<?xml version="1.0" encoding="ISO-8859-1"?><?xml-stylesheet type="text/xsl" href="/145740951583/xsl/fullold.xsl"?><Character action-points-add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjHquEEDA.triggerVariable(&apos;CUR_Action Points&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" action-points-subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjHquEEDA.triggerVariable(&apos;CUR_Action Points&apos;, {autoValue:-1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" key="agdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjHquEEDA" milestone-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjHquEEDA.milestone();" name="Larissa the Sea Witch" safe-key="agdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjHquEEDA"><Description age="25" height="5&apos;9&quot;" weight="130 lb."><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="32000" alignment="Unaligned" deity="Kord" experience="26000" experience-prompt-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjHquEEDA.triggerVariable(&apos;Experience Points&apos;, {requireInt:1, text:&apos;How many XP should be added?&apos;, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" gender="female" level="11" name="Sorcerer" powersource="Arcane" role="Striker" size="Medium" tier="Paragon" vision="Low-light"><Race description="An ancient pact blessed you with the power of vampires, but without their overwhelming hunger." name="Vryloka" url="http://www.wizards.com/dndinsider/compendium/race.aspx?id=53"><Feature description="When you are bloodied, your healing surge value drops by 2." name="Blood Dependency" /><Feature description="You gain a +5 racial bonus to Bluff checks made to pass as a human." name="Human Heritage" /><Feature description="If a power has different effects on living creatures and undead creatures, you choose which effect applies to you." name="Living Dead" /><Feature description="You have necrotic resistance equal to 5 + one-half your level." name="Necrotic Resistance" /><Feature description="When your class grants you a utility power after 1st level, you may instead gain a vryloka utility power of the same level or lower" name="Vampiric Heritage" /><Feature description="You have the Lifeblood utility power." name="Lifeblood" /><Feature description="" name="Perception Bonus" /><Feature description="" name="Stealth Bonus" /></Race><Theme description="" name="Order Adept" url="http://www.wizards.com/dndinsider/compendium/theme.aspx?id=851" /><Background description="My mother told me that the caul was just superstition, and the howling wolves were just a coincidence. But I&apos;ve seen enough to know that something . . . dark . . . is involved." name="Born Under a Bad Sign" url="http://www.wizards.com/dndinsider/compendium/background.aspx?id=71"><Feature description="" name="Born Under a Bad Sign Benefit" /></Background><Class description="You channel wild, unpredictable arcane energy, harnessing the magic inherent in your blood." name="Sorcerer" url="http://www.wizards.com/dndinsider/compendium/class.aspx?id=128"><Feature description="" name="Order Adept Starting Feature" /><Feature description="Each sorcerer has a Spell Source" name="Spell Source" /><Feature description="Gain multiple benefits." name="Cosmic Magic" /><Feature description="Use Strength modifier for AC" name="Cosmic Persistence" /><Feature description="Add Strength modifier to damage, +2 at 11th, +4 at 21st" name="Cosmic Power" /><Feature description="Gain a bonus based on your phase which changes when you rest, become bloodied or use a daily" name="Soul of the Cosmic Cycle" /><Feature description="" name="Order Adept Level 5 Feature" /><Feature description="" name="Order Adept Level 10 Feature" /></Class><ParagonPath description="" name="Demonskin Adept" url="http://www.wizards.com/dndinsider/compendium/paragonpath.aspx?id=279"><Feature description="Change damage resistance type from Dragon Soul or Wild Soul, 1/encounter." name="Variable Resistance" /><Feature description="When you take an action point action, you and allies +3 attack; enemies +3 attack against you." name="Demon Fury" /></ParagonPath></Build><!-- Resistances element: Always present
    Optional Attributes: Fire, Cold, etc. (all allowed resistances)
 --><Resistances necrotic="10" /><!-- 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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjHquEEDA.triggerVariable(&apos;CUR_Conditions&apos;, {text:&apos;Enter text for the condition&apos;});" death-saves-add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjHquEEDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjHquEEDA.triggerVariable(&apos;CUR_Death Saves&apos;, {autoValue:-1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" extended-rest-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjHquEEDA.extendedRest();" power-points-add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjHquEEDA.triggerVariable(&apos;CUR_PowerPoints&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" power-points-display-class="CUR_PowerPoints" power-points-subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjHquEEDA.triggerVariable(&apos;CUR_PowerPoints&apos;, {autoValue:-1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" short-rest-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjHquEEDA.shortRest();" tempHP-bar-class="CUR_TempHPBar" tempHP-display-class="CUR_TempHP" tempHP-prompt-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjHquEEDA.triggerVariable(&apos;CUR_TempHP&apos;, {requireInt:1, min:0, text:&apos;Set to how many temporary HP?&apos; });"><MaxHitPoints damage-prompt-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjHquEEDA.damagePrompt();" heal-prompt-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjHquEEDA.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="93"><Factor abbreviation="Con" modifier="+13" name="Constitution" /><Factor abbreviation="Sorcerer 1" modifier="+12" name="Level 1 Sorcerer" /><Factor abbreviation="Str" modifier="+19" name="Strength" /><Factor abbreviation="Dex" modifier="+14" name="Dexterity" /><Factor abbreviation="Int" modifier="+12" name="Intelligence" /><Factor abbreviation="Wis" modifier="+11" name="Wisdom" /><Factor abbreviation="Cha" modifier="+21" name="Charisma" /><Factor modifier="+5" name="_PER-LEVEL-HPS" /><Factor modifier="+5" name="_PER-LEVEL-HPS" /><Factor modifier="+5" name="_PER-LEVEL-HPS" /><Factor modifier="+10" name="Toughness" /><Factor modifier="+5" name="_PER-LEVEL-HPS" /><Factor modifier="+5" name="_PER-LEVEL-HPS" /><Factor modifier="+5" name="_PER-LEVEL-HPS" /><Factor modifier="+5" name="_PER-LEVEL-HPS" /><Factor modifier="+5" name="_PER-LEVEL-HPS" /><Factor modifier="+5" name="_PER-LEVEL-HPS" /><Factor modifier="+5" name="_PER-LEVEL-HPS" /><Factor abbreviation="Sorcerer 11" modifier="+50" multiplied="5" multiplier="10" name="Level 11 Sorcerer" /></MaxHitPoints><BloodiedValue value="46"><Factor abbreviation="1/2 HP" modifier="+46" multiplied="93" multiplier=".5" name="Half Hit Points" /></BloodiedValue><MaxSurges add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjHquEEDA.triggerVariable(&apos;CUR_Surges&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjHquEEDA.triggerVariable(&apos;CUR_Surges&apos;, {autoValue:-1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" value="7"><Factor modifier="+6" name="Sorcerer" /><Factor abbreviation="Con mod" modifier="+1" name="Constitution modifier" /></MaxSurges><SurgeValue toHitPoints-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjHquEEDA.surgeValueToHitPoints(23);" value="23"><Factor abbreviation="1/4 HP" modifier="+23" multiplied="93" multiplier=".25" name="Quarter Hit Points" /><Condition name="-2 Blood Dependency" /></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="7"><Factor modifier="+7" name="Vryloka" /></Speed><Initiative dice-class="dice1d20plus7Initiative" value="7"><Factor abbreviation="1/2 Level" modifier="+5" 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="24"><Factor modifier="+10" name="Constant" /><Factor abbreviation="1/2 Level" modifier="+5" name="Half Level" /><Factor modifier="+0" name="Cloth Armor (Basic Clothing)" /><Factor modifier="+3" name="Summoned Armor +3" /><Condition name="+2 Unarmored Agility" /><Condition name="+2 Unarmored Agility" /><Condition name="+4 Strength modifier" /><Condition name="+2 Dexterity modifier" /></Defense><Defense abbreviation="Fort" name="Fortitude" value="21"><Factor modifier="+10" name="Constant" /><Factor abbreviation="1/2 Level" modifier="+5" name="Half Level" /><Factor modifier="+0" name="Fortitude Defense Class Bonus" /><Factor modifier="+2" name="Cloak of Resistance +2" /><Factor abbreviation="Str mod" modifier="+4" name="Strength modifier" /></Defense><Defense abbreviation="Ref" name="Reflex" value="19"><Factor modifier="+10" name="Constant" /><Factor abbreviation="1/2 Level" modifier="+5" name="Half Level" /><Factor modifier="+0" name="Reflex Defense Class Bonus" /><Factor modifier="+2" name="Cloak of Resistance +2" /><Factor abbreviation="Dex mod" modifier="+2" name="Dexterity modifier" /></Defense><Defense abbreviation="Will" name="Will" value="29"><Factor modifier="+10" name="Constant" /><Factor abbreviation="1/2 Level" modifier="+5" name="Half Level" /><Factor modifier="+2" name="Will Defense Class Bonus" /><Factor modifier="+3" name="Superior Will" /><Factor modifier="+2" name="Order Adept Level 10 Feature" /><Factor modifier="+2" name="Cloak of Resistance +2" /><Factor abbreviation="Cha mod" modifier="+5" name="Charisma modifier" /></Defense></Defenses><!-- PassiveSkills element: always present
    Children:
        PassiveSkill elements: two PassiveSkill elements are always present
            Required attributes: value, name (name is "Perception" or "Insight")
            Children:
                Factor elements: one for each factor contributing to the value.
                    Required attributes: name, modifier
                    Optional attributes: abbreviation, multiplier, multiplied
                        The "multiplier" and "multiplied" are only present if math was performed to get the modifier. --><PassiveSkills><PassiveSkill name="Perception" value="17"><Factor modifier="+7" name="Perception" /><Factor modifier="+10" name="Constant" /></PassiveSkill><PassiveSkill name="Insight" value="15"><Factor modifier="+5" name="Insight" /><Factor modifier="+10" name="Constant" /></PassiveSkill></PassiveSkills><!-- Skills element: always present
    Children:
        Skill elements: one for each skill defined by the Character Builder
            Required attributes: 
                name: name of the skill
                value: numeric display value
                dice-class: Use in conjunction with "Roller" to create a skill roller element.
                url: Compendium URL for the skill
                trained: "true" or "false"
                armorpenaltyapplies: "true" or "false"
            Children:
                Factor elements: one for each factor contributing to the value.
                    Required attributes: name, modifier
                    Optional attributes: abbreviation, multiplier, multiplied
                        The "multiplier" and "multiplied" are only present if math was performed to get the modifier. --><Skills><Skill armorpenaltyapplies="true" dice-class="dice1d20plus7Acrobatics" name="Acrobatics" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=1" value="7"><Factor abbreviation="1/2 Level" modifier="+5" name="Half Level" /><Factor modifier="+0" name="Acrobatics Misc" /><Factor abbreviation="Dex mod" modifier="+2" name="Dexterity modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus15Arcana" name="Arcana" trained="true" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=2" value="15"><Factor abbreviation="1/2 Level" modifier="+5" name="Half Level" /><Factor modifier="+5" name="Trained" /><Factor modifier="+4" name="Arcana Misc" /><Factor abbreviation="Int mod" modifier="+1" name="Intelligence modifier" /></Skill><Skill armorpenaltyapplies="true" dice-class="dice1d20plus14Athletics" name="Athletics" trained="true" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=27" value="14"><Factor abbreviation="1/2 Level" modifier="+5" name="Half Level" /><Factor modifier="+5" name="Trained" /><Factor modifier="+0" name="Athletics Misc" /><Factor abbreviation="Str mod" modifier="+4" name="Strength modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus10Bluff" name="Bluff" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=3" value="10"><Factor abbreviation="1/2 Level" modifier="+5" name="Half Level" /><Factor abbreviation="Cha mod" modifier="+5" name="Charisma modifier" /><Condition name="+0 Bluff Misc" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus10Diplomacy" name="Diplomacy" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=6" value="10"><Factor abbreviation="1/2 Level" modifier="+5" name="Half Level" /><Factor modifier="+0" name="Diplomacy Misc" /><Factor abbreviation="Cha mod" modifier="+5" name="Charisma modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus5Dungeoneering" name="Dungeoneering" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=7" value="5"><Factor abbreviation="1/2 Level" modifier="+5" name="Half Level" /><Factor modifier="+0" name="Dungeoneering Misc" /><Factor abbreviation="Wis mod" modifier="+0" name="Wisdom modifier" /></Skill><Skill armorpenaltyapplies="true" dice-class="dice1d20plus6Endurance" name="Endurance" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=8" value="6"><Factor abbreviation="1/2 Level" modifier="+5" name="Half Level" /><Factor modifier="+0" name="Endurance Misc" /><Factor abbreviation="Con mod" modifier="+1" name="Constitution modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus5Heal" name="Heal" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=9" value="5"><Factor abbreviation="1/2 Level" modifier="+5" name="Half Level" /><Factor modifier="+0" name="Heal Misc" /><Factor abbreviation="Wis mod" modifier="+0" name="Wisdom modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus6History" name="History" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=11" value="6"><Factor abbreviation="1/2 Level" modifier="+5" name="Half Level" /><Factor modifier="+0" name="History Misc" /><Factor abbreviation="Int mod" modifier="+1" name="Intelligence modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus5Insight" name="Insight" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=13" value="5"><Factor abbreviation="1/2 Level" modifier="+5" name="Half Level" /><Factor modifier="+0" name="Insight Misc" /><Factor abbreviation="Wis mod" modifier="+0" name="Wisdom modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus15Intimidate" name="Intimidate" trained="true" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=14" value="15"><Factor abbreviation="1/2 Level" modifier="+5" name="Half Level" /><Factor modifier="+5" name="Trained" /><Factor modifier="+0" name="Intimidate Misc" /><Factor abbreviation="Cha mod" modifier="+5" name="Charisma modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus10Nature" name="Nature" trained="true" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=16" value="10"><Factor abbreviation="1/2 Level" modifier="+5" name="Half Level" /><Factor modifier="+5" name="Trained" /><Factor modifier="+0" name="Nature Misc" /><Factor abbreviation="Wis mod" modifier="+0" name="Wisdom modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus7Perception" name="Perception" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=17" value="7"><Factor abbreviation="1/2 Level" modifier="+5" name="Half Level" /><Factor modifier="+2" name="Perception Misc" /><Factor abbreviation="Wis mod" modifier="+0" name="Wisdom modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus6Religion" name="Religion" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=18" value="6"><Factor abbreviation="1/2 Level" modifier="+5" name="Half Level" /><Factor modifier="+0" name="Religion Misc" /><Factor abbreviation="Int mod" modifier="+1" name="Intelligence modifier" /></Skill><Skill armorpenaltyapplies="true" dice-class="dice1d20plus9Stealth" name="Stealth" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=20" value="9"><Factor abbreviation="1/2 Level" modifier="+5" name="Half Level" /><Factor modifier="+2" name="Stealth Misc" /><Factor abbreviation="Dex mod" modifier="+2" name="Dexterity modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus10Streetwise" name="Streetwise" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=21" value="10"><Factor abbreviation="1/2 Level" modifier="+5" name="Half Level" /><Factor modifier="+0" name="Streetwise Misc" /><Factor abbreviation="Cha mod" modifier="+5" name="Charisma modifier" /></Skill><Skill armorpenaltyapplies="true" dice-class="dice1d20plus7Thievery" name="Thievery" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=23" value="7"><Factor abbreviation="1/2 Level" modifier="+5" name="Half Level" /><Factor modifier="+0" 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="19"><Factor modifier="+14" name="Starting" /><Factor modifier="+2" name="Vryloka" /><Factor modifier="+1" name="Level 4" /><Factor modifier="+1" name="Level 8" /><Factor modifier="+1" name="Level 11" /><AbilityModifier dice-class="dice1d20plus9Strength" modifier="+4" rollmodifier="+9" /></AbilityScore><AbilityScore abbreviation="Con" name="Constitution" value="13"><Factor modifier="+12" name="Starting" /><Factor modifier="+1" name="Level 11" /><AbilityModifier dice-class="dice1d20plus6Constitution" modifier="+1" rollmodifier="+6" /></AbilityScore><AbilityScore abbreviation="Dex" name="Dexterity" value="14"><Factor modifier="+13" name="Starting" /><Factor modifier="+1" name="Level 11" /><AbilityModifier dice-class="dice1d20plus7Dexterity" modifier="+2" rollmodifier="+7" /></AbilityScore><AbilityScore abbreviation="Int" name="Intelligence" value="12"><Factor modifier="+11" name="Starting" /><Factor modifier="+1" name="Level 11" /><AbilityModifier dice-class="dice1d20plus6Intelligence" modifier="+1" rollmodifier="+6" /></AbilityScore><AbilityScore abbreviation="Wis" name="Wisdom" value="11"><Factor modifier="+10" name="Starting" /><Factor modifier="+1" name="Level 11" /><AbilityModifier dice-class="dice1d20plus5Wisdom" modifier="+0" rollmodifier="+5" /></AbilityScore><AbilityScore abbreviation="Cha" name="Charisma" value="21"><Factor modifier="+16" name="Starting" /><Factor modifier="+2" name="Vryloka" /><Factor modifier="+1" name="Level 4" /><Factor modifier="+1" name="Level 8" /><Factor modifier="+1" name="Level 11" /><AbilityModifier dice-class="dice1d20plus10Charisma" modifier="+5" rollmodifier="+10" /></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"><PowerCardItem><Name>Target</Name><Description>One creature</Description></PowerCardItem><PowerCardItem><Name>Attack</Name><Description>Strength vs. AC</Description></PowerCardItem><PowerCardItem><Name>Hit</Name><Description>1[W] + Strength modifier damage.</Description></PowerCardItem><PowerCardItem><Name> Level 21</Name><Description>2[W] + Strength modifier damage.</Description></PowerCardItem><Weapon attackstat="Strength" defense="AC" name="Staff of Ruin +3" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=2984&amp;ftype=1"><AttackBonus dice-class="dice1d20plus16Attack" value="16"><Factor modifier="+4" name="Strength modifier" /><Factor abbreviation="1/2 Level" modifier="+5" name="Half Level" /><Factor modifier="+2" name="proficiency bonus" /><Factor modifier="+3" name="enhancement bonus" /><Factor modifier="+2" name="Feat bonus - Staff Expertise" /></AttackBonus><Damage dice-class="dice1d8plus10Damage" value="1d8+10"><Factor modifier="+4" name="Strength modifier" /><Factor modifier="+3" name="enhancement bonus" /><Factor modifier="+3" name="item bonus - Staff of Ruin +3" /></Damage></Weapon><Weapon attackstat="Strength" defense="AC" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=5976&amp;ftype=1" name="Challenge-Seeking Dagger +3" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=3&amp;ftype=3"><Condition dice-class="dice2d6Condition" name="+2d6 damage against enemies at maximum hit points" /><AttackBonus dice-class="dice1d20plus15Attack" value="15"><Factor modifier="+4" name="Strength modifier" /><Factor abbreviation="1/2 Level" modifier="+5" name="Half Level" /><Factor modifier="+3" name="proficiency bonus" /><Factor modifier="+3" name="enhancement bonus" /></AttackBonus><Damage dice-class="dice1d4plus7Damage" value="1d4+7"><Factor modifier="+4" name="Strength modifier" /><Factor modifier="+3" name="enhancement bonus" /></Damage></Weapon><Weapon attackstat="Strength" defense="AC" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus9Attack" value="9"><Factor modifier="+4" name="Strength modifier" /><Factor abbreviation="1/2 Level" modifier="+5" name="Half Level" /></AttackBonus><Damage dice-class="dice1d4plus4Damage" value="1d4+4"><Factor modifier="+4" name="Strength modifier" /></Damage></Weapon></Power><Power actiontype="Standard Action" attacktype="Ranged weapon" flavor="You resort to the simple attack you learned when you first picked up a ranged weapon." isMore="" keywords="Weapon" name="Ranged Basic Attack" packagename="" packageurl="" powerusage="At-Will" source="Basic Attack" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=426"><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" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=5976&amp;ftype=1" name="Challenge-Seeking Dagger +3" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=3&amp;ftype=3"><Condition dice-class="dice2d6Condition" name="+2d6 damage against enemies at maximum hit points" /><AttackBonus dice-class="dice1d20plus13Attack" value="13"><Factor modifier="+2" name="Dexterity modifier" /><Factor abbreviation="1/2 Level" modifier="+5" name="Half Level" /><Factor modifier="+3" name="proficiency bonus" /><Factor modifier="+3" name="enhancement bonus" /></AttackBonus><Damage dice-class="dice1d4plus5Damage" value="1d4+5"><Factor modifier="+2" name="Dexterity modifier" /><Factor modifier="+3" name="enhancement bonus" /></Damage></Weapon><Weapon attackstat="Dexterity" defense="AC" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus7Attack" value="7"><Factor modifier="+2" name="Dexterity modifier" /><Factor abbreviation="1/2 Level" modifier="+5" name="Half Level" /></AttackBonus><Damage dice-class="dice1d4plus2Damage" value="1d4+2"><Factor modifier="+2" name="Dexterity modifier" /></Damage></Weapon></Power><Power actiontype="Standard Action" attacktype="Area burst 1 within 10 squares" flavor="A shower of radiance falls upon your enemies and then bursts out, creating a cage of burning embers that are painful to pass through." isMore="" keywords="Arcane, Fire, Implement, Radiant, Zone" level="1" name="Blazing Starfall" packagename="" packageurl="" powertype="Attack" powerusage="At-Will" source="Sorcerer Attack 1" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=5840"><PowerCardItem><Name>Target</Name><Description>Each creature in the burst</Description></PowerCardItem><PowerCardItem><Name>Attack</Name><Description>Charisma vs. Reflex</Description></PowerCardItem><PowerCardItem><Name>Hit</Name><Description>1d4 + Charisma modifier radiant damage.
Level 21: 2d4 + Charisma modifier radiant damage.</Description></PowerCardItem><PowerCardItem><Name> Cosmic Magic</Name><Description>The burst creates a zone bounded by burning ground that lasts until the end of your next turn. The first time each turn that an enemy within the zone leaves it, that enemy takes fire damage equal to your Strength modifier.</Description></PowerCardItem><Weapon attackstat="Charisma" defense="Reflex" name="Staff of Ruin +3" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=2984&amp;ftype=1"><AttackBonus dice-class="dice1d20plus15Attack" value="15"><Factor modifier="+5" name="Charisma modifier" /><Factor abbreviation="1/2 Level" modifier="+5" name="Half Level" /><Factor modifier="+3" name="enhancement bonus" /><Factor modifier="+2" name="Feat bonus - Staff Expertise" /></AttackBonus><Damage dice-class="dice1d4plus22Damage" type="Radiant" value="1d4+22"><Factor modifier="+5" name="Charisma modifier" /><Factor modifier="+3" name="enhancement bonus" /><Factor modifier="+3" name="off-hand enhancement bonus" /><Factor modifier="+4" name="bonus - Cosmic Power" /><Factor modifier="+2" name="bonus - Cosmic Power" /><Factor modifier="+2" name="Feat bonus - Implement Focus (Staff)" /><Factor modifier="+3" name="item bonus - Staff of Ruin +3" /></Damage></Weapon><Weapon attackstat="Charisma" defense="Reflex" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=5976&amp;ftype=1" name="Challenge-Seeking Dagger +3" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=3&amp;ftype=3"><Condition dice-class="dice2d6Condition" name="+2d6 damage against enemies at maximum hit points" /><AttackBonus dice-class="dice1d20plus13Attack" value="13"><Factor modifier="+5" name="Charisma modifier" /><Factor abbreviation="1/2 Level" modifier="+5" name="Half Level" /><Factor modifier="+3" name="enhancement bonus" /></AttackBonus><Damage dice-class="dice1d4plus17Damage" type="Radiant" value="1d4+17"><Factor modifier="+5" name="Charisma modifier" /><Factor modifier="+3" name="enhancement bonus" /><Factor modifier="+3" name="off-hand enhancement bonus" /><Factor modifier="+4" name="bonus - Cosmic Power" /><Factor modifier="+2" name="bonus - Cosmic Power" /></Damage></Weapon><Weapon attackstat="Charisma" defense="Reflex" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus10Attack" value="10"><Factor modifier="+5" name="Charisma modifier" /><Factor abbreviation="1/2 Level" modifier="+5" name="Half Level" /></AttackBonus><Damage dice-class="dice1d4plus11Damage" type="Radiant" value="1d4+11"><Factor modifier="+5" name="Charisma modifier" /><Factor modifier="+4" name="bonus - Cosmic Power" /><Factor modifier="+2" name="bonus - Cosmic Power" /></Damage></Weapon></Power><Power actiontype="Standard Action" attacktype="Ranged 20" flavor="You hurl a globe of acid at a distant enemy." isMore="" keywords="Acid, Arcane, Implement" level="1" name="Acid Orb" packagename="" packageurl="" powertype="Attack" powerusage="At-Will" source="Sorcerer Attack 1" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=5259"><PowerCardItem><Name>Target</Name><Description>One creature</Description></PowerCardItem><PowerCardItem><Name>Attack</Name><Description>Charisma vs. Reflex</Description></PowerCardItem><PowerCardItem><Name>Hit</Name><Description>1d10 + Charisma modifier acid damage.
Level 21: 2d10 + Charisma modifier acid damage.</Description></PowerCardItem><PowerCardItem><Name>Special</Name><Description>This power can be used as a ranged basic attack.</Description></PowerCardItem><Weapon attackstat="Charisma" defense="Reflex" name="Staff of Ruin +3" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=2984&amp;ftype=1"><AttackBonus dice-class="dice1d20plus15Attack" value="15"><Factor modifier="+5" name="Charisma modifier" /><Factor abbreviation="1/2 Level" modifier="+5" name="Half Level" /><Factor modifier="+3" name="enhancement bonus" /><Factor modifier="+2" name="Feat bonus - Staff Expertise" /></AttackBonus><Damage dice-class="dice1d10plus22Damage" type="Acid" value="1d10+22"><Factor modifier="+5" name="Charisma modifier" /><Factor modifier="+3" name="enhancement bonus" /><Factor modifier="+3" name="off-hand enhancement bonus" /><Factor modifier="+4" name="bonus - Cosmic Power" /><Factor modifier="+2" name="bonus - Cosmic Power" /><Factor modifier="+2" name="Feat bonus - Implement Focus (Staff)" /><Factor modifier="+3" name="item bonus - Staff of Ruin +3" /></Damage></Weapon><Weapon attackstat="Charisma" defense="Reflex" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=5976&amp;ftype=1" name="Challenge-Seeking Dagger +3" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=3&amp;ftype=3"><Condition dice-class="dice2d6Condition" name="+2d6 damage against enemies at maximum hit points" /><AttackBonus dice-class="dice1d20plus13Attack" value="13"><Factor modifier="+5" name="Charisma modifier" /><Factor abbreviation="1/2 Level" modifier="+5" name="Half Level" /><Factor modifier="+3" name="enhancement bonus" /></AttackBonus><Damage dice-class="dice1d10plus17Damage" type="Acid" value="1d10+17"><Factor modifier="+5" name="Charisma modifier" /><Factor modifier="+3" name="enhancement bonus" /><Factor modifier="+3" name="off-hand enhancement bonus" /><Factor modifier="+4" name="bonus - Cosmic Power" /><Factor modifier="+2" name="bonus - Cosmic Power" /></Damage></Weapon><Weapon attackstat="Charisma" defense="Reflex" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus10Attack" value="10"><Factor modifier="+5" name="Charisma modifier" /><Factor abbreviation="1/2 Level" modifier="+5" name="Half Level" /></AttackBonus><Damage dice-class="dice1d10plus11Damage" type="Acid" value="1d10+11"><Factor modifier="+5" name="Charisma modifier" /><Factor modifier="+4" name="bonus - Cosmic Power" /><Factor modifier="+2" name="bonus - Cosmic Power" /></Damage></Weapon></Power><Power actiontype="Opportunity Action" isMore="true" name="Opportunity Attack" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=331" /><Power actiontype="Opportunity Action" isMore="true" name="Opportunity Action" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=119" /><Power actiontype="Immediate Reaction" isMore="true" name="Readied action" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=332" /><Power actiontype="Free Action" isMore="true" name="Delay" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=327" /><Power actiontype="Free Action" isMore="true" name="End a grab" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=329" /><Power actiontype="Minor Action" isMore="true" name="Drop prone" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=141" /><Power actiontype="Standard Action" isMore="true" name="Aid Another" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=322" /><Power actiontype="Standard Action" isMore="true" name="Bull Rush" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=323" /><Power actiontype="Standard Action" isMore="true" name="Charge" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=324" /><Power actiontype="Standard Action" isMore="true" name="Coup de grace" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=325" /><Power actiontype="Standard Action" isMore="true" name="Grab" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=329" /><Power actiontype="Minor Action" isMore="true" name="Sustain a Grab" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=329" /><Power actiontype="Standard Action" isMore="true" name="Ready an action" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=332" /><Power actiontype="Standard Action" isMore="true" name="Total defense" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=338" /><Power actiontype="Move Action" isMore="true" name="Walk 7 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 9 squares" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=333" /><Power actiontype="Move Action" isMore="true" name="Shift 1 square" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=335" /><Power actiontype="Move Action" isMore="true" name="Crawl 3 squares" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=326" /><Power actiontype="Move Action" isMore="true" name="Squeeze 3 squares" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=336" /><Power actiontype="Move Action" isMore="true" name="Stand up" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=337" /><Power actiontype="Move Action" isMore="true" name="Escape a Grab" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=328" /><Power actiontype="Standard Action" isMore="true" name="Any Move Action" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=116" /><Power actiontype="Standard Action" isMore="true" name="Any Minor Action" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=117" /><Power actiontype="Move Action" isMore="true" name="Any Minor Action" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=117" /><Power actiontype="Standard Action" attacktype="Area burst 1 within 10 squares" display-class="USAGE_ArgentRain" flavor="You bring forth a shower of blue-white molten metal droplets, searing your foes and threatening any creature that ventures into the area." isMore="" keywords="Arcane, Fire, Implement, Zone" name="Argent Rain" packagename="" packageurl="" powertype="Attack" powerusage="Encounter" source="Order Adept Attack" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=14123" use-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjHquEEDA.triggerVariable(&apos;USAGE_ArgentRain&apos;, {isBoolean:1});"><PowerCardItem><Name>Target</Name><Description>Each creature in the burst</Description></PowerCardItem><PowerCardItem><Name>Attack</Name><Description>Highest ability modifier vs. Reflex</Description></PowerCardItem><PowerCardItem><Name>Hit</Name><Description>1d10 + highest ability modifier fire damage.</Description></PowerCardItem><PowerCardItem><Name>Effect</Name><Description>The burst creates a zone that lasts until the start of your next turn. Any creature that enters the zone or ends its turn there takes 5 fire damage. A creature can take this damage only once per turn.
	Level 11: 10 fire damage.
	Level 21: 15 fire damage.</Description></PowerCardItem><Weapon attackstat="Charisma" defense="Reflex" name="Staff of Ruin +3" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=2984&amp;ftype=1"><AttackBonus dice-class="dice1d20plus15Attack" value="15"><Factor modifier="+5" name="Charisma modifier" /><Factor abbreviation="1/2 Level" modifier="+5" name="Half Level" /><Factor modifier="+3" name="enhancement bonus" /><Factor modifier="+2" name="Feat bonus - Staff Expertise" /></AttackBonus><Damage dice-class="dice1d10plus22Damage" value="1d10+22"><Factor modifier="+5" name="Charisma modifier" /><Factor modifier="+3" name="enhancement bonus" /><Factor modifier="+3" name="off-hand enhancement bonus" /><Factor modifier="+4" name="bonus - Cosmic Power" /><Factor modifier="+2" name="bonus - Cosmic Power" /><Factor modifier="+2" name="Feat bonus - Implement Focus (Staff)" /><Factor modifier="+3" name="item bonus - Staff of Ruin +3" /></Damage></Weapon><Weapon attackstat="Charisma" defense="Reflex" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=5976&amp;ftype=1" name="Challenge-Seeking Dagger +3" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=3&amp;ftype=3"><Condition dice-class="dice2d6Condition" name="+2d6 damage against enemies at maximum hit points" /><AttackBonus dice-class="dice1d20plus13Attack" value="13"><Factor modifier="+5" name="Charisma modifier" /><Factor abbreviation="1/2 Level" modifier="+5" name="Half Level" /><Factor modifier="+3" name="enhancement bonus" /></AttackBonus><Damage dice-class="dice1d10plus17Damage" value="1d10+17"><Factor modifier="+5" name="Charisma modifier" /><Factor modifier="+3" name="enhancement bonus" /><Factor modifier="+3" name="off-hand enhancement bonus" /><Factor modifier="+4" name="bonus - Cosmic Power" /><Factor modifier="+2" name="bonus - Cosmic Power" /></Damage></Weapon><Weapon attackstat="Charisma" defense="Reflex" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus10Attack" value="10"><Factor modifier="+5" name="Charisma modifier" /><Factor abbreviation="1/2 Level" modifier="+5" name="Half Level" /></AttackBonus><Damage dice-class="dice1d10plus11Damage" value="1d10+11"><Factor modifier="+5" name="Charisma modifier" /><Factor modifier="+4" name="bonus - Cosmic Power" /><Factor modifier="+2" name="bonus - Cosmic Power" /></Damage></Weapon></Power><Power actiontype="Free Action" attacktype="Personal" display-class="USAGE_Lifeblood" flavor="An enemy&apos;s ebbing life grants you a surge of vitality." isMore="" name="Lifeblood" packagename="Vryloka" packageurl="http://www.wizards.com/dndinsider/compendium/race.aspx?id=53" powertype="Utility" powerusage="Encounter" source="Vryloka Utility" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=14033" use-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjHquEEDA.triggerVariable(&apos;USAGE_Lifeblood&apos;, {isBoolean:1});"><PowerCardItem><Name>Trigger</Name><Description>You kill or bloody an enemy.</Description></PowerCardItem><PowerCardItem><Name>Effect</Name><Description>You gain one of the following benefits.
	* You shift up to your speed.
	* You gain temporary hit points equal to 5 + one-half your level.
	* You gain a +2 power bonus to attack rolls until the end of your next turn.</Description></PowerCardItem></Power><Power actiontype="Standard Action" attacktype="Ranged 10" display-class="USAGE_ThunderSlam" flavor="A shock wave of sound slams into the enemy." isMore="" keywords="Arcane, Implement, Thunder" level="1" name="Thunder Slam" packagename="" packageurl="" powertype="Attack" powerusage="Encounter" source="Sorcerer Attack 1" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=5114" use-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjHquEEDA.triggerVariable(&apos;USAGE_ThunderSlam&apos;, {isBoolean:1});"><PowerCardItem><Name>Target</Name><Description>One creature</Description></PowerCardItem><PowerCardItem><Name>Attack</Name><Description>Charisma vs. Fortitude</Description></PowerCardItem><PowerCardItem><Name>Hit</Name><Description>2d10 + Charisma modifier thunder damage, and you push the target 3 squares.</Description></PowerCardItem><Weapon attackstat="Charisma" defense="Fortitude" name="Staff of Ruin +3" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=2984&amp;ftype=1"><AttackBonus dice-class="dice1d20plus15Attack" value="15"><Factor modifier="+5" name="Charisma modifier" /><Factor abbreviation="1/2 Level" modifier="+5" name="Half Level" /><Factor modifier="+3" name="enhancement bonus" /><Factor modifier="+2" name="Feat bonus - Staff Expertise" /></AttackBonus><Damage dice-class="dice2d10plus22Damage" type="Thunder" value="2d10+22"><Factor modifier="+5" name="Charisma modifier" /><Factor modifier="+3" name="enhancement bonus" /><Factor modifier="+3" name="off-hand enhancement bonus" /><Factor modifier="+4" name="bonus - Cosmic Power" /><Factor modifier="+2" name="bonus - Cosmic Power" /><Factor modifier="+2" name="Feat bonus - Implement Focus (Staff)" /><Factor modifier="+3" name="item bonus - Staff of Ruin +3" /></Damage></Weapon><Weapon attackstat="Charisma" defense="Fortitude" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=5976&amp;ftype=1" name="Challenge-Seeking Dagger +3" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=3&amp;ftype=3"><Condition dice-class="dice2d6Condition" name="+2d6 damage against enemies at maximum hit points" /><AttackBonus dice-class="dice1d20plus13Attack" value="13"><Factor modifier="+5" name="Charisma modifier" /><Factor abbreviation="1/2 Level" modifier="+5" name="Half Level" /><Factor modifier="+3" name="enhancement bonus" /></AttackBonus><Damage dice-class="dice2d10plus17Damage" type="Thunder" value="2d10+17"><Factor modifier="+5" name="Charisma modifier" /><Factor modifier="+3" name="enhancement bonus" /><Factor modifier="+3" name="off-hand enhancement bonus" /><Factor modifier="+4" name="bonus - Cosmic Power" /><Factor modifier="+2" name="bonus - Cosmic Power" /></Damage></Weapon><Weapon attackstat="Charisma" defense="Fortitude" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus10Attack" value="10"><Factor modifier="+5" name="Charisma modifier" /><Factor abbreviation="1/2 Level" modifier="+5" name="Half Level" /></AttackBonus><Damage dice-class="dice2d10plus11Damage" type="Thunder" value="2d10+11"><Factor modifier="+5" name="Charisma modifier" /><Factor modifier="+4" name="bonus - Cosmic Power" /><Factor modifier="+2" name="bonus - Cosmic Power" /></Damage></Weapon></Power><Power actiontype="Standard Action" attacktype="Close burst 10" display-class="USAGE_SorcerousSirocco" flavor="You exhale a magic-enhanced breath that briefly sends you and an ally flying through the air." isMore="" keywords="Arcane" level="2" name="Sorcerous Sirocco" packagename="" packageurl="" powertype="Utility" powerusage="Encounter" source="Sorcerer Utility 2" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=3053" use-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjHquEEDA.triggerVariable(&apos;USAGE_SorcerousSirocco&apos;, {isBoolean:1});"><PowerCardItem><Name>Target</Name><Description>You and one ally in the burst</Description></PowerCardItem><PowerCardItem><Name>Effect</Name><Description>Each target moves a number of squares equal to his or her speed + 2. Each target can fly during this movement but falls if he or she does not land by the end of the movement.</Description></PowerCardItem></Power><Power actiontype="Standard Action" attacktype="Area burst 1 within 10 squares" display-class="USAGE_SwirlingStars" flavor="A cyclonic cloud of starry motes descends on the batlefield, following your gesticulations to land in your enemies&apos; midst." isMore="" keywords="Arcane, Cold, Implement, Thunder" level="3" name="Swirling Stars" packagename="" packageurl="" powertype="Attack" powerusage="Encounter" source="Sorcerer Attack 3" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=3013" use-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjHquEEDA.triggerVariable(&apos;USAGE_SwirlingStars&apos;, {isBoolean:1});"><PowerCardItem><Name>Target</Name><Description>Each creature in the burst</Description></PowerCardItem><PowerCardItem><Name> Cosmic Magic</Name><Description>You can choose not to target a creature in the origin square of the burst.</Description></PowerCardItem><PowerCardItem><Name>Attack</Name><Description>Charisma vs. Reflex</Description></PowerCardItem><PowerCardItem><Name>Hit</Name><Description>2d8 + Charisma modifier cold and thunder damage.</Description></PowerCardItem><Weapon attackstat="Charisma" defense="Reflex" name="Staff of Ruin +3" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=2984&amp;ftype=1"><AttackBonus dice-class="dice1d20plus15Attack" value="15"><Factor modifier="+5" name="Charisma modifier" /><Factor abbreviation="1/2 Level" modifier="+5" name="Half Level" /><Factor modifier="+3" name="enhancement bonus" /><Factor modifier="+2" name="Feat bonus - Staff Expertise" /></AttackBonus><Damage dice-class="dice2d8plus22Damage" value="2d8+22"><Factor modifier="+5" name="Charisma modifier" /><Factor modifier="+3" name="enhancement bonus" /><Factor modifier="+3" name="off-hand enhancement bonus" /><Factor modifier="+4" name="bonus - Cosmic Power" /><Factor modifier="+2" name="bonus - Cosmic Power" /><Factor modifier="+2" name="Feat bonus - Implement Focus (Staff)" /><Factor modifier="+3" name="item bonus - Staff of Ruin +3" /></Damage></Weapon><Weapon attackstat="Charisma" defense="Reflex" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=5976&amp;ftype=1" name="Challenge-Seeking Dagger +3" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=3&amp;ftype=3"><Condition dice-class="dice2d6Condition" name="+2d6 damage against enemies at maximum hit points" /><AttackBonus dice-class="dice1d20plus13Attack" value="13"><Factor modifier="+5" name="Charisma modifier" /><Factor abbreviation="1/2 Level" modifier="+5" name="Half Level" /><Factor modifier="+3" name="enhancement bonus" /></AttackBonus><Damage dice-class="dice2d8plus17Damage" value="2d8+17"><Factor modifier="+5" name="Charisma modifier" /><Factor modifier="+3" name="enhancement bonus" /><Factor modifier="+3" name="off-hand enhancement bonus" /><Factor modifier="+4" name="bonus - Cosmic Power" /><Factor modifier="+2" name="bonus - Cosmic Power" /></Damage></Weapon><Weapon attackstat="Charisma" defense="Reflex" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus10Attack" value="10"><Factor modifier="+5" name="Charisma modifier" /><Factor abbreviation="1/2 Level" modifier="+5" name="Half Level" /></AttackBonus><Damage dice-class="dice2d8plus11Damage" value="2d8+11"><Factor modifier="+5" name="Charisma modifier" /><Factor modifier="+4" name="bonus - Cosmic Power" /><Factor modifier="+2" name="bonus - Cosmic Power" /></Damage></Weapon></Power><Power actiontype="Standard Action" attacktype="Ranged 20" display-class="USAGE_BlazingBolts" flavor="Two bolts of violet lightning erupt from your hands, causing a shower of white-hot, flaming sparks where they hit." isMore="" keywords="Arcane, Fire, Implement, Lightning" level="7" name="Blazing Bolts" packagename="" packageurl="" powertype="Attack" powerusage="Encounter" source="Sorcerer Attack 7" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=6807" use-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjHquEEDA.triggerVariable(&apos;USAGE_BlazingBolts&apos;, {isBoolean:1});"><PowerCardItem><Name>Target</Name><Description>Two creatures</Description></PowerCardItem><PowerCardItem><Name>Attack</Name><Description>Charisma vs. Reflex</Description></PowerCardItem><PowerCardItem><Name>Hit</Name><Description>1d8 + Charisma modifier lightning damage, and the target and each creature adjacent to it take fire damage equal to your Strength modifier.</Description></PowerCardItem><Weapon attackstat="Charisma" defense="Reflex" name="Staff of Ruin +3" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=2984&amp;ftype=1"><AttackBonus dice-class="dice1d20plus15Attack" value="15"><Factor modifier="+5" name="Charisma modifier" /><Factor abbreviation="1/2 Level" modifier="+5" name="Half Level" /><Factor modifier="+3" name="enhancement bonus" /><Factor modifier="+2" name="Feat bonus - Staff Expertise" /></AttackBonus><Damage dice-class="dice1d8plus22Damage" type="Lightning" value="1d8+22"><Factor modifier="+5" name="Charisma modifier" /><Factor modifier="+3" name="enhancement bonus" /><Factor modifier="+3" name="off-hand enhancement bonus" /><Factor modifier="+4" name="bonus - Cosmic Power" /><Factor modifier="+2" name="bonus - Cosmic Power" /><Factor modifier="+2" name="Feat bonus - Implement Focus (Staff)" /><Factor modifier="+3" name="item bonus - Staff of Ruin +3" /></Damage></Weapon><Weapon attackstat="Charisma" defense="Reflex" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=5976&amp;ftype=1" name="Challenge-Seeking Dagger +3" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=3&amp;ftype=3"><Condition dice-class="dice2d6Condition" name="+2d6 damage against enemies at maximum hit points" /><AttackBonus dice-class="dice1d20plus13Attack" value="13"><Factor modifier="+5" name="Charisma modifier" /><Factor abbreviation="1/2 Level" modifier="+5" name="Half Level" /><Factor modifier="+3" name="enhancement bonus" /></AttackBonus><Damage dice-class="dice1d8plus17Damage" type="Lightning" value="1d8+17"><Factor modifier="+5" name="Charisma modifier" /><Factor modifier="+3" name="enhancement bonus" /><Factor modifier="+3" name="off-hand enhancement bonus" /><Factor modifier="+4" name="bonus - Cosmic Power" /><Factor modifier="+2" name="bonus - Cosmic Power" /></Damage></Weapon><Weapon attackstat="Charisma" defense="Reflex" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus10Attack" value="10"><Factor modifier="+5" name="Charisma modifier" /><Factor abbreviation="1/2 Level" modifier="+5" name="Half Level" /></AttackBonus><Damage dice-class="dice1d8plus11Damage" type="Lightning" value="1d8+11"><Factor modifier="+5" name="Charisma modifier" /><Factor modifier="+4" name="bonus - Cosmic Power" /><Factor modifier="+2" name="bonus - Cosmic Power" /></Damage></Weapon></Power><Power actiontype="Immediate Interrupt" attacktype="Personal" display-class="USAGE_FogForm" flavor="In an instant, your body melts into a cloud of fog." isMore="" keywords="Arcane" level="10" name="Fog Form" packagename="" packageurl="" powertype="Utility" powerusage="Encounter" source="Sorcerer Utility 10" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=3059" use-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjHquEEDA.triggerVariable(&apos;USAGE_FogForm&apos;, {isBoolean:1});"><PowerCardItem><Name>Trigger</Name><Description>You are hit by an attack</Description></PowerCardItem><PowerCardItem><Name>Effect</Name><Description>You become insubstantial until the end of your next turn.</Description></PowerCardItem></Power><Power actiontype="Standard Action" attacktype="Ranged 10" display-class="USAGE_Demon-SoulBolts" flavor="You unleash a volley of howling, demonic souls torn from the Abyss to batter your foes." isMore="" keywords="Arcane, Implement, Thunder" level="11" name="Demon-Soul Bolts" packagename="" packageurl="" powertype="Attack" powerusage="Encounter" source="Demonskin Adept Attack 11" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=5322" use-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjHquEEDA.triggerVariable(&apos;USAGE_Demon-SoulBolts&apos;, {isBoolean:1});"><PowerCardItem><Name>Target</Name><Description>One creature</Description></PowerCardItem><PowerCardItem><Name>Attack</Name><Description>Charisma vs. Fortitude</Description></PowerCardItem><PowerCardItem><Name>Hit</Name><Description>1d8 + Charisma modifier thunder damage, and you slide the target 1 square.</Description></PowerCardItem><PowerCardItem><Name>Effect</Name><Description>Make the attack two more times against the same target or different ones.</Description></PowerCardItem><Weapon attackstat="Charisma" defense="Fortitude" name="Staff of Ruin +3" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=2984&amp;ftype=1"><AttackBonus dice-class="dice1d20plus15Attack" value="15"><Factor modifier="+5" name="Charisma modifier" /><Factor abbreviation="1/2 Level" modifier="+5" name="Half Level" /><Factor modifier="+3" name="enhancement bonus" /><Factor modifier="+2" name="Feat bonus - Staff Expertise" /></AttackBonus><Damage dice-class="dice1d8plus22Damage" type="Thunder" value="1d8+22"><Factor modifier="+5" name="Charisma modifier" /><Factor modifier="+3" name="enhancement bonus" /><Factor modifier="+3" name="off-hand enhancement bonus" /><Factor modifier="+4" name="bonus - Cosmic Power" /><Factor modifier="+2" name="bonus - Cosmic Power" /><Factor modifier="+2" name="Feat bonus - Implement Focus (Staff)" /><Factor modifier="+3" name="item bonus - Staff of Ruin +3" /></Damage></Weapon><Weapon attackstat="Charisma" defense="Fortitude" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=5976&amp;ftype=1" name="Challenge-Seeking Dagger +3" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=3&amp;ftype=3"><Condition dice-class="dice2d6Condition" name="+2d6 damage against enemies at maximum hit points" /><AttackBonus dice-class="dice1d20plus13Attack" value="13"><Factor modifier="+5" name="Charisma modifier" /><Factor abbreviation="1/2 Level" modifier="+5" name="Half Level" /><Factor modifier="+3" name="enhancement bonus" /></AttackBonus><Damage dice-class="dice1d8plus17Damage" type="Thunder" value="1d8+17"><Factor modifier="+5" name="Charisma modifier" /><Factor modifier="+3" name="enhancement bonus" /><Factor modifier="+3" name="off-hand enhancement bonus" /><Factor modifier="+4" name="bonus - Cosmic Power" /><Factor modifier="+2" name="bonus - Cosmic Power" /></Damage></Weapon><Weapon attackstat="Charisma" defense="Fortitude" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus10Attack" value="10"><Factor modifier="+5" name="Charisma modifier" /><Factor abbreviation="1/2 Level" modifier="+5" name="Half Level" /></AttackBonus><Damage dice-class="dice1d8plus11Damage" type="Thunder" value="1d8+11"><Factor modifier="+5" name="Charisma modifier" /><Factor modifier="+4" name="bonus - Cosmic Power" /><Factor modifier="+2" name="bonus - Cosmic Power" /></Damage></Weapon></Power><Power actiontype="Standard Action" display-class="USAGE_SecondWind" isMore="" name="Second Wind" packagename="" packageurl="" powerusage="Encounter" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=334" use-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjHquEEDA.triggerVariable(&apos;USAGE_SecondWind&apos;, { isBoolean:1, useRequires: function() { return CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjHquEEDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjHquEEDA.triggerVariable(&apos;USAGE_ActionPoint&apos;, {isBoolean:1});" /><Power actiontype="Standard Action" attacktype="Ranged 10" display-class="USAGE_BlindingBolt" flavor="You shoot a ray of white light at your foe. The beam sears flesh and eyes, and it takes time for your enemy&apos;s vision to fully return." isMore="" keywords="Arcane, Implement, Radiant" level="1" name="Blinding Bolt" packagename="" packageurl="" powertype="Attack" powerusage="Daily" source="Sorcerer Attack 1" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=3033" use-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjHquEEDA.triggerVariable(&apos;USAGE_BlindingBolt&apos;, {isBoolean:1});"><PowerCardItem><Name>Target</Name><Description>One creature</Description></PowerCardItem><PowerCardItem><Name>Attack</Name><Description>Charisma vs. Reflex</Description></PowerCardItem><PowerCardItem><Name>Hit</Name><Description>2d8 + Charisma modifier radiant damage. Until the end of your next turn, the target is blinded. When the blinded condition ends, the target then treats each creature more than 5 squares away from it as having concealment (save ends).</Description></PowerCardItem><PowerCardItem><Name>Miss</Name><Description>Half damage. Until the end of your next turn, the target treats each creature  more than 5 squares away fromit as having concealment.</Description></PowerCardItem><Weapon attackstat="Charisma" defense="Reflex" name="Staff of Ruin +3" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=2984&amp;ftype=1"><AttackBonus dice-class="dice1d20plus15Attack" value="15"><Factor modifier="+5" name="Charisma modifier" /><Factor abbreviation="1/2 Level" modifier="+5" name="Half Level" /><Factor modifier="+3" name="enhancement bonus" /><Factor modifier="+2" name="Feat bonus - Staff Expertise" /></AttackBonus><Damage dice-class="dice2d8plus22Damage" type="Radiant" value="2d8+22"><Factor modifier="+5" name="Charisma modifier" /><Factor modifier="+3" name="enhancement bonus" /><Factor modifier="+3" name="off-hand enhancement bonus" /><Factor modifier="+4" name="bonus - Cosmic Power" /><Factor modifier="+2" name="bonus - Cosmic Power" /><Factor modifier="+2" name="Feat bonus - Implement Focus (Staff)" /><Factor modifier="+3" name="item bonus - Staff of Ruin +3" /></Damage></Weapon><Weapon attackstat="Charisma" defense="Reflex" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=5976&amp;ftype=1" name="Challenge-Seeking Dagger +3" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=3&amp;ftype=3"><Condition dice-class="dice2d6Condition" name="+2d6 damage against enemies at maximum hit points" /><AttackBonus dice-class="dice1d20plus13Attack" value="13"><Factor modifier="+5" name="Charisma modifier" /><Factor abbreviation="1/2 Level" modifier="+5" name="Half Level" /><Factor modifier="+3" name="enhancement bonus" /></AttackBonus><Damage dice-class="dice2d8plus17Damage" type="Radiant" value="2d8+17"><Factor modifier="+5" name="Charisma modifier" /><Factor modifier="+3" name="enhancement bonus" /><Factor modifier="+3" name="off-hand enhancement bonus" /><Factor modifier="+4" name="bonus - Cosmic Power" /><Factor modifier="+2" name="bonus - Cosmic Power" /></Damage></Weapon><Weapon attackstat="Charisma" defense="Reflex" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus10Attack" value="10"><Factor modifier="+5" name="Charisma modifier" /><Factor abbreviation="1/2 Level" modifier="+5" name="Half Level" /></AttackBonus><Damage dice-class="dice2d8plus11Damage" type="Radiant" value="2d8+11"><Factor modifier="+5" name="Charisma modifier" /><Factor modifier="+4" name="bonus - Cosmic Power" /><Factor modifier="+2" name="bonus - Cosmic Power" /></Damage></Weapon></Power><Power actiontype="Standard Action" attacktype="Ranged 10" display-class="USAGE_MoonandtheStars" flavor="A chill winter moon appears overhead, and around it swims a myriad of radiant stars. You can unleash the power of either on a foe." isMore="" keywords="Arcane, Implement ; Varies" level="5" name="Moon and the Stars" packagename="" packageurl="" powertype="Attack" powerusage="Daily" source="Sorcerer Attack 5" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=5848" use-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjHquEEDA.triggerVariable(&apos;USAGE_MoonandtheStars&apos;, {isBoolean:1});"><PowerCardItem><Name>Target</Name><Description>One or two creatures</Description></PowerCardItem><PowerCardItem><Name>Attack</Name><Description>Charisma vs. Reflex</Description></PowerCardItem><PowerCardItem><Name>Hit</Name><Description>3d6 + Charisma modifier cold or radiant damage. The damage type you choose determines the attack's additional benefit.</Description></PowerCardItem><PowerCardItem><Name> Cold</Name><Description>The target is slowed and cannot shift (save ends both).</Description></PowerCardItem><PowerCardItem><Name> Radiant</Name><Description>You can spend one healing surge (even if you hit two targets).</Description></PowerCardItem><PowerCardItem><Name>Miss</Name><Description>Half damage (your choice of cold or radiant).</Description></PowerCardItem><Weapon attackstat="Charisma" defense="Reflex" name="Staff of Ruin +3" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=2984&amp;ftype=1"><AttackBonus dice-class="dice1d20plus15Attack" value="15"><Factor modifier="+5" name="Charisma modifier" /><Factor abbreviation="1/2 Level" modifier="+5" name="Half Level" /><Factor modifier="+3" name="enhancement bonus" /><Factor modifier="+2" name="Feat bonus - Staff Expertise" /></AttackBonus><Damage dice-class="dice3d6plus22Damage" value="3d6+22"><Factor modifier="+5" name="Charisma modifier" /><Factor modifier="+3" name="enhancement bonus" /><Factor modifier="+3" name="off-hand enhancement bonus" /><Factor modifier="+4" name="bonus - Cosmic Power" /><Factor modifier="+2" name="bonus - Cosmic Power" /><Factor modifier="+2" name="Feat bonus - Implement Focus (Staff)" /><Factor modifier="+3" name="item bonus - Staff of Ruin +3" /></Damage></Weapon><Weapon attackstat="Charisma" defense="Reflex" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=5976&amp;ftype=1" name="Challenge-Seeking Dagger +3" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=3&amp;ftype=3"><Condition dice-class="dice2d6Condition" name="+2d6 damage against enemies at maximum hit points" /><AttackBonus dice-class="dice1d20plus13Attack" value="13"><Factor modifier="+5" name="Charisma modifier" /><Factor abbreviation="1/2 Level" modifier="+5" name="Half Level" /><Factor modifier="+3" name="enhancement bonus" /></AttackBonus><Damage dice-class="dice3d6plus17Damage" value="3d6+17"><Factor modifier="+5" name="Charisma modifier" /><Factor modifier="+3" name="enhancement bonus" /><Factor modifier="+3" name="off-hand enhancement bonus" /><Factor modifier="+4" name="bonus - Cosmic Power" /><Factor modifier="+2" name="bonus - Cosmic Power" /></Damage></Weapon><Weapon attackstat="Charisma" defense="Reflex" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus10Attack" value="10"><Factor modifier="+5" name="Charisma modifier" /><Factor abbreviation="1/2 Level" modifier="+5" name="Half Level" /></AttackBonus><Damage dice-class="dice3d6plus11Damage" value="3d6+11"><Factor modifier="+5" name="Charisma modifier" /><Factor modifier="+4" name="bonus - Cosmic Power" /><Factor modifier="+2" name="bonus - Cosmic Power" /></Damage></Weapon></Power><Power actiontype="Minor Action" attacktype="Personal" display-class="USAGE_ChaoticDefense" flavor="You create a din of chaotic sounds, from a wolf &apos;s forlorn howl to a dead sailor&apos;s dirge. In the cacophony, you find temporary aid." isMore="" keywords="Arcane" level="6" name="Chaotic Defense" packagename="" packageurl="" powertype="Utility" powerusage="Daily" source="Sorcerer Utility 6" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=3202" use-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjHquEEDA.triggerVariable(&apos;USAGE_ChaoticDefense&apos;, {isBoolean:1});"><PowerCardItem><Name>Effect</Name><Description>Roll a d4 to determine the power's effect.
1: You gain temporary hit points equal to 2d6 + your Charisma modifier.
2: You gain a +2 power bonus to all defenses until the end of the encounter.
3: Until the end of the encounter, each creature that attacks you takes 2d6 damage.
4: You gain all three of the benefits described above.</Description></PowerCardItem></Power><Power actiontype="Standard Action" attacktype="Close burst 3" display-class="USAGE_WindsofChange" flavor="You become like the wind, blasting your enemies with the force of a storm." isMore="" keywords="Arcane, Implement" level="9" name="Winds of Change" packagename="" packageurl="" powertype="Attack" powerusage="Daily" source="Sorcerer Attack 9" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=3039" use-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjHquEEDA.triggerVariable(&apos;USAGE_WindsofChange&apos;, {isBoolean:1});"><PowerCardItem><Name>Target</Name><Description>Each enemy in the burst</Description></PowerCardItem><PowerCardItem><Name>Attack</Name><Description>Charisma vs. Fortitude</Description></PowerCardItem><PowerCardItem><Name>Hit</Name><Description>3d8 + Charisma modifier damage, and you push the target 3 squares.</Description></PowerCardItem><PowerCardItem><Name>Miss</Name><Description>Half damage, and you push the target 1 square.</Description></PowerCardItem><PowerCardItem><Name>Effect</Name><Description>Until the end of your next turn, you gain a fly speed equal to your speed, and you can hover.</Description></PowerCardItem><Weapon attackstat="Charisma" defense="Fortitude" name="Staff of Ruin +3" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=2984&amp;ftype=1"><AttackBonus dice-class="dice1d20plus15Attack" value="15"><Factor modifier="+5" name="Charisma modifier" /><Factor abbreviation="1/2 Level" modifier="+5" name="Half Level" /><Factor modifier="+3" name="enhancement bonus" /><Factor modifier="+2" name="Feat bonus - Staff Expertise" /></AttackBonus><Damage dice-class="dice3d8plus22Damage" value="3d8+22"><Factor modifier="+5" name="Charisma modifier" /><Factor modifier="+3" name="enhancement bonus" /><Factor modifier="+3" name="off-hand enhancement bonus" /><Factor modifier="+4" name="bonus - Cosmic Power" /><Factor modifier="+2" name="bonus - Cosmic Power" /><Factor modifier="+2" name="Feat bonus - Implement Focus (Staff)" /><Factor modifier="+3" name="item bonus - Staff of Ruin +3" /></Damage></Weapon><Weapon attackstat="Charisma" defense="Fortitude" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=5976&amp;ftype=1" name="Challenge-Seeking Dagger +3" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=3&amp;ftype=3"><Condition dice-class="dice2d6Condition" name="+2d6 damage against enemies at maximum hit points" /><AttackBonus dice-class="dice1d20plus13Attack" value="13"><Factor modifier="+5" name="Charisma modifier" /><Factor abbreviation="1/2 Level" modifier="+5" name="Half Level" /><Factor modifier="+3" name="enhancement bonus" /></AttackBonus><Damage dice-class="dice3d8plus17Damage" value="3d8+17"><Factor modifier="+5" name="Charisma modifier" /><Factor modifier="+3" name="enhancement bonus" /><Factor modifier="+3" name="off-hand enhancement bonus" /><Factor modifier="+4" name="bonus - Cosmic Power" /><Factor modifier="+2" name="bonus - Cosmic Power" /></Damage></Weapon><Weapon attackstat="Charisma" defense="Fortitude" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus10Attack" value="10"><Factor modifier="+5" name="Charisma modifier" /><Factor abbreviation="1/2 Level" modifier="+5" name="Half Level" /></AttackBonus><Damage dice-class="dice3d8plus11Damage" value="3d8+11"><Factor modifier="+5" name="Charisma modifier" /><Factor modifier="+4" name="bonus - Cosmic Power" /><Factor modifier="+2" name="bonus - Cosmic Power" /></Damage></Weapon></Power></Powers><!-- Feats element: always present
    Children:
        Feat elements: one for each Feat the character has.
            Required attributes: name, url, description --><Feats><Feat description="" name="Staff Expertise" url="http://www.wizards.com/dndinsider/compendium/feat.aspx?id=3151" /><Feat description="" name="Unarmored Agility" url="http://www.wizards.com/dndinsider/compendium/feat.aspx?id=2626" /><Feat description="" name="Toughness" url="http://www.wizards.com/dndinsider/compendium/feat.aspx?id=171" /><Feat description="" name="Dual Implement Spellcaster" url="http://www.wizards.com/dndinsider/compendium/feat.aspx?id=1127" /><Feat description="" name="Ritual Caster" url="http://www.wizards.com/dndinsider/compendium/feat.aspx?id=159" /><Feat description="" name="Superior Will" url="http://www.wizards.com/dndinsider/compendium/feat.aspx?id=3154" /><Feat description="" name="Implement Focus (Staff)" url="/characters/missingCompendium" /></Feats><!-- Loot element: always present
    Required attributes: 
        carried-ad, carried-pp, carried-gp, carried-sp, carried-cp: number of each type of coin carried.
        stored-ad, stored-pp, stored-gp, stored-sp, stored-cp: number of each type of coin stored.
        carried-ad-display-class, carried-pp-display-class, carried-gp-display-class, carried-sp-display-class, carried-cp-display-class:
            assign to at least one HTML element each to dynamically display number of each coin type carried.
        stored-ad-display-class, stored-pp-display-class, stored-gp-display-class, stored-sp-display-class, stored-cp-display-class:
            assign to at least one HTML element each to dynamically display number of each coin type stored.
    Control attributes:
        daily-use-display-class: assign to at least one HTML element that should dynamically display remaining daily magic item uses.
        daily-use-add-script: javascript to execute when the user triggers a daily item power.
        daily-use-subtract-script: javascript to execute when the user regains a daily item power.
        carried-ad-add-script, carried-pp-add-script, carried-gp-add-script, carried-sp-add-script, carried-cp-add-script:
            javascript to execute to ask the user how many coins of a given type to add to those carried.
        carried-ad-subtract-script, carried-pp-subtract-script, carried-gp-subtract-script, carried-sp-subtract-script, carried-cp-subtract-script:
            javascript to execute to ask the user how many coins of a given type to subtract from those carried.
        stored-ad-add-script, stored-pp-add-script, stored-gp-add-script, stored-sp-add-script, stored-cp-add-script:
            javascript to execute to ask the user how many coins of a given type to add to those stored.
        stored-ad-subtract-script, stored-pp-subtract-script, stored-gp-subtract-script, stored-sp-subtract-script, stored-cp-subtract-script:
            javascript to execute to ask the user how many coins of a given type to subtract from those stored.
    Child elements:
        Item elements: one for each item.
            Required attributes: count, equippedcount, name, type, url
                Do not have expectations about values in the type attribute (e.g. Weapon, Armor) or you will miss something.
            Child elements:
                Enhancement element: only present if the parent element has an enhancement.
                    Require attributes: name, url --><Loot carried-ad="0" carried-ad-add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjHquEEDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjHquEEDA.triggerVariable(&apos;CUR_carriedad&apos;, {min:1, requireInt:1, text:&apos;How many ad should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" carried-cp="0" carried-cp-add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjHquEEDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjHquEEDA.triggerVariable(&apos;CUR_carriedcp&apos;, {min:1, requireInt:1, text:&apos;How many cp should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" carried-gp="30" carried-gp-add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjHquEEDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjHquEEDA.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="18" carried-pp-add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjHquEEDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjHquEEDA.triggerVariable(&apos;CUR_carriedpp&apos;, {min:1, requireInt:1, text:&apos;How many pp should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" carried-sp="0" carried-sp-add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjHquEEDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjHquEEDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjHquEEDA.triggerVariable(&apos;CUR_DailyUses&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" daily-use-display-class="CUR_DailyUses" daily-use-subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjHquEEDA.triggerVariable(&apos;CUR_DailyUses&apos;, {autoValue:-1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" stored-ad="0" stored-ad-add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjHquEEDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjHquEEDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjHquEEDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjHquEEDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjHquEEDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjHquEEDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjHquEEDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjHquEEDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjHquEEDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjHquEEDA.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="41"><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjHquEEDA.triggerVariable(&apos;CUR_Item_FeyBlessedCirclet&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_FeyBlessedCirclet" equippedcount="1" name="Fey-Blessed Circlet" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjHquEEDA.triggerVariable(&apos;CUR_Item_FeyBlessedCirclet&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last FeyBlessedCirclet?&apos;, displayClass:&apos;CUR_Item_FeyBlessedCirclet&apos;, text:&apos;How many FeyBlessedCirclet should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Magic Item" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=6847&amp;ftype=1&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjHquEEDA.triggerVariable(&apos;CUR_Item_Dagger&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_Dagger" equippedcount="1" name="Dagger" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjHquEEDA.triggerVariable(&apos;CUR_Item_Dagger&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last Dagger?&apos;, displayClass:&apos;CUR_Item_Dagger&apos;, text:&apos;How many Dagger should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Weapon" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=3&amp;ftype=3&amp;page=item"><Enhancement name="Challenge-Seeking Weapon +3" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=5976&amp;ftype=1&amp;page=item" /></Item><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjHquEEDA.triggerVariable(&apos;CUR_Item_ClothArmorBasicClothing&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_ClothArmorBasicClothing" equippedcount="1" name="Cloth Armor (Basic Clothing)" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjHquEEDA.triggerVariable(&apos;CUR_Item_ClothArmorBasicClothing&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last ClothArmorBasicClothing?&apos;, displayClass:&apos;CUR_Item_ClothArmorBasicClothing&apos;, text:&apos;How many ClothArmorBasicClothing should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Armor" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=1&amp;ftype=2&amp;page=item"><Enhancement name="Summoned Armor +3" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=1844&amp;ftype=1&amp;page=item" /></Item><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjHquEEDA.triggerVariable(&apos;CUR_Item_StaffofRuin3&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_StaffofRuin3" equippedcount="1" name="Staff of Ruin +3" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjHquEEDA.triggerVariable(&apos;CUR_Item_StaffofRuin3&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last StaffofRuin3?&apos;, displayClass:&apos;CUR_Item_StaffofRuin3&apos;, text:&apos;How many StaffofRuin3 should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Magic Item" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=2984&amp;ftype=1&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjHquEEDA.triggerVariable(&apos;CUR_Item_CloakofResistance2&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_CloakofResistance2" equippedcount="1" name="Cloak of Resistance +2" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjHquEEDA.triggerVariable(&apos;CUR_Item_CloakofResistance2&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last CloakofResistance2?&apos;, displayClass:&apos;CUR_Item_CloakofResistance2&apos;, text:&apos;How many CloakofResistance2 should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Magic Item" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=1059&amp;ftype=1&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjHquEEDA.triggerVariable(&apos;CUR_Item_TrueKissoftheMistresslevel8&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_TrueKissoftheMistresslevel8" equippedcount="0" name="True Kiss of the Mistress (level 8)" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjHquEEDA.triggerVariable(&apos;CUR_Item_TrueKissoftheMistresslevel8&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last TrueKissoftheMistresslevel8?&apos;, displayClass:&apos;CUR_Item_TrueKissoftheMistresslevel8&apos;, text:&apos;How many TrueKissoftheMistresslevel8 should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Magic Item" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=9225&amp;ftype=1&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjHquEEDA.triggerVariable(&apos;CUR_Item_WaterWalk&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_WaterWalk" equippedcount="0" name="Water Walk" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjHquEEDA.triggerVariable(&apos;CUR_Item_WaterWalk&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last WaterWalk?&apos;, displayClass:&apos;CUR_Item_WaterWalk&apos;, text:&apos;How many WaterWalk should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Ritual" url="http://www.wizards.com/dndinsider/compendium/ritual.aspx?id=61" /><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjHquEEDA.triggerVariable(&apos;CUR_Item_MakeWhole&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_MakeWhole" equippedcount="0" name="Make Whole" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjHquEEDA.triggerVariable(&apos;CUR_Item_MakeWhole&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last MakeWhole?&apos;, displayClass:&apos;CUR_Item_MakeWhole&apos;, text:&apos;How many MakeWhole should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Ritual" url="http://www.wizards.com/dndinsider/compendium/ritual.aspx?id=51" /><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjHquEEDA.triggerVariable(&apos;CUR_Item_PurifyWater&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_PurifyWater" equippedcount="0" name="Purify Water" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjHquEEDA.triggerVariable(&apos;CUR_Item_PurifyWater&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last PurifyWater?&apos;, displayClass:&apos;CUR_Item_PurifyWater&apos;, text:&apos;How many PurifyWater should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Ritual" url="http://www.wizards.com/dndinsider/compendium/ritual.aspx?id=227" /><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjHquEEDA.triggerVariable(&apos;CUR_Item_AlchemicalReagentsArcana&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="20" display-class="CUR_Item_AlchemicalReagentsArcana" equippedcount="0" name="Alchemical Reagents (Arcana)" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjHquEEDA.triggerVariable(&apos;CUR_Item_AlchemicalReagentsArcana&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last AlchemicalReagentsArcana?&apos;, displayClass:&apos;CUR_Item_AlchemicalReagentsArcana&apos;, text:&apos;How many AlchemicalReagentsArcana should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Gear" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=53&amp;ftype=4&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjHquEEDA.triggerVariable(&apos;CUR_Item_SummonWinds&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_SummonWinds" equippedcount="0" name="Summon Winds" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjHquEEDA.triggerVariable(&apos;CUR_Item_SummonWinds&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last SummonWinds?&apos;, displayClass:&apos;CUR_Item_SummonWinds&apos;, text:&apos;How many SummonWinds should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Ritual" url="http://www.wizards.com/dndinsider/compendium/ritual.aspx?id=269" /><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjHquEEDA.triggerVariable(&apos;CUR_Item_PortendWeather&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_PortendWeather" equippedcount="0" name="Portend Weather" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjHquEEDA.triggerVariable(&apos;CUR_Item_PortendWeather&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last PortendWeather?&apos;, displayClass:&apos;CUR_Item_PortendWeather&apos;, text:&apos;How many PortendWeather should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Ritual" url="http://www.wizards.com/dndinsider/compendium/ritual.aspx?id=287" /><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjHquEEDA.triggerVariable(&apos;CUR_Item_ComradesSuccor&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_ComradesSuccor" equippedcount="0" name="Comrades&apos; Succor" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjHquEEDA.triggerVariable(&apos;CUR_Item_ComradesSuccor&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last ComradesSuccor?&apos;, displayClass:&apos;CUR_Item_ComradesSuccor&apos;, text:&apos;How many ComradesSuccor should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Ritual" url="http://www.wizards.com/dndinsider/compendium/ritual.aspx?id=297" /><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjHquEEDA.triggerVariable(&apos;CUR_Item_EnchantMagicItem&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_EnchantMagicItem" equippedcount="0" name="Enchant Magic Item" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjHquEEDA.triggerVariable(&apos;CUR_Item_EnchantMagicItem&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last EnchantMagicItem?&apos;, displayClass:&apos;CUR_Item_EnchantMagicItem&apos;, text:&apos;How many EnchantMagicItem should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Ritual" url="http://www.wizards.com/dndinsider/compendium/ritual.aspx?id=9" /><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjHquEEDA.triggerVariable(&apos;CUR_Item_RitualBook&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_RitualBook" equippedcount="0" name="Ritual Book" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjHquEEDA.triggerVariable(&apos;CUR_Item_RitualBook&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last RitualBook?&apos;, displayClass:&apos;CUR_Item_RitualBook&apos;, text:&apos;How many RitualBook should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Gear" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=31&amp;ftype=4&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjHquEEDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjHquEEDA.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" /></Loot><!-- Languages element: always present 
    Children:
        Language elements: one for each language
            Required attributes: name --><Languages><Language name="Common" /><Language name="Deep Speech" /></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="Sorcerer"><Proficiency name="Dagger" source="Sorcerer" /><Proficiency name="Staff" source="Sorcerer" /></ProficiencyGroup><ProficiencyGroup name="Simple Melee" source="Sorcerer"><Proficiency name="Club" source="Sorcerer" /><Proficiency name="Dagger" source="Sorcerer" /><Proficiency name="Javelin" source="Sorcerer" /><Proficiency name="Mace" source="Sorcerer" /><Proficiency name="Sickle" source="Sorcerer" /><Proficiency name="Spear" source="Sorcerer" /><Proficiency name="Greatclub" source="Sorcerer" /><Proficiency name="Morningstar" source="Sorcerer" /><Proficiency name="Quarterstaff" source="Sorcerer" /><Proficiency name="Scythe" source="Sorcerer" /><Proficiency name="Spiked gauntlet" source="Sorcerer" /><Proficiency name="Talid" source="Sorcerer" /><Proficiency name="Widow&apos;s knife" source="Sorcerer" /><Proficiency name="Wrist razors" source="Sorcerer" /><Proficiency name="Light mace" source="Sorcerer" /><Proficiency name="Short spear" source="Sorcerer" /><Proficiency name="Claw fighter claw" source="Sorcerer" /><Proficiency name="Shadowblade" source="Sorcerer" /><Proficiency name="Climbing claw" source="Sorcerer" /><Proficiency name="Dragontooth shield" source="Sorcerer" /><Proficiency name="Fighting shield" source="Sorcerer" /><Proficiency name="Soul shield" source="Sorcerer" /><Proficiency name="Sun shield" source="Sorcerer" /><Proficiency name="Rod of seven parts" source="Sorcerer" /></ProficiencyGroup><ProficiencyGroup name="Simple Ranged" source="Sorcerer"><Proficiency name="Hand crossbow" source="Sorcerer" /><Proficiency name="Sling" source="Sorcerer" /><Proficiency name="Crossbow" source="Sorcerer" /><Proficiency name="Repeating crossbow" source="Sorcerer" /><Proficiency name="Dejada" source="Sorcerer" /></ProficiencyGroup></WeaponProficiencies><ArmorProficiencies><Proficiency name="Cloth" source="Sorcerer" /></ArmorProficiencies><ShieldProficiencies /></Proficiencies></Character>