Void Knight Multismite Endgame Build for Last Epoch (Patch 1.0)

Last updated on Mar 06, 2024 at 00:00 by GhazzyTV and Lavender

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

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 icon Strengths
  • +Great clear and map movement
  • +High Health Leech based on Void Damage
  • +Two movement skills
Weaknesses icon 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 Icon Multistrike. Through our melee attacks, Smite Icon Smite is automated, replacing the Armament Swords you would normally have. Anomaly Icon Anomaly and Volatile Reversal Icon Volatile Reversal are used to buff our damage and provide survivability through Leech. Shield Bash Icon 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.

Smite Icon
Volatile Reversal Icon
Multistrike Icon
Shield Rush Icon
Anomaly Icon
Skill row background
3.

Class and Skill Passive Trees

Class Passives Skill Passives
Sentinel Void Knight
Multistrike Smite Shield Rush Volatile Reversal Anomaly

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 Icon Smite to deal Void Damage. Forge Guard and Paladin will not be used in this build at all.

3.1.

Sentinel Passive Points

Sentinel Passive Tree
  • 8 points into Fearless: Vitality is used for Health and scaling Smite Icon 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 Icon Shield Rush.
  • 5 points into Time and Faith: Allows Multistrike Icon 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 Icon Smite to deal Void Damage. Forge Guard and Paladin will not be used in this build at all.

3.2.

Void Knight Passive Points

Void Knight Passive Tree
  • 6 points into Temporal Corruption: Converts Smite Icon 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 Icon Smite.
  • 5 points into Finality: 10% Kill Threshold is added to Multistrike Icon Multistrike.
  • 5 points into Renouncement: Void Knight loves Vitality, and this forces Smite Icon 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 Icon 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 Passive Tree

Multistrike Icon Multistrike serves a singular purpose; casting Smite Icon 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 Icon 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 Icon Smite will get used even at 0 stacks of Armament.
  • 1 point into Hallowed Arsenal: This is what converts the Armament stacks into Smite Icon 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 Icon Aurelis, take 3 instead. This is mainly a traversal node.
  • 4 points into Sweeping Blows: Smite Icon Smite will hit mobs further away, increasing clear.
  • 1 point into Victory Strikes: When Smite Icon Smite cast off Multistrike Icon 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 Passive Tree

Smite Icon 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 Icon 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 Icon 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 Icon 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 Passive Tree

Shield Rush Icon 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 Passive Tree

Volatile Reversal Icon 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 Passive Tree

Anomaly Icon 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 Icon 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 Icon Multistrike is used only as a way to quickly cast Smite Icon 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 Icon Shield Rush and Volatile Reversal Icon 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 Icon 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 Icon 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 Icon Blade of the Forgotten Knight -
Two-handed Sword Aurelis Icon Aurelis Spell Damage
Head Armor Prefixes
Vitality
Increased Void Damage, Spell Void Damage

Suffix
Armor, Reduced Damage Taken from Critical Hits
Health
Amulet Increased Critical Strike Chance Prefixes
Increased Void Damage
Critical Strike Multiplier

Suffixes
Chance to Shred Armor on Hit
Chance to Apply Frailty on Hit
Chest Armor Prefixes
Vitality
Increased Void Damage, Void Spell Damage


Suffixes
Health
Increased Health
Belt Armor Prefixes
Increased Void Damage
Increased Mana Regen

Suffixes
Health
Hybrid Health
Gloves Armor
Void Resistance
Prefixes
Increased Melee Attack Speed
Increased Critical Strike Chance

Suffixes
Armor, Reduced Damage Taken from Critical Hits
Hybrid Health
Ring Siphon of Anguish Icon Siphon of Anguish Increased Void Damage
Ring Increased Critical Strike Chance Prefixes
Increased Critical Strike Chance
Increased Void Damage

Suffixes
Health
Needed Resistances
Feet Armor
Increased Movement Speed
Fire Resistance
Prefixes
Vitality
Increased Movement Speed

Suffixes
Armor, Reduced Damage Taken from Critical Hits
Hybrid Health
Relic Melee Void Damage
Spell Void Damage
Prefixes
Critical Strike Multiplier
Increased Critical Strike Chance

Suffixes
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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<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>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>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>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>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 Icon Aurelis, you will not be able to kill Boss fights. Keep that in mind when swapping to this build.

6.1.

Aurelis

Aurelis Icon 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 Icon 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 Icon 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 Icon Grand Depths of Infinity Chance to Shred Void Resistance on Hit The Black Sun
Grand Resolve of Humanity Icon Grand Resolve of Humanity Increased All Resistances Reign of Dragons
Grand Bulwark of the Tundra Icon Grand Bulwark of the Tundra Increased Armor The Age of Winter
Grand Body of Obsidian Icon Grand Body of Obsidian Armor Spirits of Fire

The final Blessing Slot can utilize either Grand Crash of the Waves Icon Grand Crash of the Waves to help with Void Rift stuns, increase our Mana with Grand Light of the Moon Icon Grand Light of the Moon, or increase Lightning Resistance with Grand Bastion of Divinity Icon 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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