<?xml version="1.0" encoding="ISO-8859-1"?><?xml-stylesheet type="text/xsl" href="/145740951583/xsl/fullold.xsl"?><Character action-points-add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhihtSoM.triggerVariable(&apos;CUR_Action Points&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" action-points-subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhihtSoM.triggerVariable(&apos;CUR_Action Points&apos;, {autoValue:-1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" key="agdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhihtSoM" milestone-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhihtSoM.milestone();" name="Ben Adaephon Delat" safe-key="agdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhihtSoM"><Description height="6&apos;" weight="170lbs"><Notes /><Appearance /><Traits /><Companions /></Description><!-- Build element: always present
    Required attributes: alignment, experience, level, name, powersource, role, size, tier, vision, deity, gender
        The name attribute is the build name if one was selected in the Character Builder, or the class name otherwise.
        Attribute may be blank.
    Control attributes:
        ExperiencePoints: assign to at least one HTML element that should dynamically display current XP.
        experience-prompt-script: javascript to execute to prompt the user for XP to add.
    Children:
        Race element: always present
            Required attributes: name, url, description
            Children:
                Feature elements: one per race feature
                    Required attributes: name, description
        Background element: sometimes present
            Required attributes: name, url, description
            Children: as Race element
        Class element: always present
            Required attributes: name, url, description
            Children: as Race element
        ParagonPath element: present if of sufficient level
            Required attributes: name, url, description
            Children: as Race element
        EpicDestiny element: present if of sufficient level
            Required attributes: name, url, description
            Children: as Race element --><Build ExperienceNeeded="13000" alignment="" deity="" experience="10005" experience-prompt-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhihtSoM.triggerVariable(&apos;Experience Points&apos;, {requireInt:1, text:&apos;How many XP should be added?&apos;, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" gender="" level="7" name="Wizard" powersource="Arcane" role="Controller" size="Medium" tier="Heroic" vision="Normal"><Race description="" name="Human" url="http://www.wizards.com/dndinsider/compendium/race.aspx?id=7"><Feature description="Choose an extra feat at 1st level." name="Bonus Feat" /><Feature description="Trained in one additional class skill." name="Bonus Skill" /><Feature description="Know one extra 1st-level attack power from your class." name="Bonus At-Will Power" /><Feature description="+1 to Fortitude, Reflex, and Will." name="Human Defense Bonuses" /></Race><Background description="Beneath skies of ash and cinder lies the broken landscape of Thay. A forbidding place, much of Thay consists of badlands, deserts, rugged mountains, cinder cones, and active volcanoes that belch forth plumes of toxic steam and rain flaming debris on the lands below. Under the tyrannical rule of Szass Tam, the undead are the masters of Thay. Where life exists, it suffers terribly in the form of slaves, playthings, and chattel to be sacrificed, sold, or remade into undead thralls." name="Thay" url="http://www.wizards.com/dndinsider/compendium/background.aspx?id=25" /><Class description="" name="Wizard" url="http://www.wizards.com/dndinsider/compendium/class.aspx?id=9"><Feature description="Choose Orb of Imposition, Staff of Defense, or Wand of Accuracy." name="Arcane Implement Mastery" /><Feature description="With staff, +1 AC. Plus, add Con mod to defense against one attack, even after you know damage (encounter, immediate interrupt)." name="Staff of Defense" /><Feature description="Use ghost sound, light, mage hand, and prestidigitation as at-will powers." name="Cantrips" /><Feature description="Gain Ritual Caster as a bonus feat." name="Ritual Casting" /><Feature description="Three 1st-level rituals, plus more at higher levels. Also, twice the daily and utility spells you can use; choose from among these at each extended rest." name="Spellbook" /></Class></Build><!-- Resistances element: Always present
    Optional Attributes: Fire, Cold, etc. (all allowed resistances)
 --><Resistances /><!-- Health element: always present
    Control attributes:
        short-rest-script: javascript to execute when the user wants to take a short rest.
        extended-rest-script: javascript to execute when the user wants to take an extended rest.
        tempHP-display-class: assign to at least one HTML element that should dynamically display temp HP.
        tempHP-prompt-script: javascript to execute to prompt the user for a new temp HP value.
        tempHP-bar-class: assign to all HTML elements that should have width set in proportion to current tempHP/max HP.
        death-saves-display-class: assign to at least one HTML element that should dynamically display current HP.
        death-saves-add-script: javascript to execute to add a death save.
        death-saves-subtract-script: javascript to execute to subtract a death save.
        power-points-display-class: assign to at least one HTML element that should dynamically display current power points.
        power-points-add-script: javascript to execute to add a power point.
        power-points-subtract-script: javascript to execute to subtract a power point.
        conditions-display-class: assign to at least on HTML element that should dynamically contain a div per condition.
        conditions-prompt-script: javascript to execute to prompt the user to enter a new condition.
        CUR_ConditionsDelete: will be dynamically assigned to each condition div in conditions-display-class elements.
            Not necessary to assign to any elements, but should probably be styled with css in your XSL.
    Child elements:
        MaxHitPoints: always present
            Required attributes: value
            Control attributes:
                CUR_HitPoints: assign to at least one HTML element that should dynamically display current HP.
                CUR_HitPointsBar: assign to all HTML elements that should have width set in proportion to current/max HP.
                CUR_HitPointsDying: assign to all HTML elements that should only be displayed if the character is dying.
                damage-prompt-script: javascript to execute to prompt the user for hit points of damage taken.
                heal-prompt-script: javascript to execute to prompt the user for hit points healed.
            Children:
                Factor elements: one for each factor contributing to the value.
                    Required attributes: name, modifier
                    Optional attributes: abbreviation, multiplier, multiplied
                        The "multiplier" and "multiplied" are only present if math was performed to get the modifier.
        BloodiedValue: always present
            Required attributes: value
            Children: as MaxHitPoints
        MaxSurges: always present
            Required attributes: value
            Control attributes:
                CUR_Surges: assign to at least one HTML element that should dynamically display current surges.
                CUR_SurgesBar: assign to all HTML elements that should have width set in proportion to current/max surges.
                add-script: javascript to execute to add a surge.
                subtract-script: javascript to execute to subtract a surge.
            Children: as MaxHitPoints
        SurgeValue: always present
            Required attributes: value
            Control attributes:
                toHitPoints-script: javascript to execute when the surge value should be added to hit points.
            Children: as MaxHitPoints --><Health conditions-display-class="CUR_Conditions" conditions-prompt-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhihtSoM.triggerVariable(&apos;CUR_Conditions&apos;, {text:&apos;Enter text for the condition&apos;});" death-saves-add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhihtSoM.triggerVariable(&apos;CUR_Death Saves&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" death-saves-display-class="CUR_DeathSaves" death-saves-subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhihtSoM.triggerVariable(&apos;CUR_Death Saves&apos;, {autoValue:-1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" extended-rest-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhihtSoM.extendedRest();" power-points-add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhihtSoM.triggerVariable(&apos;CUR_PowerPoints&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" power-points-display-class="CUR_PowerPoints" power-points-subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhihtSoM.triggerVariable(&apos;CUR_PowerPoints&apos;, {autoValue:-1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" short-rest-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhihtSoM.shortRest();" tempHP-bar-class="CUR_TempHPBar" tempHP-display-class="CUR_TempHP" tempHP-prompt-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhihtSoM.triggerVariable(&apos;CUR_TempHP&apos;, {requireInt:1, min:0, text:&apos;Set to how many temporary HP?&apos; });"><MaxHitPoints damage-prompt-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhihtSoM.damagePrompt();" heal-prompt-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhihtSoM.triggerVariable(&apos;CUR_HitPoints&apos;, {requireInt:1, min:1, text:&apos;How many HP should be added?&apos;, calculateChange: function(oldVal, newVal) { return Math.max(0,oldVal) + newVal; } });" value="46"><Factor abbreviation="Con" modifier="+12" name="Constitution" /><Factor abbreviation="Wizard 1" modifier="+10" name="Level 1 Wizard" /><Factor modifier="+4" name="_PER-LEVEL-HPS" /><Factor modifier="+4" name="_PER-LEVEL-HPS" /><Factor modifier="+4" name="_PER-LEVEL-HPS" /><Factor modifier="+4" name="_PER-LEVEL-HPS" /><Factor modifier="+4" name="_PER-LEVEL-HPS" /><Factor modifier="+4" name="_PER-LEVEL-HPS" /><Factor abbreviation="Wizard 7" modifier="+24" multiplied="4" multiplier="6" name="Level 7 Wizard" /></MaxHitPoints><BloodiedValue value="23"><Factor abbreviation="1/2 HP" modifier="+23" multiplied="46" multiplier=".5" name="Half Hit Points" /></BloodiedValue><MaxSurges add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhihtSoM.triggerVariable(&apos;CUR_Surges&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhihtSoM.triggerVariable(&apos;CUR_Surges&apos;, {autoValue:-1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" value="7"><Factor modifier="+6" name="Wizard" /><Factor abbreviation="Con mod" modifier="+1" name="Constitution modifier" /></MaxSurges><SurgeValue toHitPoints-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhihtSoM.surgeValueToHitPoints(11);" value="11"><Factor abbreviation="1/4 HP" modifier="+11" multiplied="46" multiplier=".25" name="Quarter Hit Points" /></SurgeValue><PowerPoints value="0" /></Health><!-- Movement element: always present
    Children:
        Speed element: always present
            Required attributes: value
            Children:
                Factor elements: one for each factor contributing to the value.
                    Required attributes: name, modifier
                    Optional attributes: abbreviation, multiplier, multiplied
                        The "multiplier" and "multiplied" are only present if math was performed to get the modifier.
        Initiative element: always present
            Required attributes: 
                value: number to display
                dice-class: use in conjunction with "Roller" to make an initiative roller element.
            Children:
                Factor elements: one for each factor contributing to the value.
                    Required attributes: name, modifier
                    Optional attributes: abbreviation, multiplier, multiplied
                        The "multiplier" and "multiplied" are only present if math was performed to get the modifier. --><Movement><Speed value="6"><Factor modifier="+6" name="Human" /></Speed><Initiative dice-class="dice1d20plus7Initiative" value="7"><Factor abbreviation="1/2 Level" modifier="+3" name="Half Level" /><Factor modifier="+4" name="Initiative Misc" /><Factor abbreviation="Dex mod" modifier="+0" name="Dexterity modifier" /></Initiative></Movement><!-- Defenses element: always present
    Children:
        Condition elements: present if one or more conditions affect all defenses
            Required attributes: name
        Defense elements: four Defense elements are always present.
            Required attributes: value, abbreviation, name (name is "ArmorClass", "Fortitude", "Reflex" or "Will")
            Children:
                Factor elements: one for each factor contributing to the value.
                    Required attributes: name, modifier
                    Optional attributes: abbreviation, multiplier, multiplied
                        The "multiplier" and "multiplied" are only present if math was performed to get the modifier.
                Condition elements: present if one or more conditions affect this defense
                    Required attributes: name --><Defenses><Defense abbreviation="AC" name="Armor Class" value="21"><Factor modifier="+10" name="Constant" /><Factor abbreviation="1/2 Level" modifier="+3" name="Half Level" /><Factor modifier="+2" name="Leather Armor" /><Factor modifier="+1" name="Defensive Staff +2" /><Condition name="+1 Staff of Defense" /><Condition name="+4 Intelligence modifier" /></Defense><Defense abbreviation="Fort" name="Fortitude" value="16"><Factor modifier="+10" name="Constant" /><Factor abbreviation="1/2 Level" modifier="+3" name="Half Level" /><Factor modifier="+0" name="Fortitude Defense Class Bonus" /><Factor modifier="+1" name="Human Defense Bonuses" /><Factor modifier="+1" name="Defensive Staff +2" /><Factor abbreviation="Con mod" modifier="+1" name="Constitution modifier" /></Defense><Defense abbreviation="Ref" name="Reflex" value="19"><Factor modifier="+10" name="Constant" /><Factor abbreviation="1/2 Level" modifier="+3" name="Half Level" /><Factor modifier="+0" name="Reflex Defense Class Bonus" /><Factor modifier="+1" name="Human Defense Bonuses" /><Factor modifier="+1" name="Defensive Staff +2" /><Factor abbreviation="Int mod" modifier="+4" name="Intelligence modifier" /></Defense><Defense abbreviation="Will" name="Will" value="20"><Factor modifier="+10" name="Constant" /><Factor abbreviation="1/2 Level" modifier="+3" name="Half Level" /><Factor modifier="+2" name="Will Defense Class Bonus" /><Factor modifier="+1" name="Human Defense Bonuses" /><Factor modifier="+1" name="Defensive Staff +2" /><Factor abbreviation="Wis mod" modifier="+3" name="Wisdom modifier" /></Defense></Defenses><!-- PassiveSkills element: always present
    Children:
        PassiveSkill elements: two PassiveSkill elements are always present
            Required attributes: value, name (name is "Perception" or "Insight")
            Children:
                Factor elements: one for each factor contributing to the value.
                    Required attributes: name, modifier
                    Optional attributes: abbreviation, multiplier, multiplied
                        The "multiplier" and "multiplied" are only present if math was performed to get the modifier. --><PassiveSkills><PassiveSkill name="Perception" value="16"><Factor modifier="+6" name="Perception" /><Factor modifier="+10" name="Constant" /></PassiveSkill><PassiveSkill name="Insight" value="21"><Factor modifier="+11" name="Insight" /><Factor modifier="+10" name="Constant" /></PassiveSkill></PassiveSkills><!-- Skills element: always present
    Children:
        Skill elements: one for each skill defined by the Character Builder
            Required attributes: 
                name: name of the skill
                value: numeric display value
                dice-class: Use in conjunction with "Roller" to create a skill roller element.
                url: Compendium URL for the skill
                trained: "true" or "false"
                armorpenaltyapplies: "true" or "false"
            Children:
                Factor elements: one for each factor contributing to the value.
                    Required attributes: name, modifier
                    Optional attributes: abbreviation, multiplier, multiplied
                        The "multiplier" and "multiplied" are only present if math was performed to get the modifier. --><Skills><Skill armorpenaltyapplies="true" dice-class="dice1d20plus3Acrobatics" name="Acrobatics" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=1" value="3"><Factor abbreviation="1/2 Level" modifier="+3" name="Half Level" /><Factor modifier="+0" name="Acrobatics Misc" /><Factor abbreviation="Dex mod" modifier="+0" name="Dexterity modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus12Arcana" name="Arcana" trained="true" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=2" value="12"><Factor abbreviation="1/2 Level" modifier="+3" name="Half Level" /><Factor modifier="+5" name="Trained" /><Factor modifier="+0" name="Arcana Misc" /><Factor abbreviation="Int mod" modifier="+4" name="Intelligence modifier" /></Skill><Skill armorpenaltyapplies="true" dice-class="dice1d20plus2Athletics" name="Athletics" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=27" value="2"><Factor abbreviation="1/2 Level" modifier="+3" name="Half Level" /><Factor modifier="+0" name="Athletics Misc" /><Factor abbreviation="Str mod" modifier="-1" name="Strength modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus4Bluff" name="Bluff" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=3" value="4"><Factor abbreviation="1/2 Level" modifier="+3" name="Half Level" /><Factor modifier="+0" name="Bluff Misc" /><Factor abbreviation="Cha mod" modifier="+1" name="Charisma modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus4Diplomacy" name="Diplomacy" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=6" value="4"><Factor abbreviation="1/2 Level" modifier="+3" name="Half Level" /><Factor modifier="+0" name="Diplomacy Misc" /><Factor abbreviation="Cha mod" modifier="+1" name="Charisma modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus11Dungeoneering" name="Dungeoneering" trained="true" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=7" value="11"><Factor abbreviation="1/2 Level" modifier="+3" name="Half Level" /><Factor modifier="+5" name="Trained" /><Factor modifier="+0" name="Dungeoneering Misc" /><Factor abbreviation="Wis mod" modifier="+3" name="Wisdom modifier" /></Skill><Skill armorpenaltyapplies="true" dice-class="dice1d20plus4Endurance" name="Endurance" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=8" value="4"><Factor abbreviation="1/2 Level" modifier="+3" name="Half Level" /><Factor modifier="+0" name="Endurance Misc" /><Factor abbreviation="Con mod" modifier="+1" name="Constitution modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus6Heal" name="Heal" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=9" value="6"><Factor abbreviation="1/2 Level" modifier="+3" name="Half Level" /><Factor modifier="+0" name="Heal Misc" /><Factor abbreviation="Wis mod" modifier="+3" name="Wisdom modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus12History" name="History" trained="true" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=11" value="12"><Factor abbreviation="1/2 Level" modifier="+3" name="Half Level" /><Factor modifier="+5" name="Trained" /><Factor modifier="+0" name="History Misc" /><Factor abbreviation="Int mod" modifier="+4" name="Intelligence modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus11Insight" name="Insight" trained="true" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=13" value="11"><Factor abbreviation="1/2 Level" modifier="+3" name="Half Level" /><Factor modifier="+5" name="Trained" /><Factor modifier="+0" name="Insight Misc" /><Factor abbreviation="Wis mod" modifier="+3" name="Wisdom modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus4Intimidate" name="Intimidate" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=14" value="4"><Factor abbreviation="1/2 Level" modifier="+3" name="Half Level" /><Factor modifier="+0" name="Intimidate Misc" /><Factor abbreviation="Cha mod" modifier="+1" name="Charisma modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus6Nature" name="Nature" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=16" value="6"><Factor abbreviation="1/2 Level" modifier="+3" name="Half Level" /><Factor modifier="+0" name="Nature Misc" /><Factor abbreviation="Wis mod" modifier="+3" name="Wisdom modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus6Perception" name="Perception" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=17" value="6"><Factor abbreviation="1/2 Level" modifier="+3" name="Half Level" /><Factor modifier="+0" name="Perception Misc" /><Factor abbreviation="Wis mod" modifier="+3" name="Wisdom modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus12Religion" name="Religion" trained="true" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=18" value="12"><Factor abbreviation="1/2 Level" modifier="+3" name="Half Level" /><Factor modifier="+5" name="Trained" /><Factor modifier="+0" name="Religion Misc" /><Factor abbreviation="Int mod" modifier="+4" name="Intelligence modifier" /></Skill><Skill armorpenaltyapplies="true" dice-class="dice1d20plus3Stealth" name="Stealth" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=20" value="3"><Factor abbreviation="1/2 Level" modifier="+3" name="Half Level" /><Factor modifier="+0" name="Stealth Misc" /><Factor abbreviation="Dex mod" modifier="+0" name="Dexterity modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus4Streetwise" name="Streetwise" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=21" value="4"><Factor abbreviation="1/2 Level" modifier="+3" name="Half Level" /><Factor modifier="+0" name="Streetwise Misc" /><Factor abbreviation="Cha mod" modifier="+1" name="Charisma modifier" /></Skill><Skill armorpenaltyapplies="true" dice-class="dice1d20plus3Thievery" name="Thievery" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=23" value="3"><Factor abbreviation="1/2 Level" modifier="+3" name="Half Level" /><Factor modifier="+0" name="Thievery Misc" /><Factor abbreviation="Dex mod" modifier="+0" name="Dexterity modifier" /></Skill></Skills><!-- AbilityScores element: always present
    Children:
        AbilityScore elements: six AbilityScore elements are always present.
            Required attributes: value, abbreviation, name ("Strength", etc...)
            Children:
                AbilityModifier element: always present
                    Required attributes: 
                        modifier: base modifier
                        rollmodifier: (includes 1/2 level)
                        dice-class: use in conjunction with "Roller" to build an ability check roller element.
                Factor elements: one for each factor contributing to the value.
                    Required attributes: name, modifier
                    Optional attributes: abbreviation, multiplier, multiplied
                        The "multiplier" and "multiplied" are only present if math was performed to get the modifier. --><AbilityScores><AbilityScore abbreviation="Str" name="Strength" value="8"><Factor modifier="+8" name="Starting" /><AbilityModifier dice-class="dice1d20plus2Strength" modifier="-1" rollmodifier="+2" /></AbilityScore><AbilityScore abbreviation="Con" name="Constitution" value="12"><Factor modifier="+12" name="Starting" /><AbilityModifier dice-class="dice1d20plus4Constitution" modifier="+1" rollmodifier="+4" /></AbilityScore><AbilityScore abbreviation="Dex" name="Dexterity" value="10"><Factor modifier="+10" name="Starting" /><AbilityModifier dice-class="dice1d20plus3Dexterity" modifier="+0" rollmodifier="+3" /></AbilityScore><AbilityScore abbreviation="Int" name="Intelligence" value="19"><Factor modifier="+16" name="Starting" /><Factor modifier="+2" name="Human" /><Factor modifier="+1" name="Level 4" /><AbilityModifier dice-class="dice1d20plus7Intelligence" modifier="+4" rollmodifier="+7" /></AbilityScore><AbilityScore abbreviation="Wis" name="Wisdom" value="17"><Factor modifier="+16" name="Starting" /><Factor modifier="+1" name="Level 4" /><AbilityModifier dice-class="dice1d20plus6Wisdom" modifier="+3" rollmodifier="+6" /></AbilityScore><AbilityScore abbreviation="Cha" name="Charisma" value="12"><Factor modifier="+12" name="Starting" /><AbilityModifier dice-class="dice1d20plus4Charisma" modifier="+1" rollmodifier="+4" /></AbilityScore></AbilityScores><!-- Powers element: always present
    Child elements:
        Power elements: one per power
            Required attributes: name, url, powerusage, actiontype
            Optional attributes: powertype, attacktype, target, level, flavor, source, keywords
            Control attributes: only present for Encounter and Daily powers.
                display-class: assign to all HTML elements that should have classname "Used" added 
                    when the power is used, and classname "Used" removed when the power is un-used.
                use-script: javascript to execute when the user marks a power used or unused.
            Child Elements:
                Condition elements: one per condition that affects all weapons.
                    Required attributes: name
                Weapon elements: one per weapon that is legal for use with the power.
                    Required attributes: name, url, attackstat, defense
                    Child elements:
                        Condition elements: one per condition that affects all weapons.
                            Required attributes: name
                            Optional attributes: dice-class; if present, this condition should be presented as a "Roller".
                        AttackBonus element: always present
                            Required attributes: 
                                value: value to display
                                dice-class: use in conjunction with "Roller" to make an attack roller element.
                            Child elements:
                                Factor elements: one per factor contributing to the value
                                    Required attributes: name, modifier
                                    Optional attributes: abbreviation, multiplier, multiplied
                                        The "multiplier" and "multiplied" are only present if math was performed to get the modifier.
                        Damage element: always present
                            Required attributes: 
                                value: value to display
                                dice-class: use in conjunction with "Roller" to make a damage roller element.
                            Optional attributes: type (e.g. lightning)
                            Child elements:
                                Factor elements: one per factor contributing to the value
                                    Required attributes: name, modifier
                                    Optional attributes: abbreviation, multiplier, multiplied
                                        The "multiplier" and "multiplied" are only present if math was performed to get the modifier. --><Powers><Power actiontype="Standard Action" isMore="" name="Melee Basic Attack" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=426"><Weapon attackstat="Strength" defense="AC" name="Quarterstaff" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=10&amp;ftype=3"><AttackBonus dice-class="dice1d20plus4Attack" value="4"><Factor modifier="-1" name="Strength modifier" /><Factor abbreviation="1/2 Level" modifier="+3" name="Half Level" /><Factor modifier="+2" name="proficiency bonus" /></AttackBonus><Damage dice-class="dice1d8minus1Damage" value="1d8-1"><Factor modifier="-1" name="Strength modifier" /></Damage></Weapon><Weapon attackstat="Strength" defense="AC" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus2Attack" value="2"><Factor modifier="-1" name="Strength modifier" /><Factor abbreviation="1/2 Level" modifier="+3" name="Half Level" /></AttackBonus><Damage dice-class="dice1d4minus1Damage" value="1d4-1"><Factor modifier="-1" name="Strength modifier" /></Damage></Weapon></Power><Power actiontype="Standard Action" isMore="" name="Ranged Basic Attack" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=426"><Weapon attackstat="Dexterity" defense="AC" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus3Attack" value="3"><Factor modifier="+0" name="Dexterity modifier" /><Factor abbreviation="1/2 Level" modifier="+3" name="Half Level" /></AttackBonus><Damage dice-class="dice1d4Damage" value="1d4"><Factor modifier="+0" name="Dexterity modifier" /></Damage></Weapon></Power><Power actiontype="Standard Action" isMore="" name="Ghost Sound" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=1217" /><Power actiontype="Minor Action" isMore="" name="Light" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=1225" /><Power actiontype="Minor Action" isMore="" name="Mage Hand" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=1227" /><Power actiontype="Standard Action" isMore="" name="Prestidigitation" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=1930" /><Power actiontype="Standard Action" isMore="" name="Thunderwave" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=1169"><Weapon attackstat="Intelligence" defense="Fortitude" name="Staff of Ruin +1" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=2982&amp;ftype=1"><AttackBonus dice-class="dice1d20plus9Attack" value="9"><Factor modifier="+4" name="Intelligence modifier" /><Factor abbreviation="1/2 Level" modifier="+3" name="Half Level" /><Factor modifier="+1" name="enhancement bonus" /><Factor modifier="+1" name="bonus - Implement Expertise (staff)" /></AttackBonus><Damage dice-class="dice1d6plus6Damage" type="Thunder" value="1d6+6"><Factor modifier="+4" name="Intelligence modifier" /><Factor modifier="+1" name="enhancement bonus" /><Factor modifier="+1" name="item bonus - Staff of Ruin +1" /></Damage></Weapon><Weapon attackstat="Intelligence" defense="Fortitude" name="Defensive Staff +2" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=2913&amp;ftype=1"><AttackBonus dice-class="dice1d20plus10Attack" value="10"><Factor modifier="+4" name="Intelligence modifier" /><Factor abbreviation="1/2 Level" modifier="+3" name="Half Level" /><Factor modifier="+2" name="enhancement bonus" /><Factor modifier="+1" name="bonus - Implement Expertise (staff)" /></AttackBonus><Damage dice-class="dice1d6plus6Damage" type="Thunder" value="1d6+6"><Factor modifier="+4" name="Intelligence modifier" /><Factor modifier="+2" name="enhancement bonus" /></Damage></Weapon><Weapon attackstat="Intelligence" defense="Fortitude" name="Quarterstaff" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=10&amp;ftype=3"><AttackBonus dice-class="dice1d20plus8Attack" value="8"><Factor modifier="+4" name="Intelligence modifier" /><Factor abbreviation="1/2 Level" modifier="+3" name="Half Level" /><Factor modifier="+1" name="bonus - Implement Expertise (staff)" /></AttackBonus><Damage dice-class="dice1d6plus4Damage" type="Thunder" value="1d6+4"><Factor modifier="+4" name="Intelligence modifier" /></Damage></Weapon><Weapon attackstat="Intelligence" defense="Fortitude" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus7Attack" value="7"><Factor modifier="+4" name="Intelligence modifier" /><Factor abbreviation="1/2 Level" modifier="+3" name="Half Level" /></AttackBonus><Damage dice-class="dice1d6plus4Damage" type="Thunder" value="1d6+4"><Factor modifier="+4" name="Intelligence modifier" /></Damage></Weapon></Power><Power actiontype="Standard Action" isMore="" name="Chilling Cloud" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=7406"><Weapon attackstat="Intelligence" defense="Fortitude" name="Staff of Ruin +1" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=2982&amp;ftype=1"><AttackBonus dice-class="dice1d20plus9Attack" value="9"><Factor modifier="+4" name="Intelligence modifier" /><Factor abbreviation="1/2 Level" modifier="+3" name="Half Level" /><Factor modifier="+1" name="enhancement bonus" /><Factor modifier="+1" name="bonus - Implement Expertise (staff)" /></AttackBonus><Damage dice-class="dice4Damage" value="4"><Factor modifier="+4" name="Intelligence modifier" /></Damage></Weapon><Weapon attackstat="Intelligence" defense="Fortitude" name="Defensive Staff +2" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=2913&amp;ftype=1"><AttackBonus dice-class="dice1d20plus10Attack" value="10"><Factor modifier="+4" name="Intelligence modifier" /><Factor abbreviation="1/2 Level" modifier="+3" name="Half Level" /><Factor modifier="+2" name="enhancement bonus" /><Factor modifier="+1" name="bonus - Implement Expertise (staff)" /></AttackBonus><Damage dice-class="dice4Damage" value="4"><Factor modifier="+4" name="Intelligence modifier" /></Damage></Weapon><Weapon attackstat="Intelligence" defense="Fortitude" name="Quarterstaff" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=10&amp;ftype=3"><AttackBonus dice-class="dice1d20plus8Attack" value="8"><Factor modifier="+4" name="Intelligence modifier" /><Factor abbreviation="1/2 Level" modifier="+3" name="Half Level" /><Factor modifier="+1" name="bonus - Implement Expertise (staff)" /></AttackBonus><Damage dice-class="dice4Damage" value="4"><Factor modifier="+4" name="Intelligence modifier" /></Damage></Weapon><Weapon attackstat="Intelligence" defense="Fortitude" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus7Attack" value="7"><Factor modifier="+4" name="Intelligence modifier" /><Factor abbreviation="1/2 Level" modifier="+3" name="Half Level" /></AttackBonus><Damage dice-class="dice4Damage" value="4"><Factor modifier="+4" name="Intelligence modifier" /></Damage></Weapon></Power><Power actiontype="Standard Action" isMore="" name="Storm Pillar" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=4309"><Weapon attackstat="" defense="" name="Staff of Ruin +1" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=2982&amp;ftype=1"><AttackBonus dice-class="dice1d20plus1Attack" value="1"><Factor modifier="+1" name="bonus - Implement Expertise (staff)" /></AttackBonus><Damage dice-class="dice1d6plus6Damage" value="1d6+6"><Factor modifier="+4" name="Intelligence modifier" /><Factor modifier="+1" name="enhancement bonus" /><Factor modifier="+1" name="item bonus - Staff of Ruin +1" /></Damage></Weapon><Weapon attackstat="" defense="" name="Defensive Staff +2" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=2913&amp;ftype=1"><AttackBonus dice-class="dice1d20plus1Attack" value="1"><Factor modifier="+1" name="bonus - Implement Expertise (staff)" /></AttackBonus><Damage dice-class="dice1d6plus6Damage" value="1d6+6"><Factor modifier="+4" name="Intelligence modifier" /><Factor modifier="+2" name="enhancement bonus" /></Damage></Weapon><Weapon attackstat="" defense="" name="Quarterstaff" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=10&amp;ftype=3"><AttackBonus dice-class="dice1d20plus1Attack" value="1"><Factor modifier="+1" name="bonus - Implement Expertise (staff)" /></AttackBonus><Damage dice-class="dice1d6plus4Damage" value="1d6+4"><Factor modifier="+4" name="Intelligence modifier" /></Damage></Weapon><Weapon attackstat="" defense="" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus0Attack" value="0" /><Damage dice-class="dice1d6plus4Damage" value="1d6+4"><Factor modifier="+4" name="Intelligence modifier" /></Damage></Weapon></Power><Power actiontype="Opportunity Action" isMore="true" name="Opportunity Attack" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=331" /><Power actiontype="Opportunity Action" isMore="true" name="Opportunity Action" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=119" /><Power actiontype="Immediate Reaction" isMore="true" name="Readied action" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=332" /><Power actiontype="Free Action" isMore="true" name="Delay" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=327" /><Power actiontype="Free Action" isMore="true" name="End a grab" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=329" /><Power actiontype="Minor Action" isMore="true" name="Drop prone" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=141" /><Power actiontype="Standard Action" isMore="true" name="Aid Another" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=322" /><Power actiontype="Standard Action" isMore="true" name="Bull Rush" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=323" /><Power actiontype="Standard Action" isMore="true" name="Charge" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=324" /><Power actiontype="Standard Action" isMore="true" name="Coup de grace" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=325" /><Power actiontype="Standard Action" isMore="true" name="Grab" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=329" /><Power actiontype="Minor Action" isMore="true" name="Sustain a Grab" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=329" /><Power actiontype="Standard Action" isMore="true" name="Ready an action" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=332" /><Power actiontype="Standard Action" isMore="true" name="Total defense" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=338" /><Power actiontype="Move Action" isMore="true" name="Walk 6 squares" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=339" /><Power actiontype="Move Action" isMore="true" name="Run 8 squares" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=333" /><Power actiontype="Move Action" isMore="true" name="Shift 1 square" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=335" /><Power actiontype="Move Action" isMore="true" name="Crawl 3 squares" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=326" /><Power actiontype="Move Action" isMore="true" name="Squeeze 3 squares" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=336" /><Power actiontype="Move Action" isMore="true" name="Stand up" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=337" /><Power actiontype="Move Action" isMore="true" name="Escape a Grab" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=328" /><Power actiontype="Standard Action" isMore="true" name="Any Move Action" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=116" /><Power actiontype="Standard Action" isMore="true" name="Any Minor Action" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=117" /><Power actiontype="Move Action" isMore="true" name="Any Minor Action" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=117" /><Power actiontype="Immediate Interrupt" display-class="USAGE_StaffofDefense" isMore="" name="Staff of Defense" packagename="Wizard" packageurl="http://www.wizards.com/dndinsider/compendium/class.aspx?id=9" powerusage="Encounter" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=5595" use-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhihtSoM.triggerVariable(&apos;USAGE_StaffofDefense&apos;, {isBoolean:1});" /><Power actiontype="Immediate Interrupt" display-class="USAGE_Shield" isMore="" name="Shield" packagename="" packageurl="" powerusage="Encounter" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=1235" use-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhihtSoM.triggerVariable(&apos;USAGE_Shield&apos;, {isBoolean:1});" /><Power actiontype="Standard Action" display-class="USAGE_GraspingShadows" isMore="" name="Grasping Shadows" packagename="" packageurl="" powerusage="Encounter" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=3215" use-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhihtSoM.triggerVariable(&apos;USAGE_GraspingShadows&apos;, {isBoolean:1});"><Weapon attackstat="Intelligence" defense="Will" name="Staff of Ruin +1" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=2982&amp;ftype=1"><AttackBonus dice-class="dice1d20plus9Attack" value="9"><Factor modifier="+4" name="Intelligence modifier" /><Factor abbreviation="1/2 Level" modifier="+3" name="Half Level" /><Factor modifier="+1" name="enhancement bonus" /><Factor modifier="+1" name="bonus - Implement Expertise (staff)" /></AttackBonus><Damage dice-class="dice1d8plus6Damage" type="Psychic" value="1d8+6"><Factor modifier="+4" name="Intelligence modifier" /><Factor modifier="+1" name="enhancement bonus" /><Factor modifier="+1" name="item bonus - Staff of Ruin +1" /></Damage></Weapon><Weapon attackstat="Intelligence" defense="Will" name="Defensive Staff +2" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=2913&amp;ftype=1"><AttackBonus dice-class="dice1d20plus10Attack" value="10"><Factor modifier="+4" name="Intelligence modifier" /><Factor abbreviation="1/2 Level" modifier="+3" name="Half Level" /><Factor modifier="+2" name="enhancement bonus" /><Factor modifier="+1" name="bonus - Implement Expertise (staff)" /></AttackBonus><Damage dice-class="dice1d8plus6Damage" type="Psychic" value="1d8+6"><Factor modifier="+4" name="Intelligence modifier" /><Factor modifier="+2" name="enhancement bonus" /></Damage></Weapon><Weapon attackstat="Intelligence" defense="Will" name="Quarterstaff" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=10&amp;ftype=3"><AttackBonus dice-class="dice1d20plus8Attack" value="8"><Factor modifier="+4" name="Intelligence modifier" /><Factor abbreviation="1/2 Level" modifier="+3" name="Half Level" /><Factor modifier="+1" name="bonus - Implement Expertise (staff)" /></AttackBonus><Damage dice-class="dice1d8plus4Damage" type="Psychic" value="1d8+4"><Factor modifier="+4" name="Intelligence modifier" /></Damage></Weapon><Weapon attackstat="Intelligence" defense="Will" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus7Attack" value="7"><Factor modifier="+4" name="Intelligence modifier" /><Factor abbreviation="1/2 Level" modifier="+3" name="Half Level" /></AttackBonus><Damage dice-class="dice1d8plus4Damage" type="Psychic" value="1d8+4"><Factor modifier="+4" name="Intelligence modifier" /></Damage></Weapon></Power><Power actiontype="Standard Action" display-class="USAGE_ColorSpray" isMore="" name="Color Spray" packagename="" packageurl="" powerusage="Encounter" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=173" use-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhihtSoM.triggerVariable(&apos;USAGE_ColorSpray&apos;, {isBoolean:1});"><Weapon attackstat="Intelligence" defense="Will" name="Staff of Ruin +1" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=2982&amp;ftype=1"><AttackBonus dice-class="dice1d20plus9Attack" value="9"><Factor modifier="+4" name="Intelligence modifier" /><Factor abbreviation="1/2 Level" modifier="+3" name="Half Level" /><Factor modifier="+1" name="enhancement bonus" /><Factor modifier="+1" name="bonus - Implement Expertise (staff)" /></AttackBonus><Damage dice-class="dice1d6plus6Damage" type="Radiant" value="1d6+6"><Factor modifier="+4" name="Intelligence modifier" /><Factor modifier="+1" name="enhancement bonus" /><Factor modifier="+1" name="item bonus - Staff of Ruin +1" /></Damage></Weapon><Weapon attackstat="Intelligence" defense="Will" name="Defensive Staff +2" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=2913&amp;ftype=1"><AttackBonus dice-class="dice1d20plus10Attack" value="10"><Factor modifier="+4" name="Intelligence modifier" /><Factor abbreviation="1/2 Level" modifier="+3" name="Half Level" /><Factor modifier="+2" name="enhancement bonus" /><Factor modifier="+1" name="bonus - Implement Expertise (staff)" /></AttackBonus><Damage dice-class="dice1d6plus6Damage" type="Radiant" value="1d6+6"><Factor modifier="+4" name="Intelligence modifier" /><Factor modifier="+2" name="enhancement bonus" /></Damage></Weapon><Weapon attackstat="Intelligence" defense="Will" name="Quarterstaff" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=10&amp;ftype=3"><AttackBonus dice-class="dice1d20plus8Attack" value="8"><Factor modifier="+4" name="Intelligence modifier" /><Factor abbreviation="1/2 Level" modifier="+3" name="Half Level" /><Factor modifier="+1" name="bonus - Implement Expertise (staff)" /></AttackBonus><Damage dice-class="dice1d6plus4Damage" type="Radiant" value="1d6+4"><Factor modifier="+4" name="Intelligence modifier" /></Damage></Weapon><Weapon attackstat="Intelligence" defense="Will" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus7Attack" value="7"><Factor modifier="+4" name="Intelligence modifier" /><Factor abbreviation="1/2 Level" modifier="+3" name="Half Level" /></AttackBonus><Damage dice-class="dice1d6plus4Damage" type="Radiant" value="1d6+4"><Factor modifier="+4" name="Intelligence modifier" /></Damage></Weapon></Power><Power actiontype="Immediate Interrupt" display-class="USAGE_WizardsEscape" isMore="" name="Wizard&apos;s Escape" packagename="" packageurl="" powerusage="Encounter" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=6902" use-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhihtSoM.triggerVariable(&apos;USAGE_WizardsEscape&apos;, {isBoolean:1});" /><Power actiontype="Standard Action" display-class="USAGE_TwistofSpace" isMore="" name="Twist of Space" packagename="" packageurl="" powerusage="Encounter" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=2816" use-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhihtSoM.triggerVariable(&apos;USAGE_TwistofSpace&apos;, {isBoolean:1});"><Weapon attackstat="Intelligence" defense="Will" name="Staff of Ruin +1" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=2982&amp;ftype=1"><AttackBonus dice-class="dice1d20plus9Attack" value="9"><Factor modifier="+4" name="Intelligence modifier" /><Factor abbreviation="1/2 Level" modifier="+3" name="Half Level" /><Factor modifier="+1" name="enhancement bonus" /><Factor modifier="+1" name="bonus - Implement Expertise (staff)" /></AttackBonus><Damage dice-class="dice1d6plus6Damage" value="1d6+6"><Factor modifier="+4" name="Intelligence modifier" /><Factor modifier="+1" name="enhancement bonus" /><Factor modifier="+1" name="item bonus - Staff of Ruin +1" /></Damage></Weapon><Weapon attackstat="Intelligence" defense="Will" name="Defensive Staff +2" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=2913&amp;ftype=1"><AttackBonus dice-class="dice1d20plus10Attack" value="10"><Factor modifier="+4" name="Intelligence modifier" /><Factor abbreviation="1/2 Level" modifier="+3" name="Half Level" /><Factor modifier="+2" name="enhancement bonus" /><Factor modifier="+1" name="bonus - Implement Expertise (staff)" /></AttackBonus><Damage dice-class="dice1d6plus6Damage" value="1d6+6"><Factor modifier="+4" name="Intelligence modifier" /><Factor modifier="+2" name="enhancement bonus" /></Damage></Weapon><Weapon attackstat="Intelligence" defense="Will" name="Quarterstaff" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=10&amp;ftype=3"><AttackBonus dice-class="dice1d20plus8Attack" value="8"><Factor modifier="+4" name="Intelligence modifier" /><Factor abbreviation="1/2 Level" modifier="+3" name="Half Level" /><Factor modifier="+1" name="bonus - Implement Expertise (staff)" /></AttackBonus><Damage dice-class="dice1d6plus4Damage" value="1d6+4"><Factor modifier="+4" name="Intelligence modifier" /></Damage></Weapon><Weapon attackstat="Intelligence" defense="Will" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus7Attack" value="7"><Factor modifier="+4" name="Intelligence modifier" /><Factor abbreviation="1/2 Level" modifier="+3" name="Half Level" /></AttackBonus><Damage dice-class="dice1d6plus4Damage" value="1d6+4"><Factor modifier="+4" name="Intelligence modifier" /></Damage></Weapon></Power><Power actiontype="Standard Action" display-class="USAGE_SecondWind" isMore="" name="Second Wind" packagename="" packageurl="" powerusage="Encounter" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=334" use-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhihtSoM.triggerVariable(&apos;USAGE_SecondWind&apos;, { isBoolean:1, useRequires: function() { return CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhihtSoM.namesToVariables[&apos;CUR_Surges&apos;].get() &gt; 0; }, noUseMessage: &apos;Second Wind requires a healing surge, and you have none.&apos; });" /><Power actiontype="Free Action" display-class="USAGE_ActionPoint" isMore="" name="Action Point" packagename="" packageurl="" powerusage="Encounter" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=177" use-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhihtSoM.triggerVariable(&apos;USAGE_ActionPoint&apos;, {isBoolean:1});" /><Power actiontype="Standard Action" display-class="USAGE_FlamingSphere" isMore="" name="Flaming Sphere" packagename="" packageurl="" powerusage="Daily" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=1435" use-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhihtSoM.triggerVariable(&apos;USAGE_FlamingSphere&apos;, {isBoolean:1});"><Weapon attackstat="Intelligence" defense="Reflex" name="Staff of Ruin +1" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=2982&amp;ftype=1"><AttackBonus dice-class="dice1d20plus9Attack" value="9"><Factor modifier="+4" name="Intelligence modifier" /><Factor abbreviation="1/2 Level" modifier="+3" name="Half Level" /><Factor modifier="+1" name="enhancement bonus" /><Factor modifier="+1" name="bonus - Implement Expertise (staff)" /></AttackBonus><Damage dice-class="dice2d6plus6Damage" type="Fire" value="2d6+6"><Factor modifier="+4" name="Intelligence modifier" /><Factor modifier="+1" name="enhancement bonus" /><Factor modifier="+1" name="item bonus - Staff of Ruin +1" /></Damage></Weapon><Weapon attackstat="Intelligence" defense="Reflex" name="Defensive Staff +2" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=2913&amp;ftype=1"><AttackBonus dice-class="dice1d20plus10Attack" value="10"><Factor modifier="+4" name="Intelligence modifier" /><Factor abbreviation="1/2 Level" modifier="+3" name="Half Level" /><Factor modifier="+2" name="enhancement bonus" /><Factor modifier="+1" name="bonus - Implement Expertise (staff)" /></AttackBonus><Damage dice-class="dice2d6plus6Damage" type="Fire" value="2d6+6"><Factor modifier="+4" name="Intelligence modifier" /><Factor modifier="+2" name="enhancement bonus" /></Damage></Weapon><Weapon attackstat="Intelligence" defense="Reflex" name="Quarterstaff" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=10&amp;ftype=3"><AttackBonus dice-class="dice1d20plus8Attack" value="8"><Factor modifier="+4" name="Intelligence modifier" /><Factor abbreviation="1/2 Level" modifier="+3" name="Half Level" /><Factor modifier="+1" name="bonus - Implement Expertise (staff)" /></AttackBonus><Damage dice-class="dice2d6plus4Damage" type="Fire" value="2d6+4"><Factor modifier="+4" name="Intelligence modifier" /></Damage></Weapon><Weapon attackstat="Intelligence" defense="Reflex" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus7Attack" value="7"><Factor modifier="+4" name="Intelligence modifier" /><Factor abbreviation="1/2 Level" modifier="+3" name="Half Level" /></AttackBonus><Damage dice-class="dice2d6plus4Damage" type="Fire" value="2d6+4"><Factor modifier="+4" name="Intelligence modifier" /></Damage></Weapon></Power><Power actiontype="Minor Action" display-class="USAGE_HealingWord" isMore="" name="Healing Word" packagename="" packageurl="" powerusage="Daily" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=1455" use-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhihtSoM.triggerVariable(&apos;USAGE_HealingWord&apos;, {isBoolean:1});"><Weapon attackstat="Unknown" defense="Unknown" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus3Attack" value="3"><Factor abbreviation="1/2 Level" modifier="+3" name="Half Level" /></AttackBonus><Damage dice-class="diceDamage" value="" /></Weapon></Power><Power actiontype="Standard Action" display-class="USAGE_GraspoftheGrave" isMore="" name="Grasp of the Grave" packagename="" packageurl="" powerusage="Daily" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=6958" use-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhihtSoM.triggerVariable(&apos;USAGE_GraspoftheGrave&apos;, {isBoolean:1});"><Weapon attackstat="Intelligence" defense="Reflex" name="Staff of Ruin +1" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=2982&amp;ftype=1"><AttackBonus dice-class="dice1d20plus9Attack" value="9"><Factor modifier="+4" name="Intelligence modifier" /><Factor abbreviation="1/2 Level" modifier="+3" name="Half Level" /><Factor modifier="+1" name="enhancement bonus" /><Factor modifier="+1" name="bonus - Implement Expertise (staff)" /></AttackBonus><Damage dice-class="dice1d10plus6Damage" type="Necrotic" value="1d10+6"><Factor modifier="+4" name="Intelligence modifier" /><Factor modifier="+1" name="enhancement bonus" /><Factor modifier="+1" name="item bonus - Staff of Ruin +1" /></Damage></Weapon><Weapon attackstat="Intelligence" defense="Reflex" name="Defensive Staff +2" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=2913&amp;ftype=1"><AttackBonus dice-class="dice1d20plus10Attack" value="10"><Factor modifier="+4" name="Intelligence modifier" /><Factor abbreviation="1/2 Level" modifier="+3" name="Half Level" /><Factor modifier="+2" name="enhancement bonus" /><Factor modifier="+1" name="bonus - Implement Expertise (staff)" /></AttackBonus><Damage dice-class="dice1d10plus6Damage" type="Necrotic" value="1d10+6"><Factor modifier="+4" name="Intelligence modifier" /><Factor modifier="+2" name="enhancement bonus" /></Damage></Weapon><Weapon attackstat="Intelligence" defense="Reflex" name="Quarterstaff" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=10&amp;ftype=3"><AttackBonus dice-class="dice1d20plus8Attack" value="8"><Factor modifier="+4" name="Intelligence modifier" /><Factor abbreviation="1/2 Level" modifier="+3" name="Half Level" /><Factor modifier="+1" name="bonus - Implement Expertise (staff)" /></AttackBonus><Damage dice-class="dice1d10plus4Damage" type="Necrotic" value="1d10+4"><Factor modifier="+4" name="Intelligence modifier" /></Damage></Weapon><Weapon attackstat="Intelligence" defense="Reflex" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus7Attack" value="7"><Factor modifier="+4" name="Intelligence modifier" /><Factor abbreviation="1/2 Level" modifier="+3" name="Half Level" /></AttackBonus><Damage dice-class="dice1d10plus4Damage" type="Necrotic" value="1d10+4"><Factor modifier="+4" name="Intelligence modifier" /></Damage></Weapon></Power><Power actiontype="Standard Action" display-class="USAGE_Sleep" isMore="" name="Sleep" packagename="" packageurl="" powerusage="Daily" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=451" use-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhihtSoM.triggerVariable(&apos;USAGE_Sleep&apos;, {isBoolean:1});"><Weapon attackstat="Intelligence" defense="Will" name="Staff of Ruin +1" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=2982&amp;ftype=1"><AttackBonus dice-class="dice1d20plus9Attack" value="9"><Factor modifier="+4" name="Intelligence modifier" /><Factor abbreviation="1/2 Level" modifier="+3" name="Half Level" /><Factor modifier="+1" name="enhancement bonus" /><Factor modifier="+1" name="bonus - Implement Expertise (staff)" /></AttackBonus><Damage dice-class="diceDamage" value="" /></Weapon><Weapon attackstat="Intelligence" defense="Will" name="Defensive Staff +2" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=2913&amp;ftype=1"><AttackBonus dice-class="dice1d20plus10Attack" value="10"><Factor modifier="+4" name="Intelligence modifier" /><Factor abbreviation="1/2 Level" modifier="+3" name="Half Level" /><Factor modifier="+2" name="enhancement bonus" /><Factor modifier="+1" name="bonus - Implement Expertise (staff)" /></AttackBonus><Damage dice-class="diceDamage" value="" /></Weapon><Weapon attackstat="Intelligence" defense="Will" name="Quarterstaff" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=10&amp;ftype=3"><AttackBonus dice-class="dice1d20plus8Attack" value="8"><Factor modifier="+4" name="Intelligence modifier" /><Factor abbreviation="1/2 Level" modifier="+3" name="Half Level" /><Factor modifier="+1" name="bonus - Implement Expertise (staff)" /></AttackBonus><Damage dice-class="diceDamage" value="" /></Weapon><Weapon attackstat="Intelligence" defense="Will" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus7Attack" value="7"><Factor modifier="+4" name="Intelligence modifier" /><Factor abbreviation="1/2 Level" modifier="+3" name="Half Level" /></AttackBonus><Damage dice-class="diceDamage" value="" /></Weapon></Power><Power actiontype="Standard Action" display-class="USAGE_Web" isMore="" name="Web" packagename="" packageurl="" powerusage="Daily" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=259" use-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhihtSoM.triggerVariable(&apos;USAGE_Web&apos;, {isBoolean:1});"><Weapon attackstat="Intelligence" defense="Reflex" name="Staff of Ruin +1" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=2982&amp;ftype=1"><AttackBonus dice-class="dice1d20plus9Attack" value="9"><Factor modifier="+4" name="Intelligence modifier" /><Factor abbreviation="1/2 Level" modifier="+3" name="Half Level" /><Factor modifier="+1" name="enhancement bonus" /><Factor modifier="+1" name="bonus - Implement Expertise (staff)" /></AttackBonus><Damage dice-class="diceDamage" value="" /></Weapon><Weapon attackstat="Intelligence" defense="Reflex" name="Defensive Staff +2" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=2913&amp;ftype=1"><AttackBonus dice-class="dice1d20plus10Attack" value="10"><Factor modifier="+4" name="Intelligence modifier" /><Factor abbreviation="1/2 Level" modifier="+3" name="Half Level" /><Factor modifier="+2" name="enhancement bonus" /><Factor modifier="+1" name="bonus - Implement Expertise (staff)" /></AttackBonus><Damage dice-class="diceDamage" value="" /></Weapon><Weapon attackstat="Intelligence" defense="Reflex" name="Quarterstaff" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=10&amp;ftype=3"><AttackBonus dice-class="dice1d20plus8Attack" value="8"><Factor modifier="+4" name="Intelligence modifier" /><Factor abbreviation="1/2 Level" modifier="+3" name="Half Level" /><Factor modifier="+1" name="bonus - Implement Expertise (staff)" /></AttackBonus><Damage dice-class="diceDamage" value="" /></Weapon><Weapon attackstat="Intelligence" defense="Reflex" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus7Attack" value="7"><Factor modifier="+4" name="Intelligence modifier" /><Factor abbreviation="1/2 Level" modifier="+3" name="Half Level" /></AttackBonus><Damage dice-class="diceDamage" value="" /></Weapon></Power><Power actiontype="Move Action" display-class="USAGE_ExpeditiousRetreat" isMore="" name="Expeditious Retreat" packagename="" packageurl="" powerusage="Daily" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=1212" use-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhihtSoM.triggerVariable(&apos;USAGE_ExpeditiousRetreat&apos;, {isBoolean:1});" /><Power actiontype="Standard Action" display-class="USAGE_Invisibility" isMore="" name="Invisibility" packagename="" packageurl="" powerusage="Daily" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=1229" use-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhihtSoM.triggerVariable(&apos;USAGE_Invisibility&apos;, {isBoolean:1});" /></Powers><!-- Feats element: always present
    Children:
        Feat elements: one for each Feat the character has.
            Required attributes: name, url, description --><Feats><Feat description="Training with leather armor" name="Armor Proficiency (Leather)" url="http://www.wizards.com/dndinsider/compendium/feat.aspx?id=113" /><Feat description="Master and perform rituals" name="Ritual Caster" url="http://www.wizards.com/dndinsider/compendium/feat.aspx?id=159" /><Feat description="+4 to initiative checks" name="Improved Initiative" url="http://www.wizards.com/dndinsider/compendium/feat.aspx?id=272" /><Feat description="Cleric: Religion skill, healing word 1/day" name="Initiate of the Faith" url="http://www.wizards.com/dndinsider/compendium/feat.aspx?id=333" /><Feat description="+1 to attack rolls with staffs" name="Implement Expertise (staff)" url="http://www.wizards.com/dndinsider/compendium/feat.aspx?id=734" /><Feat description="-2 to damage to increase size of blast or burst" name="Enlarge Spell" url="http://www.wizards.com/dndinsider/compendium/feat.aspx?id=1134" /></Feats><!-- Loot element: always present
    Required attributes: 
        carried-ad, carried-pp, carried-gp, carried-sp, carried-cp: number of each type of coin carried.
        stored-ad, stored-pp, stored-gp, stored-sp, stored-cp: number of each type of coin stored.
        carried-ad-display-class, carried-pp-display-class, carried-gp-display-class, carried-sp-display-class, carried-cp-display-class:
            assign to at least one HTML element each to dynamically display number of each coin type carried.
        stored-ad-display-class, stored-pp-display-class, stored-gp-display-class, stored-sp-display-class, stored-cp-display-class:
            assign to at least one HTML element each to dynamically display number of each coin type stored.
    Control attributes:
        daily-use-display-class: assign to at least one HTML element that should dynamically display remaining daily magic item uses.
        daily-use-add-script: javascript to execute when the user triggers a daily item power.
        daily-use-subtract-script: javascript to execute when the user regains a daily item power.
        carried-ad-add-script, carried-pp-add-script, carried-gp-add-script, carried-sp-add-script, carried-cp-add-script:
            javascript to execute to ask the user how many coins of a given type to add to those carried.
        carried-ad-subtract-script, carried-pp-subtract-script, carried-gp-subtract-script, carried-sp-subtract-script, carried-cp-subtract-script:
            javascript to execute to ask the user how many coins of a given type to subtract from those carried.
        stored-ad-add-script, stored-pp-add-script, stored-gp-add-script, stored-sp-add-script, stored-cp-add-script:
            javascript to execute to ask the user how many coins of a given type to add to those stored.
        stored-ad-subtract-script, stored-pp-subtract-script, stored-gp-subtract-script, stored-sp-subtract-script, stored-cp-subtract-script:
            javascript to execute to ask the user how many coins of a given type to subtract from those stored.
    Child elements:
        Item elements: one for each item.
            Required attributes: count, equippedcount, name, type, url
                Do not have expectations about values in the type attribute (e.g. Weapon, Armor) or you will miss something.
            Child elements:
                Enhancement element: only present if the parent element has an enhancement.
                    Require attributes: name, url --><Loot carried-ad="0" carried-ad-add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhihtSoM.triggerVariable(&apos;CUR_carriedad&apos;, {min:1, requireInt:1, text:&apos;How many Astral Diamonds should be added?&apos;, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" carried-ad-display-class="CUR_carriedad" carried-ad-subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhihtSoM.triggerVariable(&apos;CUR_carriedad&apos;, {min:1, requireInt:1, text:&apos;How many ad should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" carried-cp="0" carried-cp-add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhihtSoM.triggerVariable(&apos;CUR_carriedcp&apos;, {min:1, requireInt:1, text:&apos;How many Copper Pieces should be added?&apos;, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" carried-cp-display-class="CUR_carriedcp" carried-cp-subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhihtSoM.triggerVariable(&apos;CUR_carriedcp&apos;, {min:1, requireInt:1, text:&apos;How many cp should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" carried-gp="10" carried-gp-add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhihtSoM.triggerVariable(&apos;CUR_carriedgp&apos;, {min:1, requireInt:1, text:&apos;How many Gold Pieces should be added?&apos;, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" carried-gp-display-class="CUR_carriedgp" carried-gp-subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhihtSoM.triggerVariable(&apos;CUR_carriedgp&apos;, {min:1, requireInt:1, text:&apos;How many gp should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" carried-pp="0" carried-pp-add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhihtSoM.triggerVariable(&apos;CUR_carriedpp&apos;, {min:1, requireInt:1, text:&apos;How many Platinum Pieces should be added?&apos;, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" carried-pp-display-class="CUR_carriedpp" carried-pp-subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhihtSoM.triggerVariable(&apos;CUR_carriedpp&apos;, {min:1, requireInt:1, text:&apos;How many pp should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" carried-sp="0" carried-sp-add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhihtSoM.triggerVariable(&apos;CUR_carriedsp&apos;, {min:1, requireInt:1, text:&apos;How many Silver Pieces should be added?&apos;, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" carried-sp-display-class="CUR_carriedsp" carried-sp-subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhihtSoM.triggerVariable(&apos;CUR_carriedsp&apos;, {min:1, requireInt:1, text:&apos;How many sp should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" daily-use-add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhihtSoM.triggerVariable(&apos;CUR_DailyUses&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" daily-use-display-class="CUR_DailyUses" daily-use-subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhihtSoM.triggerVariable(&apos;CUR_DailyUses&apos;, {autoValue:-1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" stored-ad="0" stored-ad-add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhihtSoM.triggerVariable(&apos;CUR_storedad&apos;, {min:1, requireInt:1, text:&apos;How many Astral Diamonds should be added?&apos;, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" stored-ad-display-class="CUR_storedad" stored-ad-subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhihtSoM.triggerVariable(&apos;CUR_storedad&apos;, {min:1, requireInt:1, text:&apos;How many ad should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" stored-cp="0" stored-cp-add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhihtSoM.triggerVariable(&apos;CUR_storedcp&apos;, {min:1, requireInt:1, text:&apos;How many Copper Pieces should be added?&apos;, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" stored-cp-display-class="CUR_storedcp" stored-cp-subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhihtSoM.triggerVariable(&apos;CUR_storedcp&apos;, {min:1, requireInt:1, text:&apos;How many cp should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" stored-gp="0" stored-gp-add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhihtSoM.triggerVariable(&apos;CUR_storedgp&apos;, {min:1, requireInt:1, text:&apos;How many Gold Pieces should be added?&apos;, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" stored-gp-display-class="CUR_storedgp" stored-gp-subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhihtSoM.triggerVariable(&apos;CUR_storedgp&apos;, {min:1, requireInt:1, text:&apos;How many gp should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" stored-pp="0" stored-pp-add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhihtSoM.triggerVariable(&apos;CUR_storedpp&apos;, {min:1, requireInt:1, text:&apos;How many Platinum Pieces should be added?&apos;, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" stored-pp-display-class="CUR_storedpp" stored-pp-subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhihtSoM.triggerVariable(&apos;CUR_storedpp&apos;, {min:1, requireInt:1, text:&apos;How many pp should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" stored-sp="0" stored-sp-add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhihtSoM.triggerVariable(&apos;CUR_storedsp&apos;, {min:1, requireInt:1, text:&apos;How many Silver Pieces should be added?&apos;, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" stored-sp-display-class="CUR_storedsp" stored-sp-subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhihtSoM.triggerVariable(&apos;CUR_storedsp&apos;, {min:1, requireInt:1, text:&apos;How many sp should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" weightCarried="59"><Item add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhihtSoM.triggerVariable(&apos;CUR_Item_DefensiveStaff2&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_DefensiveStaff2" equippedcount="1" name="Defensive Staff +2" subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhihtSoM.triggerVariable(&apos;CUR_Item_DefensiveStaff2&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last DefensiveStaff2?&apos;, displayClass:&apos;CUR_Item_DefensiveStaff2&apos;, text:&apos;How many DefensiveStaff2 should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Magic Item" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=2913&amp;ftype=1&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhihtSoM.triggerVariable(&apos;CUR_Item_GoblinStompersheroictier&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_GoblinStompersheroictier" equippedcount="1" name="Goblin Stompers (heroic tier)" subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhihtSoM.triggerVariable(&apos;CUR_Item_GoblinStompersheroictier&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last GoblinStompersheroictier?&apos;, displayClass:&apos;CUR_Item_GoblinStompersheroictier&apos;, text:&apos;How many GoblinStompersheroictier should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Magic Item" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=3338&amp;ftype=1&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhihtSoM.triggerVariable(&apos;CUR_Item_StaffofRuin1&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_StaffofRuin1" equippedcount="1" name="Staff of Ruin +1" subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhihtSoM.triggerVariable(&apos;CUR_Item_StaffofRuin1&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last StaffofRuin1?&apos;, displayClass:&apos;CUR_Item_StaffofRuin1&apos;, text:&apos;How many StaffofRuin1 should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Magic Item" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=2982&amp;ftype=1&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhihtSoM.triggerVariable(&apos;CUR_Item_LeatherArmor&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_LeatherArmor" equippedcount="1" name="Leather Armor" subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhihtSoM.triggerVariable(&apos;CUR_Item_LeatherArmor&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last LeatherArmor?&apos;, displayClass:&apos;CUR_Item_LeatherArmor&apos;, text:&apos;How many LeatherArmor should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Armor" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=2&amp;ftype=2&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhihtSoM.triggerVariable(&apos;CUR_Item_PlateArmor&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_PlateArmor" equippedcount="0" name="Plate Armor" subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhihtSoM.triggerVariable(&apos;CUR_Item_PlateArmor&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last PlateArmor?&apos;, displayClass:&apos;CUR_Item_PlateArmor&apos;, text:&apos;How many PlateArmor should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Armor" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=6&amp;ftype=2&amp;page=item"><Enhancement name="Lifegiving Armor +1" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=1640&amp;ftype=1&amp;page=item" /></Item><Item add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhihtSoM.triggerVariable(&apos;CUR_Item_HallucinatoryItem&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_HallucinatoryItem" equippedcount="0" name="Hallucinatory Item" subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhihtSoM.triggerVariable(&apos;CUR_Item_HallucinatoryItem&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last HallucinatoryItem?&apos;, displayClass:&apos;CUR_Item_HallucinatoryItem&apos;, text:&apos;How many HallucinatoryItem should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Ritual" url="http://www.wizards.com/dndinsider/compendium/ritual.aspx?id=65" /><Item add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhihtSoM.triggerVariable(&apos;CUR_Item_TransferEnchantment&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_TransferEnchantment" equippedcount="0" name="Transfer Enchantment" subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhihtSoM.triggerVariable(&apos;CUR_Item_TransferEnchantment&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last TransferEnchantment?&apos;, displayClass:&apos;CUR_Item_TransferEnchantment&apos;, text:&apos;How many TransferEnchantment should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Ritual" url="http://www.wizards.com/dndinsider/compendium/ritual.aspx?id=212" /><Item add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhihtSoM.triggerVariable(&apos;CUR_Item_Waterskin&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_Waterskin" equippedcount="0" name="Waterskin" subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhihtSoM.triggerVariable(&apos;CUR_Item_Waterskin&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last Waterskin?&apos;, displayClass:&apos;CUR_Item_Waterskin&apos;, text:&apos;How many Waterskin should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Gear" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=10&amp;ftype=4&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhihtSoM.triggerVariable(&apos;CUR_Item_Ropehempen50ft&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_Ropehempen50ft" equippedcount="0" name="Rope, hempen (50 ft.)" subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhihtSoM.triggerVariable(&apos;CUR_Item_Ropehempen50ft&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last Ropehempen50ft?&apos;, displayClass:&apos;CUR_Item_Ropehempen50ft&apos;, text:&apos;How many Ropehempen50ft should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Gear" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=9&amp;ftype=4&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhihtSoM.triggerVariable(&apos;CUR_Item_RationsTrail&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_RationsTrail" equippedcount="0" name="Rations, Trail" subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhihtSoM.triggerVariable(&apos;CUR_Item_RationsTrail&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last RationsTrail?&apos;, displayClass:&apos;CUR_Item_RationsTrail&apos;, text:&apos;How many RationsTrail should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Gear" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=8&amp;ftype=4&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhihtSoM.triggerVariable(&apos;CUR_Item_Sunrod&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_Sunrod" equippedcount="0" name="Sunrod" subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhihtSoM.triggerVariable(&apos;CUR_Item_Sunrod&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last Sunrod?&apos;, displayClass:&apos;CUR_Item_Sunrod&apos;, text:&apos;How many Sunrod should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Gear" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=7&amp;ftype=4&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhihtSoM.triggerVariable(&apos;CUR_Item_PouchBeltempty&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_PouchBeltempty" equippedcount="0" name="Pouch, Belt (empty)" subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhihtSoM.triggerVariable(&apos;CUR_Item_PouchBeltempty&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last PouchBeltempty?&apos;, displayClass:&apos;CUR_Item_PouchBeltempty&apos;, text:&apos;How many PouchBeltempty should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Gear" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=6&amp;ftype=4&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhihtSoM.triggerVariable(&apos;CUR_Item_FlintandSteel&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_FlintandSteel" equippedcount="0" name="Flint and Steel" subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhihtSoM.triggerVariable(&apos;CUR_Item_FlintandSteel&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last FlintandSteel?&apos;, displayClass:&apos;CUR_Item_FlintandSteel&apos;, text:&apos;How many FlintandSteel should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Gear" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=5&amp;ftype=4&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhihtSoM.triggerVariable(&apos;CUR_Item_Bedroll&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_Bedroll" equippedcount="0" name="Bedroll" subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhihtSoM.triggerVariable(&apos;CUR_Item_Bedroll&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last Bedroll?&apos;, displayClass:&apos;CUR_Item_Bedroll&apos;, text:&apos;How many Bedroll should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Gear" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=4&amp;ftype=4&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhihtSoM.triggerVariable(&apos;CUR_Item_Backpackempty&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_Backpackempty" equippedcount="0" name="Backpack (empty)" subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhihtSoM.triggerVariable(&apos;CUR_Item_Backpackempty&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last Backpackempty?&apos;, displayClass:&apos;CUR_Item_Backpackempty&apos;, text:&apos;How many Backpackempty should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Gear" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=2&amp;ftype=4&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhihtSoM.triggerVariable(&apos;CUR_Item_PotionofHealingheroictier&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_PotionofHealingheroictier" equippedcount="0" name="Potion of Healing (heroic tier)" subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhihtSoM.triggerVariable(&apos;CUR_Item_PotionofHealingheroictier&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last PotionofHealingheroictier?&apos;, displayClass:&apos;CUR_Item_PotionofHealingheroictier&apos;, text:&apos;How many PotionofHealingheroictier should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Magic Item" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=1138&amp;ftype=1&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhihtSoM.triggerVariable(&apos;CUR_Item_BrewPotion&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_BrewPotion" equippedcount="0" name="Brew Potion" subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhihtSoM.triggerVariable(&apos;CUR_Item_BrewPotion&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last BrewPotion?&apos;, displayClass:&apos;CUR_Item_BrewPotion&apos;, text:&apos;How many BrewPotion should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Ritual" url="http://www.wizards.com/dndinsider/compendium/ritual.aspx?id=1" /><Item add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhihtSoM.triggerVariable(&apos;CUR_Item_EnchantMagicItem&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_EnchantMagicItem" equippedcount="0" name="Enchant Magic Item" subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhihtSoM.triggerVariable(&apos;CUR_Item_EnchantMagicItem&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last EnchantMagicItem?&apos;, displayClass:&apos;CUR_Item_EnchantMagicItem&apos;, text:&apos;How many EnchantMagicItem should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Ritual" url="http://www.wizards.com/dndinsider/compendium/ritual.aspx?id=9" /><Item add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhihtSoM.triggerVariable(&apos;CUR_Item_HolySymbol&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_HolySymbol" equippedcount="0" name="Holy Symbol" subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhihtSoM.triggerVariable(&apos;CUR_Item_HolySymbol&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last HolySymbol?&apos;, displayClass:&apos;CUR_Item_HolySymbol&apos;, text:&apos;How many HolySymbol should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Gear" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=27&amp;ftype=4&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhihtSoM.triggerVariable(&apos;CUR_Item_FlintandSteel&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_FlintandSteel" equippedcount="0" name="Flint and Steel" subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhihtSoM.triggerVariable(&apos;CUR_Item_FlintandSteel&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last FlintandSteel?&apos;, displayClass:&apos;CUR_Item_FlintandSteel&apos;, text:&apos;How many FlintandSteel should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Gear" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=5&amp;ftype=4&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhihtSoM.triggerVariable(&apos;CUR_Item_DarkLight&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_DarkLight" equippedcount="0" name="Dark Light" subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhihtSoM.triggerVariable(&apos;CUR_Item_DarkLight&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last DarkLight?&apos;, displayClass:&apos;CUR_Item_DarkLight&apos;, text:&apos;How many DarkLight should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Ritual" url="http://www.wizards.com/dndinsider/compendium/ritual.aspx?id=79" /><Item add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhihtSoM.triggerVariable(&apos;CUR_Item_ScrollofSeekRumor&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_ScrollofSeekRumor" equippedcount="0" name="Scroll of Seek Rumor" subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhihtSoM.triggerVariable(&apos;CUR_Item_ScrollofSeekRumor&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last ScrollofSeekRumor?&apos;, displayClass:&apos;CUR_Item_ScrollofSeekRumor&apos;, text:&apos;How many ScrollofSeekRumor should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Ritual Scroll" url="/characters/missingCompendium" /><Item add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhihtSoM.triggerVariable(&apos;CUR_Item_EndureElements&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_EndureElements" equippedcount="0" name="Endure Elements" subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhihtSoM.triggerVariable(&apos;CUR_Item_EndureElements&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last EndureElements?&apos;, displayClass:&apos;CUR_Item_EndureElements&apos;, text:&apos;How many EndureElements should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Ritual" url="http://www.wizards.com/dndinsider/compendium/ritual.aspx?id=10" /><Item add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhihtSoM.triggerVariable(&apos;CUR_Item_SimbulsConversion&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_SimbulsConversion" equippedcount="0" name="Simbul&apos;s Conversion" subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhihtSoM.triggerVariable(&apos;CUR_Item_SimbulsConversion&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last SimbulsConversion?&apos;, displayClass:&apos;CUR_Item_SimbulsConversion&apos;, text:&apos;How many SimbulsConversion should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Ritual" url="http://www.wizards.com/dndinsider/compendium/ritual.aspx?id=91" /><Item add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhihtSoM.triggerVariable(&apos;CUR_Item_LightShield&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_LightShield" equippedcount="0" name="Light Shield" subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhihtSoM.triggerVariable(&apos;CUR_Item_LightShield&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last LightShield?&apos;, displayClass:&apos;CUR_Item_LightShield&apos;, text:&apos;How many LightShield should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Armor" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=7&amp;ftype=2&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhihtSoM.triggerVariable(&apos;CUR_Item_BagofHoldingheroictier&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_BagofHoldingheroictier" equippedcount="0" name="Bag of Holding (heroic tier)" subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhihtSoM.triggerVariable(&apos;CUR_Item_BagofHoldingheroictier&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last BagofHoldingheroictier?&apos;, displayClass:&apos;CUR_Item_BagofHoldingheroictier&apos;, text:&apos;How many BagofHoldingheroictier should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Magic Item" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=1119&amp;ftype=1&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhihtSoM.triggerVariable(&apos;CUR_Item_ComprehendLanguage&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_ComprehendLanguage" equippedcount="0" name="Comprehend Language" subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhihtSoM.triggerVariable(&apos;CUR_Item_ComprehendLanguage&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last ComprehendLanguage?&apos;, displayClass:&apos;CUR_Item_ComprehendLanguage&apos;, text:&apos;How many ComprehendLanguage should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Ritual" url="http://www.wizards.com/dndinsider/compendium/ritual.aspx?id=39" /><Item add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhihtSoM.triggerVariable(&apos;CUR_Item_TensersFloatingDisk&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_TensersFloatingDisk" equippedcount="0" name="Tenser&apos;s Floating Disk" subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhihtSoM.triggerVariable(&apos;CUR_Item_TensersFloatingDisk&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last TensersFloatingDisk?&apos;, displayClass:&apos;CUR_Item_TensersFloatingDisk&apos;, text:&apos;How many TensersFloatingDisk should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Ritual" url="http://www.wizards.com/dndinsider/compendium/ritual.aspx?id=60" /><Item add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhihtSoM.triggerVariable(&apos;CUR_Item_AnimalMessenger&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_AnimalMessenger" equippedcount="0" name="Animal Messenger" subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhihtSoM.triggerVariable(&apos;CUR_Item_AnimalMessenger&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last AnimalMessenger?&apos;, displayClass:&apos;CUR_Item_AnimalMessenger&apos;, text:&apos;How many AnimalMessenger should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Ritual" url="http://www.wizards.com/dndinsider/compendium/ritual.aspx?id=40" /><Item add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhihtSoM.triggerVariable(&apos;CUR_Item_Quarterstaff&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_Quarterstaff" equippedcount="0" name="Quarterstaff" subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhihtSoM.triggerVariable(&apos;CUR_Item_Quarterstaff&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last Quarterstaff?&apos;, displayClass:&apos;CUR_Item_Quarterstaff&apos;, text:&apos;How many Quarterstaff should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Weapon" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=10&amp;ftype=3&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhihtSoM.triggerVariable(&apos;CUR_Item_AdventurersKit&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_AdventurersKit" equippedcount="0" name="Adventurer&apos;s Kit" subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhihtSoM.triggerVariable(&apos;CUR_Item_AdventurersKit&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last AdventurersKit?&apos;, displayClass:&apos;CUR_Item_AdventurersKit&apos;, text:&apos;How many AdventurersKit should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Gear" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=1&amp;ftype=4&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhihtSoM.triggerVariable(&apos;CUR_Item_Spellbook&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_Spellbook" equippedcount="0" name="Spellbook" subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhihtSoM.triggerVariable(&apos;CUR_Item_Spellbook&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last Spellbook?&apos;, displayClass:&apos;CUR_Item_Spellbook&apos;, text:&apos;How many Spellbook should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Gear" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=33&amp;ftype=4&amp;page=item" /></Loot><!-- Languages element: always present 
    Children:
        Language elements: one for each language
            Required attributes: name --><Languages><Language name="Common" /><Language name="Goblin" /></Languages><!-- Proficiencies element: always present
    Children:
        ArmorProficiencies element: may be absent if the character has no armor proficiences.
            Children:
                Proficiency elements: one for each armor proficiency
                    Required attributes: name, source
        ShieldProficiencies element: may be absent if the character has no shield proficiences.
            Children:
                Proficiency elements: one for each shield proficiency
                    Required attributes: name, source
        WeaponProficiencies element: may be absent if the character has no weapon proficiences.
            Children:
                Proficiency elements: one for each weapon proficiency that isn't in a group.
                    Required attributes: name, source
                ProficiencyGroup elements: one for each group of weapon proficiencie (e.g. "simple melee")
                    Required attributes: name, source
                    Children:
                        Proficiency elements: one for each weapon proficiency in the group
                            Required attributes: name, source --><Proficiencies><WeaponProficiencies><Proficiency name="Dagger" source="Wizard" /><Proficiency name="Quarterstaff" source="Wizard" /></WeaponProficiencies><ArmorProficiencies><Proficiency name="Leather" source="Bonus Feat" /><Proficiency name="Cloth" source="Wizard" /></ArmorProficiencies><ShieldProficiencies /></Proficiencies></Character>