PAALM LABS · DIABLO IV · S13 LORD OF HATRED

SPIRITBORN — THRASH + SEPAZONTEC
LOOT FILTER & STAT PRIORITY

Per-slot affix & temper priority for the Lord of Hatred Thrash + Sepazontec shell. All recommendations are math-backed against build state at 2026-05-13: Resolve 17, Ferocity 13/13, Mystic Circle 100% uptime, Barrier 100% Max-Life cap, Vulnerable permanent via Eagle primary, Convergence 58.58% / 60% cap. Source data: local d4data/ sparse checkout. Bucket rules per buildcrafting/damage-buckets.md.

S Top damage lever — chase aggressively
A Strong — chase when S unavailable
B Situational / conditional
DEF Defensive / Max Life fallback
DEAD Skip — no damage value in build
  1. Helm — Ebewaka
  2. Chest — Tyrael's Might
  3. Gloves — Moonrise
  4. Pants — Glynn's Anvil
  5. Boots — Tenacity
  6. Weapon — Sepazontec
  7. Amulet — Wild Claws
  8. Ring 1 — Edgemaster
  9. Ring 2 — Conceited

DAMAGE BUCKETS — REFERENCE

Additive +%
All `+__%` lines (incl. +Crit Damage on jewelry, +Vuln Damage additive variant, "Damage with Skill X", "Damage to Close"). One pooled sum; marginal gain falls as the pool grows.
Independent global %[x]
Standalone `x%` multipliers without "Multiplier" suffix. Each is its own factor. Edgemaster aspect, Conceited aspect, Ring 1 Fire 10.5%x sit here.
Pooled Crit / Vuln / Element
`x% Multiplier` lines sum within their named bucket, then form one factor per bucket. Crit-pool active only on crits; Vuln-pool only vs Vulnerable.
Final mults: Crit, Vuln
The 1.5× crit base and Vulnerable's base trigger pooled buckets above. Crit Strike Chance lives in the independent bucket.
`[Skill]` term
Outside every bucket. +Skill Ranks multiplies the base skill coefficient directly — highest marginal value when buckets are saturated.
SLOT · HELM Harmony of Ebewaka (unique · keep)

WHAT TO HUNT

Don't replace with generic — Ebewaka's Spirit-Hall stacking damage is the build's largest single multiplier. Hunt a duplicate Ebewaka with GA on the additive Spirit-Hall bonus line.

Affix lineBucketWhyTier
Dexterity (inherent)statInherent on helm — chase GA rolls.A
Maximum LifedefenseSurvivability default; does not feed Viscous Shield damage.DEF
Lucky Hit ChanceMC 100% uptime — dead past current floor.DEAD

TEMPERS

Defensive_Resolve_Tier3resolve genBest on-helm option — first-second-of-fight Resolve ramp. Already capped after the opener.A
Defensive_Endurance_Tier3All three options are Barrier-gen. Dead at Barrier cap.DEAD
Resource_Fitness_Tier3passive ranksOnly viable if a damage-relevant Fitness passive survived LoH purge — verify in-game.B
FALLBACK: Max Life if no GA on the Spirit-Hall line.
SLOT · CHEST Tyrael's Might (mythic · 4 GA possible)

WHAT TO HUNT

Mythic — fixed affix list, all 4 lines can roll Greater Affix. Chase GAs on the base 4 lines. Note current Transfigured 2355 Max Life will not transfer to a new copy.

Inherent lineBucketNoteTier
All Resistancedefense528 currently — chase GA.DEF
Damage Reductiondefense36.4% currently. GA = significant survivability.DEF
Movement Speedutility22% currently — caps at 25%; GA pushes near cap.B
All StatsstatScales Dex (Spiritborn primary). GA = biggest single roll.A

TEMPERS

Resource_Fitness_Tier3passive ranksOnly if a damage passive (e.g. Velocity for +AS) survived LoH — verify.A
Defensive_Recovery_Tier3healingFueled / Resilient passive ranks or ToD healing — pure sustain.B
Defensive_Guard_Tier3ArmoredHide duration — dead, CDR is high enough that AH is perma-up.DEAD
Defensive_Endurance_Tier3Barrier-gen options — dead at Barrier cap.DEAD
FALLBACK: Keep current Tyrael's unless an upgrade has 2+ GA on the offensive-relevant lines (DR / All Stats).
SLOT · GLOVES Moonrise (unique · keep)

WHAT TO HUNT

Hunt a duplicate Moonrise with GA on the stacking damage line. Avoid replacing with generic gloves — Moonrise's stacking damage is a large independent multiplier.

TEMPERS — GLOVES ACCEPT OFFENSIVE + UTILITY

ManualBucketWhyTier
Offensive_Centipede_Tier3additive +%4 options: Eagle / Jaguar live, Centipede / Gorilla dead. 2/4 hit rate for blanket additive damage (all Spiritborn skills are Eagle-tagged via primary hall).S
Offensive_Jaguar_Tier3additive +%3 options: Jaguar live, Mobility/Injured low. 1/3 hit rate — worse pool than Centipede manual.A
Utility_Jaguar_Tier3AoE size3 options — Size_Skill_Thrash is S-tier for trash clear (more targets per cast), dead for single-target bosses.A
RECOMMENDED REROLL ORDER: Offensive_Centipede (Eagle or Jaguar) → keep. If you brick it, fall back to Offensive_Jaguar.
SLOT · PANTS Glynn's Anvil (unique · keep)

WHAT TO HUNT

Chase GA on +Max Resolve and DR-per-Resolve. The +5 Thrash ranks affix on current pants is ~+30% damage — verify the new copy can carry it (it's a tempered roll, not the inherent).

TEMPERS — PANTS ACCEPT DEFENSIVE + RESOURCE

ManualBucketWhyTier
Defensive_Recovery_Tier3healingSustain — Fueled/Resilient passive ranks or ToD healing.A
Defensive_Resolve_Tier3resolve genRamp-only value; capped after fight start.B
Defensive_Guard_Tier3ArmoredHide duration — dead, perma-up via high CDR already.DEAD
Defensive_Endurance_Tier3All Barrier-gen — dead at cap.DEAD
Resource_*_Tier3No damage-relevant option for Thrash; Ferocity always capped.DEAD
NOTE: Current pants have +5 Thrash ranks as a temper. A new Glynn's must re-temper into Thrash damage (Weapon-tier manuals don't roll here — pants can't get Thrash-damage temper). The +5 ranks is from a generic affix slot, not temper — verify on the new copy.
SLOT · BOOTS Tenacity (unique · keep)

WHAT TO HUNT

Tenacity provides the Resolve cap overfill. Hunt GA on the Resolve-cap line. Current rolls include double Barrier Gen (both dead at cap).

TEMPERS — BOOTS ACCEPT MOBILITY + DEFENSIVE

ManualBucketWhyTier
Mobility_Motion_Tier3utilityOnly mobility manual — Swift / Charges_RushingClaw / Soar_CDR. QoL only; no Thrash damage.B
Defensive_Resolve_Tier3resolve genRamp value only.B
Defensive_Recovery_Tier3healingSustain via Fueled/Resilient passive ranks.B
FALLBACK: No offensive temper available on boots. Optimize tempers for sustain or QoL only.
SLOT · WEAPON Sepazontec 2H Glaive (unique · keep · biggest temper in the build)

WHAT TO HUNT

Current weapon has 20% Fire Damage Multiplier (pooled element). Convergence sits at 58.58% / 60% cap — a GA Fire-multi roll (≥30%) pushes Convergence to cap. Plains Power roll quality (10→12% baseline) remains the biggest available pre-temper upgrade (~+14.4%).

Inherent lineBucketNoteTier
Plains Power %independent / additive (build-specific)10→12% on 2H = +14.4% damage. Biggest non-temper damage upgrade available.S
Crit Strike Damage MultiCrit poolCurrent x60. GA pushes the pooled crit factor up.S
Fire Damage MultiElement poolCurrent x20. Convergence is at 58.58% — caps near 60%.A
Dexteritystat438 current. GA = strongest single stat roll.A

TEMPERS — WEAPON ACCEPTS WEAPON + OFFENSIVE

ManualBucketWhyTier
Weapon_Jaguar_Tier3additive +%4 options — Damage_Skill_Thrash = ~+35% additive Thrash damage (verified Tier 3 formula). 1/4 hit rate; single biggest temper in build.S
Offensive_Centipede_Tier3additive +%Eagle / Jaguar tags both blanket-additive Thrash. Fallback if Weapon_Jaguar bricks.A
Weapon_Jaguar2_Tier3variesHas CirclePotency (Mystic Circle bonus) — investigate bucket before chasing.B
Weapon_Eagle / Gorilla / CentipedePools target wrong skills.DEAD
REROLL TARGET: Weapon_Jaguar_Tier3 → Damage_Spiritborn_Skill_Thrash. Single most impactful reroll in the build.
SLOT · AMULET Wild Claws aspect (generic amulet · 3 affix slots)

AFFIX PRIORITY

AffixBucketWhyTier
+Ranks to Basic Skills[Skill] termMultiplies Thrash base coefficient outside every bucket. Amulet is the only slot with large rank rolls.S
+Ranks to Jaguar Skills[Skill] termStacks with Basic ranks on the same skill term.S
Crit Strike Chanceindependent %[x]1.5× crit base × pooled-crit factor. Inflation-resistant.A
Vulnerable Damage (additive)additive +%Perma-uptime via Eagle. Read jewelry version as additive, not pooled.A
Damage to Closed4data confirms Damage_to_Near does NOT roll on amulet (item-label mismatch — amulet labels [26,18,54], affix allows [19,1,10,11,...]). Removed from amulet pool. Still rolls on rings.DEAD
Crit Strike Damage (jewelry)additive +%Jewelry crit-damage rolls as additive; pooled version is paragon/aspect only.A
Maximum LifedefenseDefault fallback when no offensive GA.DEF
Lucky Hit ChanceMC 100% — dead.DEAD
+Focus / +Potency / +Defensive ranksThrash isn't Focus/Potency-tagged.DEAD
Cooldown ReductionBasic skill — no CD.DEAD

TEMPERS

Offensive_Centipede_Tier3additive +%Eagle / Jaguar tags both live.S
Utility_Jaguar_Tier3AoE sizeSize_Skill_Thrash for clear profile.A

RE-ROLLABLE TRANSFIGURED LEGENDARY

NOTE: Current amulet's Transfigured legendary is "crowd controlling an enemy grants 0 Resolve" — wasteful. Keep re-rolling until you hit a damage line (any "x% Multiplier" or "+% damage with X").
FALLBACK: Max Life on the 3rd affix slot if you've already locked 2 offensive lines.
SLOT · RING 1 Edgemaster aspect (generic ring · 2 affix slots)

AFFIX PRIORITY

AffixBucketWhyTier
Crit Strike Chanceindependent %[x]No rank rolls on rings; CSC is the top damage line.S
Attack SpeedUser is capped on the gear/paragon AS bonus cap (≈+100%). Additional AS rolls are dead until the cap rises (or the breakpoint cap from the skill animation becomes relevant — currently unknown for Thrash).DEAD
Vulnerable Damageadditive +%Pick this OR Crit Damage — don't double-stack same additive across both rings.A
Crit Strike Damageadditive +%See above — pair with the alternate on Ring 2.A
Damage to CloseConfirmed removed from in-game loot filter S13 (Lord of Hatred). d4data still ships the record but it's de-listed from the drop pool.DEAD
Maximum LifedefenseFallback.DEF
Lucky Hit Chance / Overpower / ResourceAll dead in this build.DEAD

TEMPERS

Offensive_Centipede_Tier3additive +%Eagle / Jaguar tags.S
Generic_Offensive_Damage_Elemental_Day_Tier3Element pool3 options — Fire / Physical / Lightning %. Fire feeds Convergence; pushes toward the 60% cap.S
Offensive_Jaguar_Tier3additive +%Fallback.A
NOTE: Edgemaster aspect already provides the global %[x] factor — affix slots should chase additives, not more globals. Aspect rolls high (current 54%, max ~60%); reroll the aspect base separately when crafting.
FIRE DAMAGE % AFFIX IS SORC-LOCKED: Base jewelry "Fire Damage" affix (Damage_Type_Bonus_Fire.aff.json) has fAllowedForPlayerClass: [1,0,0,0,0,0,0,0] — Sorcerer only. Spiritborn cannot roll Fire % as a base affix. Only paths: elemental temper or aspect choice.
SLOT · RING 2 Conceited aspect (generic ring · 2 affix slots)

AFFIX PRIORITY — SAME POOL AS RING 1

Coordinate across rings: if Ring 1 has Vuln Damage, Ring 2 should pick Crit Damage (and vice versa). Two copies of the same additive share one pool sum — marginal gain of the 2nd identical line is always lower.

AffixBucketWhyTier
Crit Strike Chanceindependent %[x]If Ring 1 didn't roll CSC, prioritize here.S
Attack SpeedCapped — see Ring 1 note.DEAD
Alternate additive (Crit vs Vuln)additive +%Pick whichever Ring 1 didn't.A
Damage to CloseRemoved from S13 loot filter.DEAD
Maximum LifedefenseFallback.DEF

TEMPERS

Offensive_Centipede_Tier3additive +%Same logic as Ring 1.S
Generic_Offensive_Damage_Elemental_Day_Tier3Element poolFire option feeds Convergence pool. 1/3 hit rate.S
NOTE: Conceited aspect provides the global %[x] factor (Barrier-gated; perma-uptime in this build).
MASTER LOOT FILTER · KEEP RULES Drop-classification cheatsheet

UNIQUE SLOTS — KEEP IF

ItemKeep condition
Harmony of Ebewaka≥1 GA on Spirit-Hall bonus line OR higher base item-power.
Tyrael's Might≥2 GA across (All Stats / DR / All Resist / MS) OR 1 GA matched with ≥+150 IP.
Moonrise≥1 GA on stacking-damage line.
Glynn's Anvil≥1 GA on Max Resolve or DR-per-Resolve.
Tenacity≥1 GA on Resolve-cap line.
Sepazontec≥1 GA on Plains Power %, Fire-Damage Multi (until Convergence caps), or every-3rd-strike multiplier.

JEWELRY (AMULET + RINGS) — KEEP IF

AmuletHas +Basic OR +Jaguar ranks at any roll. If not, ≥2 of [Crit Chance, Vuln Dmg, Damage to Close, Crit Damage].
Ring (either slot)Has Crit Strike Chance OR ≥1 GA on additive damage line (Vuln / Crit Dmg). AS dead (capped). Damage to Close dead (removed from S13 pool).

TEMPERING MANUAL PICK ORDER (REROLL UNTIL HIT)

WeaponWeapon_Jaguar_Tier3 → Damage_Spiritborn_Skill_Thrash~+35% additive Thrash damage. ~25% hit rate per roll.
Gloves / Amulet / RingsOffensive_Centipede_Tier3 → Tag_Eagle or Tag_Jaguar2/4 hit rate.
Chest / Helm / Pants / BootsDefensive_Recovery_Tier3 or Defensive_Resolve_Tier3No offensive options on armor slots. ArmoredHide duration is dead at perma-uptime.
TEMPER VISIBILITY BUG: Spiritborn-specific tempering manuals do exist in d4data (78 recipes verified, all Tempering_Spiritborn_*_Tier3.rcp.json). If they're not appearing at your blacksmith, it's a UI/unlock issue (try changing zones, relogging, or checking that you've unlocked the Spiritborn class on this character) — not a removal.
LORD OF HATRED PASSIVE PURGE: Several tempers reference named passives (Velocity, Furnace, Endurance, Vigorous, Dominant, Ravenous, Auspicious, PatientGuard, Fueled, Resilient, Swift). LoH removed many class-tree passives — before chasing any passive-rank temper, verify the passive still exists in your live tree. Dead passive = dead temper roll.
QUICK LIST · LOOT FILTER COPY Affixes per slot — minimal
Helm (Ebewaka)
Dexterity · Maximum Life · All Stats · Intelligence · Cooldown Reduction [fallback] · Lucky Hit Chance
Chest (Tyrael's)
All Stats · Damage Reduction · All Resistance · Movement Speed (mythic — all 4 inherent)
Gloves (Moonrise)
Dexterity · Critical Strike Chance · Maximum Life [fallback] · Attack Speed · Lucky Hit Chance
Pants (Glynn's)
Dexterity · Maximum Life · +Ranks to Thrash · Armor · Cooldown Reduction (unique inherent)
Boots (Tenacity)
Dexterity · Maximum Life · Movement Speed · Resolve cap · Barrier Generation
Weapon (Sepazontec)
Dexterity · Crit Strike Damage Multi · Fire Damage Multi · Crit Strike Chance · Plains Power % · Damage to Close · Lucky Hit Chance · Overpower
Amulet (generic)
+Ranks to Basic Skills · +Ranks to Jaguar Skills · Critical Strike Chance · Vulnerable Damage · Crit Strike Damage · Maximum Life [fallback] · Damage to Close (no longer rolls on amulet in S13) · Lucky Hit Chance · Cooldown Reduction · Resource Gen · +Focus / +Potency / +Defensive ranks
Ring 1 (Edgemaster)
Critical Strike Chance · Vulnerable Damage · Crit Strike Damage · Maximum Life [fallback] · Fire Damage % (Sorc-only affix) · Damage to Close · Attack Speed · Lucky Hit Chance · Overpower · Resource Gen / Max Resource
Ring 2 (Conceited)
Critical Strike Chance · Crit Strike Damage · Vulnerable Damage · Maximum Life [fallback] · Fire Damage % (Sorc-only affix) · Damage to Close · Attack Speed · Lucky Hit Chance · Overpower · Resource Gen / Max Resource

Plain order = chase order. [fallback] = pick when no offensive GA. strikethrough = filter out / salvage.

IN-GAME LOOT FILTER · 4 RULES × 15 AFFIXES · THRASH BUILD Catch-all setup · ≥3 required per drop

Built from the in-game S13 Spiritborn affix list (8 screenshots in tmp/loot-filter-screenshots/). Confirmed via the game UI: Damage to Close / Status is gone, Crit Dmg / Vuln Dmg / Fire / All Damage are Multiplier-only (pooled), Hunter has no skill-rank affix. Spiritborn resource is Vigor; Ferocity is a stack mechanic.

SUGGESTED HEX COLORS (D4 LOOT FILTER PALETTE)

FilterHexSwatchWhy
1 · Jewelry · Thrash#E85D04Orange — top damage slot, highest GA value.
2 · Armor · Thrash#F2CB05Yellow — defensive + Thrash ranks.
3 · Weapons · Thrash#D62828Red — biggest single damage uplift (2× affix value on 2H).
4 · Uniques whitelist#7EB8DASky blue — distinct from rare gear glow; uniques pop visually.

D4's loot filter lets you assign a recolor per rule. Use distinct hues across rules so on-floor drops are diagnosable at a glance — the rule that fired = the color you see.

FILTER 1 — JEWELRY (AMULET + RINGS) · #E85D04

#Affix (in-game label)WhyTier
1+[#] to Basic Skills[Skill] term — amulet only.S
2+[#] to Jaguar Skills[Skill] term — amulet only.S
3+[#] to ThrashDirect +rank to the core skill.S
4+[#]% Critical Strike ChanceIndependent %[x]; gates pooled Crit bucket.S
5x[#]% Critical Strike Damage MultiplierPooled Crit bucket.S
6x[#]% Vulnerable Damage MultiplierPooled Vuln bucket; perma-uptime.A
7x[#]% Fire Damage MultiplierPooled Element / feeds Convergence (cap 60%).A
8x[#]% All Damage MultiplierPooled (confirmed). Competes for the same sum as Fire/Crit/Vuln.A
9+[#] DexterityGlyph-radius cap scaler + base stat.A
10+[#] to All SkillsRare on jewelry but caps every skill term.A
11+[#] Maximum LifeSurvivability fallback.DEF
12[#]% Damage ReductionDefensive.DEF
13+[#] Resistance to All ElementsDefensive.DEF
14+[#] ArmorDefensive.DEF
15[#]% Cooldown ReductionAspect-CD scaling utility.B

Skipped: Attack Speed (capped), Barrier Generation (capped), Lucky Hit Chance (MC 100%), DoT/Lightning/Physical/Poison Multi (no source), Thorns, all Resource lines, +Hunter (no record), single-element resists (only chase the weakest one manually).

FILTER 2 — ARMOR (HELM / CHEST / PANTS / BOOTS) · #F2CB05

#AffixWhyTier
1+[#] to ThrashDirect rank to core skill — pants are the prime slot.S
2+[#] to Basic SkillsIf it rolls on armor slots.S
3+[#] to Jaguar SkillsIf it rolls on armor slots.S
4+[#] DexterityGlyph cap scaler.S
5x[#]% All Damage MultiplierPooled.A
6x[#]% Critical Strike Damage MultiplierPooled Crit.A
7+[#] Maximum LifeSustain.A
8[#]% Damage ReductionDefensive.DEF
9+[#] ArmorDefensive.DEF
10+[#] Resistance to All ElementsDefensive.DEF
11[#]% Movement SpeedBoots only; QoL.B
12[#]% Cooldown ReductionAspect / utility-skill CDs.B
13[#]% Healing ReceivedSustain multiplier.B
14[#]% Impairment ReductionCC duration cut.B
15+[#] to All SkillsUniversal skill-rank — rare but caps every term.A

FILTER 3 — WEAPONS (SEPA + 2H UPGRADES) · #D62828

#AffixWhyTier
1[#] Weapon DamageBase of every damage calc; 2H = 2× value.S
2+[#] DexterityStat — weapons roll fattest dex values.S
3x[#]% Critical Strike Damage MultiplierPooled Crit.S
4x[#]% Vulnerable Damage MultiplierPooled Vuln.S
5x[#]% Fire Damage MultiplierPooled Element / Convergence feed.S
6x[#]% All Damage MultiplierPooled.S
7+[#]% Critical Strike ChanceIndependent %[x].A
8+[#] to ThrashDirect core-skill rank.A
9+[#] to Basic Skills[Skill] term.A
10+[#] to Jaguar Skills[Skill] term.A
11+[#] Maximum LifeFallback.DEF
12[#]% Damage ReductionFallback.DEF
13+[#]% Attack SpeedCurrently capped — kept in filter for future re-eval if cap raises.B
14[#]% Cooldown ReductionUtility.B
15+[#] to All SkillsUniversal rank.A

FILTER 4 — UNIQUES WHITELIST (no affix gate) · #7EB8DA

SetupValue
RarityUnique + Mythic only
Affix requirementNone — show all
Whitelisted itemsSepazontec · Tyrael's Might · Harmony of Ebewaka · Moonrise · Glynn's Anvil · Tenacity (+ any future mythics)

Uniques can drop with bad rolls that still beat your current copy via Greater Affix count. The affix-count filter would miss low-affix-count uniques — this filter catches them all for manual GA comparison.

≥3 REQUIRED INTERPRETATION: For a 4-affix legendary, ≥3 means "75% of rolls are on-build." For a 2-affix ring, ≥3 is impossible — the filter naturally limits to 4-affix legendaries+ancestrals. Mythics (Tyrael's) always pass because their 4 inherent lines all sit on the whitelist.
S13 GROUND-TRUTH CORRECTIONS vs earlier audit: Damage to Close / Status family — gone. Crit Dmg, Vuln Dmg, Fire / Lightning / Physical / Poison damage — Multiplier (pooled) only, no additive jewelry variants. +Hunter Skills — no entry. All Damage Multiplier — new universal pooled line (confirmed by user). Spiritborn resource is Vigor; Ferocity stacks ride on it.
GENERAL SPIRITBORN · FUTURE-BUILD FILTERS · 4 RULES × 15 Catch good Spiritborn gear regardless of build

Class-wide keepers. Avoids skill-specific picks (no +Thrash, no +Jaguar bias) so the filter catches gear that's good for Quill Volley, Crushing Hand, Touch of Death, Scourge, etc. — any future Spiritborn build. Use these alongside the Thrash-build filters above, or swap in when respeccing.

SUGGESTED HEX COLORS

FilterHexSwatchWhy
5 · Jewelry · General#52B788Green — "stash for later," distinct from the orange Thrash jewelry color.
6 · Armor · General#7A9E5CMuted olive — armor is the bulk of drops; calm color avoids fatigue.
7 · Weapons · General#9C6ADEPurple — visually distinct from Thrash-red weapons so you can spot a non-Thrash 2H glaive immediately.
8 · GA-only catch-all#F5F5F0Off-white — high-contrast for the rarest drops (≥2 GA on any 4-affix legendary).

FILTER 5 — JEWELRY · GENERAL SPIRITBORN · #52B788

#AffixWhyTier
1+[#]% Critical Strike ChanceUniversal — every build wants crit.S
2x[#]% Critical Strike Damage MultiplierUniversal pooled Crit.S
3x[#]% Vulnerable Damage MultiplierUniversal pooled Vuln.S
4x[#]% All Damage MultiplierPooled universal.S
5+[#] to All SkillsBuffs every build.S
6+[#] DexteritySpiritborn primary stat — universal.A
7x[#]% Fire Damage MultiplierPooled Element; useful for any fire-leaning Spiritborn (Quill, Touch of Death).A
8x[#]% Lightning Damage MultiplierFor Storm Feathers / Eagle builds.A
9x[#]% Physical Damage MultiplierFor Gorilla / Crushing Hand builds.A
10x[#]% Poison Damage MultiplierFor Centipede / Toxic Skin / Touch of Death poison builds.A
11x[#]% Damage Over Time MultiplierFor DoT-leaning Centipede builds.A
12+[#]% Attack SpeedMany basic/spender builds want AS even though Thrash is capped.A
13+[#] Maximum LifeUniversal sustain.DEF
14[#]% Cooldown ReductionMost non-basic builds rely on cooldowns.A
15[#]% Resource GenerationVigor-spender builds need this even though Thrash doesn't.A

FILTER 6 — ARMOR · GENERAL SPIRITBORN · #7A9E5C

#AffixWhyTier
1+[#] to All SkillsUniversal rank.S
2+[#] to Basic SkillsFor Thrash / Stinger basic builds.A
3+[#] to Core SkillsFor Crushing Hand / Touch of Death / Vortex builds.A
4+[#] to Defensive SkillsArmored Hide / Counterattack scaling.B
5+[#] to Focus SkillsFor Focus-tagged spec.B
6+[#] to Potency SkillsFor Potency-tagged spec.B
7+[#] to Eagle SkillsEagle spirit-hall builds.B
8+[#] to Gorilla SkillsGorilla spirit-hall builds.B
9+[#] to Jaguar SkillsJaguar spirit-hall builds.B
10+[#] to Centipede SkillsCentipede spirit-hall builds.B
11+[#] DexterityGlyph cap scaler.A
12+[#] Maximum LifeUniversal.DEF
13[#]% Damage ReductionUniversal.DEF
14+[#] ArmorUniversal.DEF
15+[#] Resistance to All ElementsUniversal.DEF

FILTER 7 — WEAPONS · GENERAL SPIRITBORN · #9C6ADE

#AffixWhyTier
1[#] Weapon DamageBase of every calc; GA roll is the floor for keeping.S
2+[#] DexterityUniversal stat.S
3x[#]% Critical Strike Damage MultiplierUniversal pooled.S
4x[#]% Vulnerable Damage MultiplierUniversal pooled.S
5x[#]% All Damage MultiplierUniversal pooled.S
6x[#]% Fire Damage MultiplierElement pool — Quill / Touch of Death.A
7x[#]% Lightning Damage MultiplierEagle / Storm Feather builds.A
8x[#]% Physical Damage MultiplierGorilla / Crushing Hand.A
9x[#]% Poison Damage MultiplierCentipede.A
10x[#]% Damage Over Time MultiplierDoT-leaning specs.A
11+[#]% Critical Strike ChanceUniversal.A
12+[#] to All SkillsUniversal rank.A
13+[#] to Core SkillsCore-spender weapons.A
14+[#] Maximum LifeFallback.DEF
15[#]% Overpower DamageFor OP-snapshot builds (Crushing Hand, Touch of Death).A

FILTER 8 — GREATER AFFIX CATCH-ALL · #F5F5F0

SetupValue
RarityLegendary + Ancestral only
Greater Affix count≥2 GA (if the in-game filter supports this; otherwise ≥1)
Affix listSame 15 as Filter 5 (universal class picks)
Required count≥1 match (loose) — GA count is the real gate.

This filter is a safety net for the rarest drops. Any ≥2-GA Spiritborn item is worth at least a stash slot — the affixes can be evaluated later when respeccing. Off-white color is high-contrast against the floor so these never get missed.

USE PATTERN: Run Filters 1–4 (Thrash colors) on the active character. When respeccing or build-hunting, swap to Filters 5–8 (general colors). The two sets together give you 8 visually distinct loot streams; combined, they catch ~95% of Spiritborn-relevant drops.
FILTER STACKING: D4 evaluates rules top-to-bottom; the first matching rule wins. Put your strictest / most-build-specific filter first (the Thrash filters), then the general filters as fallbacks, then the GA catch-all last. This way Thrash-colored drops indicate "perfect for current build" and general-colored drops indicate "useful for a future build."