Sorcerer Glacier Endgame Build for Last Epoch

Last updated on Jan 31, 2024 at 02:30 by GhazzyTV and Lavender

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

1.

Build Introduction

Control the harsh elements of winter, Chilling and Freezing enemies before slamming them with the force of a Glacier. This build focuses entirely on massive critical hits, specifically targeting bosses, to clear maps as quickly as possible.

Strengths icon Strengths
  • +High Critical Hit damage
  • +On-demand crowd control with Freeze
Weaknesses icon Weaknesses
  • -Requires set-up to deal optimal damage
  • -Mana must be managed properly
2.

Skill Selection

This build focuses on maximizing DPS potential with Glacier Icon Glacier. While this skill has an incredibly high damage ceiling, it also consumes a fair bit of Mana. To offset this high resource cost, we utilize a Cold-converted Lightning Blast Icon Lightning Blast as a filler skill that does not cost any Mana at all.

To compliment the build, and resolve some of the Mana issues it runs into, Flame Ward Icon Flame Ward is taken to provide passive Mana Regen and on demand Ward. Snap Freeze Icon Snap Freeze is used for a source of crowd control, as well as to debuff enemies and steal Cold Resistance from them before smashing them in the face with ice. To provide mobility, Cold-converted Flame Rush Icon Flame Rush is taken.

Flame Ward Icon
Glacier Icon
Lightning Blast Icon
Flame Rush Icon
Snap Freeze Icon
Skill row background
3.

Class and Skill Passive Trees

Class Passives Skill Passives
Mage Sorcerer Runemaster
Lightning Blast Snap Freeze Glacier Flame Ward Flame Rush

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.

Sorcerer is the Advanced Class used for this build, and also where the majority of our Passive Points will come from. The Sorcerer Tree will focus around picking nodes that increase our Cold Damage, Critical Multiplier, and Mana Regen. A lesser amount of Passive Points will come from Runemaster, focusing on Ward generation and Critical Multiplier. Spellsword is not used in this build. Each Passive Tree and their points are broken down below.

3.1.

Mage Passive Points

Mage Passive Tree
  • 7 points into Elementalist: Increases Cold Damage.
  • 8 point into Arcanist: Intelligence gain.
  • 6 points into Reactive Ward: This will trigger fairly consistently since, through gearing, we will be trading Health for Ward on every cast.
  • 5 points into Knowledge of Destruction: Boosts Critical Chance and Multiplier.

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.

Sorcerer is the Advanced Class used for this build, and also where the majority of our Passive Points will come from. The Sorcerer Tree will focus around picking nodes that increase our Cold Damage, Critical Multiplier, and Mana Regen. A lesser amount of Passive Points will come from Runemaster, focusing on Ward generation and Critical Multiplier. Spellsword is not used in this build. Each Passive Tree and their points are broken down below.

3.2.

Sorcerer Passive Points

Sorcerer Passive Tree
  • 5 points into Calculated Destruction: This provides a substantial amount of Critical Chance for the build, scaling off Intelligence.
  • 4 points into Mana Shell: Taken to put our Mana over 200. This is done for a bonus later in the tree. Add or remove points as needed to hit the 200 mark.
  • 8 points into Afterglow: Ward Retention and Increased Spell Damage. This is doubled every time we use Glacier Icon Glacier.
  • 6 points into Wisdom: Used to help our Mana economy.
  • 8 points into Cryomancer: Increased Cold Damage.
  • 5 points into Chill to the Bone: Cold Penetration, and Life Leech from dealing Cold Damage.
  • 1 point into Crackling Precision: Traversal node.
  • 5 points into Arcane Obliteration: Adds to our Critical Multiplier.
  • 10 points into Arcane Insight: Mandatory Intelligence, but also gives us a chance to get the Insight buff, which increases Elemental Damage and Ward Retention by 20%. With such a high chance, this should be permanent in combat.
  • 5 points into Spell Slinger: Spell Damage and Mana Regen.
  • 5 points into Archmage: As stated earlier, we need 200 Mana for this node. Adds 15 Spell Damage.

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.

Sorcerer is the Advanced Class used for this build, and also where the majority of our Passive Points will come from. The Sorcerer Tree will focus around picking nodes that increase our Cold Damage, Critical Multiplier, and Mana Regen. A lesser amount of Passive Points will come from Runemaster, focusing on Ward generation and Critical Multiplier. Spellsword is not used in this build. Each Passive Tree and their points are broken down below.

3.3.

Runemaster Passive Points

Runemaster Passive Tree
  • 6 points into Unsealed Mana: Cast Speed and Mana to help reach that 200 Mana goal.
  • 8 points into Arcane Focus: Intelligence and Ward gains.
  • 6 points into Transcendence: Ward gain per second.
  • 6 points into Inscribed Instruments: This build uses a Wand, so this node provides Critical Multiplier.

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.

Black Hole

Lightning Blast Passive Tree

Lightning Blast Icon Lightning Blast will be the spam spell in the build. This costs zero Mana, but can be casted fairly quickly to take advantage of the Ward generation off Twisted Heart of Uhkeiros Icon Twisted Heart of Uhkeiros. Unlike traditional usage of Lightning Blast, this version is converted to Cold and will not chain to enemies. Instead, it has been turned into a line AoE, hitting any enemy in the direction you've pointed it. It requires a bit more accuracy to land hits than normal, so keep that in mind.

3.4.1.

Order of Skill Points

  • 4 points into Arcing Power: Lightning Blast will now chain four times, with an additional chain per cast of Lightning Blast in the last 4 seconds. This node will scale our spam damage in a later node.
  • 4 points into Crackling Speed: Increased Cast Speed.
  • 3 points into Volatile Lightning: Increased Chance to Chill.
  • 1 point into Supercharged Floes: Converts Lightning Blast to be a Cold-based spell.
  • 2 points into Bitter Burst: Traversal node.
  • 1 point into Focal Blast: This turns the spell into a line AoE, but also scales damage off how many chains Lightning Blast is capable of.
  • 5 point into Frontloaded: We've already removed chaining, so this is just a 100% damage boost.
  • 1 point from Innate Conduit: Allows Lightning Blast to be cast with zero Mana, in the event we over-extended our resources during prolonged combat.

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.

Fireball

Snap Freeze Passive Tree

Snap Freeze Icon Snap Freeze acts as a way to provide the build with crowd control, but also sets up the possibility for a burst window. Using Snap Freeze will suck 25% of an enemies Cold Resistance off them and give it to you for a short period of time. While this is good for all enemies, it is especially helpful on fights like Heorot. Snap Freeze can also be used to stop boss mechanics if you find yourself out of place, giving the player time to re-adjust themselves.

3.5.1.

Order of Skill Points

  • 1 point into Snow Flurry: Traversal node.
  • 2 points into Focused Frost: Traversal node.
  • 5 points into Wandering Fog: Increases the range by 50%.
  • 2 points into Shiver Armor: Mostly for traversal, but provides a small amount of Armor when Snap Freeze is on cooldown.
  • 5 points into Sap Warmth: Sucks 25% of the Cold Resistance off enemies and gives it to the player.
  • 1 point into Memory of Frost: Snap Freeze now has two charges. This allows for more free use without worrying you won't have a charge available for safety purposes.
  • 2 points into Adept: Traversal node.
  • 3 points into Flash Freeze: Sets the cooldown back to normal after Memory of Frost increased it.

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.

Frost Wall

Glacier Passive Tree

The entire build revolves around Glacier Icon Glacier, and rightfully so. This is where the majority of our damage will come from. All nodes taken on this skill focus on Mana efficiency or straight damage. The vanilla version of Glacier has three hits; in this build, we will remove the third hit and buff the second his to deal all of the damage. Since the Mana cost is high on Glacier, it is how we will proc Prism Shards off Prismatic Gaze Icon Prismatic Gaze. Prism Shards will activate on the first hit of Glacier, meaning the second hit will get to take advantage of the reduced Elemental Resistance. The second hit is where all of the damage comes from, but you will want to land the first hit as well, as it applies Chill to enemies and increases the damage output from Glacier.

3.6.1.

Order of Skill Points

  • 4 points into Breaking Point: Drops the Mana cost and increases overall damage.
  • 1 point into Lesser Glacier: Removes the third hit from Glacier's cast and significantly reduces Mana cost.
  • 2 stack of Cold Snap: Reverts the Mana decrease from the previous node, but the second explosion on Glacier deals much more damage.
  • 4 points into Moderate Destruction: Increases damage for the second hit of Glacier.
  • 4 points into Morditas' Bane: Doubles the damage against boss-type enemies.
  • 2 point into Chilling Force: Traversal node.
  • 2 points into Moderate Chilling: Damage increase for the second hit of Glacier.
  • 1 point into Endless Frost: More damage against Chilled enemies. The first hit of Glacier should apply this, resulting in more damage for the second hit.
  • 1 point into Lesser Destruction: Small bonus damage for the first hit of Glacier.

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.

Flame Ward

Flame Ward Passive Tree

Flame Ward Icon Flame Ward will need to be casted manually for this build and acts as a way to replenish Mana when we need it. More importantly than that, Flame Ward is converted to Cold and also supplies us with an extra 10 Cold Damage while it is active. This can be used right before starting to burst with Glacier Icon Glacier to ensure you don't bottom out your Mana reserves. Through gear affixes, we will have two charges of this, mostly for safety reasons.

3.8.

Order of Skill Points

  • 2 points into Stalwart Defense: Bonus 80 Ward on activation.
  • 2 points into Barrier: 16% mitigation on Hit Damage. This means DoTs are unaffected.
  • 2 points into Shrewd Shielding: Flame Ward costs less Mana.
  • 1 points into Mental Aegis: Traversal node.
  • 4 points into Warmth: Mana Regen while Flame Ward is active.
  • 3 points into Dilation: Duration and Mana Efficiency increased.
  • 1 point into Fire Aura Icon Fire Aura: Traversal node.
  • 1 point into Frost Ward: Converts Flame Ward into Cold.
  • 5 points into Through Flames: Added 10 Cold Damage while Flame Ward is active.

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.

Teleport

Flame Rush Passive Tree

Cold-converted Flame Rush Icon Flame Rush is how we will move around the map and add defensive layering to the build. Using Flame Rush will reduce damage taken and this mitigation persists even after you've killed the movement spell. As a bonus, channeling Flame Rush will also generate Ward. To finish off the skill points, we take advantage of the builds' innate Critical Hit Chance and spec into some damage nodes, helping with clear speed while moving through maps.

3.9.1.

Order of Skill Points

  • 3 points into Blazing Flux: Mana Reduction and decreased cooldown.
  • 3 points into Runic Eclipse: Adds mitigation while channeling.
  • 3 points into Celestial Guidance: Allows the mitigation to persist beyond the channel of Flame Rush.
  • 3 points into Lunar Protection: Ward generates while channeling.
  • 1 point into Energy Equivalence: Traversal node.
  • 1 point into Snowballing: Converts Flame Rush into a Cold-aspected spell.
  • 2 points into Solar Rush: Increases the speed and range of Flame Rush.
  • 5 points into Blazeborn: Increases the damage and area size of Flame Rush.
Image courtesy of Last Epoch Tools
4.

Build Mechanics and Playstyle

Nearly everything we will do in this rotation has a singular goal; boosting the damage potential of Glacier Icon Glacier. To cut straight to the point, here is a list of interactions that can be used to increase the DPS from Glacier. Everything listed below must be applied and are not considered permanent buffs.

  • Prism Shards from Prismatic Gaze Icon Prismatic Gaze. Ideally you generate five of these before expending them.
  • Sap Warmth from Snap Freeze Icon Snap Freeze will reduce the Cold Resistance from enemies hit.
  • Activating Flame Ward Icon Flame Ward will boost our base Cold Damage.
  • The Blessing Grand Rage of Winter Icon Grand Rage of Winter provides a chance to Shred Cold Resistance.
  • Applied Chill increasing damage through Endless Frost.
  • Insight from Arcane Insight.
  • Afterglow, triggering the same way as Prism Shards, and providing increased Spell Damage.

To facilitate using all of these buffs, spamming Glacier Icon Glacier off the rip is typically not ideal for harder enemies, such as bosses. Instead, the rotation calls for using Lightning Blast Icon Lightning Blast at least four times in a row, followed by activating Flame Ward Icon Flame Ward, and immediately freezing the boss with Snap Freeze Icon Snap Freeze. At this point, you should have most (if not all) of the buffs listed above applied to either yourself or the enemy. Follow this by using Glacier Icon Glacier two or three times, dealing a tremendous amount of damage. Since Flame Ward and Snap Freeze both have two charges, this process can be repeated again without issue before needing to wait a short period of time for cooldowns to come back. During this downtime phase, you are free to continue spamming Lightning Blast to keep ailments applied on the enemy and deal damage.

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 Spell Damage
Increased Cast Speed
-3 Spell Mana Cost
Prefixes
Increased Critical Strike Multiplier
Increased Spell Damage

Suffixes
Freeze Rate Multiplier
Chance to Chill
Off-hand Catalyst Intelligence
Spell Critical Strike Chance
Ward Retention
Prefixes
Critical Strike Multiplier
Increased Critical Strike Chance

Suffixes
Needed Resistances
Head Prismatic Gaze Icon Prismatic Gaze Prefixes
Intelligence
Amulet Freeze Rate Multiplier
Cold Resistance
Prefixes
Increased Cold Damage
Critical Strike Multiplier

Suffixes
Health
Needed Resistance
Chest Armor
Critical Strike Multiplier
Freeze Rate Multiplier
Prefixes
Intelligence
Ward gained on Flame Ward cast, +1 Charge for Flame Ward

Suffixes
Health
Belt Armor Prefixes
Increased Cold Damage
Increased Mana Regen

Suffixes
Hybrid Health
Critical Strike Avoidance
Ring Necrotic Resistance
Ward Retention
Prefixes
Intelligence
Increased Cold Damage

Suffixes
Needed Resistances
Critical Strike Avoidance
Gloves Armor
Void Resistance
Prefixes
Intelligence
Increased Cast Speed

Suffixes
Hybrid Health
Needed Resistances
Feet Armor
Increased Movement Speed
Ward Retention
Prefixes
Intelligence
Increased Movement Speed

Suffixes
Hybrid Health
Needed Resistances
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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<int>5</int> <int>6</int> <int>7</int> </subTypes> </Condition> <Condition i:type="AffixCondition"> <affixes> <int>502</int> <int>4</int> <int>36</int> <int>45</int> <int>13</int> <int>17</int> <int>24</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>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>502</int> <int>28</int> <int>36</int> <int>7</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>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>16</int> <int>330</int> <int>36</int> <int>97</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>397</int> <int>25</int> <int>52</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>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>502</int> <int>25</int> <int>52</int> <int>45</int> <int>7</int> <int>24</int> <int>13</int> <int>97</int> <int>17</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>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>502</int> <int>25</int> <int>4</int> <int>45</int> <int>7</int> <int>16</int> <int>6</int> <int>24</int> <int>13</int> <int>330</int> <int>5</int> <int>17</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>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>502</int> <int>16</int> <int>13</int> <int>97</int> <int>45</int> <int>17</int> <int>24</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>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>16</int> <int>6</int> <int>24</int> <int>25</int> <int>13</int> <int>17</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>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>6</int> <int>5</int> <int>17</int> <int>7</int> <int>13</int> <int>24</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>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>38</int> <int>6</int> <int>11</int> <int>56</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>502</int> <int>4</int> <int>36</int> <int>45</int> <int>13</int> <int>17</int> <int>24</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>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>502</int> <int>28</int> <int>36</int> <int>7</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>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>16</int> <int>330</int> <int>36</int> <int>97</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>397</int> <int>25</int> <int>52</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>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>502</int> <int>25</int> <int>52</int> <int>45</int> <int>7</int> <int>24</int> <int>13</int> <int>97</int> <int>17</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>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>502</int> <int>25</int> <int>4</int> <int>45</int> <int>7</int> <int>16</int> <int>6</int> <int>24</int> <int>13</int> <int>330</int> <int>5</int> <int>17</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>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>502</int> <int>16</int> <int>13</int> <int>97</int> <int>45</int> <int>17</int> <int>24</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>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>16</int> <int>6</int> <int>24</int> <int>25</int> <int>13</int> <int>17</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>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>6</int> <int>5</int> <int>17</int> <int>7</int> <int>13</int> <int>24</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>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>38</int> <int>6</int> <int>11</int> <int>56</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>502</int> <int>4</int> <int>36</int> <int>45</int> <int>13</int> <int>17</int> <int>24</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>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>502</int> <int>28</int> <int>36</int> <int>7</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>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>16</int> <int>330</int> <int>36</int> <int>97</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>397</int> <int>25</int> <int>52</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>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>502</int> <int>25</int> <int>52</int> <int>45</int> <int>7</int> <int>24</int> <int>13</int> <int>97</int> <int>17</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>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>502</int> <int>25</int> <int>4</int> <int>45</int> <int>7</int> <int>16</int> <int>6</int> <int>24</int> <int>13</int> <int>330</int> <int>5</int> <int>17</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>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>502</int> <int>16</int> <int>13</int> <int>97</int> <int>45</int> <int>17</int> <int>24</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>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>16</int> <int>6</int> <int>24</int> <int>25</int> <int>13</int> <int>17</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>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>6</int> <int>5</int> <int>17</int> <int>7</int> <int>13</int> <int>24</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>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>38</int> <int>6</int> <int>11</int> <int>56</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>502</int> <int>4</int> <int>36</int> <int>45</int> <int>13</int> <int>17</int> <int>24</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>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>502</int> <int>28</int> <int>36</int> <int>7</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>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>16</int> <int>330</int> <int>36</int> <int>97</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>397</int> <int>25</int> <int>52</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>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>502</int> <int>25</int> <int>52</int> <int>45</int> <int>7</int> <int>24</int> <int>13</int> <int>97</int> <int>17</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>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>502</int> <int>25</int> <int>4</int> <int>45</int> <int>7</int> <int>16</int> <int>6</int> <int>24</int> <int>13</int> <int>330</int> <int>5</int> <int>17</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>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>502</int> <int>16</int> <int>13</int> <int>97</int> <int>45</int> <int>17</int> <int>24</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>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>16</int> <int>6</int> <int>24</int> <int>25</int> <int>13</int> <int>17</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>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>6</int> <int>5</int> <int>17</int> <int>7</int> <int>13</int> <int>24</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>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>38</int> <int>6</int> <int>11</int> <int>56</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>502</int> <int>4</int> <int>36</int> <int>45</int> <int>13</int> <int>17</int> <int>24</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>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>502</int> <int>28</int> <int>36</int> <int>7</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>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>16</int> <int>330</int> <int>36</int> <int>97</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>397</int> <int>25</int> <int>52</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>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>502</int> <int>25</int> <int>52</int> <int>45</int> <int>7</int> <int>24</int> <int>13</int> <int>97</int> <int>17</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="AffixCondition"> <affixes> <int>36</int> <int>550</int> <int>557</int> <int>587</int> <int>628</int> <int>680</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_2x2</EquipmentType> </type> <subTypes> <int>1</int> </subTypes> </Condition> <Condition i:type="AffixCondition"> <affixes> <int>142</int> <int>191</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_LAGON</EquipmentType> </type> <subTypes> <int>0</int> </subTypes> </Condition> <Condition i:type="AffixCondition"> <affixes> <int>142</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>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

Below we have the required uniques to make the build work. While the idea behind the build will work decently in either Normal Monoliths or low Corruption, it is suggested to have these drops to effectively play the build.

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.

Prismatic Gaze

Prismatic Gaze Icon Prismatic Gaze: This helmet is mandatory for damage. It provides Added Critical Strike Chance, enabling us to hit near (or above, with good rolls) 100% Critical Hit Chance with ease. On top of this, Glacier Icon Glacier will trigger Prism Shards on cast, and they will hit the target before the second hit of Glacier goes off, allowing for instant utilization of the Elemental Shred. This helmet can be target farmed in the Monolith Timeline "The Black Sun".

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.

Ward Retention and damage are all we care about. Hunt down four Adorned Arcane Idols with Ward Retention and Added Cold Spell Damage. Fill in the remaining slots with Small Lagonian Idols affixed with Ward Retention and 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 Might of the Sea TItan Icon Grand Might of the Sea TItan Increased Cold Damage Ending the Storm
Grand Rage of Winter Icon Grand Rage of Winter Chance to Shred Cold Resistance on Hit 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

  • 31 Jan. 2024: Guide added.
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