Lich Pestilence Reaper Endgame Build for Last Epoch (Patch 1.0)

Last updated on Mar 06, 2024 at 01:00 by GhazzyTV and Lavender

Welcome to our Last Epoch Lich Pestilence Reaper build guide for the Acolyte class. Here you will learn everything about the Lich 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. It has been tested and can clear 100 Corruption, but it struggles to go further than that. We will update this page in the future when Lich and Poison Damage get balance changes.

Embrace death and become Pestilence. Enemies will whither under the onslaught of poisonous blight sent forth from your scythes. This build aims to turn Hungering Souls Icon Hungering Souls into what is effectively a poisonous AK-47, inflicting hundreds of stacks of Poison onto enemies!

Strengths icon Strengths
  • +Highly mobile with two Traversal skills
  • +Golems used as personal shields
  • +Ranged gameplay
Weaknesses icon Weaknesses
  • -Reaper Form ending puts the build at risk as it is squishy
  • -Sustain is Minion-dependent
2.

Skill Selection

For this Lich build, our skills have been selected to facilitate Poison stacking. Hungering Souls Icon Hungering Souls is the star of the build, utilizing the Unique Staff, Curse of Perseverance Icon Curse of Perseverance, to act as a vessel transporting our Poison to enemies. To inflict more poison and provide some defensive layering to the build, Reaper Form Icon Reaper Form and Wandering Spirits Icon Wandering Spirits are taken. To round the build out, we've taken Transplant Icon Transplant as our Traversal skill which can be used independently of Reap, the Traversal skill gained from Reaper Form. Finally, we'll be accompanied by two Golems used to distract enemies, as well as heal us through the damage they deal.

Reaper Form Icon
Summon Bone Golem Icon
Hungering Souls Icon
Transplant Icon
Wandering Spirits Icon
Skill row background
3.

Class and Skill Passive Trees

Class Passives Skill Passives
Acolyte Lich Necromancer
Hungering Souls Wandering Spirits Summon Bone Golem Transplant Reaper Form

Our base class is the Acolyte, which acts as a generic spell caster and summoner. Our character will be offered an opportunity to select an Advanced Mastery once we have completed the first act of the campaign. Each base class has three possible masteries to choose from. For the Acolyte, we have access to the Mastery Tree Passives for Necromancers, Lich and Warlock. Upon selecting a Mastery and placing 20 Passive Points into the Acolyte Tree, you'll then be able to place Passive Points into the Mastery Trees.

For this Poison build, Lich as our advanced class. We will utilize the majority of our Passive Points for the Lich Passive tree, with a few extra points going into the Acolyte tree than what is typical. This build will only utilize the Necromancer Tree in order to provide more Health to our Golems. Our Passive Points for Lich will go almost entirely to boosting our Poison Damage.

3.1.

Acolyte Passive Points

Acolyte Passive Tree
  • 8 points into Forbidden Knowledge: Intelligence and Necrotic Resistance.
  • 8 points into Blood Aura: Increased damage for you and Golems.
  • 4 points into Stolen Vitality: Taken for Golem Health.
  • 4 points into Dark Rituals: Increases Golem Attack Speed, and will also apply to the player for 10 seconds after summoning Golems.
  • 1 point into Putrid Demise: Traversal node.
  • 1 point into Soul Aegis: Adds 3 Armor per player level to Golems.
  • 6 points into Dominion of Rot: This increases our Poison Damage and increases our minion's chance to inflict Poison.

Our base class is the Acolyte, which acts as a generic spell caster and summoner. Our character will be offered an opportunity to select an Advanced Mastery once we have completed the first act of the campaign. Each base class has three possible masteries to choose from. For the Acolyte, we have access to the Mastery Tree Passives for Necromancers, Lich and Warlock. Upon selecting a Mastery and placing 20 Passive Points into the Acolyte Tree, you'll then be able to place Passive Points into the Mastery Trees.

For this Poison build, Lich as our advanced class. We will utilize the majority of our Passive Points for the Lich Passive tree, with a few extra points going into the Acolyte tree than what is typical. This build will only utilize the Necromancer Tree in order to provide more Health to our Golems. Our Passive Points for Lich will go almost entirely to boosting our Poison Damage.

3.2.

Lich Passive Points

Lich Passive Tree
  • 8 points into Survival of the Cruel: Setup for our next node.
  • 1 point into Hollow Lich: This converts all sources of Leech from the player into direct damage increase. We can, however, still Leech through other sources, such as our Golems.
  • 10 points into Apocrypha: Intelligence and Mana Regen.
  • 8 points into Desolation: Increased Poison Damage.
  • 8 points into Lasting Stench: Increased Poison Damage.
  • 8 points into Three Plagues: Poison Penetration.
  • 10 points into Decaying Form: Ensure your Poison Resistance is capped at 75% before taking this, or Poison puddles are likely going to kill you, even at low Corruption.
  • 5 points into Soul Maw: Leech and, because of previous node choices, extra damage.
  • 5 points into Ageless Ascetic: Provides three very useful bonuses; Movement Speed, Cast Speed, and extra Leech.
  • 8 points into Corrosive Consciousness: Increased Damage Over Time.
  • 5 points into Deathbringer: Extra Cast Speed.

Our base class is the Acolyte, which acts as a generic spell caster and summoner. Our character will be offered an opportunity to select an Advanced Mastery once we have completed the first act of the campaign. Each base class has three possible masteries to choose from. For the Acolyte, we have access to the Mastery Tree Passives for Necromancers, Lich and Warlock. Upon selecting a Mastery and placing 20 Passive Points into the Acolyte Tree, you'll then be able to place Passive Points into the Mastery Trees.

For this Poison build, Lich as our advanced class. We will utilize the majority of our Passive Points for the Lich Passive tree, with a few extra points going into the Acolyte tree than what is typical. This build will only utilize the Necromancer Tree in order to provide more Health to our Golems. Our Passive Points for Lich will go almost entirely to boosting our Poison Damage.

3.3.

Necromancer Passive Points

Necromancer Passive Tree
  • 5 points into Grave Thorns: Boost to Golem Health and Armor.

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.

Hungering Souls

Hungering Souls Passive Tree

Hungering Souls Icon Hungering Souls is completely changed through the unique staff used in this build. Rather than a single-hit cone, these ghoulish skulls are fired out of our staff similar to a machine gun; the perfect vessle for us to deliver stacks of Poison to enemies. This will be our main form of damage for the build.

3.4.1.

Order of Skill Points

  • 2 points into Soul Swarm: Extra projectiles means more Poison Damage.
  • 2 points into Dominion Of Undeath: Reduction in Mana cost.
  • 2 points into Risen Cemetery: A 40% chance for even more projectiles.
  • 5 points into Descent Into Madness: Increase to Poison Damage.
  • 5 points into Inspired Hunger: The base effect of Hungering Souls causes enemies to become Possessed, and this scales our Poison with that debuff.
  • 5 point into Caustic Wretches: Adds Poison Chance.
  • 2 points into Decayed Mind: Further Mana cost reductions.

If you're missing points from the expected 23 this skill has, pull them off of Caustic Wretches.

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.

Wandering Spirits

Wandering Spirits Passive Tree

Wandering Spirits Icon Wandering Spirits offers us a way to deal burst damage by applying even more Poison stacks. While the Spirits will deal damage over time by walking through the enemy, they will also use Poison Spit once a second and inflict Poison through this action.

3.5.1.

Order of Skill Points

  • 3 points into Spirit Swarm: Reduces the cooldown by 30%.
  • 3 points in Thin Veil: Generates more ghosts.
  • 3 points in Lingering Souls: Ghosts last longer.
  • 1 point into Infectious Dead: Converts the skill from Necrotic to Poison.
  • 5 points in Souls of Rage: Makes the ghosts move faster and increases the damage they deal.
  • 3 points in Poisoned Minds: Increases damage by 36%, as any enemy near us will be Poisoned.
  • 1 point in Spectral Putrescence: Ghosts now spit projectiles that carry Poison stacks.
  • 2 points in Soul Of Filth: Higher frequency for Soul Of Filth.

Due to our gear, we have more points than the standard allocation of 20 points. The nodes Amalgam of Primalists and Amalgam of Sentinels can all be lowered until you have more Skill points available from your gear.

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.

Summon Bone Golem

Summon Bone Golem Passive Tree

Bone Golems serve two purposes; serving as a body block, and healing us through the damage they deal to enemies. Resummoning your Golems are regular intervals is a good idea, as it provides us with a 10 second long Cast Speed buff when we do.

3.6.1.

Order of Skill Points

  • 5 points into Amalgam of Rogues: Increases Attack Speed and Movement Speed, benefitting their Health Leech.
  • 3 points into Unnatural Speed: Movement Speed buff.
  • 5 points into Hunger: This node is how the Golems will heal us. This is doubled since we summon two of them.
  • 1 point into Twinned Golems: Allows for summoning two golems.
  • 5 points into Amalgam of Sentinels: Increases the defenses for Golems.
  • 1 point into Tower of Bones: Increases threat generation so enemies attack the Golems before the player.

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.

Transplant

Transplant Passive Tree

Transplant Icon Transplant is the mobility skill for the build, but also inflicts enemies with Fear if they are nearby both the departure and arrival points. This is also how we keep Bone Armor up, which forms part of the defensive layering. Transplant is only one movement tool for this build; when you add in Reaper Form Icon Reaper Form, you gain access to Reap and become extremely mobile.

3.7.1.

Order of Skill Points

  • 1 points into Scarlet Rain: Traversal node.
  • 1 point into Ethereal Body: Converts the skill to Necrotic, which adds a skill point to the tree due to Curse of Perseverance Icon Curse of Perseverance.
  • 1 point into Squeamish: Fears enemies on departure.
  • 1 point into Thanatophobia: Fears enemies on arrival.
  • 3 points into Acolyte's Fervor: After teleporting, provides a Haste and Frenzy.
  • 3 points into Fleeting Form: Taken for the Cooldown Reduction.
  • 2 points into Anemia: Traversal node.
  • 3 points into Bone Armor Icon Bone Armor: Provides defensive layering on use. If comfortable with constant movement, this can be kept up at 100% uptime.
  • 3 points into Apostasy: Bone Armor lasts longer.
  • 2 points into Plated Bone: Bone Armor effects are increased by 20%. (This was removed, points will be redistributed when the build is updated.)

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.

Aura of Decay

Reaper Form Passive Tree

Reaper Form Icon Reaper Form makes us immortal while also increasing our potential for inflicting Poison. While in Reaper Form, you will gain access to Reap Icon Reap, which normally takes up the Traversal Skill slot in a build. However, we take nodes that allow us to use both Reap and Transplant on separate cooldowns. Reap will also kill anything you hit with 18% Health or less.

3.8.1.

Order of Skill Points

  • 2 points into Deathtouch Scythe: Traversal node.
  • 1 point into Haunting: Provides a small chance to apply Marked For Death on hit while transformed.
  • 1 point into Pestilence: Reap will now poison on hit.
  • 3 points into Venomous Coating: Extra Poison chance with Reap.
  • 5 points into Herald of Rot: Provides a global boost to Poison chance while transformed.
  • 3 points into Dark Harvest: Reap now has a Kill Threshold of 18%.
  • 4 points into Mistress of Decay: Reduces the Health Drain from Reaper Form by 40% while also increasing Damage Over Time by the same amount.
  • 2 points into Swift Harbinger: Reap's cooldown is reduced by 60%, increasing mobility.
  • 1 point into Unholy Dominion: Reap and Transplant no longer share the same Traversal cooldown and can be used independently.
Image courtesy of Last Epoch Tools
4.

Build Mechanics and Playstyle

This Poison Lich build is all about stacking as much Poison damage as possible, taking full advantage of our Unique Curse of Perseverance Icon Curse of Perseverance to deliver the stacks through Hungering Souls Icon Hungering Souls. Wandering Spirits Icon Wandering Spirits should be used on cooldown, as this essentially creates burst damage for us. While our Leech stat has been converted to damage through the Lich passive tree, other entities are not effected, namely our Golems. Our Golems have two main uses; Healing us, and acting as our body guard. Overall, they're quite tanky and in mob groups will typically heal themselves back up to full just by attacking. In boss fights, you may feel the need to micro-manage their movements slightly to avoid lethal AoE damage. Make sure to keep the minion control hotkey assigned to somewhere easily accessible. If they die, it is not a huge deal. Resummoning them will also buff us for 10 seconds due to the Passive node Dark Rituals.

Reaper Form Icon Reaper Form grants us pseudo-invincibility while we're transformed, making it one of, if not the, strongest ability in the game. While in Reaper Form, we gain access to a new action called Reap. This is a movement skill that will heal you when it hits enemies. The longer we remain in Reaper Form, the faster our Health will drain. The Golems will heal us through this Health decay for about a minute or so, but eventually it will catch up and Reaper Form will end. During this time period, the number one priority is avoiding damage. The Golems will generate threat on enemies which keeps us safe until the cooldown resets for Reaper Form again. Take advantage of Transplant Icon Transplant and the Haste it provides if you begin to get targeted by enemies.

4.1.

Poison Damage

In an effort to explain how Damage Over Time, specifically of the Poison variety, works in Last Epoch, we've decided to outline some rules here so the player has a better understanding of how it works. Poison stacks start at a base of 20 damage, dealt over a period of 3 seconds. You can stack poison infinitely. There is no limit, other than after 3 seconds your stacks will fall off. Basically, the faster you can apply Poison stacks, the better. Probably the most important factor about Poison stacks, they Shred Poison Resistance (5%, up to 150%) from enemies when hit. While Poison may feel lackluster in early game, it can be made to be extremely strong in the late game. Your goal with Poison builds, including this one, should generally be to apply as many stacks as you can, as quickly as you can, to maximize your damage output.

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
Staff Curse of Perseverance Icon Curse of Perseverance Prefixes
Increased Cast Speed
Chance to Poison on Hit
Head Armor Prefixes
Increased Poison Damage and Poison Resistance
+2 Hungering Souls and Increased Spell Damage

Suffixes
Health
Increased Health
Amulet Physical Resistance
Necrotic Resistance
Prefixes
Increased Poison Damage
Increased Damage Over Time

Suffixes
Health
Needed Resistances
Chest Woven Flesh Icon Woven Flesh Prefixes
Increased Poison Damage, Poison Resistance
Belt Armor Prefixes
Increased Poison Damage
Increased Mana Regen

Suffixes
Needed Resistances
Hybrid Health
Gloves Armor
Mana
Prefixes
Increased Cast Speed
Increased Damage Over Time

Suffixes
Health
Hybrid Health
Ring Tongue of the Aberrant Seer Icon Tongue of the Aberrant Seer x2 Prefixes
Increased Damage Over Time
Increased Poison Damage
Ring Mana
Mana Regen
Prefixes
Increased Poison Damage
Damage Over Time

Suffixes
Health
Needed Resistances
Feet Armor
Movement Speed
Fire Resistance
Prefixes
Intelligence
Movement Speed

Suffixes
Health
Hybrid Health
Relic Chance to Poison on Hit Prefixes
Increased Cast Speed
Increased Damage Over Time

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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<int>9</int> </subTypes> </Condition> <Condition i:type="AffixCondition"> <affixes> <int>502</int> <int>28</int> <int>25</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>61</int> <int>330</int> <int>17</int> <int>36</int> <int>13</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>8</int> <int>9</int> <int>10</int> <int>11</int> <int>12</int> <int>13</int> <int>14</int> <int>15</int> <int>52</int> </subTypes> </Condition> <Condition i:type="AffixCondition"> <affixes> <int>25</int> <int>502</int> <int>17</int> <int>45</int> <int>7</int> <int>414</int> <int>52</int> <int>24</int> <int>13</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>8</int> <int>9</int> <int>10</int> <int>11</int> <int>12</int> <int>13</int> <int>14</int> <int>15</int> <int>51</int> </subTypes> </Condition> <Condition i:type="AffixCondition"> <affixes> <int>414</int> <int>577</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>RELIC</EquipmentType> </type> <subTypes> <int>3</int> <int>4</int> <int>5</int> <int>11</int> <int>12</int> <int>13</int> <int>14</int> <int>15</int> <int>16</int> <int>17</int> <int>18</int> <int>19</int> </subTypes> </Condition> <Condition i:type="AffixCondition"> <affixes> <int>4</int> <int>61</int> <int>25</int> <int>7</int> <int>13</int> <int>17</int> <int>24</int> <int>45</int> <int>10</int> <int>19</int> <int>80</int> </affixes> <comparsion>MORE_OR_EQUAL</comparsion> <comparsionValue>3</comparsionValue> <minOnTheSameItem>1</minOnTheSameItem> <combinedComparsion>ANY</combinedComparsion> <combinedComparsionValue>1</combinedComparsionValue> <advanced>true</advanced> </Condition> </conditions> <color>17</color> <isEnabled>true</isEnabled> <levelDependent>true</levelDependent> <minLvl>0</minLvl> <maxLvl>40</maxLvl> <emphasized>false</emphasized> <nameOverride /> </Rule> <Rule> <type>HIGHLIGHT</type> <conditions> <Condition i:type="SubTypeCondition"> <type> <EquipmentType>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>72</int> <int>61</int> <int>25</int> <int>45</int> <int>13</int> <int>17</int> <int>24</int> <int>7</int> <int>10</int> <int>19</int> <int>80</int> </affixes> <comparsion>MORE_OR_EQUAL</comparsion> <comparsionValue>3</comparsionValue> <minOnTheSameItem>1</minOnTheSameItem> <combinedComparsion>ANY</combinedComparsion> <combinedComparsionValue>1</combinedComparsionValue> <advanced>true</advanced> </Condition> </conditions> <color>17</color> <isEnabled>true</isEnabled> <levelDependent>true</levelDependent> <minLvl>0</minLvl> <maxLvl>40</maxLvl> <emphasized>false</emphasized> <nameOverride /> </Rule> <Rule> <type>HIGHLIGHT</type> <conditions> <Condition i:type="SubTypeCondition"> <type> <EquipmentType>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>72</int> <int>61</int> <int>25</int> <int>24</int> <int>13</int> <int>17</int> <int>45</int> <int>7</int> <int>10</int> <int>19</int> <int>80</int> </affixes> <comparsion>MORE_OR_EQUAL</comparsion> <comparsionValue>3</comparsionValue> <minOnTheSameItem>1</minOnTheSameItem> <combinedComparsion>ANY</combinedComparsion> <combinedComparsionValue>1</combinedComparsionValue> <advanced>true</advanced> </Condition> </conditions> <color>17</color> <isEnabled>true</isEnabled> <levelDependent>true</levelDependent> <minLvl>0</minLvl> <maxLvl>40</maxLvl> <emphasized>false</emphasized> <nameOverride /> </Rule> <Rule> <type>HIGHLIGHT</type> <conditions> <Condition i:type="SubTypeCondition"> <type> <EquipmentType>TWO_HANDED_STAFF</EquipmentType> </type> <subTypes> <int>0</int> <int>1</int> <int>2</int> <int>3</int> <int>4</int> <int>5</int> <int>6</int> <int>7</int> <int>8</int> <int>9</int> <int>10</int> <int>11</int> <int>12</int> <int>13</int> </subTypes> </Condition> <Condition i:type="AffixCondition"> <affixes> <int>4</int> <int>72</int> <int>61</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>4</int> <int>72</int> <int>25</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>502</int> <int>28</int> <int>25</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>61</int> <int>330</int> <int>17</int> <int>36</int> <int>13</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>8</int> <int>9</int> <int>10</int> <int>11</int> <int>12</int> <int>13</int> <int>14</int> <int>15</int> <int>52</int> </subTypes> </Condition> <Condition i:type="AffixCondition"> <affixes> <int>25</int> <int>502</int> <int>17</int> <int>45</int> <int>7</int> <int>414</int> <int>52</int> <int>24</int> <int>13</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>8</int> <int>9</int> <int>10</int> <int>11</int> <int>12</int> <int>13</int> <int>14</int> <int>15</int> <int>51</int> </subTypes> </Condition> <Condition i:type="AffixCondition"> <affixes> <int>414</int> <int>577</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>RELIC</EquipmentType> </type> <subTypes> <int>3</int> <int>4</int> <int>5</int> <int>11</int> <int>12</int> <int>13</int> <int>14</int> <int>15</int> <int>16</int> <int>17</int> <int>18</int> <int>19</int> </subTypes> </Condition> <Condition i:type="AffixCondition"> <affixes> <int>4</int> <int>61</int> <int>25</int> <int>7</int> <int>13</int> <int>17</int> <int>24</int> <int>45</int> <int>10</int> <int>19</int> <int>80</int> </affixes> <comparsion>ANY</comparsion> <comparsionValue>1</comparsionValue> <minOnTheSameItem>2</minOnTheSameItem> <combinedComparsion>ANY</combinedComparsion> <combinedComparsionValue>1</combinedComparsionValue> <advanced>false</advanced> </Condition> </conditions> <color>3</color> <isEnabled>true</isEnabled> <levelDependent>true</levelDependent> <minLvl>0</minLvl> <maxLvl>65</maxLvl> <emphasized>false</emphasized> <nameOverride /> </Rule> <Rule> <type>HIGHLIGHT</type> <conditions> <Condition i:type="SubTypeCondition"> <type> <EquipmentType>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>72</int> <int>61</int> <int>25</int> <int>45</int> <int>13</int> <int>17</int> <int>24</int> <int>7</int> <int>10</int> <int>19</int> <int>80</int> </affixes> <comparsion>ANY</comparsion> <comparsionValue>1</comparsionValue> <minOnTheSameItem>2</minOnTheSameItem> <combinedComparsion>ANY</combinedComparsion> <combinedComparsionValue>1</combinedComparsionValue> <advanced>false</advanced> </Condition> </conditions> <color>3</color> <isEnabled>true</isEnabled> <levelDependent>true</levelDependent> <minLvl>0</minLvl> <maxLvl>65</maxLvl> <emphasized>false</emphasized> <nameOverride /> </Rule> <Rule> <type>HIGHLIGHT</type> <conditions> <Condition i:type="SubTypeCondition"> <type> <EquipmentType>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>72</int> <int>61</int> <int>25</int> <int>24</int> <int>13</int> <int>17</int> <int>45</int> <int>7</int> <int>10</int> <int>19</int> <int>80</int> </affixes> <comparsion>ANY</comparsion> <comparsionValue>1</comparsionValue> <minOnTheSameItem>2</minOnTheSameItem> <combinedComparsion>ANY</combinedComparsion> <combinedComparsionValue>1</combinedComparsionValue> <advanced>false</advanced> </Condition> </conditions> <color>3</color> <isEnabled>true</isEnabled> <levelDependent>true</levelDependent> <minLvl>0</minLvl> <maxLvl>65</maxLvl> <emphasized>false</emphasized> <nameOverride /> </Rule> <Rule> <type>HIGHLIGHT</type> <conditions> <Condition i:type="SubTypeCondition"> <type> <EquipmentType>TWO_HANDED_STAFF</EquipmentType> </type> <subTypes> <int>0</int> <int>1</int> <int>2</int> <int>3</int> <int>4</int> <int>5</int> <int>6</int> <int>7</int> <int>8</int> <int>9</int> <int>10</int> <int>11</int> <int>12</int> <int>13</int> </subTypes> </Condition> <Condition i:type="AffixCondition"> <affixes> <int>4</int> <int>72</int> <int>61</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>4</int> <int>72</int> <int>25</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>502</int> <int>28</int> <int>25</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>61</int> <int>330</int> <int>17</int> <int>36</int> <int>13</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>8</int> <int>9</int> <int>10</int> <int>11</int> <int>12</int> <int>13</int> <int>14</int> <int>15</int> <int>52</int> </subTypes> </Condition> <Condition i:type="AffixCondition"> <affixes> <int>25</int> <int>502</int> <int>17</int> <int>45</int> <int>7</int> <int>414</int> <int>52</int> <int>24</int> <int>13</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>8</int> <int>9</int> <int>10</int> <int>11</int> <int>12</int> <int>13</int> <int>14</int> <int>15</int> <int>51</int> </subTypes> </Condition> <Condition i:type="AffixCondition"> <affixes> <int>414</int> <int>577</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>RELIC</EquipmentType> </type> <subTypes> <int>3</int> <int>4</int> <int>5</int> <int>11</int> <int>12</int> <int>13</int> <int>14</int> <int>15</int> <int>16</int> <int>17</int> <int>18</int> <int>19</int> </subTypes> </Condition> <Condition i:type="AffixCondition"> <affixes> <int>4</int> <int>61</int> <int>25</int> <int>7</int> <int>13</int> <int>17</int> <int>24</int> <int>45</int> <int>10</int> <int>19</int> <int>80</int> </affixes> <comparsion>ANY</comparsion> <comparsionValue>1</comparsionValue> <minOnTheSameItem>2</minOnTheSameItem> <combinedComparsion>MORE_OR_EQUAL</combinedComparsion> <combinedComparsionValue>8</combinedComparsionValue> <advanced>true</advanced> </Condition> </conditions> <color>5</color> <isEnabled>true</isEnabled> <levelDependent>false</levelDependent> <minLvl>0</minLvl> <maxLvl>0</maxLvl> <emphasized>false</emphasized> <nameOverride /> </Rule> <Rule> <type>HIGHLIGHT</type> <conditions> <Condition i:type="SubTypeCondition"> <type> <EquipmentType>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>72</int> <int>61</int> <int>25</int> <int>45</int> <int>13</int> <int>17</int> <int>24</int> <int>7</int> <int>10</int> <int>19</int> <int>80</int> </affixes> <comparsion>ANY</comparsion> <comparsionValue>1</comparsionValue> <minOnTheSameItem>2</minOnTheSameItem> <combinedComparsion>MORE_OR_EQUAL</combinedComparsion> <combinedComparsionValue>8</combinedComparsionValue> <advanced>true</advanced> </Condition> </conditions> <color>5</color> <isEnabled>true</isEnabled> <levelDependent>false</levelDependent> <minLvl>0</minLvl> <maxLvl>0</maxLvl> <emphasized>false</emphasized> <nameOverride /> </Rule> <Rule> <type>HIGHLIGHT</type> <conditions> <Condition i:type="SubTypeCondition"> <type> <EquipmentType>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>72</int> <int>61</int> <int>25</int> <int>24</int> <int>13</int> <int>17</int> <int>45</int> <int>7</int> <int>10</int> <int>19</int> <int>80</int> </affixes> <comparsion>ANY</comparsion> <comparsionValue>1</comparsionValue> <minOnTheSameItem>2</minOnTheSameItem> <combinedComparsion>MORE_OR_EQUAL</combinedComparsion> <combinedComparsionValue>8</combinedComparsionValue> <advanced>true</advanced> </Condition> </conditions> <color>5</color> <isEnabled>true</isEnabled> <levelDependent>false</levelDependent> <minLvl>0</minLvl> <maxLvl>0</maxLvl> <emphasized>false</emphasized> <nameOverride /> </Rule> <Rule> <type>HIGHLIGHT</type> <conditions> <Condition i:type="SubTypeCondition"> <type> <EquipmentType>TWO_HANDED_STAFF</EquipmentType> </type> <subTypes> <int>0</int> <int>1</int> <int>2</int> <int>3</int> <int>4</int> <int>5</int> <int>6</int> <int>7</int> <int>8</int> <int>9</int> <int>10</int> <int>11</int> <int>12</int> <int>13</int> </subTypes> </Condition> <Condition i:type="AffixCondition"> <affixes> <int>4</int> <int>72</int> <int>61</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>4</int> <int>72</int> <int>25</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>502</int> <int>28</int> <int>25</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>61</int> <int>330</int> <int>17</int> <int>36</int> <int>13</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>8</int> <int>9</int> <int>10</int> <int>11</int> <int>12</int> <int>13</int> <int>14</int> <int>15</int> <int>52</int> </subTypes> </Condition> <Condition i:type="AffixCondition"> <affixes> <int>25</int> <int>502</int> <int>17</int> <int>45</int> <int>7</int> <int>414</int> <int>52</int> <int>24</int> <int>13</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>8</int> <int>9</int> <int>10</int> <int>11</int> <int>12</int> <int>13</int> <int>14</int> <int>15</int> <int>51</int> </subTypes> </Condition> <Condition i:type="AffixCondition"> <affixes> <int>414</int> <int>577</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>RELIC</EquipmentType> </type> <subTypes> <int>3</int> <int>4</int> <int>5</int> <int>11</int> <int>12</int> <int>13</int> <int>14</int> <int>15</int> <int>16</int> <int>17</int> <int>18</int> <int>19</int> </subTypes> </Condition> <Condition i:type="AffixCondition"> <affixes> <int>4</int> <int>61</int> <int>25</int> <int>7</int> <int>13</int> <int>17</int> <int>24</int> <int>45</int> <int>10</int> <int>19</int> <int>80</int> </affixes> <comparsion>ANY</comparsion> <comparsionValue>1</comparsionValue> <minOnTheSameItem>3</minOnTheSameItem> <combinedComparsion>MORE_OR_EQUAL</combinedComparsion> <combinedComparsionValue>10</combinedComparsionValue> <advanced>true</advanced> </Condition> </conditions> <color>7</color> <isEnabled>true</isEnabled> <levelDependent>false</levelDependent> <minLvl>0</minLvl> <maxLvl>0</maxLvl> <emphasized>false</emphasized> <nameOverride /> </Rule> <Rule> <type>HIGHLIGHT</type> <conditions> <Condition i:type="SubTypeCondition"> <type> <EquipmentType>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>72</int> <int>61</int> <int>25</int> <int>45</int> <int>13</int> <int>17</int> <int>24</int> <int>7</int> <int>10</int> <int>19</int> <int>80</int> </affixes> <comparsion>ANY</comparsion> <comparsionValue>1</comparsionValue> <minOnTheSameItem>3</minOnTheSameItem> <combinedComparsion>MORE_OR_EQUAL</combinedComparsion> <combinedComparsionValue>10</combinedComparsionValue> <advanced>true</advanced> </Condition> </conditions> <color>7</color> <isEnabled>true</isEnabled> <levelDependent>false</levelDependent> <minLvl>0</minLvl> <maxLvl>0</maxLvl> <emphasized>false</emphasized> <nameOverride /> </Rule> <Rule> <type>HIGHLIGHT</type> <conditions> <Condition i:type="SubTypeCondition"> <type> <EquipmentType>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>72</int> <int>61</int> <int>25</int> <int>24</int> <int>13</int> <int>17</int> <int>45</int> <int>7</int> <int>10</int> <int>19</int> <int>80</int> </affixes> <comparsion>ANY</comparsion> <comparsionValue>1</comparsionValue> <minOnTheSameItem>3</minOnTheSameItem> <combinedComparsion>MORE_OR_EQUAL</combinedComparsion> <combinedComparsionValue>10</combinedComparsionValue> <advanced>true</advanced> </Condition> </conditions> <color>7</color> <isEnabled>true</isEnabled> <levelDependent>false</levelDependent> <minLvl>0</minLvl> <maxLvl>0</maxLvl> <emphasized>false</emphasized> <nameOverride /> </Rule> <Rule> <type>HIGHLIGHT</type> <conditions> <Condition i:type="SubTypeCondition"> <type> <EquipmentType>TWO_HANDED_STAFF</EquipmentType> </type> <subTypes> <int>0</int> <int>1</int> <int>2</int> <int>3</int> <int>4</int> <int>5</int> <int>6</int> <int>7</int> <int>8</int> <int>9</int> <int>10</int> <int>11</int> <int>12</int> <int>13</int> </subTypes> </Condition> <Condition i:type="AffixCondition"> <affixes> <int>4</int> <int>72</int> <int>61</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>4</int> <int>72</int> <int>25</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>502</int> <int>28</int> <int>25</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>61</int> <int>330</int> <int>17</int> <int>36</int> <int>13</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>8</int> <int>9</int> <int>10</int> <int>11</int> <int>12</int> <int>13</int> <int>14</int> <int>15</int> <int>52</int> </subTypes> </Condition> <Condition i:type="AffixCondition"> <affixes> <int>25</int> <int>502</int> <int>17</int> <int>45</int> <int>7</int> <int>414</int> <int>52</int> <int>24</int> <int>13</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>8</int> <int>9</int> <int>10</int> <int>11</int> <int>12</int> <int>13</int> <int>14</int> <int>15</int> <int>51</int> </subTypes> </Condition> <Condition i:type="AffixCondition"> <affixes> <int>414</int> <int>577</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="AffixCondition"> <affixes> <int>36</int> <int>577</int> <int>580</int> <int>581</int> <int>583</int> <int>607</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>257</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_4x1</EquipmentType> </type> <subTypes> <int>3</int> </subTypes> </Condition> <Condition i:type="AffixCondition"> <affixes> <int>304</int> <int>325</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_1x3</EquipmentType> </type> <subTypes> <int>3</int> </subTypes> </Condition> <Condition i:type="AffixCondition"> <affixes> <int>291</int> <int>296</int> <int>257</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_3x1</EquipmentType> </type> <subTypes> <int>3</int> </subTypes> </Condition> <Condition i:type="AffixCondition"> <affixes> <int>260</int> <int>325</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>117</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 Sentinel 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_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> </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="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

There's only a singular Unique required for this build to work, that being the Unique Staff, Curse of Perseverance Icon Curse of Perseverance. Any other Unique listed is purely a suggestion, as it will make the build scale better in end game, or provide a substantial survivability boost when starting Empowered Monoliths.

6.1.

Curse of Perseverance

Curse of Perseverance Icon Curse of Perseverance: Required to make the build to work, there is no substitute. Every skull now has it's own damage instance, and each one will apply Poison stacks onto enemies. Luckily, this Staff can drop just from fighting random mobs, or can be target farmed in the Monolith Timeline "The Stolen Lance".

6.2.

Tongue of the Aberrant Seer

Tongue of the Aberrant Seer Icon Tongue of the Aberrant Seer: Adds Poison Chance to Hungering Souls Icon Hungering Souls and scales the damage it deals. Also adds a skill point to Wandering Spirits Icon Wandering Spirits once it has been converted to poison. There is a high chance to find LP 1 and LP 2 on these, and they're fairly common to drop anywhere; farm this ring in the Monolith timeline "The Age of Winter".

6.3.

Woven Flesh

Woven Flesh Icon Woven Flesh: Adds Leech, which due to nodes in our Lich tree, also adds damage to the build. More importantly, this prohibits us from taking Crits, freeing up a ton of Suffixes for us to plug in other stats. With a fairly common drop rate from The Abomination ("Fall of the Outcasts"), there is no reason not to run this.

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.

As you may have guessed, the Idols used for this build will be centered around Poison stacking. The Ornate Bone Idol we use also comes with a nifty Chance for Hungering Souls to fire six additional projectiles. Other slots should focus on Health or missing Resistances. Through Idols we also apply Plague and Damned, with the former applying a larger Poison DoT than normal, and the latter lowering the Health Regneration of enemies. If needed the vertical Idol slots can be used for missing Resistances.

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 Mana Ending the Storm
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
Grand Resolve of Humanity Icon Grand Resolve of Humanity Increased All Resistance Reign of Dragons
9.

Changelog

  • 06 Mar. 2024: Build retired until further changes to the game.
  • 03 Feb. 2024: Build overhaul. Removed Aura of Decay for Reaper Form.
  • 12 Jan. 2024: Loot Filter added.
  • 17 Oct. 2023: Guide Added.
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