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
High Critical Hit damage
On-demand crowd control with Freeze
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 . 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 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
is taken to provide passive Mana Regen and on demand Ward. 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
is taken.
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
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
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 .
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
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 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 .
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 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
The entire build revolves around 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 .
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 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 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 : 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
Cold-converted 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 .
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 . Ideally you generate five of these before expending them.
Sap Warmth from Snap Freeze will reduce the Cold Resistance from enemies hit.
Activating Flame Ward will boost our base Cold Damage.
The Blessing 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 off the rip is
typically not ideal for harder enemies, such as bosses. Instead, the rotation calls
for using Lightning Blast at least four times in a row, followed by activating
Flame Ward , and immediately freezing the boss with 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 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 DamageSuffixes Freeze Rate Multiplier Chance to Chill
Off-hand Catalyst
Intelligence Spell Critical Strike Chance Ward Retention
Prefixes Critical Strike Multiplier Increased Critical Strike ChanceSuffixes Needed Resistances
Head
Prismatic Gaze
Prefixes Intelligence
Amulet
Freeze Rate Multiplier Cold Resistance
Prefixes Increased Cold Damage Critical Strike MultiplierSuffixes Health Needed Resistance
Chest
Armor Critical Strike Multiplier Freeze Rate Multiplier
Prefixes Intelligence Ward gained on Flame Ward cast, +1 Charge for Flame WardSuffixes Health
Belt
Armor
Prefixes Increased Cold Damage Increased Mana RegenSuffixes Hybrid Health Critical Strike Avoidance
Ring
Necrotic Resistance Ward Retention
Prefixes Intelligence Increased Cold DamageSuffixes Needed Resistances Critical Strike Avoidance
Gloves
Armor Void Resistance
Prefixes Intelligence Increased Cast SpeedSuffixes Hybrid Health Needed Resistances
Feet
Armor Increased Movement Speed Ward Retention
Prefixes Intelligence Increased Movement SpeedSuffixes Hybrid Health Needed Resistances
Relic
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>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 : 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 ,
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 : 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 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
Spell Damage Leeched as Health
The Black Sun
Grand Might of the Sea TItan
Increased Cold Damage
Ending the Storm
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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