<?xml version="1.0" encoding="ISO-8859-1"?><?xml-stylesheet type="text/xsl" href="/145740951583/xsl/fullold.xsl"?><Character action-points-add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiNmycM.triggerVariable(&apos;CUR_Action Points&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" action-points-subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiNmycM.triggerVariable(&apos;CUR_Action Points&apos;, {autoValue:-1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" key="agdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiNmycM" milestone-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiNmycM.milestone();" name="Damakos" safe-key="agdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiNmycM"><Description age="20" height="5&apos; 10&quot;" weight="160"><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="99000" alignment="Unaligned" deity="Brandobaris" experience="83000" experience-prompt-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiNmycM.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="17" name="Swordmage" powersource="Arcane" role="Defender" size="Medium" tier="Paragon" vision="Low-light"><Race description="Tieflings are descended from humans who bargained with infernal powers." name="Tiefling" url="http://www.wizards.com/dndinsider/compendium/race.aspx?id=8"><Feature description="You have the infernal wrath power" name="Infernal Wrath" /><Feature description="Resist fire 5 + 1/2 level." name="Fire Resistance" /><Feature description="+1 on attacks against bloodied foes." name="Bloodhunt" /><Feature description="" name="Bluff Bonus" /><Feature description="" name="Stealth Bonus" /></Race><Theme description="" name="Scholar" url="http://www.wizards.com/dndinsider/compendium/theme.aspx?id=854" /><Background description="I&apos;m not the guy you&apos;re looking for. Seriously, I was in Oakmont last night. I wasn&apos;t even here." name="Con Artist" url="http://www.wizards.com/dndinsider/compendium/background.aspx?id=45"><Feature description="" name="Con Artist Benefit" /></Background><Class description="You combine arcane magic with physical training to hone and perfect your melee capability." name="Swordmage" url="http://www.wizards.com/dndinsider/compendium/class.aspx?id=53"><Feature description="" name="Scholar Starting Feature" /><Feature description="Bond with one blade (1 hr.); standard action to call to hand (10 squares); fix it in 1 hr." name="Swordbond" /><Feature description="Choose an Aegis." name="Swordmage Aegis" /><Feature description="Use aegis of assault as an at-will power." name="Aegis of Assault" /><Feature description="+1 AC with blade, +3 AC if off-hand is free; if unconscious, warding ends" name="Swordmage Warding" /><Feature description="" name="Scholar Level 5 Feature" /><Feature description="" name="Scholar Level 10 Feature" /></Class><ParagonPath description="" name="Anarch of Shyr" url="http://www.wizards.com/dndinsider/compendium/paragonpath.aspx?id=74"><Feature description="When you take an action point action, make a melee basic attack after the action." name="Blade Flurry Action" /><Feature description="Gain +2 melee basic attack when using aegis of assault." name="Empowered Aegis" /><Feature description="You can use the immediate reaction granted by your aegis of assault power against an affected target within 20 squares of you instead of 10." name="Extended Aegis" /></ParagonPath></Build><!-- Resistances element: Always present
    Optional Attributes: Fire, Cold, etc. (all allowed resistances)
 --><Resistances cold="13" fire="13" necrotic="10" ongoing="6" /><!-- 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="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiNmycM.triggerVariable(&apos;CUR_Conditions&apos;, {text:&apos;Enter text for the condition&apos;});" death-saves-add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiNmycM.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="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiNmycM.triggerVariable(&apos;CUR_Death Saves&apos;, {autoValue:-1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" extended-rest-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiNmycM.extendedRest();" power-points-add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiNmycM.triggerVariable(&apos;CUR_PowerPoints&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" power-points-display-class="CUR_PowerPoints" power-points-subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiNmycM.triggerVariable(&apos;CUR_PowerPoints&apos;, {autoValue:-1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" short-rest-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiNmycM.shortRest();" tempHP-bar-class="CUR_TempHPBar" tempHP-display-class="CUR_TempHP" tempHP-prompt-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiNmycM.triggerVariable(&apos;CUR_TempHP&apos;, {requireInt:1, min:0, text:&apos;Set to how many temporary HP?&apos; });"><MaxHitPoints damage-prompt-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiNmycM.damagePrompt();" heal-prompt-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiNmycM.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="129"><Factor abbreviation="Con" modifier="+18" name="Constitution" /><Factor abbreviation="Swordmage 1" modifier="+15" name="Level 1 Swordmage" /><Factor modifier="+6" name="_PER-LEVEL-HPS" /><Factor modifier="+6" name="_PER-LEVEL-HPS" /><Factor modifier="+6" name="_PER-LEVEL-HPS" /><Factor modifier="+6" name="_PER-LEVEL-HPS" /><Factor modifier="+6" name="_PER-LEVEL-HPS" /><Factor modifier="+6" name="_PER-LEVEL-HPS" /><Factor modifier="+6" name="_PER-LEVEL-HPS" /><Factor modifier="+6" name="_PER-LEVEL-HPS" /><Factor modifier="+6" name="_PER-LEVEL-HPS" /><Factor modifier="+6" name="_PER-LEVEL-HPS" /><Factor modifier="+6" name="_PER-LEVEL-HPS" /><Factor modifier="+6" name="_PER-LEVEL-HPS" /><Factor modifier="+6" name="_PER-LEVEL-HPS" /><Factor modifier="+6" name="_PER-LEVEL-HPS" /><Factor modifier="+6" name="_PER-LEVEL-HPS" /><Factor modifier="+6" name="_PER-LEVEL-HPS" /><Factor abbreviation="Swordmage 17" modifier="+96" multiplied="6" multiplier="16" name="Level 17 Swordmage" /></MaxHitPoints><BloodiedValue value="64"><Factor abbreviation="1/2 HP" modifier="+64" multiplied="129" multiplier=".5" name="Half Hit Points" /></BloodiedValue><MaxSurges add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiNmycM.triggerVariable(&apos;CUR_Surges&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiNmycM.triggerVariable(&apos;CUR_Surges&apos;, {autoValue:-1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" value="12"><Factor modifier="+8" name="Swordmage" /><Factor abbreviation="Con mod" modifier="+4" name="Constitution modifier" /></MaxSurges><SurgeValue toHitPoints-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiNmycM.surgeValueToHitPoints(32);" value="32"><Factor abbreviation="1/4 HP" modifier="+32" multiplied="129" multiplier=".25" name="Quarter Hit Points" /></SurgeValue><PowerPoints value="0" /></Health><!-- Movement element: always present
    Children:
        Speed element: always present
            Required attributes: value
            Children:
                Factor elements: one for each factor contributing to the value.
                    Required attributes: name, modifier
                    Optional attributes: abbreviation, multiplier, multiplied
                        The "multiplier" and "multiplied" are only present if math was performed to get the modifier.
        Initiative element: always present
            Required attributes: 
                value: number to display
                dice-class: use in conjunction with "Roller" to make an initiative roller element.
            Children:
                Factor elements: one for each factor contributing to the value.
                    Required attributes: name, modifier
                    Optional attributes: abbreviation, multiplier, multiplied
                        The "multiplier" and "multiplied" are only present if math was performed to get the modifier. --><Movement><Speed value="6"><Factor modifier="+6" name="Tiefling" /></Speed><Initiative dice-class="dice1d20plus10Initiative" value="10"><Factor abbreviation="1/2 Level" modifier="+8" 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="35"><Factor modifier="+10" name="Constant" /><Factor abbreviation="1/2 Level" modifier="+8" name="Half Level" /><Factor modifier="+2" name="Snakeskin Armor" /><Factor modifier="+4" name="Hero&apos;s Armor +4" /><Condition name="+4 Swordmage Warding" /><Condition name="+4 Swordmage Warding" /><Condition name="+7 Intelligence modifier" /></Defense><Defense abbreviation="Fort" name="Fortitude" value="29"><Factor modifier="+10" name="Constant" /><Factor abbreviation="1/2 Level" modifier="+8" name="Half Level" /><Factor modifier="+0" name="Fortitude Defense Class Bonus" /><Factor modifier="+3" name="Superior Fortitude fort" /><Factor modifier="+2" name="Improved Defenses" /><Factor modifier="+4" name="Cloak of Translocation +4" /><Factor abbreviation="Con mod" modifier="+4" name="Constitution modifier" /></Defense><Defense abbreviation="Ref" name="Reflex" value="34"><Factor modifier="+10" name="Constant" /><Factor abbreviation="1/2 Level" modifier="+8" name="Half Level" /><Factor modifier="+0" name="Reflex Defense Class Bonus" /><Factor modifier="+2" name="Improved Defenses" /><Factor modifier="+1" name="Boots of Dancing" /><Factor modifier="+2" name="Snakeskin Armor" /><Factor modifier="+4" name="Cloak of Translocation +4" /><Factor abbreviation="Int mod" modifier="+7" name="Intelligence modifier" /></Defense><Defense abbreviation="Will" name="Will" value="31"><Factor modifier="+10" name="Constant" /><Factor abbreviation="1/2 Level" modifier="+8" name="Half Level" /><Factor modifier="+2" name="Will Defense Class Bonus" /><Factor modifier="+2" name="Improved Defenses" /><Factor modifier="+4" name="Cloak of Translocation +4" /><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="21"><Factor modifier="+11" name="Perception" /><Factor modifier="+10" name="Constant" /></PassiveSkill><PassiveSkill name="Insight" value="21"><Factor modifier="+11" name="Insight" /><Factor modifier="+10" name="Constant" /></PassiveSkill></PassiveSkills><!-- Skills element: always present
    Children:
        Skill elements: one for each skill defined by the Character Builder
            Required attributes: 
                name: name of the skill
                value: numeric display value
                dice-class: Use in conjunction with "Roller" to create a skill roller element.
                url: Compendium URL for the skill
                trained: "true" or "false"
                armorpenaltyapplies: "true" or "false"
            Children:
                Factor elements: one for each factor contributing to the value.
                    Required attributes: name, modifier
                    Optional attributes: abbreviation, multiplier, multiplied
                        The "multiplier" and "multiplied" are only present if math was performed to get the modifier. --><Skills><Skill armorpenaltyapplies="true" dice-class="dice1d20plus10Acrobatics" name="Acrobatics" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=1" value="10"><Factor abbreviation="1/2 Level" modifier="+8" name="Half Level" /><Factor modifier="+0" name="Acrobatics Misc" /><Factor abbreviation="Dex mod" modifier="+2" name="Dexterity modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus20Arcana" name="Arcana" trained="true" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=2" value="20"><Factor abbreviation="1/2 Level" modifier="+8" name="Half Level" /><Factor modifier="+5" name="Trained" /><Factor modifier="+0" name="Arcana Misc" /><Factor abbreviation="Int mod" modifier="+7" name="Intelligence modifier" /></Skill><Skill armorpenaltyapplies="true" dice-class="dice1d20plus10Athletics" name="Athletics" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=27" value="10"><Factor abbreviation="1/2 Level" modifier="+8" name="Half Level" /><Factor modifier="+0" name="Athletics Misc" /><Factor abbreviation="Str mod" modifier="+2" name="Strength modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus21Bluff" name="Bluff" trained="true" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=3" value="21"><Factor abbreviation="1/2 Level" modifier="+8" name="Half Level" /><Factor modifier="+5" name="Trained" /><Factor modifier="+3" name="Bluff Misc" /><Factor abbreviation="Cha mod" modifier="+5" name="Charisma modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus18Diplomacy" name="Diplomacy" trained="true" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=6" value="18"><Factor abbreviation="1/2 Level" modifier="+8" name="Half Level" /><Factor modifier="+5" name="Trained" /><Factor modifier="+0" name="Diplomacy Misc" /><Factor abbreviation="Cha mod" modifier="+5" name="Charisma modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus11Dungeoneering" name="Dungeoneering" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=7" value="11"><Factor abbreviation="1/2 Level" modifier="+8" name="Half Level" /><Factor modifier="+0" name="Dungeoneering Misc" /><Factor abbreviation="Wis mod" modifier="+3" name="Wisdom modifier" /></Skill><Skill armorpenaltyapplies="true" dice-class="dice1d20plus15Endurance" name="Endurance" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=8" value="15"><Factor abbreviation="1/2 Level" modifier="+8" name="Half Level" /><Factor modifier="+3" name="Endurance Misc" /><Factor abbreviation="Con mod" modifier="+4" name="Constitution modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus11Heal" name="Heal" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=9" value="11"><Factor abbreviation="1/2 Level" modifier="+8" name="Half Level" /><Factor modifier="+0" name="Heal Misc" /><Factor abbreviation="Wis mod" modifier="+3" name="Wisdom modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus20History" name="History" trained="true" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=11" value="20"><Factor abbreviation="1/2 Level" modifier="+8" name="Half Level" /><Factor modifier="+5" name="Trained" /><Factor modifier="+0" name="History Misc" /><Factor abbreviation="Int mod" modifier="+7" name="Intelligence modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus11Insight" name="Insight" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=13" value="11"><Factor abbreviation="1/2 Level" modifier="+8" name="Half Level" /><Factor modifier="+0" name="Insight Misc" /><Factor abbreviation="Wis mod" modifier="+3" name="Wisdom modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus13Intimidate" name="Intimidate" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=14" value="13"><Factor abbreviation="1/2 Level" modifier="+8" name="Half Level" /><Factor modifier="+0" name="Intimidate Misc" /><Factor abbreviation="Cha mod" modifier="+5" name="Charisma modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus11Nature" name="Nature" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=16" value="11"><Factor abbreviation="1/2 Level" modifier="+8" name="Half Level" /><Factor modifier="+0" name="Nature Misc" /><Factor abbreviation="Wis mod" modifier="+3" name="Wisdom modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus11Perception" name="Perception" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=17" value="11"><Factor abbreviation="1/2 Level" modifier="+8" name="Half Level" /><Factor modifier="+0" name="Perception Misc" /><Factor abbreviation="Wis mod" modifier="+3" name="Wisdom modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus15Religion" name="Religion" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=18" value="15"><Factor abbreviation="1/2 Level" modifier="+8" name="Half Level" /><Factor modifier="+0" name="Religion Misc" /><Factor abbreviation="Int mod" modifier="+7" name="Intelligence modifier" /></Skill><Skill armorpenaltyapplies="true" dice-class="dice1d20plus17Stealth" name="Stealth" trained="true" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=20" value="17"><Factor abbreviation="1/2 Level" modifier="+8" name="Half Level" /><Factor modifier="+5" name="Trained" /><Factor modifier="+2" name="Stealth Misc" /><Factor abbreviation="Dex mod" modifier="+2" name="Dexterity modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus13Streetwise" name="Streetwise" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=21" value="13"><Factor abbreviation="1/2 Level" modifier="+8" name="Half Level" /><Factor modifier="+0" name="Streetwise Misc" /><Factor abbreviation="Cha mod" modifier="+5" name="Charisma modifier" /></Skill><Skill armorpenaltyapplies="true" dice-class="dice1d20plus16Thievery" name="Thievery" trained="true" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=23" value="16"><Factor abbreviation="1/2 Level" modifier="+8" name="Half Level" /><Factor modifier="+5" name="Trained" /><Factor modifier="+1" 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="14"><Factor modifier="+13" name="Starting" /><Factor modifier="+1" name="Level 11" /><AbilityModifier dice-class="dice1d20plus10Strength" modifier="+2" rollmodifier="+10" /></AbilityScore><AbilityScore abbreviation="Con" name="Constitution" value="18"><Factor modifier="+15" name="Starting" /><Factor modifier="+1" name="Level 4" /><Factor modifier="+1" name="Level 11" /><Factor modifier="+1" name="Level 14" /><AbilityModifier dice-class="dice1d20plus12Constitution" modifier="+4" rollmodifier="+12" /></AbilityScore><AbilityScore abbreviation="Dex" name="Dexterity" value="14"><Factor modifier="+13" name="Starting" /><Factor modifier="+1" name="Level 11" /><AbilityModifier dice-class="dice1d20plus10Dexterity" modifier="+2" rollmodifier="+10" /></AbilityScore><AbilityScore abbreviation="Int" name="Intelligence" value="24"><Factor modifier="+18" name="Starting" /><Factor modifier="+2" name="Tiefling" /><Factor modifier="+1" name="Level 4" /><Factor modifier="+1" name="Level 8" /><Factor modifier="+1" name="Level 11" /><Factor modifier="+1" name="Level 14" /><AbilityModifier dice-class="dice1d20plus15Intelligence" modifier="+7" rollmodifier="+15" /></AbilityScore><AbilityScore abbreviation="Wis" name="Wisdom" value="16"><Factor modifier="+15" name="Starting" /><Factor modifier="+1" name="Level 11" /><AbilityModifier dice-class="dice1d20plus11Wisdom" modifier="+3" rollmodifier="+11" /></AbilityScore><AbilityScore abbreviation="Cha" name="Charisma" value="21"><Factor modifier="+17" name="Starting" /><Factor modifier="+2" name="Tiefling" /><Factor modifier="+1" name="Level 8" /><Factor modifier="+1" name="Level 11" /><AbilityModifier dice-class="dice1d20plus13Charisma" modifier="+5" rollmodifier="+13" /></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 name="+1 Racial bonus to attack rolls against bloodied foes - Bloodhunt" /><Condition name="+2 to damage rolls against bloodied targets - Gauntlets of Blood (heroic tier)" /><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="INT" defense="AC" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=9315&amp;ftype=1" name="Carnage Broadsword +3" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=49&amp;ftype=3"><AttackBonus dice-class="dice1d20plus22Attack" value="22"><Factor modifier="+7" name="INT modifier" /><Factor abbreviation="1/2 Level" modifier="+8" name="Half Level" /><Factor modifier="+2" name="proficiency bonus" /><Factor modifier="+3" name="enhancement bonus" /><Factor modifier="+2" name="Feat bonus - Weapon Expertise (Heavy Blade)" /></AttackBonus><Damage dice-class="dice1d10plus12Damage" value="1d10+12"><Factor modifier="+7" name="INT modifier" /><Factor modifier="+3" name="enhancement bonus" /><Factor modifier="+2" name="Feat bonus - Weapon Focus (Heavy Blade)" /></Damage></Weapon><Weapon attackstat="INT" defense="AC" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus15Attack" value="15"><Factor modifier="+7" name="INT modifier" /><Factor abbreviation="1/2 Level" modifier="+8" name="Half Level" /></AttackBonus><Damage dice-class="dice1d4plus7Damage" value="1d4+7"><Factor modifier="+7" name="INT 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 name="+1 Racial bonus to attack rolls against bloodied foes - Bloodhunt" /><Condition name="+2 to damage rolls against bloodied targets - Gauntlets of Blood (heroic tier)" /><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="Hand crossbow" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=36&amp;ftype=3"><AttackBonus dice-class="dice1d20plus12Attack" value="12"><Factor modifier="+2" name="Dexterity modifier" /><Factor abbreviation="1/2 Level" modifier="+8" name="Half Level" /><Factor modifier="+2" name="proficiency bonus" /></AttackBonus><Damage dice-class="dice1d6plus2Damage" value="1d6+2"><Factor modifier="+2" name="Dexterity modifier" /></Damage></Weapon><Weapon attackstat="Dexterity" defense="AC" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus10Attack" value="10"><Factor modifier="+2" name="Dexterity modifier" /><Factor abbreviation="1/2 Level" modifier="+8" name="Half Level" /></AttackBonus><Damage dice-class="dice1d4plus2Damage" value="1d4+2"><Factor modifier="+2" name="Dexterity modifier" /></Damage></Weapon></Power><Power actiontype="Minor Action" attacktype="Close burst 2" flavor="You create an arcane link between you and a foe, allowing you to instantly respond to its attacks with a counterassault." isMore="" keywords="Arcane, Teleportation" name="Aegis of Assault" packagename="Swordmage" packageurl="http://www.wizards.com/dndinsider/compendium/class.aspx?id=53" powertype="Feature" powerusage="At-Will" source="Swordmage Feature" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=3322"><PowerCardItem><Name>Target</Name><Description>One creature in the burst</Description></PowerCardItem><PowerCardItem><Name>Effect</Name><Description>You mark the target. The target remains marked until you use this power against another target. If you mark other creatures using other powers, the target is still marked. A creature can be subject to only one mark at a time. A new mark supersedes a mark that was already in place.
	If your marked target makes an attack that doesn't include you as a target, it takes a &#8211;2 penalty to attack rolls. If that attack hits and the marked target is within 10 squares of you, you can use an immediate reaction to teleport to a square adjacent to the target and make a melee basic attack against it. If no unoccupied space exists adjacent to the target, you can't use this immediate reaction.</Description></PowerCardItem></Power><Power actiontype="Standard Action" attacktype="Melee weapon" flavor="Each blow ignites your blade in deadly green fire." isMore="" keywords="Arcane, Fire, Weapon" level="1" name="Greenflame Blade" packagename="" packageurl="" powertype="Attack" powerusage="At-Will" source="Swordmage Attack 1" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=1724"><Condition name="+1 Racial bonus to attack rolls against bloodied foes - Bloodhunt" /><Condition name="+2 to damage rolls against bloodied targets - Gauntlets of Blood (heroic tier)" /><PowerCardItem><Name>Target</Name><Description>One creature</Description></PowerCardItem><PowerCardItem><Name>Attack</Name><Description>Intelligence vs. AC</Description></PowerCardItem><PowerCardItem><Name>Hit</Name><Description>1[W] + Intelligence modifier fire damage, and you deal fire damage equal to your Strength modifier to all enemies adjacent to the target. 
Increase damage to 2[W] + Intelligence modifier at 21st level.</Description></PowerCardItem><Weapon attackstat="Intelligence" defense="AC" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=9315&amp;ftype=1" name="Carnage Broadsword +3" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=49&amp;ftype=3"><AttackBonus dice-class="dice1d20plus22Attack" value="22"><Factor modifier="+7" name="Intelligence modifier" /><Factor abbreviation="1/2 Level" modifier="+8" name="Half Level" /><Factor modifier="+2" name="proficiency bonus" /><Factor modifier="+3" name="enhancement bonus" /><Factor modifier="+2" name="Feat bonus - Weapon Expertise (Heavy Blade)" /></AttackBonus><Damage dice-class="dice1d10plus12Damage" type="Fire" value="1d10+12"><Factor modifier="+7" name="Intelligence modifier" /><Factor modifier="+3" name="enhancement bonus" /><Factor modifier="+2" name="Feat bonus - Weapon Focus (Heavy Blade)" /></Damage></Weapon><Weapon attackstat="Intelligence" defense="AC" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus15Attack" value="15"><Factor modifier="+7" name="Intelligence modifier" /><Factor abbreviation="1/2 Level" modifier="+8" name="Half Level" /></AttackBonus><Damage dice-class="dice1d4plus7Damage" type="Fire" value="1d4+7"><Factor modifier="+7" name="Intelligence modifier" /></Damage></Weapon></Power><Power actiontype="Standard Action" attacktype="Close burst 1" flavor="A sweep of your sword blasts those around you with force." isMore="" keywords="Arcane, Force, Implement" level="1" name="Sword Burst" packagename="" packageurl="" powertype="Attack" powerusage="At-Will" source="Swordmage Attack 1" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=1710"><Condition name="+1 Racial bonus to attack rolls against bloodied foes - Bloodhunt" /><Condition name="+2 to damage rolls against bloodied targets - Gauntlets of Blood (heroic tier)" /><PowerCardItem><Name>Targets</Name><Description>Each enemy in the burst</Description></PowerCardItem><PowerCardItem><Name>Attack</Name><Description>Intelligence vs. Reflex</Description></PowerCardItem><PowerCardItem><Name>Hit</Name><Description>1d6 + Intelligence modifier force damage.
Increase damage to 2d6 + Intelligence modifier at 21st level.</Description></PowerCardItem><Weapon attackstat="Intelligence" defense="Reflex" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=9315&amp;ftype=1" name="Carnage Broadsword +3" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=49&amp;ftype=3"><AttackBonus dice-class="dice1d20plus18Attack" value="18"><Factor modifier="+7" name="Intelligence modifier" /><Factor abbreviation="1/2 Level" modifier="+8" name="Half Level" /><Factor modifier="+3" name="enhancement bonus" /></AttackBonus><Damage dice-class="dice1d6plus10Damage" type="Force" value="1d6+10"><Factor modifier="+7" name="Intelligence modifier" /><Factor modifier="+3" name="enhancement bonus" /></Damage></Weapon><Weapon attackstat="Intelligence" defense="Reflex" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus15Attack" value="15"><Factor modifier="+7" name="Intelligence modifier" /><Factor abbreviation="1/2 Level" modifier="+8" name="Half Level" /></AttackBonus><Damage dice-class="dice1d6plus7Damage" type="Force" value="1d6+7"><Factor modifier="+7" name="Intelligence modifier" /></Damage></Weapon></Power><Power actiontype="Standard Action" attacktype="Ranged 5" flavor="You compel your enemy to come forward and face judgment." isMore="" keywords="Charm, Divine, Implement, Radiant" level="1" name="Bond of Censure" packagename="" packageurl="" powertype="Attack" powerusage="At-Will" source="Avenger Attack 1" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=6980"><Condition name="+1 Racial bonus to attack rolls against bloodied foes - Bloodhunt" /><Condition name="+2 to damage rolls against bloodied targets - Gauntlets of Blood (heroic tier)" /><PowerCardItem><Name>Target</Name><Description>One creature</Description></PowerCardItem><PowerCardItem><Name>Attack</Name><Description>Wisdom vs. Will. If the target is your oath of enmity target and no enemies are adjacent to you, you can make two attack rolls and use either result.</Description></PowerCardItem><PowerCardItem><Name>Hit</Name><Description>You pull the target a number of squares equal to your Intelligence modifier. If the target ends this movement adjacent to you, it takes 1d10 radiant damage.
Level 21: 2d10 radiant damage.</Description></PowerCardItem><Weapon attackstat="Wisdom" defense="Will" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=9315&amp;ftype=1" name="Carnage Broadsword +3" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=49&amp;ftype=3"><AttackBonus dice-class="dice1d20plus14Attack" value="14"><Factor modifier="+3" name="Wisdom modifier" /><Factor abbreviation="1/2 Level" modifier="+8" name="Half Level" /><Factor modifier="+3" name="enhancement bonus" /></AttackBonus><Damage dice-class="dice1d10plus3Damage" value="1d10+3"><Factor modifier="+3" name="enhancement bonus" /></Damage></Weapon><Weapon attackstat="Wisdom" defense="Will" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus11Attack" value="11"><Factor modifier="+3" name="Wisdom modifier" /><Factor abbreviation="1/2 Level" modifier="+8" name="Half Level" /></AttackBonus><Damage dice-class="dice1d10plus0Damage" value="1d10+0" /></Weapon></Power><Power actiontype="Opportunity Action" isMore="true" name="Opportunity Attack" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=331" /><Power actiontype="Opportunity Action" isMore="true" name="Opportunity Action" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=119" /><Power actiontype="Immediate Reaction" isMore="true" name="Readied action" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=332" /><Power actiontype="Free Action" isMore="true" name="Delay" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=327" /><Power actiontype="Free Action" isMore="true" name="End a grab" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=329" /><Power actiontype="Minor Action" isMore="true" name="Drop prone" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=141" /><Power actiontype="Standard Action" isMore="true" name="Aid Another" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=322" /><Power actiontype="Standard Action" isMore="true" name="Bull Rush" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=323" /><Power actiontype="Standard Action" isMore="true" name="Charge" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=324" /><Power actiontype="Standard Action" isMore="true" name="Coup de grace" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=325" /><Power actiontype="Standard Action" isMore="true" name="Grab" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=329" /><Power actiontype="Minor Action" isMore="true" name="Sustain a Grab" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=329" /><Power actiontype="Standard Action" isMore="true" name="Ready an action" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=332" /><Power actiontype="Standard Action" isMore="true" name="Total defense" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=338" /><Power actiontype="Move Action" isMore="true" name="Walk 6 squares" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=339" /><Power actiontype="Move Action" isMore="true" name="Run 8 squares" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=333" /><Power actiontype="Move Action" isMore="true" name="Shift 1 square" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=335" /><Power actiontype="Move Action" isMore="true" name="Crawl 3 squares" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=326" /><Power actiontype="Move Action" isMore="true" name="Squeeze 3 squares" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=336" /><Power actiontype="Move Action" isMore="true" name="Stand up" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=337" /><Power actiontype="Move Action" isMore="true" name="Escape a Grab" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=328" /><Power actiontype="Standard Action" isMore="true" name="Any Move Action" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=116" /><Power actiontype="Standard Action" isMore="true" name="Any Minor Action" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=117" /><Power actiontype="Move Action" isMore="true" name="Any Minor Action" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=117" /><Power actiontype="Free Action" attacktype="Personal" display-class="USAGE_UseVulnerability" flavor="You know the strengths and weaknesses of the creature you&apos;re facing." isMore="" keywords="Arcane" name="Use Vulnerability" packagename="" packageurl="" powertype="Utility" powerusage="Encounter" source="Scholar Utility" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=14137" use-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiNmycM.triggerVariable(&apos;USAGE_UseVulnerability&apos;, {isBoolean:1});"><PowerCardItem><Name>Trigger</Name><Description>You succeed on a monster knowledge check against a monster that you can see or hear.</Description></PowerCardItem><PowerCardItem><Name>Effect</Name><Description>If your check result meets or exceeds the hard DC for the monster's level, you gain a +4 power bonus to all defenses against the monster's attacks until the end of your next turn. Additionally, until the end of your next turn, you gain a power bonus to damage rolls against the target equal to your Intelligence modifier, but not when you deal damage that the target resists.
	If your check result does not meet or exceed the hard DC, your attacks against the target deal only half damage until the end of your next turn.</Description></PowerCardItem></Power><Power actiontype="Standard Action" attacktype="Melee weapon" display-class="USAGE_DualLightningStrike" flavor="Like a forked bolt of lightning, you seem to strike two creatures at once." isMore="" keywords="Arcane, Lightning, Teleportation, Weapon" level="3" name="Dual Lightning Strike" packagename="" packageurl="" powertype="Attack" powerusage="Encounter" source="Swordmage Attack 3" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=5743" use-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiNmycM.triggerVariable(&apos;USAGE_DualLightningStrike&apos;, {isBoolean:1});"><Condition name="+1 Racial bonus to attack rolls against bloodied foes - Bloodhunt" /><Condition name="+2 to damage rolls against bloodied targets - Gauntlets of Blood (heroic tier)" /><PowerCardItem><Name>Primary Target</Name><Description>One creature</Description></PowerCardItem><PowerCardItem><Name>Primary Attack</Name><Description>Intelligence vs. AC</Description></PowerCardItem><PowerCardItem><Name>Hit</Name><Description>1[W] + Intelligence modifier lightning damage, and the target is marked until the end of your next turn.</Description></PowerCardItem><PowerCardItem><Name>Effect</Name><Description>You teleport 5 squares and make a secondary attack.</Description></PowerCardItem><PowerCardItem><Name> Aegis of Assault</Name><Description>The number of squares you teleport equals 4 + your Strength modifier.</Description></PowerCardItem><PowerCardItem><Name> Secondary Target</Name><Description>One creature other than the primary target</Description></PowerCardItem><PowerCardItem><Name> Secondary Attack</Name><Description>Intelligence vs. AC</Description></PowerCardItem><PowerCardItem><Name> Hit</Name><Description>1[W] + Intelligence modifier lightning damage, and the target is marked until the end of your next turn.</Description></PowerCardItem><Weapon attackstat="Intelligence" defense="AC" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=9315&amp;ftype=1" name="Carnage Broadsword +3" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=49&amp;ftype=3"><AttackBonus dice-class="dice1d20plus22Attack" value="22"><Factor modifier="+7" name="Intelligence modifier" /><Factor abbreviation="1/2 Level" modifier="+8" name="Half Level" /><Factor modifier="+2" name="proficiency bonus" /><Factor modifier="+3" name="enhancement bonus" /><Factor modifier="+2" name="Feat bonus - Weapon Expertise (Heavy Blade)" /></AttackBonus><Damage dice-class="dice1d10plus12Damage" type="Lightning" value="1d10+12"><Factor modifier="+7" name="Intelligence modifier" /><Factor modifier="+3" name="enhancement bonus" /><Factor modifier="+2" name="Feat bonus - Weapon Focus (Heavy Blade)" /></Damage></Weapon><Weapon attackstat="Intelligence" defense="AC" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus15Attack" value="15"><Factor modifier="+7" name="Intelligence modifier" /><Factor abbreviation="1/2 Level" modifier="+8" name="Half Level" /></AttackBonus><Damage dice-class="dice1d4plus7Damage" type="Lightning" value="1d4+7"><Factor modifier="+7" name="Intelligence modifier" /></Damage></Weapon></Power><Power actiontype="Minor Action" attacktype="Close burst 10" display-class="USAGE_OathofEnmity" flavor="You focus your wrath on a single foe, giving your attacks against it extraordinary accuracy." isMore="" keywords="Divine" name="Oath of Enmity" packagename="" packageurl="" powertype="Feature" powerusage="Encounter" source="Avenger Feature" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=3069" use-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiNmycM.triggerVariable(&apos;USAGE_OathofEnmity&apos;, {isBoolean:1});"><PowerCardItem><Name>Target</Name><Description>One enemy you can see in the burst</Description></PowerCardItem><PowerCardItem><Name>Effect</Name><Description>When you make a melee attack against the target and the target is the only enemy adjacent to you, you make two attack rolls and use either result. This effect lasts until the end of the encounter or until the target drops to 0 hit points, at which point you regain the use of this power.
If another effect lets you roll twice and use the higher result when making an attack roll, this power has no effect on that attack. If an effect forces you to roll twice and use the lower result when making an attack roll, this power has no effect on that attack either.
If an effect lets you reroll an attack roll and you rolled twice because of this power, you reroll both dice.</Description></PowerCardItem></Power><Power actiontype="Standard Action" attacktype="Melee weapon" display-class="USAGE_LightningClutch" flavor="Tendrils of lightning course from your hand into your blade, linking you and your foe. For the rest of the battle, your enemy must beware your aegis." isMore="" keywords="Arcane, Lightning, Weapon" level="11" name="Lightning Clutch" packagename="" packageurl="" powertype="Attack" powerusage="Encounter" source="Anarch of Shyr Attack 11" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=3566" use-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiNmycM.triggerVariable(&apos;USAGE_LightningClutch&apos;, {isBoolean:1});"><Condition name="+1 Racial bonus to attack rolls against bloodied foes - Bloodhunt" /><Condition name="+2 to damage rolls against bloodied targets - Gauntlets of Blood (heroic tier)" /><PowerCardItem><Name>Target</Name><Description>One creature</Description></PowerCardItem><PowerCardItem><Name>Attack</Name><Description>Intelligence vs. AC</Description></PowerCardItem><PowerCardItem><Name>Hit</Name><Description>2[W] + Intelligence modifier lightning damage, and you can use your aegis of assault power on the target of the attack as a free action. The target remains marked by your aegis of assault for the rest of the encounter, even if you use that power against a new target. It is still superseded by other marking effects.</Description></PowerCardItem><Weapon attackstat="Intelligence" defense="AC" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=9315&amp;ftype=1" name="Carnage Broadsword +3" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=49&amp;ftype=3"><AttackBonus dice-class="dice1d20plus22Attack" value="22"><Factor modifier="+7" name="Intelligence modifier" /><Factor abbreviation="1/2 Level" modifier="+8" name="Half Level" /><Factor modifier="+2" name="proficiency bonus" /><Factor modifier="+3" name="enhancement bonus" /><Factor modifier="+2" name="Feat bonus - Weapon Expertise (Heavy Blade)" /></AttackBonus><Damage dice-class="dice2d10plus12Damage" type="Lightning" value="2d10+12"><Factor modifier="+7" name="Intelligence modifier" /><Factor modifier="+3" name="enhancement bonus" /><Factor modifier="+2" name="Feat bonus - Weapon Focus (Heavy Blade)" /></Damage></Weapon><Weapon attackstat="Intelligence" defense="AC" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus15Attack" value="15"><Factor modifier="+7" name="Intelligence modifier" /><Factor abbreviation="1/2 Level" modifier="+8" name="Half Level" /></AttackBonus><Damage dice-class="dice2d4plus7Damage" type="Lightning" value="2d4+7"><Factor modifier="+7" name="Intelligence modifier" /></Damage></Weapon></Power><Power actiontype="Standard Action" attacktype="Melee weapon" display-class="USAGE_BladeStep" flavor="As you strike one foe, you teleport next to another." isMore="" keywords="Divine, Teleportation, Weapon" level="7" name="Blade Step" packagename="" packageurl="" powertype="Attack" powerusage="Encounter" source="Avenger Attack 7" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=3523" use-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiNmycM.triggerVariable(&apos;USAGE_BladeStep&apos;, {isBoolean:1});"><Condition name="+1 Racial bonus to attack rolls against bloodied foes - Bloodhunt" /><Condition name="+2 to damage rolls against bloodied targets - Gauntlets of Blood (heroic tier)" /><PowerCardItem><Name>Target</Name><Description>One creature</Description></PowerCardItem><PowerCardItem><Name>Attack</Name><Description>Wisdom vs. AC</Description></PowerCardItem><PowerCardItem><Name>Hit</Name><Description>2[W] + Wisdom modifier damage, and you teleport 10 squares to a space that must be adjacent to an enemy.</Description></PowerCardItem><Weapon attackstat="Wisdom" defense="AC" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=9315&amp;ftype=1" name="Carnage Broadsword +3" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=49&amp;ftype=3"><AttackBonus dice-class="dice1d20plus18Attack" value="18"><Factor modifier="+3" name="Wisdom modifier" /><Factor abbreviation="1/2 Level" modifier="+8" name="Half Level" /><Factor modifier="+2" name="proficiency bonus" /><Factor modifier="+3" name="enhancement bonus" /><Factor modifier="+2" name="Feat bonus - Weapon Expertise (Heavy Blade)" /></AttackBonus><Damage dice-class="dice2d10plus8Damage" value="2d10+8"><Factor modifier="+3" name="Wisdom modifier" /><Factor modifier="+3" name="enhancement bonus" /><Factor modifier="+2" name="Feat bonus - Weapon Focus (Heavy Blade)" /></Damage></Weapon><Weapon attackstat="Wisdom" defense="AC" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus11Attack" value="11"><Factor modifier="+3" name="Wisdom modifier" /><Factor abbreviation="1/2 Level" modifier="+8" name="Half Level" /></AttackBonus><Damage dice-class="dice2d4plus3Damage" value="2d4+3"><Factor modifier="+3" name="Wisdom modifier" /></Damage></Weapon></Power><Power actiontype="Minor Action" attacktype="Personal" display-class="USAGE_StanceofChaos" flavor="You invoke the fury of elemental chaos, attacking wildly. Frost, fire, or lightning dances along your blade as you lunge at your foes." isMore="" keywords="Arcane, Stance, Weapon ; Cold, Fire or Lightning" level="12" name="Stance of Chaos" packagename="" packageurl="" powertype="Utility" powerusage="Encounter" source="Anarch of Shyr Utility 12" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=3567" use-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiNmycM.triggerVariable(&apos;USAGE_StanceofChaos&apos;, {isBoolean:1});"><PowerCardItem><Name>Effect</Name><Description>Until the stance ends, you take a &#8211;2 penalty to attack rolls but your weapon attacks deal an extra 1d12 cold, fire, or lightning damage (your choice). You can end this stance with a minor action.</Description></PowerCardItem></Power><Power actiontype="Standard Action" attacktype="Melee weapon" display-class="USAGE_SpikesofAgony" flavor="Your strike leaves shards of pure force piercing your enemy&apos;s flesh, rending it if it moves." isMore="" keywords="Arcane, Force, Weapon" level="7" name="Spikes of Agony" packagename="" packageurl="" powertype="Attack" powerusage="Encounter" source="Swordmage Attack 7" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=3363" use-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiNmycM.triggerVariable(&apos;USAGE_SpikesofAgony&apos;, {isBoolean:1});"><Condition name="+1 Racial bonus to attack rolls against bloodied foes - Bloodhunt" /><Condition name="+2 to damage rolls against bloodied targets - Gauntlets of Blood (heroic tier)" /><PowerCardItem><Name>Target</Name><Description>One creature</Description></PowerCardItem><PowerCardItem><Name>Attack</Name><Description>Intelligence vs. AC</Description></PowerCardItem><PowerCardItem><Name>Hit</Name><Description>2[W] + Intelligence modifier force damage. If the target moves before the end of its next turn, it takes force damage equal to 5 + your Strength modifier.</Description></PowerCardItem><PowerCardItem><Name>Aegis of Assault</Name><Description>When you use your aegis of assault immediate reaction, you can use this power in place of the melee basic attack.</Description></PowerCardItem><Weapon attackstat="Intelligence" defense="AC" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=9315&amp;ftype=1" name="Carnage Broadsword +3" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=49&amp;ftype=3"><AttackBonus dice-class="dice1d20plus22Attack" value="22"><Factor modifier="+7" name="Intelligence modifier" /><Factor abbreviation="1/2 Level" modifier="+8" name="Half Level" /><Factor modifier="+2" name="proficiency bonus" /><Factor modifier="+3" name="enhancement bonus" /><Factor modifier="+2" name="Feat bonus - Weapon Expertise (Heavy Blade)" /></AttackBonus><Damage dice-class="dice2d10plus12Damage" type="Force" value="2d10+12"><Factor modifier="+7" name="Intelligence modifier" /><Factor modifier="+3" name="enhancement bonus" /><Factor modifier="+2" name="Feat bonus - Weapon Focus (Heavy Blade)" /></Damage></Weapon><Weapon attackstat="Intelligence" defense="AC" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus15Attack" value="15"><Factor modifier="+7" name="Intelligence modifier" /><Factor abbreviation="1/2 Level" modifier="+8" name="Half Level" /></AttackBonus><Damage dice-class="dice2d4plus7Damage" type="Force" value="2d4+7"><Factor modifier="+7" name="Intelligence modifier" /></Damage></Weapon></Power><Power actiontype="Immediate Interrupt" attacktype="Ranged 10" display-class="USAGE_SurprisingTransposition" flavor="You sever the fabric of reality, transporting an ally to safety while redirecting an enemy&apos;s attack." isMore="" keywords="Arcane, Implement, Teleportation" level="17" name="Surprising Transposition" packagename="" packageurl="" powertype="Attack" powerusage="Encounter" source="Swordmage Attack 17" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=5764" use-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiNmycM.triggerVariable(&apos;USAGE_SurprisingTransposition&apos;, {isBoolean:1});"><Condition name="+1 Racial bonus to attack rolls against bloodied foes - Bloodhunt" /><PowerCardItem><Name>Trigger</Name><Description>An enemy within 10 squares of you hits an ally with a melee attack</Description></PowerCardItem><PowerCardItem><Name>Target</Name><Description>One creature other than the triggering enemy or the ally who was hit</Description></PowerCardItem><PowerCardItem><Name>Attack</Name><Description>Intelligence vs. Fortitude. If the target is an ally, you do not make an attack roll.</Description></PowerCardItem><PowerCardItem><Name>Hit</Name><Description>The target swaps positions with the ally, and the target is subject to the triggering enemy's attack.</Description></PowerCardItem><Weapon attackstat="Intelligence" defense="Fortitude" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=9315&amp;ftype=1" name="Carnage Broadsword +3" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=49&amp;ftype=3"><AttackBonus dice-class="dice1d20plus18Attack" value="18"><Factor modifier="+7" name="Intelligence modifier" /><Factor abbreviation="1/2 Level" modifier="+8" name="Half Level" /><Factor modifier="+3" name="enhancement bonus" /></AttackBonus><Damage dice-class="diceDamage" value="" /></Weapon><Weapon attackstat="Intelligence" defense="Fortitude" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus15Attack" value="15"><Factor modifier="+7" name="Intelligence modifier" /><Factor abbreviation="1/2 Level" modifier="+8" name="Half Level" /></AttackBonus><Damage dice-class="diceDamage" value="" /></Weapon></Power><Power actiontype="Standard Action" display-class="USAGE_SecondWind" isMore="" name="Second Wind" packagename="" packageurl="" powerusage="Encounter" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=334" use-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiNmycM.triggerVariable(&apos;USAGE_SecondWind&apos;, { isBoolean:1, useRequires: function() { return CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiNmycM.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="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiNmycM.triggerVariable(&apos;USAGE_ActionPoint&apos;, {isBoolean:1});" /><Power actiontype="Free Action" attacktype="Close burst 2" display-class="USAGE_ArcaneTransport" flavor="You extend your magic to include a nearby friend as you step through an unseen, arcane corridor." isMore="" keywords="Arcane, Teleportation" level="2" name="Arcane Transport" packagename="" packageurl="" powertype="Utility" powerusage="Daily" source="Swordmage Utility 2" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=5739" use-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiNmycM.triggerVariable(&apos;USAGE_ArcaneTransport&apos;, {isBoolean:1});"><PowerCardItem><Name>Trigger</Name><Description>You teleport using a swordmage power</Description></PowerCardItem><PowerCardItem><Name>Target</Name><Description>One ally in the burst</Description></PowerCardItem><PowerCardItem><Name>Effect</Name><Description>The target teleports to a space adjacent to the space you teleport to.</Description></PowerCardItem></Power><Power actiontype="Standard Action" attacktype="Melee weapon" display-class="USAGE_PurifyingWound" flavor="Your attack inflicts a grievous wound and unleashes a gout of flame that consumes your enemy." isMore="" keywords="Arcane, Fire, Weapon" level="5" name="Purifying Wound" packagename="" packageurl="" powertype="Attack" powerusage="Daily" source="Swordmage Attack 5" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=5747" use-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiNmycM.triggerVariable(&apos;USAGE_PurifyingWound&apos;, {isBoolean:1});"><Condition name="+1 Racial bonus to attack rolls against bloodied foes - Bloodhunt" /><Condition name="+2 to damage rolls against bloodied targets - Gauntlets of Blood (heroic tier)" /><PowerCardItem><Name>Target</Name><Description>One creature</Description></PowerCardItem><PowerCardItem><Name>Attack</Name><Description>Intelligence vs. AC</Description></PowerCardItem><PowerCardItem><Name>Hit</Name><Description>2[W] + Intelligence modifier damage, and ongoing 5 fire damage (save ends). When the target takes the ongoing fire damage, each enemy adjacent to the target takes 5 fire damage.</Description></PowerCardItem><PowerCardItem><Name>Miss</Name><Description>Half damage.</Description></PowerCardItem><Weapon attackstat="Intelligence" defense="AC" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=9315&amp;ftype=1" name="Carnage Broadsword +3" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=49&amp;ftype=3"><AttackBonus dice-class="dice1d20plus22Attack" value="22"><Factor modifier="+7" name="Intelligence modifier" /><Factor abbreviation="1/2 Level" modifier="+8" name="Half Level" /><Factor modifier="+2" name="proficiency bonus" /><Factor modifier="+3" name="enhancement bonus" /><Factor modifier="+2" name="Feat bonus - Weapon Expertise (Heavy Blade)" /></AttackBonus><Damage dice-class="dice2d10plus12Damage" value="2d10+12"><Factor modifier="+7" name="Intelligence modifier" /><Factor modifier="+3" name="enhancement bonus" /><Factor modifier="+2" name="Feat bonus - Weapon Focus (Heavy Blade)" /></Damage></Weapon><Weapon attackstat="Intelligence" defense="AC" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus15Attack" value="15"><Factor modifier="+7" name="Intelligence modifier" /><Factor abbreviation="1/2 Level" modifier="+8" name="Half Level" /></AttackBonus><Damage dice-class="dice2d4plus7Damage" value="2d4+7"><Factor modifier="+7" name="Intelligence modifier" /></Damage></Weapon></Power><Power actiontype="Minor Action" attacktype="Close blast 3" display-class="USAGE_SwordmagesDecree" flavor="Speaking ancient words of aegis binding, you lower a mantle of magic over your enemies that marks them as your foes." isMore="" keywords="Arcane" level="6" name="Swordmage&apos;s Decree" packagename="" packageurl="" powertype="Utility" powerusage="Daily" source="Swordmage Utility 6" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=3145" use-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiNmycM.triggerVariable(&apos;USAGE_SwordmagesDecree&apos;, {isBoolean:1});"><PowerCardItem><Name>Target</Name><Description>Each enemy in the blast</Description></PowerCardItem><PowerCardItem><Name>Effect</Name><Description>The target is marked by your Swordmage Aegis power. Marking the target does not remove the mark on another target already affected by your Swordmage Aegis. If you mark only one target with this power, you do not expend the power but cannot use it again during this encounter.</Description></PowerCardItem></Power><Power actiontype="Minor Action" attacktype="Personal" display-class="USAGE_ImpenetrableWarding" flavor="The air shimmers about you and thickens against enemy assault. The mythal protects you, always." isMore="" keywords="Arcane, Stance" level="10" name="Impenetrable Warding" packagename="" packageurl="" powertype="Utility" powerusage="Daily" source="Swordmage Utility 10" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=3369" use-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiNmycM.triggerVariable(&apos;USAGE_ImpenetrableWarding&apos;, {isBoolean:1});"><PowerCardItem><Name>Effect</Name><Description>Your warding provides its bonus to all your defenses, not just AC.</Description></PowerCardItem></Power><Power actiontype="Minor Action" attacktype="Personal" display-class="USAGE_DiabolicTransformation" flavor="You roar with fury as the hellish blood that flows through your veins reveals its true power. In the blink of an eye, you transform into a brutish fiend." isMore="" keywords="Polymorph" name="Diabolic Transformation" packagename="" packageurl="" powerusage="Daily" source="Feat Utility" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=10242" use-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiNmycM.triggerVariable(&apos;USAGE_DiabolicTransformation&apos;, {isBoolean:1});"><PowerCardItem><Name>Effect</Name><Description>You transform into a diabolic brute until the end of the encounter. While you are in this form, you gain regeneration 2, you increase fire resistance by 5, you gain a +2 bonus to damage rolls, and the bonus to attack rolls granted by your Bloodhunt racial trait increases to +2.
11th level: Regeneration 4.
21st level: Regeneration 6.</Description></PowerCardItem><PowerCardItem><Name>Special</Name><Description>Once during this encounter while you are in this form, you can use the black wrath of hell power.</Description></PowerCardItem></Power><Power actiontype="Free Action" attacktype="Personal" display-class="USAGE_BlackWrathofHell" flavor="You burn through the very essence of your own soul to lend terrifying power to your attack." isMore="" name="Black Wrath of Hell" packagename="" packageurl="" powerusage="Daily" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=10243" use-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiNmycM.triggerVariable(&apos;USAGE_BlackWrathofHell&apos;, {isBoolean:1});"><PowerCardItem><Name>Trigger</Name><Description>You hit an enemy with an attack.</Description></PowerCardItem><PowerCardItem><Name>Effect</Name><Description>The attack deals 1d10 extra damage and the target takes a penalty to attack rolls against you equal to the higher of your Intelligence or Charisma modifier (save ends). The bonus damage increases to 2d10 at 11th level and 3d10 at 21st level.</Description></PowerCardItem></Power><Power actiontype="Standard Action" attacktype="Melee weapon" display-class="USAGE_GlamorBlade" flavor="As you cut into your foe, the air shimmers around you for a split second, and then two of you stand before the enemy." isMore="" keywords="Arcane, Conjuration, Weapon" level="9" name="Glamor Blade" packagename="" packageurl="" powertype="Attack" powerusage="Daily" source="Swordmage Attack 9" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=3366" use-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiNmycM.triggerVariable(&apos;USAGE_GlamorBlade&apos;, {isBoolean:1});"><Condition name="+1 Racial bonus to attack rolls against bloodied foes - Bloodhunt" /><Condition name="+2 to damage rolls against bloodied targets - Gauntlets of Blood (heroic tier)" /><PowerCardItem><Name>Target</Name><Description>One creature</Description></PowerCardItem><PowerCardItem><Name>Attack</Name><Description>Intelligence vs. AC</Description></PowerCardItem><PowerCardItem><Name>Hit</Name><Description>1[W] +Intelligence modifier damage.</Description></PowerCardItem><PowerCardItem><Name>Effect</Name><Description>You conjure a duplicate of yourself on a solid surface in a square adjacent to the target. The duplicate lasts until the end of the encounter or until you drop to 0 hit points or fewer. Enemies cannot move through the duplicate's space, but allies can. The duplicate disappears if you end any turn more than 5 squares away from it.
	You and the duplicate share your statistics and actions. Actions the duplicate takes come from your normal allotment of actions, and it can take any actions normally available to you. You can make attacks, including opportunity attacks, as though you occupied the same space as the duplicate. The duplicate can be targeted by attacks and provokes opportunity attacks. Any effect that targets you and the duplicate affects you only once.</Description></PowerCardItem><Weapon attackstat="Intelligence" defense="AC" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=9315&amp;ftype=1" name="Carnage Broadsword +3" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=49&amp;ftype=3"><AttackBonus dice-class="dice1d20plus22Attack" value="22"><Factor modifier="+7" name="Intelligence modifier" /><Factor abbreviation="1/2 Level" modifier="+8" name="Half Level" /><Factor modifier="+2" name="proficiency bonus" /><Factor modifier="+3" name="enhancement bonus" /><Factor modifier="+2" name="Feat bonus - Weapon Expertise (Heavy Blade)" /></AttackBonus><Damage dice-class="dice1d10plus12Damage" value="1d10+12"><Factor modifier="+7" name="Intelligence modifier" /><Factor modifier="+3" name="enhancement bonus" /><Factor modifier="+2" name="Feat bonus - Weapon Focus (Heavy Blade)" /></Damage></Weapon><Weapon attackstat="Intelligence" defense="AC" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus15Attack" value="15"><Factor modifier="+7" name="Intelligence modifier" /><Factor abbreviation="1/2 Level" modifier="+8" name="Half Level" /></AttackBonus><Damage dice-class="dice1d4plus7Damage" value="1d4+7"><Factor modifier="+7" name="Intelligence modifier" /></Damage></Weapon></Power><Power actiontype="Standard Action" attacktype="Melee weapon" display-class="USAGE_BurningMantle" flavor="As your sword connects with your foe&apos;s flesh, your body ignites into an aspect of fiery doom." isMore="" keywords="Arcane, Fire, Reliable, Weapon" level="15" name="Burning Mantle" packagename="" packageurl="" powertype="Attack" powerusage="Daily" source="Swordmage Attack 15" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=3970" use-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiNmycM.triggerVariable(&apos;USAGE_BurningMantle&apos;, {isBoolean:1});"><Condition name="+1 Racial bonus to attack rolls against bloodied foes - Bloodhunt" /><Condition name="+2 to damage rolls against bloodied targets - Gauntlets of Blood (heroic tier)" /><PowerCardItem><Name>Target</Name><Description>One creature</Description></PowerCardItem><PowerCardItem><Name>Attack</Name><Description>Intelligence vs. AC</Description></PowerCardItem><PowerCardItem><Name>Hit</Name><Description>2[W] + Intelligence modifier damage. Until the end of the encounter, each creature that starts its turn adjacent to you takes 5 fire damage.</Description></PowerCardItem><PowerCardItem><Name> Aegis of Assault</Name><Description>When you use your aegis of assault to teleport and make an attack, you can use this power in place of the melee basic attack.</Description></PowerCardItem><Weapon attackstat="Intelligence" defense="AC" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=9315&amp;ftype=1" name="Carnage Broadsword +3" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=49&amp;ftype=3"><AttackBonus dice-class="dice1d20plus22Attack" value="22"><Factor modifier="+7" name="Intelligence modifier" /><Factor abbreviation="1/2 Level" modifier="+8" name="Half Level" /><Factor modifier="+2" name="proficiency bonus" /><Factor modifier="+3" name="enhancement bonus" /><Factor modifier="+2" name="Feat bonus - Weapon Expertise (Heavy Blade)" /></AttackBonus><Damage dice-class="dice2d10plus12Damage" value="2d10+12"><Factor modifier="+7" name="Intelligence modifier" /><Factor modifier="+3" name="enhancement bonus" /><Factor modifier="+2" name="Feat bonus - Weapon Focus (Heavy Blade)" /></Damage></Weapon><Weapon attackstat="Intelligence" defense="AC" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus15Attack" value="15"><Factor modifier="+7" name="Intelligence modifier" /><Factor abbreviation="1/2 Level" modifier="+8" name="Half Level" /></AttackBonus><Damage dice-class="dice2d4plus7Damage" value="2d4+7"><Factor modifier="+7" name="Intelligence modifier" /></Damage></Weapon></Power><Power actiontype="Standard Action" attacktype="Melee weapon" display-class="USAGE_AspectofFury" flavor="You channel the anger of your god, creating a cloud of whirling death around you." isMore="" keywords="Divine, Weapon" level="15" name="Aspect of Fury" packagename="" packageurl="" powertype="Attack" powerusage="Daily" source="Avenger Attack 15" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=3640" use-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiNmycM.triggerVariable(&apos;USAGE_AspectofFury&apos;, {isBoolean:1});"><Condition name="+1 Racial bonus to attack rolls against bloodied foes - Bloodhunt" /><Condition name="+2 to damage rolls against bloodied targets - Gauntlets of Blood (heroic tier)" /><PowerCardItem><Name>Target</Name><Description>One creature</Description></PowerCardItem><PowerCardItem><Name>Attack</Name><Description>Wisdom vs. AC</Description></PowerCardItem><PowerCardItem><Name>Hit</Name><Description>3[W] + Wisdom modifier damage.</Description></PowerCardItem><PowerCardItem><Name>Miss</Name><Description>Half damage.</Description></PowerCardItem><PowerCardItem><Name>Effect</Name><Description>Until the end of the encounter, any enemy that starts its turn adjacent to you or that hits or misses you with a melee attack takes 5 damage.</Description></PowerCardItem><Weapon attackstat="Wisdom" defense="AC" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=9315&amp;ftype=1" name="Carnage Broadsword +3" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=49&amp;ftype=3"><AttackBonus dice-class="dice1d20plus18Attack" value="18"><Factor modifier="+3" name="Wisdom modifier" /><Factor abbreviation="1/2 Level" modifier="+8" name="Half Level" /><Factor modifier="+2" name="proficiency bonus" /><Factor modifier="+3" name="enhancement bonus" /><Factor modifier="+2" name="Feat bonus - Weapon Expertise (Heavy Blade)" /></AttackBonus><Damage dice-class="dice3d10plus8Damage" value="3d10+8"><Factor modifier="+3" name="Wisdom modifier" /><Factor modifier="+3" name="enhancement bonus" /><Factor modifier="+2" name="Feat bonus - Weapon Focus (Heavy Blade)" /></Damage></Weapon><Weapon attackstat="Wisdom" defense="AC" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus11Attack" value="11"><Factor modifier="+3" name="Wisdom modifier" /><Factor abbreviation="1/2 Level" modifier="+8" name="Half Level" /></AttackBonus><Damage dice-class="dice3d4plus3Damage" value="3d4+3"><Factor modifier="+3" name="Wisdom modifier" /></Damage></Weapon></Power><Power actiontype="Standard Action" attacktype="Melee weapon" display-class="USAGE_DimensionalThunder" flavor="As you pass unseen through dimensional space, you leave in your wake a thunderous roar that bombards enemies upon your arrival." isMore="" keywords="Arcane, Teleportation, Thunder, Weapon" level="1" name="Dimensional Thunder" packagename="" packageurl="" powertype="Attack" powerusage="Daily" source="Swordmage Attack 1" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=4796" use-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiNmycM.triggerVariable(&apos;USAGE_DimensionalThunder&apos;, {isBoolean:1});"><Condition name="+1 Racial bonus to attack rolls against bloodied foes - Bloodhunt" /><Condition name="+2 to damage rolls against bloodied targets - Gauntlets of Blood (heroic tier)" /><PowerCardItem><Name>Target</Name><Description>One creature</Description></PowerCardItem><PowerCardItem><Name>Attack</Name><Description>Intelligence vs. Fortitude</Description></PowerCardItem><PowerCardItem><Name>Effect</Name><Description>Teleport a number of squares equal to your Constitution modifier.</Description></PowerCardItem><PowerCardItem><Name>Hit</Name><Description>2[W] + Intelligence modifier thunder damage.</Description></PowerCardItem><PowerCardItem><Name>Effect</Name><Description>Teleport a number of squares equal to your Constitution modifier.</Description></PowerCardItem><Weapon attackstat="Intelligence" defense="Fortitude" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=9315&amp;ftype=1" name="Carnage Broadsword +3" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=49&amp;ftype=3"><AttackBonus dice-class="dice1d20plus22Attack" value="22"><Factor modifier="+7" name="Intelligence modifier" /><Factor abbreviation="1/2 Level" modifier="+8" name="Half Level" /><Factor modifier="+2" name="proficiency bonus" /><Factor modifier="+3" name="enhancement bonus" /><Factor modifier="+2" name="Feat bonus - Weapon Expertise (Heavy Blade)" /></AttackBonus><Damage dice-class="dice2d10plus12Damage" type="Thunder" value="2d10+12"><Factor modifier="+7" name="Intelligence modifier" /><Factor modifier="+3" name="enhancement bonus" /><Factor modifier="+2" name="Feat bonus - Weapon Focus (Heavy Blade)" /></Damage></Weapon><Weapon attackstat="Intelligence" defense="Fortitude" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus15Attack" value="15"><Factor modifier="+7" name="Intelligence modifier" /><Factor abbreviation="1/2 Level" modifier="+8" name="Half Level" /></AttackBonus><Damage dice-class="dice2d4plus7Damage" type="Thunder" value="2d4+7"><Factor modifier="+7" name="Intelligence modifier" /></Damage></Weapon></Power><Power actiontype="Minor Action" attacktype="Close burst 2" display-class="USAGE_ElementalBarrier" flavor="You create a barrier of protection for you and your allies." isMore="" keywords="Arcane, Zone" level="16" name="Elemental Barrier" packagename="" packageurl="" powertype="Utility" powerusage="Daily" source="Swordmage Utility 16" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=12222" use-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiNmycM.triggerVariable(&apos;USAGE_ElementalBarrier&apos;, {isBoolean:1});"><PowerCardItem><Name>Effect</Name><Description>The burst creates a zone that lasts until the end of the encounter. While in the zone, you and each ally gain resistance to fire, cold, and lightning damage equal to your twice your Intelligence modifier.</Description></PowerCardItem></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="Intelligent Blademaster" url="http://www.wizards.com/dndinsider/compendium/feat.aspx?id=613" /><Feat description="" name="Superior Fortitude" url="http://www.wizards.com/dndinsider/compendium/feat.aspx?id=3152" /><Feat description="" name="Improved Swordmage Warding" url="http://www.wizards.com/dndinsider/compendium/feat.aspx?id=1143" /><Feat description="Avenger: training in one class skill, oath of enmity 1/encounter" name="Hero of Faith" url="http://www.wizards.com/dndinsider/compendium/feat.aspx?id=1630" /><Feat description="" name="Weapon Expertise (Heavy Blade)" url="http://www.wizards.com/dndinsider/compendium/feat.aspx?id=1032" /><Feat description="" name="Resilient Focus" url="http://www.wizards.com/dndinsider/compendium/feat.aspx?id=3147" /><Feat description="" name="Diabolic Soul" url="http://www.wizards.com/dndinsider/compendium/feat.aspx?id=2129" /><Feat description="" name="Improved Defenses" url="http://www.wizards.com/dndinsider/compendium/feat.aspx?id=3143" /><Feat description="" name="Blood of Levistus" url="http://www.wizards.com/dndinsider/compendium/feat.aspx?id=2306" /><Feat description="" name="Reaper&apos;s Resistance" url="http://www.wizards.com/dndinsider/compendium/feat.aspx?id=1666" /><Feat description="" name="Weapon Focus (Heavy Blade)" url="http://www.wizards.com/dndinsider/compendium/feat.aspx?id=233" /></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="2" carried-ad-add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiNmycM.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="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiNmycM.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="74" carried-cp-add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiNmycM.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="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiNmycM.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="575" carried-gp-add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiNmycM.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="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiNmycM.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="242" carried-pp-add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiNmycM.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="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiNmycM.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="130" carried-sp-add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiNmycM.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="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiNmycM.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="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiNmycM.triggerVariable(&apos;CUR_DailyUses&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" daily-use-display-class="CUR_DailyUses" daily-use-subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiNmycM.triggerVariable(&apos;CUR_DailyUses&apos;, {autoValue:-1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" stored-ad="0" stored-ad-add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiNmycM.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="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiNmycM.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="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiNmycM.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="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiNmycM.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="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiNmycM.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="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiNmycM.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="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiNmycM.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="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiNmycM.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="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiNmycM.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="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiNmycM.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="53"><Item add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiNmycM.triggerVariable(&apos;CUR_Item_CloakofTranslocation4&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_CloakofTranslocation4" equippedcount="1" name="Cloak of Translocation +4" subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiNmycM.triggerVariable(&apos;CUR_Item_CloakofTranslocation4&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last CloakofTranslocation4?&apos;, displayClass:&apos;CUR_Item_CloakofTranslocation4&apos;, text:&apos;How many CloakofTranslocation4 should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Magic Item" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=6916&amp;ftype=1&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiNmycM.triggerVariable(&apos;CUR_Item_BeltofNourishment&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_BeltofNourishment" equippedcount="1" name="Belt of Nourishment" subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiNmycM.triggerVariable(&apos;CUR_Item_BeltofNourishment&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last BeltofNourishment?&apos;, displayClass:&apos;CUR_Item_BeltofNourishment&apos;, text:&apos;How many BeltofNourishment should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Magic Item" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=7027&amp;ftype=1&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiNmycM.triggerVariable(&apos;CUR_Item_GauntletsofBloodheroictier&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_GauntletsofBloodheroictier" equippedcount="1" name="Gauntlets of Blood (heroic tier)" subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiNmycM.triggerVariable(&apos;CUR_Item_GauntletsofBloodheroictier&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last GauntletsofBloodheroictier?&apos;, displayClass:&apos;CUR_Item_GauntletsofBloodheroictier&apos;, text:&apos;How many GauntletsofBloodheroictier should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Magic Item" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=5827&amp;ftype=1&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiNmycM.triggerVariable(&apos;CUR_Item_FireheartTattooparagontier&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_FireheartTattooparagontier" equippedcount="1" name="Fireheart Tattoo (paragon tier)" subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiNmycM.triggerVariable(&apos;CUR_Item_FireheartTattooparagontier&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last FireheartTattooparagontier?&apos;, displayClass:&apos;CUR_Item_FireheartTattooparagontier&apos;, text:&apos;How many FireheartTattooparagontier should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Magic Item" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=7022&amp;ftype=1&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiNmycM.triggerVariable(&apos;CUR_Item_SnakeskinArmor&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_SnakeskinArmor" equippedcount="1" name="Snakeskin Armor" subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiNmycM.triggerVariable(&apos;CUR_Item_SnakeskinArmor&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last SnakeskinArmor?&apos;, displayClass:&apos;CUR_Item_SnakeskinArmor&apos;, text:&apos;How many SnakeskinArmor should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Armor" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=27&amp;ftype=2&amp;page=item"><Enhancement name="Hero&apos;s Armor +4" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=5705&amp;ftype=1&amp;page=item" /></Item><Item add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiNmycM.triggerVariable(&apos;CUR_Item_Broadsword&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_Broadsword" equippedcount="1" name="Broadsword" subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiNmycM.triggerVariable(&apos;CUR_Item_Broadsword&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last Broadsword?&apos;, displayClass:&apos;CUR_Item_Broadsword&apos;, text:&apos;How many Broadsword should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Weapon" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=49&amp;ftype=3&amp;page=item"><Enhancement name="Carnage Weapon +3" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=9315&amp;ftype=1&amp;page=item" /></Item><Item add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiNmycM.triggerVariable(&apos;CUR_Item_CircletofArkhosiaparagontier&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_CircletofArkhosiaparagontier" equippedcount="1" name="Circlet of Arkhosia (paragon tier)" subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiNmycM.triggerVariable(&apos;CUR_Item_CircletofArkhosiaparagontier&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last CircletofArkhosiaparagontier?&apos;, displayClass:&apos;CUR_Item_CircletofArkhosiaparagontier&apos;, text:&apos;How many CircletofArkhosiaparagontier should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Magic Item" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=8375&amp;ftype=1&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiNmycM.triggerVariable(&apos;CUR_Item_BootsofDancing&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_BootsofDancing" equippedcount="1" name="Boots of Dancing" subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiNmycM.triggerVariable(&apos;CUR_Item_BootsofDancing&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last BootsofDancing?&apos;, displayClass:&apos;CUR_Item_BootsofDancing&apos;, text:&apos;How many BootsofDancing should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Magic Item" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=3302&amp;ftype=1&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiNmycM.triggerVariable(&apos;CUR_Item_BarrageBracers&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="2" display-class="CUR_Item_BarrageBracers" equippedcount="1" name="Barrage Bracers" subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiNmycM.triggerVariable(&apos;CUR_Item_BarrageBracers&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last BarrageBracers?&apos;, displayClass:&apos;CUR_Item_BarrageBracers&apos;, text:&apos;How many BarrageBracers should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Magic Item" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=6780&amp;ftype=1&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiNmycM.triggerVariable(&apos;CUR_Item_EmbersofDivinityparagontier&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_EmbersofDivinityparagontier" equippedcount="0" name="Embers of Divinity (paragon tier)" subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiNmycM.triggerVariable(&apos;CUR_Item_EmbersofDivinityparagontier&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last EmbersofDivinityparagontier?&apos;, displayClass:&apos;CUR_Item_EmbersofDivinityparagontier&apos;, text:&apos;How many EmbersofDivinityparagontier should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Magic Item" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=149916.19&amp;ftype=1&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiNmycM.triggerVariable(&apos;CUR_Item_PotionofRegenerationheroictier&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_PotionofRegenerationheroictier" equippedcount="0" name="Potion of Regeneration (heroic tier)" subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiNmycM.triggerVariable(&apos;CUR_Item_PotionofRegenerationheroictier&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last PotionofRegenerationheroictier?&apos;, displayClass:&apos;CUR_Item_PotionofRegenerationheroictier&apos;, text:&apos;How many PotionofRegenerationheroictier should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Magic Item" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=3937&amp;ftype=1&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiNmycM.triggerVariable(&apos;CUR_Item_Handcrossbow&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_Handcrossbow" equippedcount="0" name="Hand crossbow" subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiNmycM.triggerVariable(&apos;CUR_Item_Handcrossbow&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last Handcrossbow?&apos;, displayClass:&apos;CUR_Item_Handcrossbow&apos;, text:&apos;How many Handcrossbow should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Weapon" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=36&amp;ftype=3&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiNmycM.triggerVariable(&apos;CUR_Item_PotionofHealing&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="4" display-class="CUR_Item_PotionofHealing" equippedcount="0" name="Potion of Healing" subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiNmycM.triggerVariable(&apos;CUR_Item_PotionofHealing&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last PotionofHealing?&apos;, displayClass:&apos;CUR_Item_PotionofHealing&apos;, text:&apos;How many PotionofHealing should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Magic Item" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=1138&amp;ftype=1&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiNmycM.triggerVariable(&apos;CUR_Item_Spellbook&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_Spellbook" equippedcount="0" name="Spellbook" subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiNmycM.triggerVariable(&apos;CUR_Item_Spellbook&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last Spellbook?&apos;, displayClass:&apos;CUR_Item_Spellbook&apos;, text:&apos;How many Spellbook should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Gear" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=33&amp;ftype=4&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiNmycM.triggerVariable(&apos;CUR_Item_RidingHorse&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_RidingHorse" equippedcount="0" name="Riding Horse" subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiNmycM.triggerVariable(&apos;CUR_Item_RidingHorse&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last RidingHorse?&apos;, displayClass:&apos;CUR_Item_RidingHorse&apos;, text:&apos;How many RidingHorse should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Gear" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=43&amp;ftype=4&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiNmycM.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="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiNmycM.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="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiNmycM.triggerVariable(&apos;CUR_Item_Longsword&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="0" display-class="CUR_Item_Longsword" equippedcount="-1" name="Longsword" subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiNmycM.triggerVariable(&apos;CUR_Item_Longsword&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last Longsword?&apos;, displayClass:&apos;CUR_Item_Longsword&apos;, text:&apos;How many Longsword should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Weapon" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=19&amp;ftype=3&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiNmycM.triggerVariable(&apos;CUR_Item_Greatsword&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="0" display-class="CUR_Item_Greatsword" equippedcount="-1" name="Greatsword" subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiNmycM.triggerVariable(&apos;CUR_Item_Greatsword&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last Greatsword?&apos;, displayClass:&apos;CUR_Item_Greatsword&apos;, text:&apos;How many Greatsword should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Weapon" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=27&amp;ftype=3&amp;page=item" /></Loot><!-- Languages element: always present 
    Children:
        Language elements: one for each language
            Required attributes: name --><Languages><Language name="Draconic" /><Language name="Common" /><Language name="Primordial" /><Language name="Dwarven" /><Language name="Deep Speech" /><Language name="Elven" /><Language name="Giant" /><Language name="Goblin" /><Language name="Supernal" /><Language name="Abyssal" /></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="Swordmage"><Proficiency name="Light blade group" source="Swordmage" /><Proficiency name="Dagger" source="Swordmage" /><Proficiency name="Sickle" source="Swordmage" /><Proficiency name="Short sword" source="Swordmage" /><Proficiency name="Katar" source="Swordmage" /><Proficiency name="Rapier" source="Swordmage" /><Proficiency name="Shuriken" source="Swordmage" /><Proficiency name="Kukri" source="Swordmage" /><Proficiency name="Parrying dagger" source="Swordmage" /><Proficiency name="Spiked shield" source="Swordmage" /><Proficiency name="Double sword" source="Swordmage" /><Proficiency name="Cutting wheel" source="Swordmage" /><Proficiency name="Talenta boomerang" source="Swordmage" /><Proficiency name="Xen&apos;drik boomerang" source="Swordmage" /><Proficiency name="Chatkcha" source="Swordmage" /><Proficiency name="Puchik" source="Swordmage" /><Proficiency name="Tortoise blade" source="Swordmage" /><Proficiency name="Widow&apos;s knife" source="Swordmage" /><Proficiency name="Wrist razors" source="Swordmage" /><Proficiency name="Blade of Winter&apos;s Mourning" source="Swordmage" /><Proficiency name="Claw Fighter Claw" source="Swordmage" /><Proficiency name="Shadowblade" source="Swordmage" /><Proficiency name="Climbing Claw" source="Swordmage" /><Proficiency name="Feral Armor Claw" source="Swordmage" /><Proficiency name="Heavy Blade group" source="Swordmage" /><Proficiency name="Scythe" source="Swordmage" /><Proficiency name="Scimitar" source="Swordmage" /><Proficiency name="Longsword" source="Swordmage" /><Proficiency name="Glaive" source="Swordmage" /><Proficiency name="Greatsword" source="Swordmage" /><Proficiency name="Bastard sword" source="Swordmage" /><Proficiency name="Falchion" source="Swordmage" /><Proficiency name="Broadsword" source="Swordmage" /><Proficiency name="Khopesh" source="Swordmage" /><Proficiency name="Fullblade" source="Swordmage" /><Proficiency name="Drow long knife" source="Swordmage" /><Proficiency name="Talenta tangat" source="Swordmage" /><Proficiency name="Talenta sharrash" source="Swordmage" /><Proficiency name="Double scimitar" source="Swordmage" /><Proficiency name="Zulaat" source="Swordmage" /><Proficiency name="Dragon paw" source="Swordmage" /><Proficiency name="Lotulis" source="Swordmage" /><Proficiency name="Blade of Annihilation" source="Swordmage" /><Proficiency name="Starshadow Blade" source="Swordmage" /><Proficiency name="Sword of the White Well" source="Swordmage" /><Proficiency name="Blade of Chaos" source="Swordmage" /><Proficiency name="Heroic Tier" source="Swordmage" /><Proficiency name="Paragon Tier" source="Swordmage" /><Proficiency name="Holy Symbol" source="Swordmage" /></ProficiencyGroup><ProficiencyGroup name="Military Heavy Blade" source="Swordmage"><Proficiency name="Scimitar" source="Swordmage" /><Proficiency name="Longsword" source="Swordmage" /><Proficiency name="Glaive" source="Swordmage" /><Proficiency name="Greatsword" source="Swordmage" /><Proficiency name="Falchion" source="Swordmage" /><Proficiency name="Broadsword" source="Swordmage" /><Proficiency name="Khopesh" source="Swordmage" /><Proficiency name="Blade of annihilation" source="Swordmage" /><Proficiency name="Starshadow blade" source="Swordmage" /><Proficiency name="Sword of the white well" source="Swordmage" /><Proficiency name="Blade of chaos" source="Swordmage" /></ProficiencyGroup><ProficiencyGroup name="Military Light Blade" source="Swordmage"><Proficiency name="Short sword" source="Swordmage" /><Proficiency name="Rapier" source="Swordmage" /><Proficiency name="Chatkcha" source="Swordmage" /><Proficiency name="Blade of winter&apos;s mourning" source="Swordmage" /><Proficiency name="Feral armor claw" source="Swordmage" /></ProficiencyGroup><ProficiencyGroup name="Simple Melee" source="Swordmage"><Proficiency name="Club" source="Swordmage" /><Proficiency name="Dagger" source="Swordmage" /><Proficiency name="Javelin" source="Swordmage" /><Proficiency name="Mace" source="Swordmage" /><Proficiency name="Sickle" source="Swordmage" /><Proficiency name="Spear" source="Swordmage" /><Proficiency name="Greatclub" source="Swordmage" /><Proficiency name="Morningstar" source="Swordmage" /><Proficiency name="Quarterstaff" source="Swordmage" /><Proficiency name="Scythe" source="Swordmage" /><Proficiency name="Spiked gauntlet" source="Swordmage" /><Proficiency name="Talid" source="Swordmage" /><Proficiency name="Widow&apos;s knife" source="Swordmage" /><Proficiency name="Wrist razors" source="Swordmage" /><Proficiency name="Light mace" source="Swordmage" /><Proficiency name="Short spear" source="Swordmage" /><Proficiency name="Claw fighter claw" source="Swordmage" /><Proficiency name="Shadowblade" source="Swordmage" /><Proficiency name="Climbing claw" source="Swordmage" /><Proficiency name="Dragontooth shield" source="Swordmage" /><Proficiency name="Fighting shield" source="Swordmage" /><Proficiency name="Soul shield" source="Swordmage" /><Proficiency name="Sun shield" source="Swordmage" /><Proficiency name="Rod of seven parts" source="Swordmage" /></ProficiencyGroup><ProficiencyGroup name="Simple Ranged" source="Swordmage"><Proficiency name="Hand crossbow" source="Swordmage" /><Proficiency name="Sling" source="Swordmage" /><Proficiency name="Crossbow" source="Swordmage" /><Proficiency name="Repeating crossbow" source="Swordmage" /><Proficiency name="Dejada" source="Swordmage" /></ProficiencyGroup></WeaponProficiencies><ArmorProficiencies><Proficiency name="Cloth" source="Swordmage" /><Proficiency name="Leather" source="Swordmage" /></ArmorProficiencies><ShieldProficiencies /></Proficiencies></Character>