<?xml version="1.0" encoding="ISO-8859-1"?><?xml-stylesheet type="text/xsl" href="/145740951583/xsl/fullold.xsl"?><Character action-points-add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiKOYEDA.triggerVariable(&apos;CUR_Action Points&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" action-points-subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiKOYEDA.triggerVariable(&apos;CUR_Action Points&apos;, {autoValue:-1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" key="agdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiK_OYEDA" milestone-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiKOYEDA.milestone();" name="Marcanincia Limnades Legalleaf" safe-key="agdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiKOYEDA"><Description age="30 years" height="3&apos;0&quot;" weight="58 lbs"><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="10000" alignment="Unaligned" deity="" experience="7500" experience-prompt-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiKOYEDA.triggerVariable(&apos;Experience Points&apos;, {requireInt:1, text:&apos;How many XP should be added?&apos;, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" gender="male" level="6" name="Warlock" powersource="Arcane" role="Striker" size="Small" tier="Heroic" vision="Normal"><Race description="Clever wanderers and explorers, halflings who want to hide from prying eyes are almost impossible to spot." name="Halfling" url="http://www.wizards.com/dndinsider/compendium/race.aspx?id=5"><Feature description="+5 to saving throws against fear." name="Bold" /><Feature description="Use second chance as an encounter power." name="Second Chance" /><Feature description="+2 AC against opportunity attacks." name="Nimble Reaction" /><Feature description="" name="Acrobatics Bonus" /><Feature description="" name="Thievery Bonus" /></Race><Theme description="" name="Wizard&apos;s Apprentice" url="http://www.wizards.com/dndinsider/compendium/theme.aspx?id=852" /><Background description="Dismal Luskan festers on the northern shores of the Sword Coast. Its days of glory and prominence far behind it, Luskan has sharply declined over the last few decades as ambitious gangs, ruthless pirates, and horrid monsters have laid claim to the city at one time or another. No group rules for long, but each one leaves an indelible stamp on the shattered cesspool that this once vibrant and active city has become." name="Luskan" url="http://www.wizards.com/dndinsider/compendium/background.aspx?id=19"><Feature description="" name="Luskan Benefit" /></Background><Class description="You draw on a pact formed with a greater power, using that alliance to vex your enemies." name="Warlock" url="http://www.wizards.com/dndinsider/compendium/class.aspx?id=7"><Feature description="" name="Wizard&apos;s Apprentice Starting Feature" /><Feature description="Use eldritch blast as an at-will power and as a basic attack" name="Eldritch Blast" /><Feature description="Use CHA for Eldritch Blast" name="Eldritch Blast Charisma" /><Feature description="Choose a pact, which determines an at-will spell, your pact boon, and bonuses to certain powers." name="Eldritch Pact" /><Feature description="Eyebite spell; Misty Step boon: When cursed foe is dropped to 0 hp, you can teleport 3 squares (free)." name="Fey Pact" /><Feature description="If no allies are closer to target than you, get +1 on ranged attacks against that target." name="Prime Shot" /><Feature description="On your turn, if you move 3+ squares from starting square, gain concealment until end of your next turn" name="Shadow Walk" /><Feature description="Once per turn (minor), curse nearest foe you can see; deal extra damage to cursed foes." name="Warlock&apos;s Curse" /><Feature description="" name="Wizard&apos;s Apprentice Level 5 Feature" /></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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiKOYEDA.triggerVariable(&apos;CUR_Conditions&apos;, {text:&apos;Enter text for the condition&apos;});" death-saves-add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiKOYEDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiKOYEDA.triggerVariable(&apos;CUR_Death Saves&apos;, {autoValue:-1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" extended-rest-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiKOYEDA.extendedRest();" power-points-add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiKOYEDA.triggerVariable(&apos;CUR_PowerPoints&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" power-points-display-class="CUR_PowerPoints" power-points-subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiKOYEDA.triggerVariable(&apos;CUR_PowerPoints&apos;, {autoValue:-1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" short-rest-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiKOYEDA.shortRest();" tempHP-bar-class="CUR_TempHPBar" tempHP-display-class="CUR_TempHP" tempHP-prompt-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiKOYEDA.triggerVariable(&apos;CUR_TempHP&apos;, {requireInt:1, min:0, text:&apos;Set to how many temporary HP?&apos; });"><MaxHitPoints damage-prompt-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiKOYEDA.damagePrompt();" heal-prompt-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiKOYEDA.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="50"><Factor abbreviation="Con" modifier="+13" name="Constitution" /><Factor abbreviation="Warlock 1" modifier="+12" name="Level 1 Warlock" /><Factor modifier="+5" name="_PER-LEVEL-HPS" /><Factor modifier="+5" name="_PER-LEVEL-HPS" /><Factor modifier="+5" name="_PER-LEVEL-HPS" /><Factor modifier="+5" name="_PER-LEVEL-HPS" /><Factor modifier="+5" name="_PER-LEVEL-HPS" /><Factor abbreviation="Warlock 6" modifier="+25" multiplied="5" multiplier="5" name="Level 6 Warlock" /></MaxHitPoints><BloodiedValue value="25"><Factor abbreviation="1/2 HP" modifier="+25" multiplied="50" multiplier=".5" name="Half Hit Points" /></BloodiedValue><MaxSurges add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiKOYEDA.triggerVariable(&apos;CUR_Surges&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiKOYEDA.triggerVariable(&apos;CUR_Surges&apos;, {autoValue:-1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" value="7"><Factor modifier="+6" name="Warlock" /><Factor abbreviation="Con mod" modifier="+1" name="Constitution modifier" /></MaxSurges><SurgeValue toHitPoints-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiKOYEDA.surgeValueToHitPoints(13);" value="13"><Factor abbreviation="1/4 HP" modifier="+12" multiplied="50" multiplier=".25" name="Quarter Hit Points" /><Factor modifier="+1" name="Belt of Vigor (heroic tier)" /></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="Halfling" /></Speed><Initiative dice-class="dice1d20plus5Initiative" value="5"><Factor abbreviation="1/2 Level" modifier="+3" name="Half Level" /><Factor modifier="+0" name="Initiative Misc" /><Factor abbreviation="Dex mod" modifier="+2" 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="19"><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="Magic Armor +1" /><Condition name="+2 Nimble Reaction" /><Condition name="+1 Rod Expertise" /><Condition name="+2 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="+2" name="Amulet of Protection +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="+1" name="Reflex Defense Class Bonus" /><Factor modifier="+2" name="Amulet of Protection +2" /><Factor abbreviation="Int mod" modifier="+2" name="Intelligence modifier" /><Condition name="+1 Rod Expertise" /></Defense><Defense abbreviation="Will" name="Will" value="21"><Factor modifier="+10" name="Constant" /><Factor abbreviation="1/2 Level" modifier="+3" name="Half Level" /><Factor modifier="+1" name="Will Defense Class Bonus" /><Factor modifier="+2" name="Amulet of Protection +2" /><Factor abbreviation="Cha mod" modifier="+5" name="Charisma 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="13"><Factor modifier="+3" name="Perception" /><Factor modifier="+10" name="Constant" /></PassiveSkill><PassiveSkill name="Insight" value="13"><Factor modifier="+3" 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="dice1d20plus7Acrobatics" name="Acrobatics" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=1" value="7"><Factor abbreviation="1/2 Level" modifier="+3" name="Half Level" /><Factor modifier="+2" name="Acrobatics Misc" /><Factor abbreviation="Dex mod" modifier="+2" name="Dexterity modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus10Arcana" name="Arcana" trained="true" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=2" value="10"><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="+2" 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="dice1d20plus13Bluff" name="Bluff" trained="true" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=3" value="13"><Factor abbreviation="1/2 Level" modifier="+3" name="Half Level" /><Factor modifier="+5" name="Trained" /><Factor modifier="+0" name="Bluff Misc" /><Factor abbreviation="Cha mod" modifier="+5" name="Charisma modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus8Diplomacy" name="Diplomacy" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=6" value="8"><Factor abbreviation="1/2 Level" modifier="+3" name="Half Level" /><Factor modifier="+0" name="Diplomacy Misc" /><Factor abbreviation="Cha mod" modifier="+5" name="Charisma modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus3Dungeoneering" name="Dungeoneering" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=7" value="3"><Factor abbreviation="1/2 Level" modifier="+3" name="Half Level" /><Factor modifier="+0" name="Dungeoneering Misc" /><Factor abbreviation="Wis mod" modifier="+0" 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="dice1d20plus3Heal" name="Heal" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=9" value="3"><Factor abbreviation="1/2 Level" modifier="+3" name="Half Level" /><Factor modifier="+0" name="Heal Misc" /><Factor abbreviation="Wis mod" modifier="+0" name="Wisdom modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus5History" name="History" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=11" value="5"><Factor abbreviation="1/2 Level" modifier="+3" name="Half Level" /><Factor modifier="+0" name="History Misc" /><Factor abbreviation="Int mod" modifier="+2" name="Intelligence modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus3Insight" name="Insight" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=13" value="3"><Factor abbreviation="1/2 Level" modifier="+3" name="Half Level" /><Factor modifier="+0" name="Insight Misc" /><Factor abbreviation="Wis mod" modifier="+0" name="Wisdom modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus8Intimidate" name="Intimidate" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=14" value="8"><Factor abbreviation="1/2 Level" modifier="+3" name="Half Level" /><Factor modifier="+0" name="Intimidate Misc" /><Factor abbreviation="Cha mod" modifier="+5" name="Charisma modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus3Nature" name="Nature" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=16" value="3"><Factor abbreviation="1/2 Level" modifier="+3" name="Half Level" /><Factor modifier="+0" name="Nature Misc" /><Factor abbreviation="Wis mod" modifier="+0" name="Wisdom modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus3Perception" name="Perception" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=17" value="3"><Factor abbreviation="1/2 Level" modifier="+3" name="Half Level" /><Factor modifier="+0" name="Perception Misc" /><Factor abbreviation="Wis mod" modifier="+0" name="Wisdom modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus5Religion" name="Religion" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=18" value="5"><Factor abbreviation="1/2 Level" modifier="+3" name="Half Level" /><Factor modifier="+0" name="Religion Misc" /><Factor abbreviation="Int mod" modifier="+2" name="Intelligence modifier" /></Skill><Skill armorpenaltyapplies="true" dice-class="dice1d20plus11Stealth" name="Stealth" trained="true" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=20" value="11"><Factor abbreviation="1/2 Level" modifier="+3" name="Half Level" /><Factor modifier="+5" name="Trained" /><Factor modifier="+1" name="Stealth Misc" /><Factor abbreviation="Dex mod" modifier="+2" name="Dexterity modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus8Streetwise" name="Streetwise" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=21" value="8"><Factor abbreviation="1/2 Level" modifier="+3" name="Half Level" /><Factor modifier="+0" name="Streetwise Misc" /><Factor abbreviation="Cha mod" modifier="+5" name="Charisma modifier" /></Skill><Skill armorpenaltyapplies="true" dice-class="dice1d20plus13Thievery" name="Thievery" trained="true" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=23" value="13"><Factor abbreviation="1/2 Level" modifier="+3" name="Half Level" /><Factor modifier="+5" name="Trained" /><Factor modifier="+3" name="Thievery Misc" /><Factor abbreviation="Dex mod" modifier="+2" 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="13"><Factor modifier="+13" name="Starting" /><AbilityModifier dice-class="dice1d20plus4Constitution" modifier="+1" rollmodifier="+4" /></AbilityScore><AbilityScore abbreviation="Dex" name="Dexterity" value="14"><Factor modifier="+12" name="Starting" /><Factor modifier="+2" name="Halfling" /><AbilityModifier dice-class="dice1d20plus5Dexterity" modifier="+2" rollmodifier="+5" /></AbilityScore><AbilityScore abbreviation="Int" name="Intelligence" value="15"><Factor modifier="+14" name="Starting" /><Factor modifier="+1" name="Level 4" /><AbilityModifier dice-class="dice1d20plus5Intelligence" modifier="+2" rollmodifier="+5" /></AbilityScore><AbilityScore abbreviation="Wis" name="Wisdom" value="10"><Factor modifier="+10" name="Starting" /><AbilityModifier dice-class="dice1d20plus3Wisdom" modifier="+0" rollmodifier="+3" /></AbilityScore><AbilityScore abbreviation="Cha" name="Charisma" value="20"><Factor modifier="+17" name="Starting" /><Factor modifier="+2" name="Halfling" /><Factor modifier="+1" name="Level 4" /><AbilityModifier dice-class="dice1d20plus8Charisma" modifier="+5" rollmodifier="+8" /></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" attacktype="Melee weapon" flavor="You resort to the simple attack you learned when you first picked up a melee weapon." isMore="" keywords="Weapon" name="Melee Basic Attack" packagename="" packageurl="" powerusage="At-Will" source="Basic Attack" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=426"><Condition dice-class="dice1d6Condition" name="+1d6 to damage once per turn (Warlock&apos;s Curse)" /><PowerCardItem><Name>Target</Name><Description>One creature</Description></PowerCardItem><PowerCardItem><Name>Attack</Name><Description>Strength vs. AC</Description></PowerCardItem><PowerCardItem><Name>Hit</Name><Description>1[W] + Strength modifier damage.</Description></PowerCardItem><PowerCardItem><Name> Level 21</Name><Description>2[W] + Strength modifier damage.</Description></PowerCardItem><Weapon attackstat="Strength" defense="AC" name="Sickle" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=6&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="dice1d6minus1Damage" value="1d6-1"><Factor modifier="-1" name="Strength modifier" /></Damage></Weapon><Weapon attackstat="Strength" defense="AC" name="Dagger" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=3&amp;ftype=3"><AttackBonus dice-class="dice1d20plus5Attack" value="5"><Factor modifier="-1" name="Strength modifier" /><Factor abbreviation="1/2 Level" modifier="+3" name="Half Level" /><Factor modifier="+3" name="proficiency bonus" /></AttackBonus><Damage dice-class="dice1d4minus1Damage" value="1d4-1"><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" attacktype="Ranged weapon" flavor="You resort to the simple attack you learned when you first picked up a ranged weapon." isMore="" keywords="Weapon" name="Ranged Basic Attack" packagename="" packageurl="" powerusage="At-Will" source="Basic Attack" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=426"><Condition dice-class="dice1d6Condition" name="+1d6 to damage once per turn (Warlock&apos;s Curse)" /><Condition name="+1 to attack rolls if none of your allies are closer to the target - Prime Shot" /><PowerCardItem><Name>Target</Name><Description>One creature</Description></PowerCardItem><PowerCardItem><Name>Attack</Name><Description>Dexterity vs. AC</Description></PowerCardItem><PowerCardItem><Name>Hit</Name><Description>1[W] + Dexterity modifier damage.</Description></PowerCardItem><PowerCardItem><Name> Level 21</Name><Description>2[W] + Dexterity modifier damage.</Description></PowerCardItem><Weapon attackstat="Dexterity" defense="AC" name="Dagger" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=3&amp;ftype=3"><AttackBonus dice-class="dice1d20plus9Attack" value="9"><Factor modifier="+2" name="Dexterity modifier" /><Factor abbreviation="1/2 Level" modifier="+3" name="Half Level" /><Factor modifier="+3" name="proficiency bonus" /><Factor modifier="+1" name="item bonus - Eagle Eye Goggles (heroic tier)" /></AttackBonus><Damage dice-class="dice1d4plus4Damage" value="1d4+4"><Factor modifier="+2" name="Dexterity modifier" /><Factor modifier="+2" name="item bonus - Bracers of the Perfect Shot (heroic tier)" /></Damage></Weapon><Weapon attackstat="Dexterity" defense="AC" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus6Attack" value="6"><Factor modifier="+2" name="Dexterity modifier" /><Factor abbreviation="1/2 Level" modifier="+3" name="Half Level" /><Factor modifier="+1" name="item bonus - Eagle Eye Goggles (heroic tier)" /></AttackBonus><Damage dice-class="dice1d4plus4Damage" value="1d4+4"><Factor modifier="+2" name="Dexterity modifier" /><Factor modifier="+2" name="item bonus - Bracers of the Perfect Shot (heroic tier)" /></Damage></Weapon></Power><Power actiontype="Standard Action" attacktype="Ranged 10" flavor="You fire a bolt of dark, crackling eldritch energy at your foe." isMore="" keywords="Arcane, Implement" level="1" name="Eldritch Blast" packagename="Warlock" packageurl="http://www.wizards.com/dndinsider/compendium/class.aspx?id=7" powertype="Attack" powerusage="At-Will" source="Warlock Attack 1" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=1333"><Condition dice-class="dice1d6Condition" name="+1d6 to damage once per turn (Warlock&apos;s Curse)" /><Condition name="+1 to attack rolls if none of your allies are closer to the target - Prime Shot" /><PowerCardItem><Name>Target</Name><Description>One creature</Description></PowerCardItem><PowerCardItem><Name>Attack</Name><Description>Charisma or Constitution vs. Reflex</Description></PowerCardItem><PowerCardItem><Name>Hit</Name><Description>1d10 + Charisma modifier or Constitution modifier damage.
Increase damage to 2d10 + Charisma modifier or Constitution modifier at 21st level.</Description></PowerCardItem><PowerCardItem><Name>Special</Name><Description>At 1st level, you determine whether you use Charisma or Constitution to attack with this power. Once you make that choice, you can't change it later.
	This power counts as a ranged basic attack. When a power allows you to make a ranged basic attack, you can use this power.</Description></PowerCardItem><Weapon attackstat="Charisma" defense="Reflex" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=2809&amp;ftype=1" name="Quickcurse Accurate rod +1" weaponurl="/characters/missingCompendium"><AttackBonus dice-class="dice1d20plus12Attack" value="12"><Factor modifier="+5" name="Charisma modifier" /><Factor abbreviation="1/2 Level" modifier="+3" name="Half Level" /><Factor modifier="+1" name="enhancement bonus" /><Factor modifier="+1" name="Feat bonus - Rod Expertise" /><Factor modifier="+1" name="item bonus - Eagle Eye Goggles (heroic tier)" /><Factor modifier="+1" name="Superior Implement bonus - Accurate rod" /></AttackBonus><Damage dice-class="dice1d10plus8Damage" value="1d10+8"><Factor modifier="+5" name="Charisma modifier" /><Factor modifier="+1" name="enhancement bonus" /><Factor modifier="+2" name="item bonus - Bracers of the Perfect Shot (heroic tier)" /></Damage></Weapon><Weapon attackstat="Charisma" defense="Reflex" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=871&amp;ftype=1" name="Accurate rod of Corruption +1" weaponurl="/characters/missingCompendium"><AttackBonus dice-class="dice1d20plus12Attack" value="12"><Factor modifier="+5" name="Charisma modifier" /><Factor abbreviation="1/2 Level" modifier="+3" name="Half Level" /><Factor modifier="+1" name="enhancement bonus" /><Factor modifier="+1" name="Feat bonus - Rod Expertise" /><Factor modifier="+1" name="item bonus - Eagle Eye Goggles (heroic tier)" /><Factor modifier="+1" name="Superior Implement bonus - Accurate rod" /></AttackBonus><Damage dice-class="dice1d10plus8Damage" value="1d10+8"><Factor modifier="+5" name="Charisma modifier" /><Factor modifier="+1" name="enhancement bonus" /><Factor modifier="+2" name="item bonus - Bracers of the Perfect Shot (heroic tier)" /></Damage></Weapon><Weapon attackstat="Charisma" defense="Reflex" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus9Attack" value="9"><Factor modifier="+5" name="Charisma modifier" /><Factor abbreviation="1/2 Level" modifier="+3" name="Half Level" /><Factor modifier="+1" name="item bonus - Eagle Eye Goggles (heroic tier)" /></AttackBonus><Damage dice-class="dice1d10plus7Damage" value="1d10+7"><Factor modifier="+5" name="Charisma modifier" /><Factor modifier="+2" name="item bonus - Bracers of the Perfect Shot (heroic tier)" /></Damage></Weapon></Power><Power actiontype="Standard Action" attacktype="Ranged 10" flavor="You glare at your enemy, and your eyes briefly gleam with brilliant colors. Your foe reels under your mental assault, and you vanish from his sight." isMore="" keywords="Arcane, Charm, Implement, Psychic" level="1" name="Eyebite" packagename="" packageurl="" powertype="Attack" powerusage="At-Will" source="Warlock Attack 1" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=1456"><Condition dice-class="dice1d6Condition" name="+1d6 to damage once per turn (Warlock&apos;s Curse)" /><Condition name="+1 to attack rolls if none of your allies are closer to the target - Prime Shot" /><PowerCardItem><Name>Target</Name><Description>One creature</Description></PowerCardItem><PowerCardItem><Name>Attack</Name><Description>Charisma vs. Will</Description></PowerCardItem><PowerCardItem><Name>Hit</Name><Description>1d6 + Charisma modifier psychic damage, and you are invisible to the target until the start of your next turn.
	Level 21: 2d6 + Charisma modifier damage.</Description></PowerCardItem><Weapon attackstat="Charisma" defense="Will" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=2809&amp;ftype=1" name="Quickcurse Accurate rod +1" weaponurl="/characters/missingCompendium"><AttackBonus dice-class="dice1d20plus11Attack" value="11"><Factor modifier="+5" name="Charisma modifier" /><Factor abbreviation="1/2 Level" modifier="+3" name="Half Level" /><Factor modifier="+1" name="enhancement bonus" /><Factor modifier="+1" name="Feat bonus - Rod Expertise" /><Factor modifier="+1" name="Superior Implement bonus - Accurate rod" /></AttackBonus><Damage dice-class="dice1d6plus6Damage" type="Psychic" value="1d6+6"><Factor modifier="+5" name="Charisma modifier" /><Factor modifier="+1" name="enhancement bonus" /></Damage></Weapon><Weapon attackstat="Charisma" defense="Will" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=871&amp;ftype=1" name="Accurate rod of Corruption +1" weaponurl="/characters/missingCompendium"><AttackBonus dice-class="dice1d20plus11Attack" value="11"><Factor modifier="+5" name="Charisma modifier" /><Factor abbreviation="1/2 Level" modifier="+3" name="Half Level" /><Factor modifier="+1" name="enhancement bonus" /><Factor modifier="+1" name="Feat bonus - Rod Expertise" /><Factor modifier="+1" name="Superior Implement bonus - Accurate rod" /></AttackBonus><Damage dice-class="dice1d6plus6Damage" type="Psychic" value="1d6+6"><Factor modifier="+5" name="Charisma modifier" /><Factor modifier="+1" name="enhancement bonus" /></Damage></Weapon><Weapon attackstat="Charisma" defense="Will" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus8Attack" value="8"><Factor modifier="+5" name="Charisma modifier" /><Factor abbreviation="1/2 Level" modifier="+3" name="Half Level" /></AttackBonus><Damage dice-class="dice1d6plus5Damage" type="Psychic" value="1d6+5"><Factor modifier="+5" name="Charisma modifier" /></Damage></Weapon></Power><Power actiontype="Free Action" attacktype="Personal" flavor="You instantly transform into silver mist that streams a short distance and reforms, allowing you to flee or maneuver to set up a deadly attack." isMore="" level="1" name="Misty Step" packagename="" packageurl="" powertype="Pact Boon" powerusage="At-Will" source="Warlock Pact Boon 1" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=2094"><PowerCardItem><Name>Prerequisite</Name><Description>Fey Pact</Description></PowerCardItem><PowerCardItem><Name>Trigger</Name><Description>An enemy under your Warlock's Curse is reduced to 0 hit points or fewer</Description></PowerCardItem><PowerCardItem><Name>Effect</Name><Description>You can immediately teleport 3 squares as a free action.</Description></PowerCardItem></Power><Power actiontype="Minor Action" isMore="" name="Warlock&apos;s Curse" packagename="Warlock" packageurl="http://www.wizards.com/dndinsider/compendium/class.aspx?id=7" powerusage="At-Will" source="Warlock&apos;s Curse  Power" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=5597"><PowerCardItem><Name>Effect</Name><Description>Once per turn as a minor action, you can place a Warlock's Curse on the enemy nearest to you that you can see. A cursed enemy is more vulnerable to your attacks. If you hit a cursed enemy with an attack, you deal extra damage. You decide whether to apply the extra damage after making the damage roll. You can deal this extra damage only once per turn.
	A Warlock's Curse remains in effect until the end of the encounter or until the cursed enemy drops to 0 hit points or fewer.
	You can place a Warlock's Curse on multiple targets over the course of an encounter; each curse requires the use of a minor action. You can't place a Warlock's Curse on a creature that is already affected by your or another character's Warlock's Curse.
	As you advance in level, your extra damage increases.
&lt;table&gt;Level	Warlock's Curse Extra Damage
1st&#8211;10th	+1d6
11th&#8211;20th	+2d6
21st&#8211;30th	+3d6&lt;/table&gt;</Description></PowerCardItem></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="Standard Action" attacktype="Ranged 5" display-class="USAGE_ColorOrb" flavor="You throw a brightly shining orb of swirling colors at your foe, momentarily dazing it." isMore="" keywords="Arcane, Implement, Radiant" name="Color Orb" packagename="" packageurl="" powertype="Attack" powerusage="Encounter" source="Wizard&apos;s Apprentice Attack" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=14127" use-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiKOYEDA.triggerVariable(&apos;USAGE_ColorOrb&apos;, {isBoolean:1});"><Condition dice-class="dice1d6Condition" name="+1d6 to damage once per turn (Warlock&apos;s Curse)" /><Condition name="+1 to attack rolls if none of your allies are closer to the target - Prime Shot" /><PowerCardItem><Name>Target</Name><Description>One creature</Description></PowerCardItem><PowerCardItem><Name>Attack</Name><Description>Highest ability modifier vs. Will</Description></PowerCardItem><PowerCardItem><Name>Hit</Name><Description>1d8 + highest ability modifier radiant damage, and the target is dazed until the end of your next turn.
	Level 11: 2d8 + highest ability modifier radiant damage.
	Level 21: 3d8 + highest ability modifier radiant damage.</Description></PowerCardItem><Weapon attackstat="Charisma" defense="Will" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=2809&amp;ftype=1" name="Quickcurse Accurate rod +1" weaponurl="/characters/missingCompendium"><AttackBonus dice-class="dice1d20plus11Attack" value="11"><Factor modifier="+5" name="Charisma modifier" /><Factor abbreviation="1/2 Level" modifier="+3" name="Half Level" /><Factor modifier="+1" name="enhancement bonus" /><Factor modifier="+1" name="Feat bonus - Rod Expertise" /><Factor modifier="+1" name="Superior Implement bonus - Accurate rod" /></AttackBonus><Damage dice-class="dice1d8plus6Damage" value="1d8+6"><Factor modifier="+5" name="Charisma modifier" /><Factor modifier="+1" name="enhancement bonus" /></Damage></Weapon><Weapon attackstat="Charisma" defense="Will" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=871&amp;ftype=1" name="Accurate rod of Corruption +1" weaponurl="/characters/missingCompendium"><AttackBonus dice-class="dice1d20plus11Attack" value="11"><Factor modifier="+5" name="Charisma modifier" /><Factor abbreviation="1/2 Level" modifier="+3" name="Half Level" /><Factor modifier="+1" name="enhancement bonus" /><Factor modifier="+1" name="Feat bonus - Rod Expertise" /><Factor modifier="+1" name="Superior Implement bonus - Accurate rod" /></AttackBonus><Damage dice-class="dice1d8plus6Damage" value="1d8+6"><Factor modifier="+5" name="Charisma modifier" /><Factor modifier="+1" name="enhancement bonus" /></Damage></Weapon><Weapon attackstat="Charisma" defense="Will" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus8Attack" value="8"><Factor modifier="+5" name="Charisma modifier" /><Factor abbreviation="1/2 Level" modifier="+3" name="Half Level" /></AttackBonus><Damage dice-class="dice1d8plus5Damage" value="1d8+5"><Factor modifier="+5" name="Charisma modifier" /></Damage></Weapon></Power><Power actiontype="Immediate Interrupt" attacktype="Personal" display-class="USAGE_SecondChance" flavor="Luck and small size combine to work in your favor as you dodge your enemy&apos;s attack." isMore="" name="Second Chance" packagename="Halfling" packageurl="http://www.wizards.com/dndinsider/compendium/race.aspx?id=5" powerusage="Encounter" source="Halfling Racial Power" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=1452" use-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiKOYEDA.triggerVariable(&apos;USAGE_SecondChance&apos;, {isBoolean:1});"><PowerCardItem><Name>Trigger</Name><Description>You are hit by an attack.</Description></PowerCardItem><PowerCardItem><Name>Effect</Name><Description>The attacker must reroll the attack and use the second roll, even if it is lower.</Description></PowerCardItem></Power><Power actiontype="Standard Action" attacktype="Ranged 10" display-class="USAGE_Witchfire" flavor="From the mystic energy of the Feywild, you draw a brilliant white flame and set it in your enemy&apos;s mind and body. Rivulets of argent fire stream up into the air from his eyes, mouth, and hands; agony disrupts his very thoughts." isMore="" keywords="Arcane, Fire, Implement" level="1" name="Witchfire" packagename="" packageurl="" powertype="Attack" powerusage="Encounter" source="Warlock Attack 1" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=1459" use-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiKOYEDA.triggerVariable(&apos;USAGE_Witchfire&apos;, {isBoolean:1});"><Condition dice-class="dice1d6Condition" name="+1d6 to damage once per turn (Warlock&apos;s Curse)" /><Condition name="+1 to attack rolls if none of your allies are closer to the target - Prime Shot" /><PowerCardItem><Name>Target</Name><Description>One creature</Description></PowerCardItem><PowerCardItem><Name>Attack</Name><Description>Charisma vs. Reflex</Description></PowerCardItem><PowerCardItem><Name>Hit</Name><Description>2d6 + Charisma modifier fire damage, and the target takes a -2 penalty to attack rolls until the end of your next turn.</Description></PowerCardItem><PowerCardItem><Name> Fey Pact</Name><Description>The penalty to attack rolls is equal to 2 + your Intelligence modifier.</Description></PowerCardItem><Weapon attackstat="Charisma" defense="Reflex" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=2809&amp;ftype=1" name="Quickcurse Accurate rod +1" weaponurl="/characters/missingCompendium"><AttackBonus dice-class="dice1d20plus11Attack" value="11"><Factor modifier="+5" name="Charisma modifier" /><Factor abbreviation="1/2 Level" modifier="+3" name="Half Level" /><Factor modifier="+1" name="enhancement bonus" /><Factor modifier="+1" name="Feat bonus - Rod Expertise" /><Factor modifier="+1" name="Superior Implement bonus - Accurate rod" /></AttackBonus><Damage dice-class="dice2d6plus6Damage" type="Fire" value="2d6+6"><Factor modifier="+5" name="Charisma modifier" /><Factor modifier="+1" name="enhancement bonus" /></Damage></Weapon><Weapon attackstat="Charisma" defense="Reflex" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=871&amp;ftype=1" name="Accurate rod of Corruption +1" weaponurl="/characters/missingCompendium"><AttackBonus dice-class="dice1d20plus11Attack" value="11"><Factor modifier="+5" name="Charisma modifier" /><Factor abbreviation="1/2 Level" modifier="+3" name="Half Level" /><Factor modifier="+1" name="enhancement bonus" /><Factor modifier="+1" name="Feat bonus - Rod Expertise" /><Factor modifier="+1" name="Superior Implement bonus - Accurate rod" /></AttackBonus><Damage dice-class="dice2d6plus6Damage" type="Fire" value="2d6+6"><Factor modifier="+5" name="Charisma modifier" /><Factor modifier="+1" name="enhancement bonus" /></Damage></Weapon><Weapon attackstat="Charisma" defense="Reflex" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus8Attack" value="8"><Factor modifier="+5" name="Charisma modifier" /><Factor abbreviation="1/2 Level" modifier="+3" name="Half Level" /></AttackBonus><Damage dice-class="dice2d6plus5Damage" type="Fire" value="2d6+5"><Factor modifier="+5" name="Charisma modifier" /></Damage></Weapon></Power><Power actiontype="Move Action" attacktype="Personal" display-class="USAGE_EtherealStride" flavor="You shift your body out of phase with the world for an instant, teleporting a short distance. When you reappear, you are still somewhat out of phase and difficult to harm or hinder for a short time." isMore="" keywords="Arcane, Teleportation" level="2" name="Ethereal Stride" packagename="" packageurl="" powertype="Utility" powerusage="Encounter" source="Warlock Utility 2" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=750" use-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiKOYEDA.triggerVariable(&apos;USAGE_EtherealStride&apos;, {isBoolean:1});"><PowerCardItem><Name>Effect</Name><Description>You can teleport 3 squares, and you gain a +2 power bonus to all defenses until the end of your next turn.</Description></PowerCardItem></Power><Power actiontype="Standard Action" attacktype="Close burst 1" display-class="USAGE_OtherwindStride" flavor="You call up an unseen maelstrom of fey power that lashes nearby creatures . . . and you step into the vortex and emerge somewhere a short distance away." isMore="" keywords="Arcane, Implement, Teleportation" level="3" name="Otherwind Stride" packagename="" packageurl="" powertype="Attack" powerusage="Encounter" source="Warlock Attack 3" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=661" use-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiKOYEDA.triggerVariable(&apos;USAGE_OtherwindStride&apos;, {isBoolean:1});"><Condition dice-class="dice1d6Condition" name="+1d6 to damage once per turn (Warlock&apos;s Curse)" /><PowerCardItem><Name>Target</Name><Description>Each creature in burst</Description></PowerCardItem><PowerCardItem><Name>Attack</Name><Description>Charisma vs. Fortitude</Description></PowerCardItem><PowerCardItem><Name>Hit</Name><Description>1d8 + Charisma modifier damage, and the target is immobilized until the end of your next turn.</Description></PowerCardItem><PowerCardItem><Name>Effect</Name><Description>You teleport 5 squares.</Description></PowerCardItem><PowerCardItem><Name> Fey Pact</Name><Description>Add your Intelligence modifier to the distance of the teleportation.</Description></PowerCardItem><Weapon attackstat="Charisma" defense="Fortitude" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=2809&amp;ftype=1" name="Quickcurse Accurate rod +1" weaponurl="/characters/missingCompendium"><AttackBonus dice-class="dice1d20plus11Attack" value="11"><Factor modifier="+5" name="Charisma modifier" /><Factor abbreviation="1/2 Level" modifier="+3" name="Half Level" /><Factor modifier="+1" name="enhancement bonus" /><Factor modifier="+1" name="Feat bonus - Rod Expertise" /><Factor modifier="+1" name="Superior Implement bonus - Accurate rod" /></AttackBonus><Damage dice-class="dice1d8plus6Damage" value="1d8+6"><Factor modifier="+5" name="Charisma modifier" /><Factor modifier="+1" name="enhancement bonus" /></Damage></Weapon><Weapon attackstat="Charisma" defense="Fortitude" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=871&amp;ftype=1" name="Accurate rod of Corruption +1" weaponurl="/characters/missingCompendium"><AttackBonus dice-class="dice1d20plus11Attack" value="11"><Factor modifier="+5" name="Charisma modifier" /><Factor abbreviation="1/2 Level" modifier="+3" name="Half Level" /><Factor modifier="+1" name="enhancement bonus" /><Factor modifier="+1" name="Feat bonus - Rod Expertise" /><Factor modifier="+1" name="Superior Implement bonus - Accurate rod" /></AttackBonus><Damage dice-class="dice1d8plus6Damage" value="1d8+6"><Factor modifier="+5" name="Charisma modifier" /><Factor modifier="+1" name="enhancement bonus" /></Damage></Weapon><Weapon attackstat="Charisma" defense="Fortitude" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus8Attack" value="8"><Factor modifier="+5" name="Charisma modifier" /><Factor abbreviation="1/2 Level" modifier="+3" name="Half Level" /></AttackBonus><Damage dice-class="dice1d8plus5Damage" value="1d8+5"><Factor modifier="+5" name="Charisma modifier" /></Damage></Weapon></Power><Power actiontype="Immediate Reaction" attacktype="Personal" display-class="USAGE_Shadowslip" flavor="They wanted blood. You give them shadow." isMore="" keywords="Arcane, Teleportation" level="6" name="Shadowslip" packagename="" packageurl="" powertype="Utility" powerusage="Encounter" source="Warlock Utility 6" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=1924" use-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiKOYEDA.triggerVariable(&apos;USAGE_Shadowslip&apos;, {isBoolean:1});"><PowerCardItem><Name>Trigger</Name><Description>An enemy misses you with a melee or a ranged attack</Description></PowerCardItem><PowerCardItem><Name>Effect</Name><Description>Teleport a number of squares equal to your Charisma Modifier.</Description></PowerCardItem></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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiKOYEDA.triggerVariable(&apos;USAGE_SecondWind&apos;, { isBoolean:1, useRequires: function() { return CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiKOYEDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiKOYEDA.triggerVariable(&apos;USAGE_ActionPoint&apos;, {isBoolean:1});" /><Power actiontype="Standard Action" attacktype="Ranged 10" display-class="USAGE_CrownofStars" flavor="Flaring points of star-bright light encircle your head. With each gesture, a painful point of blue-white light leaps away in a halo of choking smoke toward one foe." isMore="" keywords="Arcane, Implement, Radiant" level="1" name="Crown of Stars" packagename="" packageurl="" powertype="Attack" powerusage="Daily" source="Warlock Attack 1" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=4279" use-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiKOYEDA.triggerVariable(&apos;USAGE_CrownofStars&apos;, {isBoolean:1});"><Condition dice-class="dice1d6Condition" name="+1d6 to damage once per turn (Warlock&apos;s Curse)" /><Condition name="+1 to attack rolls if none of your allies are closer to the target - Prime Shot" /><PowerCardItem><Name>Target</Name><Description>One creature</Description></PowerCardItem><PowerCardItem><Name>Attack</Name><Description>Charisma vs. Reflex</Description></PowerCardItem><PowerCardItem><Name>Hit</Name><Description>2d12 + Charisma modifier radiant damage. If target is bloodied, it is blinded until the end of your next turn.</Description></PowerCardItem><PowerCardItem><Name>Sustain Minor</Name><Description>Make a Charisma vs. Will attack against any target in range. On a hit, deal radiant damage equal to your Charisma modifier.</Description></PowerCardItem><Weapon attackstat="Charisma" defense="Reflex" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=2809&amp;ftype=1" name="Quickcurse Accurate rod +1" weaponurl="/characters/missingCompendium"><AttackBonus dice-class="dice1d20plus11Attack" value="11"><Factor modifier="+5" name="Charisma modifier" /><Factor abbreviation="1/2 Level" modifier="+3" name="Half Level" /><Factor modifier="+1" name="enhancement bonus" /><Factor modifier="+1" name="Feat bonus - Rod Expertise" /><Factor modifier="+1" name="Superior Implement bonus - Accurate rod" /></AttackBonus><Damage dice-class="dice2d12plus6Damage" type="Radiant" value="2d12+6"><Factor modifier="+5" name="Charisma modifier" /><Factor modifier="+1" name="enhancement bonus" /></Damage></Weapon><Weapon attackstat="Charisma" defense="Reflex" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=871&amp;ftype=1" name="Accurate rod of Corruption +1" weaponurl="/characters/missingCompendium"><AttackBonus dice-class="dice1d20plus11Attack" value="11"><Factor modifier="+5" name="Charisma modifier" /><Factor abbreviation="1/2 Level" modifier="+3" name="Half Level" /><Factor modifier="+1" name="enhancement bonus" /><Factor modifier="+1" name="Feat bonus - Rod Expertise" /><Factor modifier="+1" name="Superior Implement bonus - Accurate rod" /></AttackBonus><Damage dice-class="dice2d12plus6Damage" type="Radiant" value="2d12+6"><Factor modifier="+5" name="Charisma modifier" /><Factor modifier="+1" name="enhancement bonus" /></Damage></Weapon><Weapon attackstat="Charisma" defense="Reflex" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus8Attack" value="8"><Factor modifier="+5" name="Charisma modifier" /><Factor abbreviation="1/2 Level" modifier="+3" name="Half Level" /></AttackBonus><Damage dice-class="dice2d12plus5Damage" type="Radiant" value="2d12+5"><Factor modifier="+5" name="Charisma modifier" /></Damage></Weapon></Power><Power actiontype="Standard Action" attacktype="Area burst 1 within 10 squares" display-class="USAGE_DeathlyConduit" flavor="Noxious black clouds roil around your foes both close and far, your power drawing you from one cloud to the other in the blink of an eye." isMore="" keywords="Arcane, Implement, Necrotic, Shadow, Teleportation" level="5" name="Deathly Conduit" packagename="" packageurl="" powertype="Attack" powerusage="Daily" source="Warlock Attack 5" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=13955" use-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiKOYEDA.triggerVariable(&apos;USAGE_DeathlyConduit&apos;, {isBoolean:1});"><Condition dice-class="dice1d6Condition" name="+1d6 to damage once per turn (Warlock&apos;s Curse)" /><PowerCardItem><Name>Target</Name><Description>Each creature in the burst</Description></PowerCardItem><PowerCardItem><Name>Attack</Name><Description>Charisma vs. Fortitude</Description></PowerCardItem><PowerCardItem><Name>Hit</Name><Description>2d6 + Charisma modifier necrotic damage, and the target is blinded (save ends).</Description></PowerCardItem><PowerCardItem><Name>Miss</Name><Description>Half damage.</Description></PowerCardItem><PowerCardItem><Name>Effect</Name><Description>Each creature adjacent to you takes 10 necrotic damage, and you can teleport to an unoccupied square in the burst.</Description></PowerCardItem><Weapon attackstat="Charisma" defense="Fortitude" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=2809&amp;ftype=1" name="Quickcurse Accurate rod +1" weaponurl="/characters/missingCompendium"><AttackBonus dice-class="dice1d20plus11Attack" value="11"><Factor modifier="+5" name="Charisma modifier" /><Factor abbreviation="1/2 Level" modifier="+3" name="Half Level" /><Factor modifier="+1" name="enhancement bonus" /><Factor modifier="+1" name="Feat bonus - Rod Expertise" /><Factor modifier="+1" name="Superior Implement bonus - Accurate rod" /></AttackBonus><Damage dice-class="dice2d6plus6Damage" type="Necrotic" value="2d6+6"><Factor modifier="+5" name="Charisma modifier" /><Factor modifier="+1" name="enhancement bonus" /></Damage></Weapon><Weapon attackstat="Charisma" defense="Fortitude" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=871&amp;ftype=1" name="Accurate rod of Corruption +1" weaponurl="/characters/missingCompendium"><AttackBonus dice-class="dice1d20plus11Attack" value="11"><Factor modifier="+5" name="Charisma modifier" /><Factor abbreviation="1/2 Level" modifier="+3" name="Half Level" /><Factor modifier="+1" name="enhancement bonus" /><Factor modifier="+1" name="Feat bonus - Rod Expertise" /><Factor modifier="+1" name="Superior Implement bonus - Accurate rod" /></AttackBonus><Damage dice-class="dice2d6plus6Damage" type="Necrotic" value="2d6+6"><Factor modifier="+5" name="Charisma modifier" /><Factor modifier="+1" name="enhancement bonus" /></Damage></Weapon><Weapon attackstat="Charisma" defense="Fortitude" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus8Attack" value="8"><Factor modifier="+5" name="Charisma modifier" /><Factor abbreviation="1/2 Level" modifier="+3" name="Half Level" /></AttackBonus><Damage dice-class="dice2d6plus5Damage" type="Necrotic" value="2d6+5"><Factor modifier="+5" name="Charisma modifier" /></Damage></Weapon></Power></Powers><!-- Feats element: always present
    Children:
        Feat elements: one for each Feat the character has.
            Required attributes: name, url, description --><Feats><Feat description="" name="Improved Misty Step" url="http://www.wizards.com/dndinsider/compendium/feat.aspx?id=293" /><Feat description="" name="Rod Expertise" url="http://www.wizards.com/dndinsider/compendium/feat.aspx?id=3522" /><Feat description="" name="Mark of Passage" url="http://www.wizards.com/dndinsider/compendium/feat.aspx?id=1393" /><Feat description="" name="Superior Implement Training (Accurate rod)" url="http://www.wizards.com/dndinsider/compendium/feat.aspx?id=2624" /></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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiKOYEDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiKOYEDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiKOYEDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiKOYEDA.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="30" carried-gp-add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiKOYEDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiKOYEDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiKOYEDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiKOYEDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiKOYEDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiKOYEDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiKOYEDA.triggerVariable(&apos;CUR_DailyUses&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" daily-use-display-class="CUR_DailyUses" daily-use-subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiKOYEDA.triggerVariable(&apos;CUR_DailyUses&apos;, {autoValue:-1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" stored-ad="0" stored-ad-add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiKOYEDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiKOYEDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiKOYEDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiKOYEDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiKOYEDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiKOYEDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiKOYEDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiKOYEDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiKOYEDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiKOYEDA.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="56"><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiKOYEDA.triggerVariable(&apos;CUR_Item_BeltofVigorheroictier&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_BeltofVigorheroictier" equippedcount="1" name="Belt of Vigor (heroic tier)" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiKOYEDA.triggerVariable(&apos;CUR_Item_BeltofVigorheroictier&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last BeltofVigorheroictier?&apos;, displayClass:&apos;CUR_Item_BeltofVigorheroictier&apos;, text:&apos;How many BeltofVigorheroictier should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Magic Item" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=1110&amp;ftype=1&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiKOYEDA.triggerVariable(&apos;CUR_Item_EscapeTattoo&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_EscapeTattoo" equippedcount="1" name="Escape Tattoo" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiKOYEDA.triggerVariable(&apos;CUR_Item_EscapeTattoo&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last EscapeTattoo?&apos;, displayClass:&apos;CUR_Item_EscapeTattoo&apos;, text:&apos;How many EscapeTattoo should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Magic Item" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=4572&amp;ftype=1&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiKOYEDA.triggerVariable(&apos;CUR_Item_Accuraterod&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_Accuraterod" equippedcount="1" name="Accurate rod" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiKOYEDA.triggerVariable(&apos;CUR_Item_Accuraterod&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last Accuraterod?&apos;, displayClass:&apos;CUR_Item_Accuraterod&apos;, text:&apos;How many Accuraterod should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Superior Implement" url="/characters/missingCompendium"><Enhancement name="Quickcurse Rod +1" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=2809&amp;ftype=1&amp;page=item" /></Item><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiKOYEDA.triggerVariable(&apos;CUR_Item_AmuletofProtection2&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_AmuletofProtection2" equippedcount="1" name="Amulet of Protection +2" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiKOYEDA.triggerVariable(&apos;CUR_Item_AmuletofProtection2&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last AmuletofProtection2?&apos;, displayClass:&apos;CUR_Item_AmuletofProtection2&apos;, text:&apos;How many AmuletofProtection2 should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Magic Item" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=1048&amp;ftype=1&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiKOYEDA.triggerVariable(&apos;CUR_Item_BlackleafGloves&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_BlackleafGloves" equippedcount="1" name="Blackleaf Gloves" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiKOYEDA.triggerVariable(&apos;CUR_Item_BlackleafGloves&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last BlackleafGloves?&apos;, displayClass:&apos;CUR_Item_BlackleafGloves&apos;, text:&apos;How many BlackleafGloves should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Magic Item" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=7383&amp;ftype=1&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiKOYEDA.triggerVariable(&apos;CUR_Item_Accuraterod&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_Accuraterod" equippedcount="1" name="Accurate rod" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiKOYEDA.triggerVariable(&apos;CUR_Item_Accuraterod&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last Accuraterod?&apos;, displayClass:&apos;CUR_Item_Accuraterod&apos;, text:&apos;How many Accuraterod should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Superior Implement" url="/characters/missingCompendium"><Enhancement name="Rod of Corruption +1" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=871&amp;ftype=1&amp;page=item" /></Item><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiKOYEDA.triggerVariable(&apos;CUR_Item_EagleEyeGogglesheroictier&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_EagleEyeGogglesheroictier" equippedcount="1" name="Eagle Eye Goggles (heroic tier)" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiKOYEDA.triggerVariable(&apos;CUR_Item_EagleEyeGogglesheroictier&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last EagleEyeGogglesheroictier?&apos;, displayClass:&apos;CUR_Item_EagleEyeGogglesheroictier&apos;, text:&apos;How many EagleEyeGogglesheroictier should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Magic Item" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=3452&amp;ftype=1&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiKOYEDA.triggerVariable(&apos;CUR_Item_BootsofJaunting&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_BootsofJaunting" equippedcount="1" name="Boots of Jaunting" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiKOYEDA.triggerVariable(&apos;CUR_Item_BootsofJaunting&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last BootsofJaunting?&apos;, displayClass:&apos;CUR_Item_BootsofJaunting&apos;, text:&apos;How many BootsofJaunting should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Magic Item" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=7221&amp;ftype=1&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiKOYEDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiKOYEDA.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"><Enhancement name="Magic Armor +1" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=610&amp;ftype=1&amp;page=item" /></Item><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiKOYEDA.triggerVariable(&apos;CUR_Item_BracersofthePerfectShotheroictier&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_BracersofthePerfectShotheroictier" equippedcount="1" name="Bracers of the Perfect Shot (heroic tier)" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiKOYEDA.triggerVariable(&apos;CUR_Item_BracersofthePerfectShotheroictier&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last BracersofthePerfectShotheroictier?&apos;, displayClass:&apos;CUR_Item_BracersofthePerfectShotheroictier&apos;, text:&apos;How many BracersofthePerfectShotheroictier should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Magic Item" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=967&amp;ftype=1&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiKOYEDA.triggerVariable(&apos;CUR_Item_EverburningTorch&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_EverburningTorch" equippedcount="0" name="Everburning Torch" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiKOYEDA.triggerVariable(&apos;CUR_Item_EverburningTorch&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last EverburningTorch?&apos;, displayClass:&apos;CUR_Item_EverburningTorch&apos;, text:&apos;How many EverburningTorch should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Gear" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=24&amp;ftype=4&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiKOYEDA.triggerVariable(&apos;CUR_Item_Dagger&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_Dagger" equippedcount="0" name="Dagger" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiKOYEDA.triggerVariable(&apos;CUR_Item_Dagger&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last Dagger?&apos;, displayClass:&apos;CUR_Item_Dagger&apos;, text:&apos;How many Dagger should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Weapon" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=3&amp;ftype=3&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiKOYEDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiKOYEDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiKOYEDA.triggerVariable(&apos;CUR_Item_Sickle&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_Sickle" equippedcount="0" name="Sickle" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiKOYEDA.triggerVariable(&apos;CUR_Item_Sickle&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last Sickle?&apos;, displayClass:&apos;CUR_Item_Sickle&apos;, text:&apos;How many Sickle should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Weapon" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=6&amp;ftype=3&amp;page=item" /></Loot><!-- Languages element: always present 
    Children:
        Language elements: one for each language
            Required attributes: name --><Languages><Language name="Common" /><Language name="Elven" /></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><ProficiencyGroup name="Implement Proficiency" source="Warlock"><Proficiency name="Rod" source="Warlock" /><Proficiency name="Wand" source="Warlock" /></ProficiencyGroup><ProficiencyGroup name="Simple Melee" source="Warlock"><Proficiency name="Club" source="Warlock" /><Proficiency name="Dagger" source="Warlock" /><Proficiency name="Javelin" source="Warlock" /><Proficiency name="Mace" source="Warlock" /><Proficiency name="Sickle" source="Warlock" /><Proficiency name="Spear" source="Warlock" /><Proficiency name="Greatclub" source="Warlock" /><Proficiency name="Morningstar" source="Warlock" /><Proficiency name="Quarterstaff" source="Warlock" /><Proficiency name="Scythe" source="Warlock" /><Proficiency name="Spiked gauntlet" source="Warlock" /><Proficiency name="Talid" source="Warlock" /><Proficiency name="Widow&apos;s knife" source="Warlock" /><Proficiency name="Wrist razors" source="Warlock" /><Proficiency name="Light mace" source="Warlock" /><Proficiency name="Short spear" source="Warlock" /><Proficiency name="Claw fighter claw" source="Warlock" /><Proficiency name="Shadowblade" source="Warlock" /><Proficiency name="Climbing claw" source="Warlock" /><Proficiency name="Dragontooth shield" source="Warlock" /><Proficiency name="Fighting shield" source="Warlock" /><Proficiency name="Soul shield" source="Warlock" /><Proficiency name="Sun shield" source="Warlock" /><Proficiency name="Rod of seven parts" source="Warlock" /></ProficiencyGroup><ProficiencyGroup name="Simple Ranged" source="Warlock"><Proficiency name="Hand crossbow" source="Warlock" /><Proficiency name="Sling" source="Warlock" /><Proficiency name="Crossbow" source="Warlock" /><Proficiency name="Repeating crossbow" source="Warlock" /><Proficiency name="Dejada" source="Warlock" /></ProficiencyGroup></WeaponProficiencies><ArmorProficiencies><Proficiency name="Cloth" source="Warlock" /><Proficiency name="Leather" source="Warlock" /></ArmorProficiencies><ShieldProficiencies /></Proficiencies></Character>