1.
Build Introduction
Rain darkness upon your enemies, enveloping them in Void from above.
This build focuses on swift, hard-hitting strikes that summon Void bolts,
enabling fast-paced gameplay for clearing and boss fights.
Strengths
Great clear and map movement
High Health Leech based on Void Damage
Two movement skills
Weaknesses
Multistrike against a singular normal mob requires ranged gameplay
Requires melee hits to replenish Mana
2.
Skill Selection
Our main avenue for attacking enemies will be Multistrike . Through our
melee attacks, Smite is automated, replacing the Armament Swords you
would normally have. Anomaly and Volatile Reversal are used to buff our damage
and provide survivability through Leech. Shield Bash is the mobility tool for the skill,
and offers us a way to initiate combat as well as quickly kill low health mobs.
Our base class is Sentinel, which fills the role of a knight in
Last Epoch. Upon finishing Act 1in 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 Sentinel, you can choose between
Passive Trees for Paladin, Forge Guard, and Void Knight. Upon
selecting a Mastery and placing 20 Passive Points into the Sentinel Tree,
you'll then be able to place Passive Points into the Mastery Trees.
Void Knight is the Advanced Class used for this build, and also where the majority of
our Passive Points will come from. The Void Knight Tree will
focus around picking nodes that increase Void Damage, Leech Rate, and Vitality. This is
also where we convert Smite to deal Void Damage. Forge Guard and Paladin
will not be used in this build at all.
3.1.
Sentinel Passive Points
8 points into Fearless : Vitality is used for Health and scaling Smite .
5 points into Armour Clad : This is huge for our defensive aspect, as it provides a flat
10% reduction in damage taken for being in melee range.
1 point into Relentless : Taken for traversal.
5 points into Valiant Charge : Cooldown reduction for Shield Rush .
5 points into Time and Faith : Allows Multistrike to replenish resources.
1 point into Gladiator : Allows us to dual wield.
5 points into Blademaster : Increased Attack Speed when using swords.
Our base class is Sentinel, which fills the role of a knight in
Last Epoch. Upon finishing Act 1in 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 Sentinel, you can choose between
Passive Trees for Paladin, Forge Guard, and Void Knight. Upon
selecting a Mastery and placing 20 Passive Points into the Sentinel Tree,
you'll then be able to place Passive Points into the Mastery Trees.
Void Knight is the Advanced Class used for this build, and also where the majority of
our Passive Points will come from. The Void Knight Tree will
focus around picking nodes that increase Void Damage, Leech Rate, and Vitality. This is
also where we convert Smite to deal Void Damage. Forge Guard and Paladin
will not be used in this build at all.
3.2.
Void Knight Passive Points
6 points into Temporal Corruption : Converts Smite to deal Void Damage, but removes the healing aspect.
6 points into World Eater : While Smite no longer heals, we can force it to Leech Void Damage as Health.
10 points into Sorrow and Steel : Increased Void Damage.
1 point into Void Corruption : Part of the reason why we dump every point into this Passive Tree.
For every point in Void Knight, we gain 1% Critical Multiplier, totaling 83% extra Critical Damage.
8 points into Void Bolts : Increased damage for Smite .
5 points into Finality : 10% Kill Threshold is added to Multistrike .
5 points into Renouncement : Void Knight loves Vitality, and this forces Smite to scale off it
instead of Attunement.
10 points into Eternal Form : Large amount of sustain through Health gain and Vitality scaling for damage.
4 points into Void Aegis : 20% chance to take 10% less damage with every instance of damage.
3 points into Echoing Strikes : 6% extra chance to Echo.
10 points into Time Legion : Increased Attack Speed and an additional 10% Echo chance.
15 points into Dread : Huge node, amps up damage and significantly increases Movement Speed.
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.
3.3.
Multistrike
Multistrike serves a singular purpose; casting Smite . The entire build caters to scaling
Smite. Armament stacks through this skill are converted to Smite, giving us great AoE clear while traversing maps.
The higher our attack speed, the more casts we get off. The one issue this skill has is it will not cast Smite
on the same target(s) you hit with the physical part of the skill. This is alleviated partially with Aurelis ,
allowing you to cast Smite on Rare and Boss enemies even when hitting them with the main damage portion of
Multistrike. With that being said, avoid single target encounters with normal mobs, it will kill your clear
speed. If you have to, fight from afar with Multistrike.
3.3.1.
Order of Skill Points
5 points into Way of the Sword : Taken for Stack Duration, ensuring stacks last from one mob group to another.
2 points into Guarding Stance : Pathing node.
1 point into Flanking Strikes : Ensures that Smite will get used even at 0 stacks of Armament.
1 point into Hallowed Arsenal : This is what converts the Armament stacks into Smite instances.
3 points into Relentless Advance : Increased Attack Speed, useful for hitting burst damage in tight windows.
1 point into Perfect Steel : Adds an additional Armament stack to the maximum cap.
4 points into Determination : This says 4 points, but if you low roll Aurelis , take 3 instead. This is mainly a traversal node.
4 points into Sweeping Blows : Smite will hit mobs further away, increasing clear.
1 point into Victory Strikes : When Smite cast off Multistrike kills an enemy, it gets cast again at a nearby enemy.
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.
Smite
Smite is our main damage source. Through its node tree, we will be increasing its damage, critical hit rate,
and critical damage. As an added bonus, Smite also has the ability to Blind , helping us avoid critical strikes
from enemies. Smite will almost never be manually casted since we scale entirely into Melee Attack Speed. If you need to cast
Smite on a single target that is not a Boss or Rare, just distance yourself from the mob and use Multistrike
so you don't actually make contact with the enemy.
3.4.1.
Order of Skill Points
3 points into Blinding Flash : Bonus Blind chance on Smite hit.
5 points into Sacrifice : Increases the damage dealt by Smite by 250%.
5 points into Atonement : This removes the Health requirement from the previous node.
5 points into Conviction : Adds base Critical Hit Chance. Cast Speed can be ignored.
4 points into Deep Impact : 100% Critical Multiplier.
If you low roll Aurelis , take one point from Blinding Flash .
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.
Shield Rush
Shield Rush is our main movement skill for the build. Normally this skill requires a shield, however through
node selection we have removed this requirement. The Mana cost is reduced as much as possible to facilitate a smooth rotation with your other
skills when moving from mob to mob, and the base Crit Chance as well as Crit Multiplier are scaled in order to allow Shield Bash
to kill low health mobs when you arrive at a mob pack.
3.5.1.
Order of Skill Points
2 points into Consuming Path : Traversal node.
1 point into Dark Rush : Removes the shield requirement.
2 points into Void Breaker : Increases Void Damage on the hit when you finish dashing.
6 points into Rush Mastery : Reduces Mana cost significantly.
2 points into Protective Speed : 20% damage reduction while dashing.
3 points into Warrior's Entrance : Extra damage for the final hit, and increases the area of it.
2 points into Critical Rush : Base Critical Chance increased by 8%.
2 points into Obliterating Rush : 80% Critical Multiplier increase.
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.
Volatile Reversal
Volatile Reversal is taken to buff our character. This build removes the Mana and Health change when Volatile
Reversal is used in exchange for cooldown reduction of the skill, allowing us to keep the Movement Speed
and Attack Speed buffs up nearly permanently. Volatile Reversal also creates Void Rifts with an increased Stun chance,
mostly used to deal with normal enemies and provide an extra defensive layer.
3.6.1.
Order of Skill Points
3 points into Time Sap : Adds a chance to recover cooldown on Volatile Reversal when a normal enemy dies or when you hit a Rare/Boss.
3 points into Catching Up : Increased Movement Speed after cast.
3 points into Warped Time : Increased Attack Speed after cast.
1 point into Timelost Vitality : Removes the ability to alter Health when this skill is cast.
2 points into Traveller's Fatigue : Cooldown reduction.
1 points into Timelost Wisdom : Removes the ability to alter Mana when this skill is cast.
1 point into Terminal Void Rift : Casts a Void Rift on arrival.
1 point into Dark Expanse : Increases the area of Void Rift by 40%.
1 point into Incipient Void Rift : Casts Void Rift from the starting point where you used Volatile Reversal.
4 points into Shifting Power : Adds Stun Chance to the Void Rifts, while increasing the global Void Damage you
deal to targets that are stunned after casting Volatile Reversal.
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.
Anomaly
Anomaly is used as a support skill for the build, offering extra Void Leech and higher Attack Speed
while shredding the Void Resistance from nearby enemies and inflicting stacks
of Slow on them. Anomaly is cast on the player and will move with us. It is also
insta-casted, so it won't interrupt uptime while attacking enemies.
3.7.1.
Order of Skill Points
1 point into Void Touched : Traversal node.
1 point into Immediacy : No longer sends enemies forward in time.
1 point into Time Bubble : Anomaly becomes an aura at a set location.
4 points into Temporal Mastery : Increases the duration by 80%.
1 point into Time Lord : Time Bubble becomes an aura casted on our own location and attaches itself to us.
1 point into Lingering Memory : The effects of Time Bubble last for 2 seconds after Anomaly ends.
2 points into Manipulation : Increases Attack Speed while Time Bubble is active.
4 point into Time Eater : Increases Health Leech while the Time Bubble is active.
4 points into Emission : Doubles the area that the Void Bubble covers.
1 point into Borrowed Time : Turns Anomaly into an instant cast.
Image courtesy of Last Epoch Tools
4.
Build Mechanics and Playstyle
The playstyle for this build is based around fast-paced attacks and high mobility. Multistrike is
used only as a way to quickly cast Smite and provide it the ability to hit multiple enemies at once.
There is a very short ramp up while to generate Armament stacks, but once you have them, enemies will begin to
disappear. Keep in mind, to generate stacks you need to hit enemies with the actual physical attack.
The main weakness of Multistrike is Smite will not cast on normal enemies if you hit them with your swords. This is
a non-issue when killing mob packs, but if you find yourself against a singular mob, you will need to create some distance
and use Multistrike in a way where you become a ranged playstyle, or just completely ignore the mob and continue through
the map.
The combination of Shield Rush and Volatile Reversal create an extremely mobile build, increasing movement
speed through maps and reducing walk time when going from pack to pack. Shield Rush can be used freely as a way to traverse
through maps. Volatile Reversal needs to be used wisely as it can send you backwards too far and land you outside of mob packs.
Howevever, as long as you've remained in an area for a few seconds already, Volatile Reversal can be used on cooldown to provide
increased Attack Speed and Movement Speed while we kill things. Each use of Volatile Reversal will cast Void Rift twice, giving you
the ability to stun mobs and reduce incoming damage.
The final aspect of the build, Anomaly , is taken to provide a substantial buff to both offensive and defensive
capabilities. This adds extra Void Leech and Attack Speed when used as an aura around us, while also inflicting stacks of
both Void Shred and Slow to nearby enemies. This can, and should, be used on cooldown while
fighting in order to give us the highest DPS potential it can. You may be concerned about Mana, but as long as you're hitting enemies
with Multistrike , you will gain tons of Mana through Time and Faith . Resources become a non-issue because of this.
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
Two-handed Sword
Blade of the Forgotten Knight
-
Two-handed Sword
Aurelis
Spell Damage
Head
Armor
Prefixes Vitality Increased Void Damage, Spell Void DamageSuffix Armor, Reduced Damage Taken from Critical Hits Health
Amulet
Increased Critical Strike Chance
Prefixes Increased Void Damage Critical Strike MultiplierSuffixes Chance to Shred Armor on Hit Chance to Apply Frailty on Hit
Chest
Armor
Prefixes Vitality Increased Void Damage, Void Spell DamageSuffixes Health Increased Health
Belt
Armor
Prefixes Increased Void Damage Increased Mana RegenSuffixes Health Hybrid Health
Gloves
Armor Void Resistance
Prefixes Increased Melee Attack Speed Increased Critical Strike ChanceSuffixes Armor, Reduced Damage Taken from Critical Hits Hybrid Health
Ring
Siphon of Anguish
Increased Void Damage
Ring
Increased Critical Strike Chance
Prefixes Increased Critical Strike Chance Increased Void DamageSuffixes Health Needed Resistances
Feet
Armor Increased Movement Speed Fire Resistance
Prefixes Vitality Increased Movement SpeedSuffixes Armor, Reduced Damage Taken from Critical Hits Hybrid Health
Relic
Melee Void Damage Spell Void Damage
Prefixes Critical Strike Multiplier Increased Critical Strike ChanceSuffixes Needed Resistances
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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<emphasized>false</emphasized>
<nameOverride />
</Rule>
<Rule>
<type>HIGHLIGHT</type>
<conditions>
<Condition i:type="SubTypeCondition">
<type>
<EquipmentType>HELMET</EquipmentType>
</type>
<subTypes>
<int>32</int>
<int>33</int>
<int>34</int>
<int>35</int>
<int>36</int>
<int>37</int>
<int>38</int>
<int>39</int>
<int>52</int>
</subTypes>
</Condition>
<Condition i:type="AffixCondition">
<affixes>
<int>505</int>
<int>362</int>
<int>25</int>
<int>715</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>RELIC</EquipmentType>
</type>
<subTypes>
<int>3</int>
<int>4</int>
<int>5</int>
<int>38</int>
<int>39</int>
<int>40</int>
<int>41</int>
<int>42</int>
<int>43</int>
<int>44</int>
<int>45</int>
<int>46</int>
</subTypes>
</Condition>
<Condition i:type="AffixCondition">
<affixes>
<int>6</int>
<int>5</int>
<int>17</int>
<int>24</int>
<int>13</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>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>5</int>
<int>15</int>
<int>45</int>
<int>25</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>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>15</int>
<int>6</int>
<int>86</int>
<int>429</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>ONE_HANDED_SWORD</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>15</int>
<int>6</int>
<int>86</int>
<int>5</int>
<int>2</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>2</int>
<int>5</int>
<int>715</int>
<int>36</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>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>505</int>
<int>28</int>
<int>715</int>
<int>36</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>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>15</int>
<int>330</int>
<int>36</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>BODY_ARMOR</EquipmentType>
</type>
<subTypes>
<int>32</int>
<int>33</int>
<int>34</int>
<int>35</int>
<int>36</int>
<int>37</int>
<int>38</int>
<int>39</int>
<int>40</int>
</subTypes>
</Condition>
<Condition i:type="AffixCondition">
<affixes>
<int>362</int>
<int>505</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>32</int>
<int>33</int>
<int>34</int>
<int>35</int>
<int>36</int>
<int>37</int>
<int>38</int>
<int>39</int>
<int>52</int>
</subTypes>
</Condition>
<Condition i:type="AffixCondition">
<affixes>
<int>505</int>
<int>362</int>
<int>25</int>
<int>715</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>RELIC</EquipmentType>
</type>
<subTypes>
<int>3</int>
<int>4</int>
<int>5</int>
<int>38</int>
<int>39</int>
<int>40</int>
<int>41</int>
<int>42</int>
<int>43</int>
<int>44</int>
<int>45</int>
<int>46</int>
</subTypes>
</Condition>
<Condition i:type="AffixCondition">
<affixes>
<int>6</int>
<int>5</int>
<int>17</int>
<int>24</int>
<int>13</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>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>5</int>
<int>15</int>
<int>45</int>
<int>25</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>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>15</int>
<int>6</int>
<int>86</int>
<int>429</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>ONE_HANDED_SWORD</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>15</int>
<int>6</int>
<int>86</int>
<int>5</int>
<int>2</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>2</int>
<int>5</int>
<int>715</int>
<int>36</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>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>505</int>
<int>28</int>
<int>715</int>
<int>36</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>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>15</int>
<int>330</int>
<int>36</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>BODY_ARMOR</EquipmentType>
</type>
<subTypes>
<int>32</int>
<int>33</int>
<int>34</int>
<int>35</int>
<int>36</int>
<int>37</int>
<int>38</int>
<int>39</int>
<int>40</int>
</subTypes>
</Condition>
<Condition i:type="AffixCondition">
<affixes>
<int>362</int>
<int>505</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>32</int>
<int>33</int>
<int>34</int>
<int>35</int>
<int>36</int>
<int>37</int>
<int>38</int>
<int>39</int>
<int>52</int>
</subTypes>
</Condition>
<Condition i:type="AffixCondition">
<affixes>
<int>505</int>
<int>362</int>
<int>25</int>
<int>715</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>RELIC</EquipmentType>
</type>
<subTypes>
<int>3</int>
<int>4</int>
<int>5</int>
<int>38</int>
<int>39</int>
<int>40</int>
<int>41</int>
<int>42</int>
<int>43</int>
<int>44</int>
<int>45</int>
<int>46</int>
</subTypes>
</Condition>
<Condition i:type="AffixCondition">
<affixes>
<int>6</int>
<int>5</int>
<int>17</int>
<int>24</int>
<int>13</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>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>5</int>
<int>15</int>
<int>45</int>
<int>25</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>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>15</int>
<int>6</int>
<int>86</int>
<int>429</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>ONE_HANDED_SWORD</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>15</int>
<int>6</int>
<int>86</int>
<int>5</int>
<int>2</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>2</int>
<int>5</int>
<int>715</int>
<int>36</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>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>505</int>
<int>28</int>
<int>715</int>
<int>36</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>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>15</int>
<int>330</int>
<int>36</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>BODY_ARMOR</EquipmentType>
</type>
<subTypes>
<int>32</int>
<int>33</int>
<int>34</int>
<int>35</int>
<int>36</int>
<int>37</int>
<int>38</int>
<int>39</int>
<int>40</int>
</subTypes>
</Condition>
<Condition i:type="AffixCondition">
<affixes>
<int>362</int>
<int>505</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>32</int>
<int>33</int>
<int>34</int>
<int>35</int>
<int>36</int>
<int>37</int>
<int>38</int>
<int>39</int>
<int>52</int>
</subTypes>
</Condition>
<Condition i:type="AffixCondition">
<affixes>
<int>505</int>
<int>362</int>
<int>25</int>
<int>715</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>RELIC</EquipmentType>
</type>
<subTypes>
<int>3</int>
<int>4</int>
<int>5</int>
<int>38</int>
<int>39</int>
<int>40</int>
<int>41</int>
<int>42</int>
<int>43</int>
<int>44</int>
<int>45</int>
<int>46</int>
</subTypes>
</Condition>
<Condition i:type="AffixCondition">
<affixes>
<int>6</int>
<int>5</int>
<int>17</int>
<int>24</int>
<int>13</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>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>5</int>
<int>15</int>
<int>45</int>
<int>25</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>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>15</int>
<int>6</int>
<int>86</int>
<int>429</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>ONE_HANDED_SWORD</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>15</int>
<int>6</int>
<int>86</int>
<int>5</int>
<int>2</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>2</int>
<int>5</int>
<int>715</int>
<int>36</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>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>505</int>
<int>28</int>
<int>715</int>
<int>36</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>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>15</int>
<int>330</int>
<int>36</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>BODY_ARMOR</EquipmentType>
</type>
<subTypes>
<int>32</int>
<int>33</int>
<int>34</int>
<int>35</int>
<int>36</int>
<int>37</int>
<int>38</int>
<int>39</int>
<int>40</int>
</subTypes>
</Condition>
<Condition i:type="AffixCondition">
<affixes>
<int>362</int>
<int>505</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>32</int>
<int>33</int>
<int>34</int>
<int>35</int>
<int>36</int>
<int>37</int>
<int>38</int>
<int>39</int>
<int>52</int>
</subTypes>
</Condition>
<Condition i:type="AffixCondition">
<affixes>
<int>505</int>
<int>362</int>
<int>25</int>
<int>715</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="AffixCondition">
<affixes>
<int>36</int>
<int>560</int>
<int>565</int>
<int>566</int>
<int>603</int>
<int>652</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_1x4</EquipmentType>
</type>
<subTypes>
<int>2</int>
</subTypes>
</Condition>
<Condition i:type="AffixCondition">
<affixes>
<int>659</int>
<int>211</int>
</affixes>
<comparsion>ANY</comparsion>
<comparsionValue>1</comparsionValue>
<minOnTheSameItem>1</minOnTheSameItem>
<combinedComparsion>ANY</combinedComparsion>
<combinedComparsionValue>1</combinedComparsionValue>
<advanced>false</advanced>
</Condition>
</conditions>
<color>15</color>
<isEnabled>true</isEnabled>
<levelDependent>false</levelDependent>
<minLvl>0</minLvl>
<maxLvl>0</maxLvl>
<emphasized>false</emphasized>
<nameOverride />
</Rule>
<Rule>
<type>HIGHLIGHT</type>
<conditions>
<Condition i:type="SubTypeCondition">
<type>
<EquipmentType>IDOL_1x2</EquipmentType>
</type>
<subTypes>
<int>0</int>
</subTypes>
</Condition>
<Condition i:type="AffixCondition">
<affixes>
<int>107</int>
<int>105</int>
</affixes>
<comparsion>ANY</comparsion>
<comparsionValue>1</comparsionValue>
<minOnTheSameItem>1</minOnTheSameItem>
<combinedComparsion>ANY</combinedComparsion>
<combinedComparsionValue>1</combinedComparsionValue>
<advanced>false</advanced>
</Condition>
</conditions>
<color>15</color>
<isEnabled>true</isEnabled>
<levelDependent>false</levelDependent>
<minLvl>0</minLvl>
<maxLvl>0</maxLvl>
<emphasized>false</emphasized>
<nameOverride />
</Rule>
<Rule>
<type>HIGHLIGHT</type>
<conditions>
<Condition i:type="SubTypeCondition">
<type>
<EquipmentType>IDOL_1x1_LAGON</EquipmentType>
</type>
<subTypes>
<int>0</int>
</subTypes>
</Condition>
<Condition i:type="AffixCondition">
<affixes>
<int>110</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 Mage 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>WAND</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>CATALYST</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
The unique weapon for this build is required to make the build work. Without Aurelis , you will not be able to kill
Boss fights. Keep that in mind when swapping to this build.
6.1.
Aurelis
Aurelis : This sword is used to be able to kill Rare and Boss enemies while dealing with
a single target. If you are able to get it, Legendary Potential with an Added Spell Damage prefix will be
best-in-slot for this. This sword is a common drop, but can be farmed from Echo Rewards in the Monolith
Timeline "Reign of Dragons ".
6.2.
Blade of the Forgotten Knight
Blade of the Forgotten Knight : This weapon is great for the Void Spell Damage increases, but also comes with
additional Melee Attack Speed and Haste Chance on Hit. Farm for this weapon from Echoes in the Monolith
Timeline "Reign of Dragons ".
6.3.
Siphon of Anguish
Siphon of Anguish : This ring provides ample Leech Rate and further increases to our Movement Speed. While not the main
selling point, the Void Damage from Doom can not be ignored. This can be target farmed by killing Orobyss .
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.
Focus on grabbing two Huge Rahyeh Idols that boost Chance for an additional sword with Multistrike at maximum Armament Stacks
and Chance to Shred Armor on Hit. All other Idols are user preference, but should fill in for
defensive weaknesses you may have from gear drops, focusing on Health if you're able to.
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 Depths of Infinity
Chance to Shred Void Resistance on Hit
The Black Sun
Grand Resolve of Humanity
Increased All Resistances
Reign of Dragons
Grand Bulwark of the Tundra
Increased Armor
The Age of Winter
Grand Body of Obsidian
Armor
Spirits of Fire
The final Blessing Slot can utilize either Grand Crash of the Waves to help with
Void Rift stuns, increase our Mana with Grand Light of the Moon , or increase Lightning
Resistance with Grand Bastion of Divinity . The choice is up to the player based on
what you need the most.
9.
Changelog
09 Feb. 2024: Complete rework. Void Cleave, Sigils and Lunge removed. Replaced with Volatile Reversal, Anomaly, and Shield Rush. Build no longer two-handed, now dual wields.
12 Jan. 2024: Loot Filter added.
30 Nov. 2023: Guide added.
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