Fast Initiative Lightning Eldritch Knight — Sentinel/Alert Fighter Build for Solo and Party Play
This guide gives a complete, patch-ready walkthrough for a Lightning Eldritch Knight in Baldur’s Gate 3 (BG3). It covers race and subclass choices, stat priorities, spells, feats, equipment, multiclass options, playstyle, positioning and rotation, party synergy, and late-game optimization. Whether you want a frontline powerhouse who rains arc-energy on enemies or a flexible soloist who toggles between sword and spell, this build is designed to be robust, intuitive, and competitive at all stages of the campaign.
Why choose the Lightning Eldritch Knight
Versatility: Combines fighter durability and weapon mastery with arcane elemental utility.
Consistent damage: Melee strikes plus lightning spells and on-hit effects yield steady DPS.
Control options: Stuns, pushes, and battlefield denial from select spells and maneuvers.
Survivability: Heavy armor and fighter features give frontline resilience while spells offer defensive layers.
Fun factor: Flavorful synergy—imagine crackling warhammer strikes and bolts arcing between foes.
If you enjoy tactical positioning, creative spell usage, and strong physical performance—this build rewards thoughtful play.
Best race choices
Race selection matters for both mechanical benefits and roleplaying flavor. Prioritize options that boost Strength/Constitution and provide useful class features.
Mountain Dwarf — Best overall for durability and Strength. +2 Strength and +2 Constitution, steady saving throws, and thematic fit for a war-forged lightning-warrior fantasy.
Half-Elf (High) — Best for utility: +1 to two ability scores (flexible), Darkvision, and extra skill proficiencies; take High Elf for an extra cantrip.
Human (Variant) — Best for early feat access: Start with a useful feat like Alert or War Caster at level 1; flexible stat boosts.
Githyanki — Niche flavor: if you want a blade-and-spell hybrid with melee tools and telekinetic flair.
Tiefling (optional) — If you want a lightning-themed flavor, some Tiefling variants or custom lineage choices offer magical resistances and stat spreads.
Primary considerations: maximize Strength, lock in Constitution for HP, and make room for Intelligence to power Eldritch Knight spells.
Ability scores (point-buy or standard array guidance)
Prioritize the following stats. Use point-buy or assign rolled stats to match this curve:
Strength (primary) — Aim for 16–18 by early levels. This drives your melee damage and weapon checks.
Constitution (secondary) — 14–16 to secure HP and concentration saves.
Intelligence (tertiary) — 13–16 to unlock and scale Eldritch Knight spells and concentration potency. Minimum to reliably cast later-level spells is 13; 16 is ideal if you can spare points.
Dexterity — Keep at 10–12 unless you plan a light armor or finesse weapon variant. Heavy armor users can deprioritize Dexterity.
Wisdom / Charisma — Dump or keep for roleplay. A modest Wisdom helps Perception checks.
Typical starting spread (Variant Human or Mountain Dwarf): Strength 16, Constitution 15, Intelligence 14, Dexterity 10, Wisdom 10, Charisma 8. Adjust for racial bonuses.
Class progression and subclass timing
Eldritch Knight is a Fighter subclass that blends weapon mastery and limited spellcasting. You’ll want to plan level milestones to hit key features:
Levels 1–5: Solidify fighter core — Action Surge (level 2), Second Wind, and extra attack (level 5). Start with heavy melee, take defensive feats early.
Level 3: Choose Eldritch Knight — gain minor spellcasting. Focus on abjuration/evocation spells for protection and damage.
Level 6–8: Add War Magic style options and additional ASIs/Feats. Consider War Caster or Alert early.
Level 11+: Extra ASIs and the ultimate 3rd+ level spells broaden your electric toolkit. Make the build a battlefield anchor and arcane battery.
If you plan to multiclass, see the multiclass section. For most players, staying pure Fighter (Eldritch Knight) yields the smoothest power curve and maximum Extra Attack scaling.
Feats and ASI roadmap
Feats tailor how your BG3 fighter build performs. Here’s a recommended order:
War Caster (first or second ASI) — Essential for concentration saves when using spells like Absorb Elements and for opportunity spellcasting mechanics.
Alert or Sentinel — Alert boosts initiative (crucial for an initiative build); Sentinel locks down melee threats and supports a tanking role. Choose based on team needs.
Great Weapon Master or Polearm Master — If using two-handed weapons, GWM multiplies damage; with reach weapons, Polearm Master offers opportunity attacks.
Resilient (Constitution) — Boosts Concentration saves and Con saves. If you didn’t take War Caster, take this to shore up concentration.
Later: Mobile, Tough, or Lucky depending on playstyle.
ASI priorities: Strength > Constitution > Intelligence (for cast success and spell effectiveness) when not taking feats.
Weapons and armor — best-in-slot choices
Primary weapons
Chargebound Warhammer (if present in game): thematic two-handed lightning option; pair with Great Weapon Master for high burst.
Glaive/Polearm: If you take Polearm Master, you get more opportunities to use bonus attacks and control space.
Longsword + Shield: Conservative pick for higher AC and reliable defense if you prefer being a frontliner. Shield pairs with War Caster for safe concentration.
Dual Wielding (optional): If you prefer a dual-lightning flavor, choose finesse or versatile weapons that scale with Strength and grants more swings.
Armor
Heavy Armor (plate, splint) — Use the heaviest armor available. Your AC baseline should be as high as possible.
Shield — Consider depending on weapon choice. Shields increase survivability and are valuable in party play.
Accessories
Items that boost Strength, Intelligence, spell DC, or provide lightning damage enchants are prioritized. Look for items that grant advantage on saving throws or elemental resistances.
Spell selection — cantrips and leveled spells
Eldritch Knight spell access is limited but powerful when chosen carefully. Focus on spells that complement melee combat, grant lightning flavor, and provide battlefield control.
Cantrips
Booming Blade — Core melee cantrip for synced weapon-spell damage and battlefield control. Great for punishing movement.
Green-Flame Blade — Alternative for multi-target or added arc damage; thematic if you lean into arc-splash visuals.
Lightning-based cantrip — If High Elf or other options give you an extra cantrip, consider a lightning-themed cantrip where available.
1st-level spells
Shield — Defensive clutch. Use to avoid critical hits and preserve concentration.
Absorb Elements — Reactive elemental resistance and bonus disruptive damage on your next melee attack; excellent synergy when hit by elemental blasts.
Thunderwave (if available) — Close-range crowd control and pushback.
2nd-level spells
Mirror Image — Dramatically increases survivability.
Misty Step — Tactical repositioning for an initiative build.
Shatter or Scorching Ray — Optional damage spells; pick based on party needs.
3rd-level spells and above
Lightning Bolt (if Eldritch Knight can access it via limited pick or scroll): core lightning nuke for ranged line damage.
Haste — Massive combat buff for action economy and increased attacks. Use with caution for concentration.
Counterspell / Dispel Magic — For utility and maintaining control over enemy casters. Great situational picks when available.
Spell-picking rules: Eldritch Knights can learn mainly abjuration and evocation spells, so choose spells that scale with Intelligence and enhance melee dominance.
Tactics and combat rotation
This section covers a typical battle flow for the build. Tailor specifics to the encounter and party composition.
Opening: Move into position using cover and bonus movement. Pre-buff with Haste or Mirror Image in safe downtime if resources allow.
Initiative: With Alert and high initiative, try to act first. Use Booming Blade to hit and force punishment on moving enemies.
Mid-fight core rotation:
Use your main melee attack (Extra Attack will stack damage).
Use Booming Blade for on-hit bonus and movement denial.
Apply Absorb Elements when hit by elemental attacks, then follow up with a heavy strike to add bonus damage.
Trigger Action Surge on a heavy turn—unleash a sequence: spell + two weapon attacks + bonus attack if Polearm Master.
Use War Magic features (if you have them) to alternate cast/strike patterns for safe spellcasting.
Positioning: Use reach/polearm to control chokepoints; use Misty Step to engage or retreat. Prioritize flank targets that are casters or high-value melee threats.
Resource management: Conserve Haste and Action Surge for boss encounters, use War Caster to maintain concentration under pressure.
Party role and synergy
Primary role: Frontline damage dealer and melee controller with occasional ranged/area spells.
Secondary role: Disrupt enemy casters and protect squishier party members via crowd control and absorb spells.
Best party mates: Healer/buffer (Cleric or Life domain), ranged DPR (Rogue/Ranger), or an arcane support caster to cover non-evocation schools.
Tactics: Let ranged DPS focus fire while you pin high-threat enemies. Use your control spells to deny movement and split the battlefield in your favor.
Multiclass options (if you want to experiment)
Multiclassing can change flavor but will delay fighter capstones. Consider small dips for big gains:
Fighter 6 / Wizard 6 — Grants more spells, including higher-tier utility and direct lightning spells. Requires high Intelligence.
Fighter 1 / Sorcerer X — Sacrifices heavy weapon progression for spellcasting scale. Not recommended if you value Extra Attack and Action Surge.
Fighter X / Paladin 2 — Dip for Divine Smite synergy with melee swings; trade some spell access but gain lay-on-hands and smites. Works for Strength-focused melee casters.
Rule of thumb: single-class Eldritch Knight yields more consistent fighter progression and a cleaner mechanical package.
Itemization and enchantments
Items that complement a lightning damage build:
Weapons that add lightning elemental procs or bonus damage on-hit.
Armor accessories that give advantage on concentration checks, increased resistance to lightning, or additional Spell Save DC.
Consumable scrolls and wands: carry scrolls of Lightning Bolt, Haste, or Mirror Image for emergencies.
Trinkets that boost initiative or grant movement boosts are especially valuable for an initiative build.
Track and replace items as you level; the mid-to-late game often introduces unique artifacts with game-changing effects.
Leveling checklist and milestones
Level 1–2: Secure weapon proficiency, sturdy armor, and Second Wind. Consider Variant Human for early War Caster or Alert.
Level 3: Select Eldritch Knight; pick Booming Blade and Absorb Elements or Shield.
Level 5: Extra Attack empowers sustained DPS—pair with Polearm Master for added impact.
Level 6–8: Aim for War Caster and Resilient(Con) as needed; adopt Mirror Image or Haste from higher-level spell list.
Level 11+: Maximize Strength and ASIs, pick final feats like Great Weapon Master or Sentinel to cement your role.
Playstyle tips and tricks
Use Booming Blade as a zoning tool: it deters enemy movement and forces choices.
Use Absorb Elements proactively when you expect elemental hits (ambushes, traps). The reactive buff converts damage into extra offensive opportunity.
Save Action Surge and Haste for elite fights. Burst phases are where Eldritch Knights shine.
Keep a ranged contingency: a thrown weapon, dagger, or spell to finish off fleeing targets.
Use terrain: lightning and AOE spells often chain through enemies on raised terrain or in tight clusters.
Sample level 10 build (example)
Race: Variant Human (Alert feat) or Mountain Dwarf
Class: Fighter 10 (Eldritch Knight)
Stats: Str 18, Con 16, Int 14, Dex 10, Wis 10, Cha 8
Feats: Alert (start), War Caster (ASI), Great Weapon Master or Polearm Master (later)
Weapons: Chargebound Warhammer or Glaive with Polearm Master
Armor: Full plate + Shield (optional)
Cantrips: Booming Blade, Green-Flame Blade
Spells: Shield, Absorb Elements, Mirror Image, Misty Step, Haste (if available)
Tactics: Act early with Alert, cast Booming Blade on priority targets, use Action Surge for burst.
Endgame optimization and theorycraft
Prioritize items that increase spell save DC or grant additional spell slots. The Eldritch Knight’s limited casting scales dramatically with higher DC.
If you want maximum lightning flavor and competitive damage, stack on-hit lightning procs and choose equipment that grants electrical resistance or boosts intelligence-based spell damage.
Consider an off-hand item that creates extra opportunity attacks for added control with Polearm Master or Sentinel synergy.
Common mistakes and how to avoid them
Overcommitting to spells: Eldritch Knights have limited slots—don’t use Haste or Mirror Image on trivial fights.
Neglecting concentration resilience: Without War Caster or Resilient(Con), you’ll often lose key buffs mid-fight.
Poor positioning: As a melee caster, you must manage distance to avoid area-of-effect spells that target clusters. Use the environment wisely.
Ignoring Action Surge: Save it for moments of high value; using it on weak mobs wastes your burst potential.
Frequently Asked Questions (FAQ)
What makes the Eldritch Knight different from other fighter builds?
The Eldritch Knight blends weapon proficiency and limited arcane casting, focusing on abjuration and evocation spells. Unlike pure fighters, you gain utility and elemental damage; unlike full casters, you retain high survivability and Extra Attack.
Is Intelligence required for this build?
Yes. Intelligence powers the Eldritch Knight’s spellcasting. Aim for 13–16 to reliably access and scale your spell options. If you want the best spell effectiveness, invest in Intelligence alongside Strength and Constitution.
Can I play this build as a solo character?
Yes. With strong defensive spells (Mirror Image, Shield, Absorb Elements) and heavy armor, the BG3 fighter build is viable for solo play. However, powering spells and resource management are important—bring consumables and carry scrolls for emergency utility.
Should I go dual-wield or great weapon?
Both are viable. Great Weapon (two-handed) emphasizes single-target burst with Great Weapon Master, while dual-wield increases attack frequency and can stack elemental procs. Choose based on preferred playstyle and party composition.
What spells should I never forget to prepare?
Always keep Absorb Elements and Shield prepared for defensive needs. Booming Blade is a cantrip you’ll use constantly for movement control and extra damage.
Are there must-have items?
Items that add strength, concentration resilience, or lightning procs are high priority. Any artifact that boosts initiative or grants extra reactions is excellent for an initiative build.
How do I maintain concentration while in melee?
Take War Caster or Resilient (Constitution) early. Use cover and position to avoid large AOE spells, and use your own defensive spells before engaging in prolonged close-range fights.
Can this build handle endgame bosses?
Absolutely. With optimized feats, equipment, and careful resource management (Haste + Action Surge + critical hits), the Lightning Eldritch Knight is capable of handling high-difficulty boss encounters.
Build variants and advanced tweaks
Defensive Tank Variant: Prioritize Shield, Mirror Image, and Constitution-based feats. Use a sword-and-board setup with Sentinel to lock foes in place.
Burst Damage Variant: Prioritize Great Weapon Master, Action Surge, and critical-boosting items. Stack on-hit lightning effects and focus on single-target elimination.
Spell-Heavy Variant: Dip Wizard for higher-level spell access (at the cost of delayed Extra Attack progression). Best when you want to access true lightning spells like Lightning Bolt reliably.
Example encounter walkthrough
Encounter: A mixed group of casters and melee in a ruined temple.
Round 1: Use Alert initiative to act first. Cast Mirror Image (if safe) or position with Misty Step behind cover. Move to flank a caster but stay aware of AOE.
Round 2: Use Booming Blade on the caster; follow with two weapon strikes. If enemy tries to move, the cantrip punishes them.
Mid Fight: If hit by a lightning trap or spell, cast Absorb Elements, then make a full attack rotation using Action Surge when the caster is vulnerable.
End Phase: Use Shield to avoid a potentially lethal hit and finish with a heavy weapon strike or spell if necessary.
Closing notes and testing suggestions
Playtest and iterate: Try the sample level 10 build and adjust feats based on your campaign and party.
Track synergy: Note which spells or items your party lacks and adjust your spells to fill gaps.
Record encounters: If you stream or create guides, record fights to optimize rotation and demonstrate the build’s strengths.
Sample level-by-level spell & feat progression — Lightning Eldritch Knight
Below is a practical, play-tested progression for a Fighter (Eldritch Knight) from level 1 to 20. It balances weapon power, defensive reliability, and incremental spell access so your Eldritch Knight build remains effective at every stage. I assume a Strength-primary, Constitution-secondary, Intelligence-tertiary spread and focus on the lightning damage build theme where possible.
Rules used in this progression:
Fighter subclass chosen at level 3 (Eldritch Knight).
Spell suggestions follow the Eldritch Knight’s abjuration/evocation bias and aim to enhance frontline durability, concentration resilience, and battlefield control.
Feat/ASI choices prioritize concentration reliability (War Caster / Resilient Con), initiative/control (Alert / Sentinel), and damage (Great Weapon Master / Polearm Master) depending on weapon choice.
If you start Variant Human, the level 1 feat is noted. If you choose another race, apply the first ASI at the character level where indicated.
How to read this progression
Level: character level
Class features: key fighter/eldritch knight milestones unlocked that level
Cantrips & Spells Prepared: recommended cantrips and prepared spells to swap when you gain slots
ASI / Feat: when an Ability Score Improvement or Feat is recommended
Notes: tactical or roleplay tips
Level 1
Class features: Fighting Style (choose Great Weapon Fighting or Defense / Dueling if sword-and-shield)
Cantrips & Spells Prepared: none yet (eldritch knight not available)
ASI / Feat: none
Notes: Establish weapon and fighting style. If you picked Variant Human, take Alert or War Caster at level 1 to jumpstart an initiative build or concentration reliability.
Level 2
Class features: Action Surge, Second Wind
Cantrips & Spells Prepared: none yet
ASI / Feat: none
Notes: Action Surge is your first major burst tool—plan to use it on fights where you can combine spells with multiple attacks later.
Level 3 (Eldritch Knight)
Class features: Subclass — Eldritch Knight; Spellcasting (learn 2 cantrips, two 1st-level spells)
Cantrips: Booming Blade (mandatory), Green‑Flame Blade or thematic arc cantrip if available
Spells Prepared (examples): Shield, Absorb Elements
ASI / Feat: none
Notes: Pick Booming Blade to lock down movement and scale melee synergy. Absorb Elements adds elemental defense + offensive follow-up—core to the lightning eldritch knight theme when you face elemental attacks.
Level 4
Class features: ASI / Feat available
ASI / Feat: War Caster (if not Variant Human) or Strength +1 / Con +1 depending on immediate needs
Spells Prepared: Keep Shield and Absorb Elements; consider Thunderwave for short-range crowd control if you want more battlefield denial
Notes: War Caster stabilizes concentration and lets you cast spells as opportunity reactions in some rule sets—great for a frontline caster.
Level 5
Class features: Extra Attack
Cantrips & Spells Prepared: same as above; add a flavorful utility 1st-level spell if available
ASI / Feat: none
Notes: Extra Attack is a big DPS spike—pair it with Booming Blade on priority targets and Action Surge for explosive rounds.
Level 6
Class features: Ability Score Improvement (or Fighting Style upgrade depending on edition), War Magic benefits begin (if applicable)
ASI / Feat: Resilient (Constitution) if you didn’t take War Caster; otherwise raise Strength or Constitution
Spells Prepared: consider Misty Step (if allowed at this level under your ruleset) or Mirror Image (defensive) as your first 2nd-level option
Notes: Concentration becomes a recurring theme — Resilient (Con) increases your resilience when maintaining Haste or Mirror Image.
Level 7
Class features: Improved combat options; more spells known
Spells Prepared: Mirror Image (defensive), Misty Step (mobility) if not already chosen
ASI / Feat: none
Notes: Mirror Image is a huge boost to survivability on the front line—cast it before committing to hazardous engagements.
Level 8
Class features: ASI / Feat available
ASI / Feat: Strength +2 (if below 18) or pick Great Weapon Master / Polearm Master based on weapon choice
Spells Prepared: Add a second 2nd-level slot spell if available; consider Shatter for AOE in stone/metal-heavy encounters
Notes: If planning to lean into heavy two-handed weapon burst, take Great Weapon Master here to maximize Action Surge combos.
Level 9
Class features: Increased attack efficiency and spellcasting reach (two 3rd-level spell slots if playing by slot progression)
Spells Prepared: Haste (3rd-level, party/champion buff) or Counterspell / Dispel Magic situationally
ASI / Feat: none
Notes: Haste is arguably the strongest buff for a melee caster—use it in boss fights. Reserve concentration protection (War Caster/Resilient Con) to maintain it reliably.
Level 10
Class features: Additional subclass features; more spells known
Spells Prepared: Keep Absorb Elements, Shield, Mirror Image, Haste; add situational utility like See Invisibility or Protection from Energy if available
ASI / Feat: none
Notes: Your role as a frontliner with occasional area damage is now established—refine rotations and resource economy.
Level 11
Class features: Extra combat proficiency; additional ASI coming soon
Spells Prepared: If you can access 3rd-level evocation like Lightning Bolt or equivalents (campaign-dependent), this is the time to secure them via scrolls or spells if allowed
ASI / Feat: none
Notes: At this point you start to outpace many enemies—prioritize gear that increases spell-save DC or grants lightning effects.
Level 12
Class features: ASI / Feat available
ASI / Feat: Alert (if you didn’t take it earlier) or Tough/Lucky for survivability and pro playstyle polish
Spells Prepared: Maintain Haste, Mirror Image, Shield, Absorb Elements; add situational 2–3rd level spells as needed
Notes: Alert synergizes strongly with Booming Blade + extra-attack setups; acting first often decides fights.
Level 13
Class features: Deeper subclass features and a stronger action economy
Spells Prepared: Consider adding Counterspell if you need more anti-caster utility in your group
ASI / Feat: none
Notes: Your durability and damage are now substantially higher—start specializing into either pure damage or tanking depending on party composition.
Level 14
Class features: ASI / Feat available
ASI / Feat: Strength +2 (if not capped) or War Caster / Resilient (Con) if still missing
Spells Prepared: Access to higher-tier options if your campaign’s version of Eldritch Knight allows (swap with situational picks)
Notes: Finalize core stat priorities to ensure capstones scale correctly; Strength and Constitution should be near-maxed for best melee outcomes.
Level 15
Class features: Maximum fighter features approaching; Action economy mastery
Spells Prepared: Maintain utility pool; use scrolls for big lightning spells if Eldritch Knight restrictions limit direct learning
ASI / Feat: none
Notes: By now, your Action Surge, Extra Attack, and ASIs define your combat rhythm.
Level 16
Class features: ASI / Feat available
ASI / Feat: Great Weapon Master / Polearm Master if not yet taken (choose according to weapon setup) or take Tough for extra HP
Spells Prepared: Situational polish—Counterspell, Dispel Magic, or area spells depending on mid/late-game threats
Notes: Final weapon-feat pairings lock your identity: burst striker or battlefield controller.
Level 17
Class features: Peak fighter combat features and highest-level Evocation/Abjuration interactions available to Eldritch Knight archetype in many rule sets
Spells Prepared: Maximize reliable defensive casts for ultimate fights—Haste + Mirror Image + Shield combos saved for endgame bosses
ASI / Feat: none
Notes: Use your full kit smartly; many encounters at this point test endurance and mechanical mastery more than raw numbers.
Level 18
Class features: One last ASI / Feat coming soon
ASI / Feat: Resilient (Con) or final Strength bump to reach 20 if you want math-perfect melee outcomes
Spells Prepared: Keep core protective and battlefield spells ready; swap slot usage with scrolls for big lightning flavor
Notes: If you’ve been accumulating items that grant extra spell-like effects, use them for situational coverage.
Level 19
Class features: Final ASI / Feat available
ASI / Feat: Cap whichever stat you still need—Strength to 20 or Intelligence bump if you prioritized spell potency; Lucky is a universal high-value late-game option
Spells Prepared: Your limited spell list should now complement your optimized weapon and gear choices
Notes: This is the stage to pick any “fun” feat that enhances survivability or niche consistency.
Level 20
Class features: Fighter capstone (indomitable style features, maxed action economy)
Final build summary: Str 20, Con 18–20, Int 14–16 (depending on ASI choices); core feats: War Caster / Resilient(Con) / Alert / Great Weapon Master or Polearm Master depending on your weapon loadout. Cantrips: Booming Blade + Green‑Flame Blade. Prepared spells: Shield, Absorb Elements, Mirror Image, Haste, Misty Step / Counterspell where available.
Notes: At level 20 your Lightning Eldritch Knight is a frontline juggernaut: high single-target damage, strong control with Booming Blade + Polearm/GWM synergy, and solid magical defenses. Use scrolls and artifacts to supplement any elemental spells you couldn’t naturally learn.
Quick variant checkpoints (decision nodes)
If you choose Shield + Sword & Board: Prioritize War Caster, Resilient (Con), and Strength; take Sentinel for crowd control synergy.
If you choose Two-handed Great Weapon: Prioritize Great Weapon Master, Strength ASIs early, and Tough if survivability lags.
If you choose Polearm Reach: Combine Polearm Master + Sentinel for lock-down tactics; use reach to control chokepoints and punish movement with Booming Blade.
Final tips for using the progression
Swap spells at level-ups to adapt to your campaign’s threats—Eldritch Knight flexibility is limited but meaningful.
Choose ASIs to correct major stat gaps first, then take feats that enhance your core role.
Keep a stash of scrolls/wands of lightning spells for flavor and niche burst when Eldritch Knight restrictions block direct learning.
Test Action Surge + Great Weapon Master with Haste in a controlled environment to understand resource windows.
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