Forge Guard Forgebreath Endgame Build for Last Epoch (Patch 1.0)

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

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

1.

Build Introduction

Due to the changes seen with 1.0 and the increased difficulty scaling, we can no longer suggest this build or concepts related to it. While the build still does moderately well in Boss encounters, the increased density in maps has made this a non-viable option. It is very likely we see a Forge Guard rework in the future, and if a similar concept can ever be created, we will restore this page and update it accordingly.

Armor given life, the Manifest Armor erupts in a fiery blaze, scorching those naive enough to approach. The Manifest Armor is capable of spitting streams of magma at foes, alongside exploding in a retaliatory attack that is sure to leave enemies with 1st degree burns.

Strengths icon Strengths
  • +Both the player and Manifest Armor are extremely tanky
  • +High burst healing on demand
  • +Player can focus on survival rather than dealing damage since Manifest Armor handles most of the heavy lifting
Weaknesses icon Weaknesses
  • -Manifest Armor may need to be resummoned to deal maximum damage due to needing to be in melee range for Fire Nova Icon Fire Nova
  • -While very safe, clear times will be slower due to the nature of how Manifest Armor attacks
  • -Strict rotation to keep up ailments and maintain healthy Mana pool
2.

Skill Selection

Unlike most Forge Guard builds, this entire build is based around Spell Damage. Manifest Armor Icon Manifest Armor scales two attacks this way, Forgebreath and Fire Nova Icon Fire Nova. Forge Breath is a conal-shaped AoE the Manifest Armor will use repeatedly, so long as it is in range of an ememy. Fire Nova, on the other hand, is a retaliation attack, and requires the Manifest Armor to take damage in order to activate.

For support, this build uses Sigils Of Hope Icon Sigils Of Hope, Void Cleave Icon Void Cleave, and Abyssal Echoes Icon Abyssal Echoes in order to buff and heal the Manifest Armor as well as debuff enemies. The final skill taken in this build is Rebuke Icon Rebuke, used for Mana recovery and an emergency button for when you over extend and need a moment of near-invincibility.

Manifest Armor Icon
Abyssal Echoes Icon
Sigils Of Hope Icon
Void Cleave Icon
Rebuke Icon
Skill row background
3.

Class and Skill Passive Trees

Class Passives Skill Passives
Sentinel Forge Guard Paladin Void Knight
Manifest Armor Void Cleave Abyssal Echoes Sigils of Hope Rebuke

Our base class is Sentinel, which fills the role of a knight 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 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.

Forge Guard is the Advanced Class used for this build, and also where the majority of our Passive Points will come from. The Forge Guard Tree will focus around picking nodes that increase Attunement and defensive layering. A lesser, but still substantial amount of Passive Points will come from Paladin, focusing mainly on Attunement and Healing Effectiveness, but also rounding out our Resistances. Void Knight is taken almost entirely to gain access to Abyssal Echoes Icon Abyssal Echoes, but also provides a boost to both Physical and Void Resistance. Each Passive Tree and their points are broken down below.

3.1.

Sentinel Passive Points

Sentinel Passive Tree
  • 8 points into Fearless.
  • 2 points into Juggernaut: Used to get 20 points into the Passive Tree, minor Resistance gains.
  • 5 points into Armour Clad: 10% Damage Reduction from nearby enemies.
  • 5 points into Valiant Charge: Void Cleave Icon Void Cleave is converted into a traversal skill, so that is where the Cooldown Reduction is applied.

Our base class is Sentinel, which fills the role of a knight 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 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.

Forge Guard is the Advanced Class used for this build, and also where the majority of our Passive Points will come from. The Forge Guard Tree will focus around picking nodes that increase Attunement and defensive layering. A lesser, but still substantial amount of Passive Points will come from Paladin, focusing mainly on Attunement and Healing Effectiveness, but also rounding out our Resistances. Void Knight is taken almost entirely to gain access to Abyssal Echoes Icon Abyssal Echoes, but also provides a boost to both Physical and Void Resistance. Each Passive Tree and their points are broken down below.

3.2.

Forge Guard Passive Points

Forge Guard Passive Tree
  • 10 points into Battle Hardened: Increases defensive layering if taken damage in the last 4 seconds.
  • 5 points into Guardian: Health and bonus Stun Chance, mostly used for traversing to the next node.
  • 8 points into Thornmail: Gain 240 Armor. Retaliation damage is nice, but not the reason for the node.
  • 6 points into Crushing Blows: Taken for the Mana Regen.
  • 8 points into Iron Attunement: Attunement and Armor for you and the Manifest Armor.
  • 6 points into Might: Extra Health. Strength is useful for increasing our Armor, and also scaling the Manifest Armor's Health pool.

Our base class is Sentinel, which fills the role of a knight 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 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.

Forge Guard is the Advanced Class used for this build, and also where the majority of our Passive Points will come from. The Forge Guard Tree will focus around picking nodes that increase Attunement and defensive layering. A lesser, but still substantial amount of Passive Points will come from Paladin, focusing mainly on Attunement and Healing Effectiveness, but also rounding out our Resistances. Void Knight is taken almost entirely to gain access to Abyssal Echoes Icon Abyssal Echoes, but also provides a boost to both Physical and Void Resistance. Each Passive Tree and their points are broken down below.

3.3.

Paladin Passive Points

Paladin Passive Tree
  • 8 points into Defiance: Rounds our Resistances out, provides extra Attunement for Manifest Armor.
  • 10 points into Valor: Healing Effectiveness is extremely potent in this build and should not be skipped.
  • 7 points into Holy Icon: More Healing Effectiveness.
  • 5 point into Prayer: Healing Effectiveness if you have healed yourself or an ally recently. For this build, you will be healing constantly, so this is a permanent buff.
  • 10 points into Dedication: Attunement gains and Mana Regen.

Our base class is Sentinel, which fills the role of a knight 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 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.

Forge Guard is the Advanced Class used for this build, and also where the majority of our Passive Points will come from. The Forge Guard Tree will focus around picking nodes that increase Attunement and defensive layering. A lesser, but still substantial amount of Passive Points will come from Paladin, focusing mainly on Attunement and Healing Effectiveness, but also rounding out our Resistances. Void Knight is taken almost entirely to gain access to Abyssal Echoes Icon Abyssal Echoes, but also provides a boost to both Physical and Void Resistance. Each Passive Tree and their points are broken down below.

3.4.

Void Knight Passive Points

Void Knight Passive Tree
  • 10 points into Abyssal Endurance: Forced to take for Abyssal Echoes Icon Abyssal Echoes, but adds Health and Resistances too.

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.

Manifest Armor

Manifest Armor Passive Tree

This whole build is all about Manifest Armor Icon Manifest Armor. Unlike traditional Forge Guard builds, this build focuses on the minion's Spells rather than its physical stregnth. To ensure proper damage output, Manifest Armor will gain the stats off our equipped weapon (Volcanus Icon Volcanus) and scale majorly into nodes dealing with Fire Spell Damage and increases to Forgebreath.

3.5.1.

Order of Skill Points

  • 1 point into Iron Grasp: Traversal node.
  • 3 points into Redistributed Steel: Increases Manifest Armor's damage, but also reduces its survivability.
  • 1 point into Titan Sword: Copies the stats from Volcanus Icon Volcanus.
  • 4 points into Great Helm: Copies the stats from Calamity Icon Calamity, but at an increased rate of 240%.
  • 3 points into Burning Armour: Boosts Spell Fire Damage.
  • 1 point into Blast Forge: Allows the Manifest Armor to attack with Forgebreath.
  • 5 points into Bellow: Increases the damage and area of Forge Breath.
  • 2 points into Forged Fire: Placing both points into this removes all melee attacks from Manifest Armor so Forge Breath is now the only attack that can be used.
  • 3 points into Platemail: Scales stats off of our chest gear at 120% increased effect.

Getting 23 points into Manifest Armor requires Legendary Potential on Calamity Icon Calamity, so before you're able to do that, remove points from either Platemail or Bellow. Its up to the player to determine which, as one effects defensive layering and the other reduces damage output.

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.

Void Cleave

Void Cleave Passive Tree

Void Cleave Icon Void Cleave is used as a support action in the build. The action itself will apply both five stacks of Fire Resistance Shred and two stacks of Critical Vulnerability, but also automates Abyssal Echoes Icon Abyssal Echoes, which is converted into a heal. Mana consumption is low for Void Cleave, feel free to use it on cooldown to keep damage output high.

3.6.1.

Order of Skill Points

  • 3 points into Dark Pathway: Cooldown reduction, required to meet 100% uptime on debuffs.
  • 5 points into Fraying Strikes: Converted to Fire Resistance Shred.
  • 1 point into Resonating Cleave: Automates Abyssal Echoes Icon Abyssal Echoes. This spell is cast at the end of Void Cleave's animation.
  • 1 point into Riftflame: Traversal node.
  • 1 point into Hellish Chasm: Converts Void to Fire for Void Cleave, as well as any Void ailment to a Fire ailment for the sake of this skill.
  • 3 points into Abyssal Walker: The beginning of changing this into a mobility skill.
  • 1 point into Gravity's Edge: Converts Void Cleave into a mobility skill.
  • 2 points into Into the Depths: Traversal node.
  • 1 point into Precognition: Void Cleave can now never be dodged, ensuring all ailments are inflicted.
  • 2 points into Rift Maker: Applies two stacks of Critical Vulnerability on hit.

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.

Abyssal Echoes

Abyssal Echoes Passive Tree

Just like Void Cleave Icon Void Cleave, Abyssal Echoes Icon Abyssal Echoes is a full on support spell in this build. This is the main way we heal Manifest Armor Icon Manifest Armor, as this spell has it's Void tag ripped from it and replaced with a Fire tag. On top of the healing it provides, Abyssal Echoes will also Shred the Armor off any enemy the initial burst hits.

3.7.1.

Order of Skill Points

  • 5 points into Deep Expanse: Doubles the area that Abyssal Echoes can hit.
  • 1 point into Fiery Chasm: Traversal node.
  • 1 point into Potent Corruption: Used to scale healing.
  • 1 point into Void Purifier: Converts the spell from Void to Fire, and tacks on the ability to heal. The nodes Potent Corruption and Vorpal Reverberation now scale healing as well as damage dealt.
  • 1 point into Heavenly Gift: Scales Abyssal Echoes off Attunement rather than Vitality.
  • 5 points into Vorpal Reverberation: Used to scale healing.
  • 5 points into Rippling Corrosion: Shreds Armor with initial burst on hit.
  • 1 point into Tides of Rust: 20% gain to Armor Shred with Abyssal Echoes. Basically equates to an extra stack on enemies, considering we always apply five stacks.

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.

3.8.

Sigils of Hope

Sigils of Hope Passive Tree

Sigils Of Hope Icon Sigils Of Hope is used to provide healing as well as increases to Fire Damage. At maximum Sigils, this is equal to an added 12 base Fire Damage and 100% increased damage for both you and Manifest Armor, as well as an extra 48% Healing Effectiveness.

3.8.1.

Order of Skill Points

  • 5 points into Empowering Sigils: Damage boost per active Sigil.
  • 3 points into Decree of Flame: Bonus Fire Damage per active Sigil.
  • 1 point into Last Wish: Chance to generate a Sigil on kill. Great for traversing maps.
  • 2 points into Word of Alacrity: Traversal node.
  • 1 point into Exigency: Becomes an instant cast. Removes clunky interactions.
  • 2 points into Invigorate: 12% increased Healing Effectiveness per active Sigil.
  • 5 points into Quiet Mind: Cuts the Mana cost in half. Necessary.
  • 1 point into Polygram: Increases Sigil count from 3 to 4.

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.

Rebuke

Rebuke Passive Tree

Rebuke Icon Rebuke is the final skill this build will use. It scales Mana Regeneration and Healing nodes to create a way to replenish resources, while at the same time shrugging off most damage instances. The only things to be mindful of, do not use this in try and tank DoT puddles, specifically if they're long duration. When Rebuke runs out, you will likely fall over. In the case of something like Poison Damage, each stack will reduce your Poison Resistance and by the time Rebuke ends you may just be dead from the Poison Shred on your character.

3.9.1.

Order of Skill Points

  • 4 points into Battle Meditation: Doubles Mana Regen while channeling.
  • 4 points into Redemption: Adds healing to Rebuke's channel.
  • 1 point into War Priest: Scales Rebuke's healing off Attunement.
  • 4 points into Accelerated Healing: Rebuke heals more the longer it is channeled.
  • 2 points into Bide: 24% duration increase.
  • 3 points into Infinite Guardian: 45% duration increase, but also increases cooldown.
  • 2 points into Inner Focus: Mana gain every time you take a hit while channeling.
Image courtesy of Last Epoch Tools
4.

Build Mechanics and Playstyle

The entire playstyle of this build revolves around setting up the Manifest Armor to deal damage for us. The only real reason we even exist is to heal and buff the Manifest Armor, and debuff enemies to keep damage high. The rotation forces us to manage our Mana appropriately, as even with more than 300 Mana, long boss fights will drain us completely if not managed properly. Void Cleave Icon Void Cleave can, and should, be used on cooldown to keep Fire Resistance Shred and Critical Vulnerability on the enemy at all times. Abyssal Echoes Icon Abyssal Echoes can be manually casted, but doing so will start to deplete Mana, so this should be done sparingly, or in moments when you or the Manifest Armor require a burst heal and Void Cleave Icon Void Cleave is on cooldown. Sigils Of Hope Icon Sigils Of Hope should be kept capped at all times, however, you do not want to summon all four at once. Instead, summon two at a time. This will allow a smooth rotation where we then place Rebuke Icon Rebuke in between casts. A full rotation will look like the following, assuming Manifest Armor has always been summoned:

Void Cleave Icon Void CleaveSigils Of Hope Icon Sigils Of Hope x2 → Void Cleave Icon Void CleaveRebuke Icon Rebuke

This rotation can be performed indefinitely in a vacuum, assuming Manifest Armor Icon Manifest Armor does not need to be resummoned and Abyssal Echoes Icon Abyssal Echoes does not need to be manually casted.

4.1.

Manifest Armor and Fire Nova

As of patch 0.9.2, the Manifest Armor's retaliatory attack Fire Nova Icon Fire Nova does not have an accessible tooltip in game. For a lot of bosses, we will be relying on this attack to quickly take Health bars down, as it will activate every 200 Health that the Manifest Armor loses. The base stats for Fire Nova can be seen below:

  • Base Damage: 20 Fire
  • Cooldown: 0 seconds
  • Critical Chance: 5%
  • Critical Multiplier: 200%
  • Added Damage Scaling: 100%
  • Counts as a Hit

Fire Nova Icon Fire Nova is best taken advantage of during channeled attacks by bosses, such as Elder Gaspar's Tri-Elemental rotating attack. Because we've scaled Manifest Armor so well defensively, and the healing we provide is top notch, it's fair game to purposely leave the minion inside of these attacks to active the damage off Fire Nova. Likewise, when these channeled attacks are targeted, such as Heorot's Freezing Ice attack, using Rebuke Icon Rebuke to aim the attack directly at Manifest Armor and tank the hit alongside him is worth doing. The only drawback in the way Manifest Armor attacks is the fact that Forgebreath is a ranged attack, meaning Fire Nova will not reach when Manifest Armor is at max distance. There are two ways to deal with this:

  1. Opt to remove a point in Forged Fire in the skill tree, which will force a single melee attack between Forgebreath, but reduce damage output.
  2. Resummon Manifest Armor Icon Manifest Armor on top of the boss right before a channel attack is about to start, which is the default solution for this build.
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 Volcanus Icon Volcanus Prefixes
Increased Critical Strike Chance
Head Calamity Icon Calamity Prefixes
+ Levels to Manifest Armor
Amulet Death Rattle Icon Death Rattle Prefixes
Increased Minion Damage
Chest Armor Prefixes
Attunement
Increased Fire Damage, Increased Ignite Duration

Suffixes
Health
Belt Armor Prefixes
Increased Minion Damage
Increased Minion Health

Suffixes
Health
Needed Resistances
Gloves Julra's Obsession Icon Julra's Obsession Prefixes
Increased Critical Strike Chance
Ring Increased Minion Damage
Increased Minion Health
Increased Critical Strike Multiplier
Prefixes
Attunement
Increased Minion Damage

Suffixes
Health
Critical Strike Avoidance
Ring Increased Minion Damage
Increased Minion Health
Increased Critical Strike Multiplier
Prefixes
Attunement
Increased Minion Damage

Suffixes
Health
Critical Strike Avoidance
Feet Movement Speed
Armor
Fire Resistance
Prefixes
Attunement
Increased Movement Speed

Suffixes
Hybrid Health
Critical Strike Avoidance
Relic Code of an Erased Sentinel Icon Code of an Erased Sentinel Prefixes
Attunement
Increased Minion Damage

Suffixes
Health
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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<EquipmentType>TWO_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> </subTypes> </Condition> <Condition i:type="AffixCondition"> <affixes /> <comparsion>ANY</comparsion> <comparsionValue>1</comparsionValue> <minOnTheSameItem>1</minOnTheSameItem> <combinedComparsion>ANY</combinedComparsion> <combinedComparsionValue>1</combinedComparsionValue> <advanced>false</advanced> </Condition> </conditions> <color>13</color> <isEnabled>true</isEnabled> <levelDependent>true</levelDependent> <minLvl>0</minLvl> <maxLvl>25</maxLvl> <emphasized>false</emphasized> <nameOverride /> </Rule> <Rule> <type>HIGHLIGHT</type> <conditions> <Condition i:type="SubTypeCondition"> <type> <EquipmentType>GLOVES</EquipmentType> </type> <subTypes> <int>0</int> <int>1</int> <int>2</int> <int>3</int> <int>4</int> <int>5</int> <int>6</int> <int>7</int> </subTypes> </Condition> <Condition i:type="AffixCondition"> <affixes> <int>504</int> <int>97</int> <int>36</int> <int>26</int> <int>25</int> <int>70</int> <int>10</int> <int>19</int> <int>13</int> <int>17</int> <int>24</int> <int>45</int> <int>7</int> <int>80</int> </affixes> <comparsion>ANY</comparsion> <comparsionValue>1</comparsionValue> <minOnTheSameItem>1</minOnTheSameItem> <combinedComparsion>ANY</combinedComparsion> <combinedComparsionValue>1</combinedComparsionValue> <advanced>false</advanced> </Condition> </conditions> <color>13</color> <isEnabled>true</isEnabled> <levelDependent>true</levelDependent> <minLvl>0</minLvl> <maxLvl>25</maxLvl> <emphasized>false</emphasized> <nameOverride /> </Rule> <Rule> <type>HIGHLIGHT</type> <conditions> <Condition i:type="SubTypeCondition"> <type> <EquipmentType>BOOTS</EquipmentType> </type> <subTypes> <int>0</int> <int>1</int> <int>2</int> <int>3</int> <int>4</int> <int>5</int> <int>6</int> <int>8</int> <int>9</int> </subTypes> </Condition> <Condition i:type="AffixCondition"> <affixes> <int>504</int> <int>28</int> <int>97</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>1</minOnTheSameItem> <combinedComparsion>ANY</combinedComparsion> <combinedComparsionValue>1</combinedComparsionValue> <advanced>false</advanced> </Condition> </conditions> <color>13</color> <isEnabled>true</isEnabled> <levelDependent>true</levelDependent> <minLvl>0</minLvl> <maxLvl>25</maxLvl> <emphasized>false</emphasized> <nameOverride /> </Rule> <Rule> <type>HIGHLIGHT</type> <conditions> <Condition i:type="SubTypeCondition"> <type> <EquipmentType>BELT</EquipmentType> </type> <subTypes> <int>0</int> <int>1</int> <int>2</int> <int>4</int> <int>5</int> <int>6</int> </subTypes> </Condition> <Condition i:type="AffixCondition"> <affixes> <int>26</int> <int>70</int> <int>52</int> <int>10</int> <int>13</int> <int>17</int> <int>24</int> <int>45</int> <int>7</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>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>504</int> <int>361</int> <int>52</int> <int>25</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>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>504</int> <int>97</int> <int>25</int> <int>52</int> <int>10</int> <int>361</int> <int>19</int> <int>13</int> <int>17</int> <int>24</int> <int>45</int> <int>7</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>504</int> <int>26</int> <int>19</int> <int>25</int> <int>13</int> <int>17</int> <int>24</int> <int>45</int> <int>7</int> <int>10</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>504</int> <int>26</int> <int>25</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>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>26</int> <int>25</int> <int>70</int> <int>10</int> <int>19</int> <int>13</int> <int>17</int> <int>24</int> <int>45</int> <int>7</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>TWO_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> </subTypes> </Condition> <Condition i:type="AffixCondition"> <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>504</int> <int>97</int> <int>36</int> <int>26</int> <int>25</int> <int>70</int> <int>10</int> <int>19</int> <int>13</int> <int>17</int> <int>24</int> <int>45</int> <int>7</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>504</int> <int>28</int> <int>97</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>26</int> <int>70</int> <int>52</int> <int>10</int> <int>13</int> <int>17</int> <int>24</int> <int>45</int> <int>7</int> <int>19</int> <int>80</int> </affixes> <comparsion>MORE_OR_EQUAL</comparsion> <comparsionValue>3</comparsionValue> <minOnTheSameItem>1</minOnTheSameItem> <combinedComparsion>ANY</combinedComparsion> <combinedComparsionValue>1</combinedComparsionValue> <advanced>true</advanced> </Condition> </conditions> <color>17</color> <isEnabled>true</isEnabled> <levelDependent>true</levelDependent> <minLvl>0</minLvl> <maxLvl>40</maxLvl> <emphasized>false</emphasized> <nameOverride /> </Rule> <Rule> <type>HIGHLIGHT</type> <conditions> <Condition i:type="SubTypeCondition"> <type> <EquipmentType>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>504</int> <int>361</int> <int>52</int> <int>25</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>504</int> <int>97</int> <int>25</int> <int>52</int> <int>10</int> <int>361</int> <int>19</int> <int>13</int> <int>17</int> <int>24</int> <int>45</int> <int>7</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>504</int> <int>26</int> <int>19</int> <int>25</int> <int>13</int> <int>17</int> <int>24</int> <int>45</int> <int>7</int> <int>10</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>504</int> <int>26</int> <int>25</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>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>26</int> <int>25</int> <int>70</int> <int>10</int> <int>19</int> <int>13</int> <int>17</int> <int>24</int> <int>45</int> <int>7</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>TWO_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> </subTypes> </Condition> <Condition i:type="AffixCondition"> <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>504</int> <int>97</int> <int>36</int> <int>26</int> <int>25</int> <int>70</int> <int>10</int> <int>19</int> <int>13</int> <int>17</int> <int>24</int> <int>45</int> <int>7</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>504</int> <int>28</int> <int>97</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>26</int> <int>70</int> <int>52</int> <int>10</int> <int>13</int> <int>17</int> <int>24</int> <int>45</int> <int>7</int> <int>19</int> <int>80</int> </affixes> <comparsion>ANY</comparsion> <comparsionValue>1</comparsionValue> <minOnTheSameItem>2</minOnTheSameItem> <combinedComparsion>ANY</combinedComparsion> <combinedComparsionValue>1</combinedComparsionValue> <advanced>false</advanced> </Condition> </conditions> <color>3</color> <isEnabled>true</isEnabled> <levelDependent>true</levelDependent> <minLvl>0</minLvl> <maxLvl>65</maxLvl> <emphasized>false</emphasized> <nameOverride /> </Rule> <Rule> <type>HIGHLIGHT</type> <conditions> <Condition i:type="SubTypeCondition"> <type> <EquipmentType>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>504</int> <int>361</int> <int>52</int> <int>25</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>504</int> <int>97</int> <int>25</int> <int>52</int> <int>10</int> <int>361</int> <int>19</int> <int>13</int> <int>17</int> <int>24</int> <int>45</int> <int>7</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>504</int> <int>26</int> <int>19</int> <int>25</int> <int>13</int> <int>17</int> <int>24</int> <int>45</int> <int>7</int> <int>10</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>504</int> <int>26</int> <int>25</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>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>26</int> <int>25</int> <int>70</int> <int>10</int> <int>19</int> <int>13</int> <int>17</int> <int>24</int> <int>45</int> <int>7</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>TWO_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> </subTypes> </Condition> <Condition i:type="AffixCondition"> <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>504</int> <int>97</int> <int>36</int> <int>26</int> <int>25</int> <int>70</int> <int>10</int> <int>19</int> <int>13</int> <int>17</int> <int>24</int> <int>45</int> <int>7</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>504</int> <int>28</int> <int>97</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>26</int> <int>70</int> <int>52</int> <int>10</int> <int>13</int> <int>17</int> <int>24</int> <int>45</int> <int>7</int> <int>19</int> <int>80</int> </affixes> <comparsion>ANY</comparsion> <comparsionValue>1</comparsionValue> <minOnTheSameItem>2</minOnTheSameItem> <combinedComparsion>MORE_OR_EQUAL</combinedComparsion> <combinedComparsionValue>8</combinedComparsionValue> <advanced>true</advanced> </Condition> </conditions> <color>5</color> <isEnabled>true</isEnabled> <levelDependent>false</levelDependent> <minLvl>0</minLvl> <maxLvl>0</maxLvl> <emphasized>false</emphasized> <nameOverride /> </Rule> <Rule> <type>HIGHLIGHT</type> <conditions> <Condition i:type="SubTypeCondition"> <type> <EquipmentType>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>504</int> <int>361</int> <int>52</int> <int>25</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>504</int> <int>97</int> <int>25</int> <int>52</int> <int>10</int> <int>361</int> <int>19</int> <int>13</int> <int>17</int> <int>24</int> <int>45</int> <int>7</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>504</int> <int>26</int> <int>19</int> <int>25</int> <int>13</int> <int>17</int> <int>24</int> <int>45</int> <int>7</int> <int>10</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>504</int> <int>26</int> <int>25</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>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>26</int> <int>25</int> <int>70</int> <int>10</int> <int>19</int> <int>13</int> <int>17</int> <int>24</int> <int>45</int> <int>7</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>TWO_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> </subTypes> </Condition> <Condition i:type="AffixCondition"> <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>504</int> <int>97</int> <int>36</int> <int>26</int> <int>25</int> <int>70</int> <int>10</int> <int>19</int> <int>13</int> <int>17</int> <int>24</int> <int>45</int> <int>7</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>504</int> <int>28</int> <int>97</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>26</int> <int>70</int> <int>52</int> <int>10</int> <int>13</int> <int>17</int> <int>24</int> <int>45</int> <int>7</int> <int>19</int> <int>80</int> </affixes> <comparsion>ANY</comparsion> <comparsionValue>1</comparsionValue> <minOnTheSameItem>3</minOnTheSameItem> <combinedComparsion>MORE_OR_EQUAL</combinedComparsion> <combinedComparsionValue>10</combinedComparsionValue> <advanced>true</advanced> </Condition> </conditions> <color>7</color> <isEnabled>true</isEnabled> <levelDependent>false</levelDependent> <minLvl>0</minLvl> <maxLvl>0</maxLvl> <emphasized>false</emphasized> <nameOverride /> </Rule> <Rule> <type>HIGHLIGHT</type> <conditions> <Condition i:type="SubTypeCondition"> <type> <EquipmentType>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>504</int> <int>361</int> <int>52</int> <int>25</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>504</int> <int>97</int> <int>25</int> <int>52</int> <int>10</int> <int>361</int> <int>19</int> <int>13</int> <int>17</int> <int>24</int> <int>45</int> <int>7</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>567</int> <int>589</int> <int>600</int> <int>604</int> <int>653</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_1x2</EquipmentType> </type> <subTypes> <int>0</int> </subTypes> </Condition> <Condition i:type="AffixCondition"> <affixes> <int>107</int> <int>322</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>322</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>ONE_HANDED_SWORD</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>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 items used in this build are not for us. Instead, they should all be considered part of the Manifest Armor's gearing. Missing any item on here will lead to a weakened state for the Manifest Armor.

6.1.

Volcanus

Volcanus Icon Volcanus: The best way to scale Spell Damage for Manifest Armor, but also provides Health Leech for you and your minion, since Manifest Armor will be copying the stats on this weapon. Target farm in the Monolith Timeline "Reign of Dragons". If you manage to find this sword with Legendary Potential, socket on Increased Critical Strike Chance.

6.2.

Calamity

Calamity Icon Calamity: Taken for the increased Spell Damage, Manifest Armor will also take on the stats from this helmet. This can be target farmed in the Monolith Timeline "The Black Sun". Legendary Potential is heavily suggested on this, with at least Tier 6 +3 to Level of Manifest Armor. The build will function without this, but Manifest Armor will deal less damage because of it.

6.3.

Death Rattle

Death Rattle Icon Death Rattle: Provide a substantial boost in Critical Chance and Multiplier for Manifest Armor. The increased damage taken affix can be somewhat ignored, since this build makes Manifest Armor have an incredibly large Health pool, and it will deal more damage by taking damage. This can be target farmed in the Monolith Timeline "The Age of Winter".

6.4.

Julra's Obsession

Julra's Obsession Icon Julra's Obsession: These gloves will also apply all stats on them to your Manifest Armor. On top of this, they will always come with at least 1 Legendary Potential. Prioritize Increased Critical Strike Chance, followed by Cast Speed. You must kill Julra in Tier 3 or Tier 4 to obtain them.

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.

The Idols used for this build should be very easy to obtain, as they are all either Stout Lagonian Idols or Small Lagonian Idols. They must have Shared Fire Damage on them, with a secondary affix of ideally Armor or 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 Memory of Light Icon Grand Memory of Light Health The Black Sun
Grand Light of the Moon Icon Grand Light of the Moon Increased Mana Ending the Storm
Grand Body of Obsidian Icon Grand Body of Obsidian + Armor Spirits of Fire
Grand Bulwark of the Tundra Icon Grand Bulwark of the Tundra % Armor The Age of Winter

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

9.

Changelog

  • 27 Mar. 2024: Build retired.
  • 12 Jan. 2024: Loot Filter added.
  • 29 Dec. 2023: Guide added.
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