLvl> <maxLvl>0</maxLvl> <emphasized>false</emphasized> <nameOverride /> </Rule> <Rule> <type>HIGHLIGHT</type> <conditions> <Condition i:type="SubTypeCondition"> <type> <EquipmentType>BODY_ARMOR</EquipmentType> </type> <subTypes> <int>16</int> <int>17</int> <int>18</int> <int>19</int> <int>20</int> <int>21</int> <int>22</int> <int>23</int> <int>41</int> </subTypes> </Condition> <Condition i:type="AffixCondition"> <affixes> <int>502</int> <int>10</int> <int>45</int> <int>7</int> <int>13</int> <int>17</int> <int>24</int> <int>19</int> <int>80</int> </affixes> <comparsion>ANY</comparsion> <comparsionValue>1</comparsionValue> <minOnTheSameItem>3</minOnTheSameItem> <combinedComparsion>MORE_OR_EQUAL</combinedComparsion> <combinedComparsionValue>10</combinedComparsionValue> <advanced>true</advanced> </Condition> </conditions> <color>7</color> <isEnabled>true</isEnabled> <levelDependent>false</levelDependent> <minLvl>0</minLvl> <maxLvl>0</maxLvl> <emphasized>false</emphasized> <nameOverride /> </Rule> <Rule> <type>HIGHLIGHT</type> <conditions> <Condition i:type="SubTypeCondition"> <type> <EquipmentType>HELMET</EquipmentType> </type> <subTypes> <int>16</int> <int>17</int> <int>18</int> <int>19</int> <int>20</int> <int>21</int> <int>22</int> <int>23</int> <int>40</int> </subTypes> </Condition> <Condition i:type="AffixCondition"> <affixes> <int>97</int> <int>502</int> <int>10</int> <int>45</int> <int>7</int> <int>13</int> <int>17</int> <int>24</int> <int>19</int> <int>80</int> </affixes> <comparsion>ANY</comparsion> <comparsionValue>1</comparsionValue> <minOnTheSameItem>3</minOnTheSameItem> <combinedComparsion>MORE_OR_EQUAL</combinedComparsion> <combinedComparsionValue>10</combinedComparsionValue> <advanced>true</advanced> </Condition> </conditions> <color>7</color> <isEnabled>true</isEnabled> <levelDependent>false</levelDependent> <minLvl>0</minLvl> <maxLvl>0</maxLvl> <emphasized>false</emphasized> <nameOverride /> </Rule> <Rule> <type>HIGHLIGHT</type> <conditions> <Condition i:type="AffixCondition"> <affixes> <int>36</int> <int>557</int> <int>628</int> <int>682</int> <int>683</int> <int>709</int> </affixes> <comparsion>ANY</comparsion> <comparsionValue>1</comparsionValue> <minOnTheSameItem>1</minOnTheSameItem> <combinedComparsion>ANY</combinedComparsion> <combinedComparsionValue>1</combinedComparsionValue> <advanced>false</advanced> </Condition> </conditions> <color>9</color> <isEnabled>true</isEnabled> <levelDependent>false</levelDependent> <minLvl>0</minLvl> <maxLvl>0</maxLvl> <emphasized>false</emphasized> <nameOverride>All items with high value affixes</nameOverride> </Rule> <Rule> <type>HIGHLIGHT</type> <conditions> <Condition i:type="SubTypeCondition"> <type> <EquipmentType>IDOL_1x1_ETERRA</EquipmentType> <EquipmentType>IDOL_1x1_LAGON</EquipmentType> <EquipmentType>IDOL_2x1</EquipmentType> <EquipmentType>IDOL_1x2</EquipmentType> <EquipmentType>IDOL_3x1</EquipmentType> <EquipmentType>IDOL_1x3</EquipmentType> <EquipmentType>IDOL_4x1</EquipmentType> <EquipmentType>IDOL_1x4</EquipmentType> <EquipmentType>IDOL_2x2</EquipmentType> </type> <subTypes /> </Condition> <Condition i:type="AffixCondition"> <affixes> <int>105</int> <int>107</int> <int>124</int> <int>111</int> <int>112</int> <int>113</int> <int>430</int> <int>115</int> <int>114</int> <int>116</int> <int>117</int> </affixes> <comparsion>ANY</comparsion> <comparsionValue>1</comparsionValue> <minOnTheSameItem>1</minOnTheSameItem> <combinedComparsion>ANY</combinedComparsion> <combinedComparsionValue>1</combinedComparsionValue> <advanced>false</advanced> </Condition> </conditions> <color>15</color> <isEnabled>true</isEnabled> <levelDependent>false</levelDependent> <minLvl>0</minLvl> <maxLvl>0</maxLvl> <emphasized>false</emphasized> <nameOverride>All idols with valuable affixes</nameOverride> </Rule> <Rule> <type>HIGHLIGHT</type> <conditions> <Condition i:type="SubTypeCondition"> <type> <EquipmentType>IDOL_1x3</EquipmentType> </type> <subTypes> <int>1</int> </subTypes> </Condition> <Condition i:type="AffixCondition"> <affixes> <int>242</int> <int>190</int> <int>112</int> <int>117</int> </affixes> <comparsion>ANY</comparsion> <comparsionValue>1</comparsionValue> <minOnTheSameItem>1</minOnTheSameItem> <combinedComparsion>ANY</combinedComparsion> <combinedComparsionValue>1</combinedComparsionValue> <advanced>false</advanced> </Condition> </conditions> <color>15</color> <isEnabled>true</isEnabled> <levelDependent>false</levelDependent> <minLvl>0</minLvl> <maxLvl>0</maxLvl> <emphasized>false</emphasized> <nameOverride /> </Rule> <Rule> <type>HIGHLIGHT</type> <conditions> <Condition i:type="SubTypeCondition"> <type> <EquipmentType>IDOL_3x1</EquipmentType> </type> <subTypes> <int>1</int> </subTypes> </Condition> <Condition i:type="AffixCondition"> <affixes> <int>109</int> <int>129</int> </affixes> <comparsion>ANY</comparsion> <comparsionValue>1</comparsionValue> <minOnTheSameItem>1</minOnTheSameItem> <combinedComparsion>ANY</combinedComparsion> <combinedComparsionValue>1</combinedComparsionValue> <advanced>false</advanced> </Condition> </conditions> <color>15</color> <isEnabled>true</isEnabled> <levelDependent>false</levelDependent> <minLvl>0</minLvl> <maxLvl>0</maxLvl> <emphasized>false</emphasized> <nameOverride /> </Rule> <Rule> <type>HIGHLIGHT</type> <conditions> <Condition i:type="SubTypeCondition"> <type> <EquipmentType>IDOL_1x2</EquipmentType> </type> <subTypes> <int>0</int> </subTypes> </Condition> <Condition i:type="AffixCondition"> <affixes> <int>107</int> <int>105</int> </affixes> <comparsion>ANY</comparsion> <comparsionValue>1</comparsionValue> <minOnTheSameItem>1</minOnTheSameItem> <combinedComparsion>ANY</combinedComparsion> <combinedComparsionValue>1</combinedComparsionValue> <advanced>false</advanced> </Condition> </conditions> <color>15</color> <isEnabled>true</isEnabled> <levelDependent>false</levelDependent> <minLvl>0</minLvl> <maxLvl>0</maxLvl> <emphasized>false</emphasized> <nameOverride /> </Rule> <Rule> <type>HIGHLIGHT</type> <conditions> <Condition i:type="SubTypeCondition"> <type> <EquipmentType>IDOL_2x1</EquipmentType> </type> <subTypes> <int>0</int> </subTypes> </Condition> <Condition i:type="AffixCondition"> <affixes> <int>124</int> <int>430</int> </affixes> <comparsion>ANY</comparsion> <comparsionValue>1</comparsionValue> <minOnTheSameItem>1</minOnTheSameItem> <combinedComparsion>ANY</combinedComparsion> <combinedComparsionValue>1</combinedComparsionValue> <advanced>false</advanced> </Condition> </conditions> <color>15</color> <isEnabled>true</isEnabled> <levelDependent>false</levelDependent> <minLvl>0</minLvl> <maxLvl>0</maxLvl> <emphasized>false</emphasized> <nameOverride /> </Rule> <Rule> <type>HIGHLIGHT</type> <conditions> <Condition i:type="SubTypeCondition"> <type> <EquipmentType>IDOL_1x1_ETERRA</EquipmentType> </type> <subTypes> <int>0</int> </subTypes> </Condition> <Condition i:type="AffixCondition"> <affixes> <int>118</int> <int>430</int> </affixes> <comparsion>ANY</comparsion> <comparsionValue>1</comparsionValue> <minOnTheSameItem>1</minOnTheSameItem> <combinedComparsion>ANY</combinedComparsion> <combinedComparsionValue>1</combinedComparsionValue> <advanced>false</advanced> </Condition> </conditions> <color>15</color> <isEnabled>true</isEnabled> <levelDependent>false</levelDependent> <minLvl>0</minLvl> <maxLvl>0</maxLvl> <emphasized>false</emphasized> <nameOverride /> </Rule> <Rule> <type>HIDE</type> <conditions> <Condition i:type="ClassCondition"> <req>Primalist Sentinel Acolyte Rogue</req> </Condition> </conditions> <color>0</color> <isEnabled>true</isEnabled> <levelDependent>false</levelDependent> <minLvl>0</minLvl> <maxLvl>0</maxLvl> <emphasized>false</emphasized> <nameOverride /> </Rule> <Rule> <type>HIDE</type> <conditions> <Condition i:type="SubTypeCondition"> <type> <EquipmentType>ONE_HANDED_AXE</EquipmentType> <EquipmentType>ONE_HANDED_DAGGER</EquipmentType> <EquipmentType>ONE_HANDED_MACES</EquipmentType> <EquipmentType>ONE_HANDED_SCEPTRE</EquipmentType> <EquipmentType>ONE_HANDED_SWORD</EquipmentType> <EquipmentType>TWO_HANDED_AXE</EquipmentType> <EquipmentType>TWO_HANDED_MACE</EquipmentType> <EquipmentType>TWO_HANDED_SPEAR</EquipmentType> <EquipmentType>TWO_HANDED_STAFF</EquipmentType> <EquipmentType>TWO_HANDED_SWORD</EquipmentType> <EquipmentType>QUIVER</EquipmentType> <EquipmentType>SHIELD</EquipmentType> <EquipmentType>BOW</EquipmentType> </type> <subTypes /> </Condition> </conditions> <color>0</color> <isEnabled>true</isEnabled> <levelDependent>false</levelDependent> <minLvl>0</minLvl> <maxLvl>0</maxLvl> <emphasized>false</emphasized> <nameOverride>Not used item types</nameOverride> </Rule> <Rule> <type>HIGHLIGHT</type> <conditions> <Condition i:type="AffixCondition"> <affixes> <int>15</int> <int>18</int> <int>21</int> <int>53</int> <int>66</int> <int>70</int> <int>71</int> <int>73</int> <int>88</int> <int>192</int> <int>331</int> <int>332</int> <int>333</int> <int>334</int> <int>335</int> <int>336</int> <int>337</int> <int>338</int> <int>339</int> <int>340</int> <int>341</int> <int>342</int> <int>343</int> <int>344</int> <int>345</int> <int>346</int> <int>347</int> <int>348</int> <int>349</int> <int>350</int> <int>351</int> <int>352</int> <int>353</int> <int>354</int> <int>355</int> <int>356</int> <int>357</int> <int>358</int> <int>359</int> <int>360</int> <int>361</int> <int>362</int> <int>363</int> <int>364</int> <int>365</int> <int>366</int> <int>367</int> <int>368</int> <int>369</int> <int>370</int> <int>371</int> <int>372</int> <int>373</int> <int>374</int> <int>375</int> <int>376</int> <int>377</int> <int>378</int> <int>379</int> <int>380</int> <int>381</int> <int>382</int> <int>383</int> <int>384</int> <int>385</int> <int>386</int> <int>387</int> <int>388</int> <int>389</int> <int>390</int> <int>391</int> <int>392</int> <int>393</int> <int>394</int> <int>395</int> <int>396</int> <int>397</int> <int>398</int> <int>399</int> <int>400</int> <int>401</int> <int>402</int> <int>404</int> <int>405</int> <int>406</int> <int>407</int> <int>408</int> <int>409</int> <int>410</int> <int>411</int> <int>412</int> <int>413</int> <int>414</int> <int>415</int> <int>416</int> <int>417</int> <int>418</int> <int>419</int> <int>420</int> <int>421</int> <int>422</int> <int>423</int> <int>424</int> <int>435</int> <int>437</int> <int>439</int> <int>440</int> <int>442</int> <int>443</int> <int>446</int> <int>448</int> <int>449</int> <int>451</int> <int>453</int> <int>454</int> <int>457</int> <int>459</int> <int>461</int> <int>463</int> <int>468</int> <int>469</int> <int>471</int> <int>473</int> <int>475</int> <int>477</int> <int>479</int> <int>481</int> <int>483</int> <int>485</int> <int>487</int> <int>489</int> <int>494</int> <int>496</int> <int>498</int> <int>500</int> <int>501</int> <int>502</int> <int>504</int> <int>509</int> <int>511</int> <int>513</int> <int>515</int> <int>517</int> <int>519</int> <int>521</int> <int>524</int> <int>526</int> <int>528</int> <int>530</int> <int>532</int> <int>534</int> <int>536</int> <int>537</int> <int>539</int> <int>540</int> <int>541</int> <int>542</int> <int>543</int> <int>544</int> <int>545</int> <int>546</int> <int>547</int> <int>548</int> <int>549</int> <int>550</int> <int>551</int> <int>552</int> <int>553</int> <int>554</int> <int>555</int> <int>556</int> <int>557</int> <int>558</int> <int>559</int> <int>560</int> <int>561</int> <int>562</int> <int>563</int> <int>564</int> <int>565</int> <int>566</int> <int>567</int> <int>568</int> <int>569</int> <int>570</int> <int>571</int> <int>572</int> <int>573</int> <int>574</int> <int>575</int> <int>576</int> <int>577</int> <int>578</int> <int>579</int> <int>580</int> <int>581</int> <int>582</int> <int>583</int> <int>584</int> <int>585</int> <int>586</int> <int>587</int> <int>588</int> <int>589</int> <int>590</int> <int>591</int> <int>592</int> <int>593</int> <int>594</int> <int>595</int> <int>596</int> <int>597</int> <int>598</int> <int>599</int> <int>600</int> <int>601</int> <int>602</int> <int>603</int> <int>604</int> <int>605</int> <int>606</int> <int>607</int> <int>608</int> <int>609</int> <int>610</int> <int>611</int> <int>612</int> <int>613</int> <int>614</int> <int>615</int> <int>616</int> <int>617</int> <int>618</int> <int>619</int> <int>620</int> <int>621</int> <int>622</int> <int>623</int> <int>624</int> <int>625</int> <int>626</int> <int>627</int> <int>628</int> <int>629</int> <int>630</int> <int>631</int> <int>632</int> <int>633</int> <int>634</int> <int>635</int> <int>636</int> <int>637</int> <int>638</int> <int>639</int> <int>640</int> <int>641</int> <int>642</int> <int>644</int> <int>645</int> <int>646</int> <int>647</int> <int>648</int> <int>649</int> <int>652</int> <int>653</int> <int>654</int> <int>655</int> <int>656</int> <int>660</int> <int>661</int> <int>662</int> <int>663</int> <int>665</int> <int>666</int> <int>667</int> <int>680</int> <int>681</int> <int>682</int> <int>683</int> <int>684</int> <int>687</int> <int>688</int> <int>690</int> <int>691</int> <int>693</int> <int>694</int> <int>695</int> <int>696</int> <int>709</int> </affixes> <comparsion>MORE_OR_EQUAL</comparsion> <comparsionValue>5</comparsionValue> <minOnTheSameItem>1</minOnTheSameItem> <combinedComparsion>ANY</combinedComparsion> <combinedComparsionValue>1</combinedComparsionValue> <advanced>true</advanced> </Condition> </conditions> <color>16</color> <isEnabled>false</isEnabled> <levelDependent>false</levelDependent> <minLvl>0</minLvl> <maxLvl>0</maxLvl> <emphasized>false</emphasized> <nameOverride>All items with at least one class-specific T5+ affix (for shattering)</nameOverride> </Rule> <Rule> <type>SHOW</type> <conditions> <Condition i:type="AffixCondition"> <affixes> <int>698</int> <int>699</int> <int>700</int> <int>701</int> <int>702</int> <int>703</int> <int>704</int> <int>705</int> <int>706</int> <int>707</int> <int>708</int> </affixes> <comparsion>ANY</comparsion> <comparsionValue>1</comparsionValue> <minOnTheSameItem>1</minOnTheSameItem> <combinedComparsion>ANY</combinedComparsion> <combinedComparsionValue>1</combinedComparsionValue> <advanced>false</advanced> </Condition> </conditions> <color>0</color> <isEnabled>false</isEnabled> <levelDependent>false</levelDependent> <minLvl>0</minLvl> <maxLvl>0</maxLvl> <emphasized>false</emphasized> <nameOverride>All personal items</nameOverride> </Rule> <Rule> <type>SHOW</type> <conditions> <Condition i:type="AffixCondition"> <affixes> <int>673</int> <int>674</int> <int>675</int> <int>676</int> <int>677</int> <int>678</int> <int>679</int> <int>710</int> <int>711</int> <int>712</int> <int>713</int> <int>714</int> </affixes> <comparsion>ANY</comparsion> <comparsionValue>1</comparsionValue> <minOnTheSameItem>1</minOnTheSameItem> <combinedComparsion>ANY</combinedComparsion> <combinedComparsionValue>1</combinedComparsionValue> <advanced>false</advanced> </Condition> </conditions> <color>0</color> <isEnabled>true</isEnabled> <levelDependent>false</levelDependent> <minLvl>0</minLvl> <maxLvl>0</maxLvl> <emphasized>false</emphasized> <nameOverride>All experimental items</nameOverride> </Rule> <Rule> <type>SHOW</type> <conditions> <Condition i:type="RarityCondition"> <rarity>EXALTED</rarity> </Condition> </conditions> <color>0</color> <isEnabled>true</isEnabled> <levelDependent>false</levelDependent> <minLvl>0</minLvl> <maxLvl>0</maxLvl> <emphasized>false</emphasized> <nameOverride /> </Rule> <Rule> <type>SHOW</type> <conditions> <Condition i:type="RarityCondition"> <rarity>UNIQUE SET</rarity> </Condition> </conditions> <color>0</color> <isEnabled>true</isEnabled> <levelDependent>false</levelDependent> <minLvl>0</minLvl> <maxLvl>0</maxLvl> <emphasized>false</emphasized> <nameOverride /> </Rule> </rules> </ItemFilter>
6.

Uniques

This build can be played with absolutely zero Uniques, however it is not suggested to do so once you begin climbing Corruption in Empowered Monoliths. This build can and should use multiple Uniques, and they are listed in order of importance below.

6.1.

Twisted Heart of Uhkeiros

Twisted Heart of Uhkeiros Icon Twisted Heart of Uhkeiros: This relic is by far the most important part of ensuring your survivability. It converts current Health into Ward any time you cast an Elemental Spell. Combined with the Blessing Grand Hunger of the Void Icon Grand Hunger of the Void, you'll be able to continually generate Ward while also refilling your Health on each cast. This Relic can be target farmed in Monolith Timeline "Reign of Dragons".

6.2.

Mad Alchemist's Ladle

Mad Alchemist's Ladle Icon Mad Alchemist's Ladle: Provides a massive boost in damage and should be taken over any other Wand. This is a fairly common drop, and can be equipped early (Level 17) so it shouldn't be a problem to acquire.

6.3.

Fragment of the Enigma

Fragment of the Enigma Icon Fragment of the Enigma: Provides a significant boost in damage to Spark Charge, scaling off Intelligence. This Catalyst can be found from normal drops and is fairly common. Otherwise, target farm on the Monolith Timeline "The Stolen Lance" Echoes.

6.3.1.

Optional Gearing

Telf'un's Mirage Icon Telf'un's Mirage: These boots work really well in tandem with Flame Rush Icon Flame Rush due to the Channeling perks. You must roll Intelligence on them for them to be useful, otherwise use something else. They're fairly common as a drop, but can be target farmed in Echoes in the Monolith Timeline "Spirits of Fire".

Unstable Core Icon Unstable Core: Provides a Skill Level to all of our spells, but must have rolled Intelligence to be used. This is a rare drop, but can be target farmed in the Monolith Timeline "Blood, Frost and Death".

Prismatic Gaze Icon Prismatic Gaze: We'll use Runic Invocation Icon Runic Invocation to set off Prism Shards from this Helmet. Rolling Intelligence on this Helmet is important. This is a rare drop, so target farm it in the Monolith Timeline "The Black Sun".

Swaddling of the Erased Icon Swaddling of the Erased: These are Weaver's Will Gloves, thus rely on a bit of luck moreso than normal to get proper rolls. Hope for Intelligence. They're a fairly common drop, it's just a matter of acquiring the proper affixes.

Quicksilver Coil Icon Quicksilver Coil: The least important gear piece, this Ring should only be used if you roll Intelligence and, ideally, Critical Strike Avoidance. Fairly common of a drop, however if you get the wrong affixes, you should use another Ring instead that better fits the stats of this build.

7.

Idols

Idol slots are gained through the campaign, unlocking small bonuses and unique affixes for the player to discover and augment their builds with. The Idol screen consists of a grid system for the player to fill out with different sized Idols, eventually filling in every part of the grid. As the Idol shape increases (1x1, 1x2, 1x3, 1x4, etc.) the stronger an affix you might find for your build.

For this build we'll focus on Idols that provide Resistances we miss out on with our gearing. This will likely change from player to player, so adapt your Idols appropriately. Noteworthy affixes to mention here are Increased Cast Speed while you have Lightning Aegis, flat increases to Lightning Damage, and generic increases to Health.

8.

Blessing

Blessings are permanent buffs that are applied to your character. These come in two different powers, Standard and Grand. Grand blessings are significantly stronger than the Standard Blessings. In total, there are 10 Blessing Slots, one for each Monolith Timeline. When you complete a Monolith and defeat the final boss you will be awarded a choice of three blessing with a random value.

Blessing Name Affix Timeline
Grand Hunger of the Void Icon Grand Hunger of the Void Spell Damage Leeched as Health The Black Sun
Grand Mysteries of the Deep Icon Grand Mysteries of the Deep Chance to Shred Lightning Resistance on Hit Ending the Storm
Grand Resolve of Humanity Icon Grand Resolve of Humanity + All Resistances Reign of Dragons
Grand Bulwark of the Tundra Icon Grand Bulwark of the Tundra + Armor % The Age of Winter

The Blessings listed above cover the most important slots, with the remaining Blessing Slots being filled with whatever the player may be lacking for stats.

9.

Changelog

  • 27 Mar. 2024: Updated for 1.0.
  • 12 Jan. 2024: Loot Filter added.
  • 04 Oct. 2023: Guide Added.
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