<?xml version="1.0" encoding="ISO-8859-1"?><?xml-stylesheet type="text/xsl" href="/145740951583/xsl/fullold.xsl"?><Character action-points-add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjzouYEDA.triggerVariable(&apos;CUR_Action Points&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" action-points-subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjzouYEDA.triggerVariable(&apos;CUR_Action Points&apos;, {autoValue:-1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" key="agdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjzouYEDA" milestone-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjzouYEDA.milestone();" name="Falkrunn Anvilbeard" safe-key="agdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjzouYEDA"><Description age="34" height="4&apos; 3&quot;" weight="180"><Notes /><Appearance /><Traits /><Companions /></Description><!-- Build element: always present
    Required attributes: alignment, experience, level, name, powersource, role, size, tier, vision, deity, gender
        The name attribute is the build name if one was selected in the Character Builder, or the class name otherwise.
        Attribute may be blank.
    Control attributes:
        ExperiencePoints: assign to at least one HTML element that should dynamically display current XP.
        experience-prompt-script: javascript to execute to prompt the user for XP to add.
    Children:
        Race element: always present
            Required attributes: name, url, description
            Children:
                Feature elements: one per race feature
                    Required attributes: name, description
        Background element: sometimes present
            Required attributes: name, url, description
            Children: as Race element
        Class element: always present
            Required attributes: name, url, description
            Children: as Race element
        ParagonPath element: present if of sufficient level
            Required attributes: name, url, description
            Children: as Race element
        EpicDestiny element: present if of sufficient level
            Required attributes: name, url, description
            Children: as Race element --><Build ExperienceNeeded="13000" alignment="Good" deity="The Sovereign Host" experience="10000" experience-prompt-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjzouYEDA.triggerVariable(&apos;Experience Points&apos;, {requireInt:1, text:&apos;How many XP should be added?&apos;, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" gender="male" level="7" name="Runepriest" powersource="Divine" role="Leader" size="Medium" tier="Heroic" vision="Low-light"><Race description="The stout dwarves are mountaineers and miners. They are the toughest of the common folk." name="Dwarf" url="http://www.wizards.com/dndinsider/compendium/race.aspx?id=2"><Feature description="Proficient with hammers." name="Dwarven Weapon Proficiency" /><Feature description="+5 bonus to saving throws against poison." name="Cast-Iron Stomach" /><Feature description="Armor or heavy load doesn&apos;t reduce your speed. (Other effects still can.)" name="Encumbered Speed" /><Feature description="You have the dwarven resilience power" name="Dwarven Resilience" /><Feature description="Can move 1 less when forced to move. Immediate saving throw to avoid being knocked prone." name="Stand Your Ground" /><Feature description="" name="Dungeoneering Bonus" /><Feature description="" name="Endurance Bonus" /></Race><Theme description="" name="Elemental Priest" url="http://www.wizards.com/dndinsider/compendium/theme.aspx?id=654" /><Background description="" name="Commissioned Officer" url="http://www.wizards.com/dndinsider/compendium/background.aspx?id=260"><Feature description="" name="+2 to Insight" /></Background><Class description="You seek to unlock the secrets of divine runes, turning them into words and signs of power." name="Runepriest" url="http://www.wizards.com/dndinsider/compendium/class.aspx?id=602"><Feature description="Gain either Rune of Destruction or Rune of Protection rune state" name="Rune Master" /><Feature description="Allies gain +1 to attack against enemies adjacent to you or others in rune state" name="Rune of Destruction" /><Feature description="Allies adjacent to you gain resist 2/all, 4/all at 11th level, 6/all at 21st level" name="Rune of Protection" /><Feature description="Gain rune of mending power" name="Rune of Mending" /><Feature description="Follow path of Defiant Word or way of Wrathful Hammer" name="Runic Artistry" /><Feature description="Proficiency with military hammers and maces; Con modifier bonus to damage after enemy hits you" name="Wrathful Hammer" /></Class></Build><!-- Resistances element: Always present
    Optional Attributes: Fire, Cold, etc. (all allowed resistances)
 --><Resistances /><!-- Health element: always present
    Control attributes:
        short-rest-script: javascript to execute when the user wants to take a short rest.
        extended-rest-script: javascript to execute when the user wants to take an extended rest.
        tempHP-display-class: assign to at least one HTML element that should dynamically display temp HP.
        tempHP-prompt-script: javascript to execute to prompt the user for a new temp HP value.
        tempHP-bar-class: assign to all HTML elements that should have width set in proportion to current tempHP/max HP.
        death-saves-display-class: assign to at least one HTML element that should dynamically display current HP.
        death-saves-add-script: javascript to execute to add a death save.
        death-saves-subtract-script: javascript to execute to subtract a death save.
        power-points-display-class: assign to at least one HTML element that should dynamically display current power points.
        power-points-add-script: javascript to execute to add a power point.
        power-points-subtract-script: javascript to execute to subtract a power point.
        conditions-display-class: assign to at least on HTML element that should dynamically contain a div per condition.
        conditions-prompt-script: javascript to execute to prompt the user to enter a new condition.
        CUR_ConditionsDelete: will be dynamically assigned to each condition div in conditions-display-class elements.
            Not necessary to assign to any elements, but should probably be styled with css in your XSL.
    Child elements:
        MaxHitPoints: always present
            Required attributes: value
            Control attributes:
                CUR_HitPoints: assign to at least one HTML element that should dynamically display current HP.
                CUR_HitPointsBar: assign to all HTML elements that should have width set in proportion to current/max HP.
                CUR_HitPointsDying: assign to all HTML elements that should only be displayed if the character is dying.
                damage-prompt-script: javascript to execute to prompt the user for hit points of damage taken.
                heal-prompt-script: javascript to execute to prompt the user for hit points healed.
            Children:
                Factor elements: one for each factor contributing to the value.
                    Required attributes: name, modifier
                    Optional attributes: abbreviation, multiplier, multiplied
                        The "multiplier" and "multiplied" are only present if math was performed to get the modifier.
        BloodiedValue: always present
            Required attributes: value
            Children: as MaxHitPoints
        MaxSurges: always present
            Required attributes: value
            Control attributes:
                CUR_Surges: assign to at least one HTML element that should dynamically display current surges.
                CUR_SurgesBar: assign to all HTML elements that should have width set in proportion to current/max surges.
                add-script: javascript to execute to add a surge.
                subtract-script: javascript to execute to subtract a surge.
            Children: as MaxHitPoints
        SurgeValue: always present
            Required attributes: value
            Control attributes:
                toHitPoints-script: javascript to execute when the surge value should be added to hit points.
            Children: as MaxHitPoints --><Health conditions-display-class="CUR_Conditions" conditions-prompt-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjzouYEDA.triggerVariable(&apos;CUR_Conditions&apos;, {text:&apos;Enter text for the condition&apos;});" death-saves-add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjzouYEDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjzouYEDA.triggerVariable(&apos;CUR_Death Saves&apos;, {autoValue:-1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" extended-rest-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjzouYEDA.extendedRest();" power-points-add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjzouYEDA.triggerVariable(&apos;CUR_PowerPoints&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" power-points-display-class="CUR_PowerPoints" power-points-subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjzouYEDA.triggerVariable(&apos;CUR_PowerPoints&apos;, {autoValue:-1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" short-rest-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjzouYEDA.shortRest();" tempHP-bar-class="CUR_TempHPBar" tempHP-display-class="CUR_TempHP" tempHP-prompt-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjzouYEDA.triggerVariable(&apos;CUR_TempHP&apos;, {requireInt:1, min:0, text:&apos;Set to how many temporary HP?&apos; });"><MaxHitPoints damage-prompt-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjzouYEDA.damagePrompt();" heal-prompt-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjzouYEDA.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="62"><Factor abbreviation="Con" modifier="+20" name="Constitution" /><Factor abbreviation="Runepriest 1" modifier="+12" name="Level 1 Runepriest" /><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="Runepriest 7" modifier="+30" multiplied="5" multiplier="6" name="Level 7 Runepriest" /></MaxHitPoints><BloodiedValue value="31"><Factor abbreviation="1/2 HP" modifier="+31" multiplied="62" multiplier=".5" name="Half Hit Points" /></BloodiedValue><MaxSurges add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjzouYEDA.triggerVariable(&apos;CUR_Surges&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjzouYEDA.triggerVariable(&apos;CUR_Surges&apos;, {autoValue:-1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" value="12"><Factor modifier="+7" name="Runepriest" /><Factor abbreviation="Con mod" modifier="+5" name="Constitution modifier" /></MaxSurges><SurgeValue toHitPoints-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjzouYEDA.surgeValueToHitPoints(15);" value="15"><Factor abbreviation="1/4 HP" modifier="+15" multiplied="62" multiplier=".25" name="Quarter Hit Points" /></SurgeValue><PowerPoints value="0" /></Health><!-- Movement element: always present
    Children:
        Speed element: always present
            Required attributes: value
            Children:
                Factor elements: one for each factor contributing to the value.
                    Required attributes: name, modifier
                    Optional attributes: abbreviation, multiplier, multiplied
                        The "multiplier" and "multiplied" are only present if math was performed to get the modifier.
        Initiative element: always present
            Required attributes: 
                value: number to display
                dice-class: use in conjunction with "Roller" to make an initiative roller element.
            Children:
                Factor elements: one for each factor contributing to the value.
                    Required attributes: name, modifier
                    Optional attributes: abbreviation, multiplier, multiplied
                        The "multiplier" and "multiplied" are only present if math was performed to get the modifier. --><Movement><Speed value="5"><Factor modifier="+5" name="Dwarf" /><Factor modifier="+0" name="Encumbered Speed" /><Factor modifier="-1" name="Plate Armor" /></Speed><Initiative dice-class="dice1d20plus3Initiative" value="3"><Factor abbreviation="1/2 Level" modifier="+3" name="Half Level" /><Factor modifier="+0" name="Initiative Misc" /><Factor abbreviation="Dex mod" modifier="+0" name="Dexterity modifier" /></Initiative></Movement><!-- Defenses element: always present
    Children:
        Condition elements: present if one or more conditions affect all defenses
            Required attributes: name
        Defense elements: four Defense elements are always present.
            Required attributes: value, abbreviation, name (name is "ArmorClass", "Fortitude", "Reflex" or "Will")
            Children:
                Factor elements: one for each factor contributing to the value.
                    Required attributes: name, modifier
                    Optional attributes: abbreviation, multiplier, multiplied
                        The "multiplier" and "multiplied" are only present if math was performed to get the modifier.
                Condition elements: present if one or more conditions affect this defense
                    Required attributes: name --><Defenses><Defense abbreviation="AC" name="Armor Class" value="22"><Factor modifier="+10" name="Constant" /><Factor abbreviation="1/2 Level" modifier="+3" name="Half Level" /><Factor modifier="+1" name="Inherent Defense Bonus" /><Factor modifier="+8" name="Plate Armor" /><Condition name="+0 Intelligence modifier" /></Defense><Defense abbreviation="Fort" name="Fortitude" value="19"><Factor modifier="+10" name="Constant" /><Factor abbreviation="1/2 Level" modifier="+3" name="Half Level" /><Factor modifier="+0" name="Fortitude Defense Class Bonus" /><Factor modifier="+1" name="Inherent Defense Bonus" /><Factor abbreviation="Con mod" modifier="+5" name="Constitution modifier" /></Defense><Defense abbreviation="Ref" name="Reflex" value="14"><Factor modifier="+10" name="Constant" /><Factor abbreviation="1/2 Level" modifier="+3" name="Half Level" /><Factor modifier="+0" name="Reflex Defense Class Bonus" /><Factor modifier="+1" name="Inherent Defense Bonus" /><Factor abbreviation="Int mod" modifier="+0" name="Intelligence modifier" /></Defense><Defense abbreviation="Will" name="Will" value="17"><Factor modifier="+10" name="Constant" /><Factor abbreviation="1/2 Level" modifier="+3" name="Half Level" /><Factor modifier="+2" name="Will Defense Class Bonus" /><Factor modifier="+1" name="Inherent Defense Bonus" /><Factor abbreviation="Wis mod" modifier="+1" name="Wisdom modifier" /></Defense></Defenses><!-- PassiveSkills element: always present
    Children:
        PassiveSkill elements: two PassiveSkill elements are always present
            Required attributes: value, name (name is "Perception" or "Insight")
            Children:
                Factor elements: one for each factor contributing to the value.
                    Required attributes: name, modifier
                    Optional attributes: abbreviation, multiplier, multiplied
                        The "multiplier" and "multiplied" are only present if math was performed to get the modifier. --><PassiveSkills><PassiveSkill name="Perception" value="14"><Factor modifier="+4" name="Perception" /><Factor modifier="+10" name="Constant" /></PassiveSkill><PassiveSkill name="Insight" value="16"><Factor modifier="+6" 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="dice1d20plus1Acrobatics" name="Acrobatics" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=1" value="1"><Factor abbreviation="1/2 Level" modifier="+3" name="Half Level" /><Factor modifier="+0" name="Acrobatics Misc" /><Factor modifier="-2" name="Armor Penalty" /><Factor abbreviation="Dex mod" modifier="+0" name="Dexterity modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus3Arcana" name="Arcana" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=2" value="3"><Factor abbreviation="1/2 Level" modifier="+3" name="Half Level" /><Factor modifier="+0" name="Arcana Misc" /><Factor abbreviation="Int mod" modifier="+0" name="Intelligence modifier" /></Skill><Skill armorpenaltyapplies="true" dice-class="dice1d20plus10Athletics" name="Athletics" trained="true" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=27" value="10"><Factor abbreviation="1/2 Level" modifier="+3" name="Half Level" /><Factor modifier="+5" name="Trained" /><Factor modifier="+0" name="Athletics Misc" /><Factor modifier="-2" name="Armor Penalty" /><Factor abbreviation="Str mod" modifier="+4" name="Strength modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus2Bluff" name="Bluff" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=3" value="2"><Factor abbreviation="1/2 Level" modifier="+3" name="Half Level" /><Factor modifier="+0" name="Bluff Misc" /><Factor abbreviation="Cha mod" modifier="-1" name="Charisma modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus2Diplomacy" name="Diplomacy" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=6" value="2"><Factor abbreviation="1/2 Level" modifier="+3" name="Half Level" /><Factor modifier="+0" name="Diplomacy Misc" /><Factor abbreviation="Cha mod" modifier="-1" name="Charisma modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus6Dungeoneering" name="Dungeoneering" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=7" value="6"><Factor abbreviation="1/2 Level" modifier="+3" name="Half Level" /><Factor modifier="+2" name="Dungeoneering Misc" /><Factor abbreviation="Wis mod" modifier="+1" name="Wisdom modifier" /></Skill><Skill armorpenaltyapplies="true" dice-class="dice1d20plus13Endurance" name="Endurance" trained="true" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=8" value="13"><Factor abbreviation="1/2 Level" modifier="+3" name="Half Level" /><Factor modifier="+5" name="Trained" /><Factor modifier="+2" name="Endurance Misc" /><Factor modifier="-2" name="Armor Penalty" /><Factor abbreviation="Con mod" modifier="+5" name="Constitution modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus4Heal" name="Heal" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=9" value="4"><Factor abbreviation="1/2 Level" modifier="+3" name="Half Level" /><Factor modifier="+0" name="Heal Misc" /><Factor abbreviation="Wis mod" modifier="+1" name="Wisdom modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus8History" name="History" trained="true" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=11" value="8"><Factor abbreviation="1/2 Level" modifier="+3" name="Half Level" /><Factor modifier="+5" name="Trained" /><Factor modifier="+0" name="History Misc" /><Factor abbreviation="Int mod" modifier="+0" name="Intelligence modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus6Insight" name="Insight" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=13" value="6"><Factor abbreviation="1/2 Level" modifier="+3" name="Half Level" /><Factor modifier="+2" name="Insight Misc" /><Factor abbreviation="Wis mod" modifier="+1" name="Wisdom modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus2Intimidate" name="Intimidate" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=14" value="2"><Factor abbreviation="1/2 Level" modifier="+3" name="Half Level" /><Factor modifier="+0" name="Intimidate Misc" /><Factor abbreviation="Cha mod" modifier="-1" name="Charisma modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus4Nature" name="Nature" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=16" value="4"><Factor abbreviation="1/2 Level" modifier="+3" name="Half Level" /><Factor modifier="+0" name="Nature Misc" /><Factor abbreviation="Wis mod" modifier="+1" name="Wisdom modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus4Perception" name="Perception" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=17" value="4"><Factor abbreviation="1/2 Level" modifier="+3" name="Half Level" /><Factor modifier="+0" name="Perception Misc" /><Factor abbreviation="Wis mod" modifier="+1" name="Wisdom modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus8Religion" name="Religion" trained="true" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=18" value="8"><Factor abbreviation="1/2 Level" modifier="+3" name="Half Level" /><Factor modifier="+5" name="Trained" /><Factor modifier="+0" name="Religion Misc" /><Factor abbreviation="Int mod" modifier="+0" name="Intelligence modifier" /></Skill><Skill armorpenaltyapplies="true" dice-class="dice1d20plus1Stealth" name="Stealth" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=20" value="1"><Factor abbreviation="1/2 Level" modifier="+3" name="Half Level" /><Factor modifier="+0" name="Stealth Misc" /><Factor modifier="-2" name="Armor Penalty" /><Factor abbreviation="Dex mod" modifier="+0" name="Dexterity modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus2Streetwise" name="Streetwise" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=21" value="2"><Factor abbreviation="1/2 Level" modifier="+3" name="Half Level" /><Factor modifier="+0" name="Streetwise Misc" /><Factor abbreviation="Cha mod" modifier="-1" name="Charisma modifier" /></Skill><Skill armorpenaltyapplies="true" dice-class="dice1d20plus1Thievery" name="Thievery" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=23" value="1"><Factor abbreviation="1/2 Level" modifier="+3" name="Half Level" /><Factor modifier="+0" name="Thievery Misc" /><Factor modifier="-2" name="Armor Penalty" /><Factor abbreviation="Dex mod" modifier="+0" name="Dexterity modifier" /></Skill></Skills><!-- AbilityScores element: always present
    Children:
        AbilityScore elements: six AbilityScore elements are always present.
            Required attributes: value, abbreviation, name ("Strength", etc...)
            Children:
                AbilityModifier element: always present
                    Required attributes: 
                        modifier: base modifier
                        rollmodifier: (includes 1/2 level)
                        dice-class: use in conjunction with "Roller" to build an ability check roller element.
                Factor elements: one for each factor contributing to the value.
                    Required attributes: name, modifier
                    Optional attributes: abbreviation, multiplier, multiplied
                        The "multiplier" and "multiplied" are only present if math was performed to get the modifier. --><AbilityScores><AbilityScore abbreviation="Str" name="Strength" value="18"><Factor modifier="+15" name="Starting" /><Factor modifier="+2" name="Dwarf" /><Factor modifier="+1" name="Level 4" /><AbilityModifier dice-class="dice1d20plus7Strength" modifier="+4" rollmodifier="+7" /></AbilityScore><AbilityScore abbreviation="Con" name="Constitution" value="20"><Factor modifier="+17" name="Starting" /><Factor modifier="+2" name="Dwarf" /><Factor modifier="+1" name="Level 4" /><AbilityModifier dice-class="dice1d20plus8Constitution" modifier="+5" rollmodifier="+8" /></AbilityScore><AbilityScore abbreviation="Dex" name="Dexterity" value="10"><Factor modifier="+10" name="Starting" /><AbilityModifier dice-class="dice1d20plus3Dexterity" modifier="+0" rollmodifier="+3" /></AbilityScore><AbilityScore abbreviation="Int" name="Intelligence" value="10"><Factor modifier="+10" name="Starting" /><AbilityModifier dice-class="dice1d20plus3Intelligence" modifier="+0" rollmodifier="+3" /></AbilityScore><AbilityScore abbreviation="Wis" name="Wisdom" value="13"><Factor modifier="+13" name="Starting" /><AbilityModifier dice-class="dice1d20plus4Wisdom" modifier="+1" rollmodifier="+4" /></AbilityScore><AbilityScore abbreviation="Cha" name="Charisma" value="8"><Factor modifier="+8" name="Starting" /><AbilityModifier dice-class="dice1d20plus2Charisma" modifier="-1" rollmodifier="+2" /></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="Mordenkrad" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=65&amp;ftype=3"><AttackBonus dice-class="dice1d20plus11Attack" value="11"><Factor modifier="+4" name="Strength modifier" /><Factor abbreviation="1/2 Level" modifier="+3" name="Half Level" /><Factor modifier="+2" name="proficiency bonus" /><Factor modifier="+2" name="Enhancement bonus - Inherent Bonuses" /></AttackBonus><Damage dice-class="dice2d6plus8Damage" value="2d6+8"><Factor modifier="+4" name="Strength modifier" /><Factor modifier="+2" name="Enhancement bonus - Inherent Bonuses" /><Factor modifier="+2" name="Feat bonus - Dwarven Weapon Training" /></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="+3" name="Half Level" /><Factor modifier="+2" name="Enhancement bonus - Inherent Bonuses" /></AttackBonus><Damage dice-class="dice1d4plus6Damage" value="1d4+6"><Factor modifier="+4" name="Strength modifier" /><Factor modifier="+2" name="Enhancement bonus - Inherent Bonuses" /></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=1212&amp;ftype=1" name="Shoulderbow Hand crossbow +2" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=36&amp;ftype=3"><AttackBonus dice-class="dice1d20plus7Attack" value="7"><Factor modifier="+0" name="Dexterity modifier" /><Factor abbreviation="1/2 Level" modifier="+3" name="Half Level" /><Factor modifier="+2" name="proficiency bonus" /><Factor modifier="+2" name="enhancement bonus" /><Factor modifier="+2" name="Enhancement bonus - Inherent Bonuses [Doesn&apos;t Stack]" /></AttackBonus><Damage dice-class="dice1d6plus2Damage" value="1d6+2"><Factor modifier="+0" name="Dexterity modifier" /><Factor modifier="+2" name="enhancement bonus" /><Factor modifier="+2" name="Enhancement bonus - Inherent Bonuses [Doesn&apos;t Stack]" /></Damage></Weapon><Weapon attackstat="Dexterity" defense="AC" name="Sling" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=37&amp;ftype=3"><AttackBonus dice-class="dice1d20plus7Attack" value="7"><Factor modifier="+0" name="Dexterity modifier" /><Factor abbreviation="1/2 Level" modifier="+3" name="Half Level" /><Factor modifier="+2" name="proficiency bonus" /><Factor modifier="+2" name="Enhancement bonus - Inherent Bonuses" /></AttackBonus><Damage dice-class="dice1d6plus2Damage" value="1d6+2"><Factor modifier="+0" name="Dexterity modifier" /><Factor modifier="+2" name="Enhancement bonus - Inherent Bonuses" /></Damage></Weapon><Weapon attackstat="Dexterity" defense="AC" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus5Attack" value="5"><Factor modifier="+0" name="Dexterity modifier" /><Factor abbreviation="1/2 Level" modifier="+3" name="Half Level" /><Factor modifier="+2" name="Enhancement bonus - Inherent Bonuses" /></AttackBonus><Damage dice-class="dice1d4plus2Damage" value="1d4+2"><Factor modifier="+0" name="Dexterity modifier" /><Factor modifier="+2" name="Enhancement bonus - Inherent Bonuses" /></Damage></Weapon></Power><Power actiontype="Standard Action" attacktype="Melee weapon" flavor="Your weapon flares with golden energy as you invoke the rune of diminishment. That energy ripples forth as you strike your enemy." isMore="" keywords="Divine, Runic, Weapon" level="1" name="Word of Diminishment" packagename="" packageurl="" powertype="Attack" powerusage="At-Will" source="Runepriest Attack 1" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=11355"><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> Rune of Destruction</Name><Description>Until the end of your next turn, the target has vulnerable 2 to all damage, but vulnerable 5 against opportunity attacks.
Level 11: Vulnerable 4, but 7 against opportunity attacks.
Level 21: Vulnerable 6, but 10 against opportunity attacks.</Description></PowerCardItem><PowerCardItem><Name> Rune of Protection</Name><Description>Until the end of your next turn, the target takes a penalty to damage rolls equal to your Constitution modifier.</Description></PowerCardItem><Weapon attackstat="Strength" defense="AC" name="Mordenkrad" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=65&amp;ftype=3"><AttackBonus dice-class="dice1d20plus11Attack" value="11"><Factor modifier="+4" name="Strength modifier" /><Factor abbreviation="1/2 Level" modifier="+3" name="Half Level" /><Factor modifier="+2" name="proficiency bonus" /><Factor modifier="+2" name="Enhancement bonus - Inherent Bonuses" /></AttackBonus><Damage dice-class="dice2d6plus8Damage" value="2d6+8"><Factor modifier="+4" name="Strength modifier" /><Factor modifier="+2" name="Enhancement bonus - Inherent Bonuses" /><Factor modifier="+2" name="Feat bonus - Dwarven Weapon Training" /></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="+3" name="Half Level" /><Factor modifier="+2" name="Enhancement bonus - Inherent Bonuses" /></AttackBonus><Damage dice-class="dice1d4plus6Damage" value="1d4+6"><Factor modifier="+4" name="Strength modifier" /><Factor modifier="+2" name="Enhancement bonus - Inherent Bonuses" /></Damage></Weapon></Power><Power actiontype="Standard Action" attacktype="Melee weapon" flavor="The rune of shielding flares to life when your foe strikes at you or your friends." isMore="" keywords="Divine, Runic, Weapon" level="1" name="Word of Shielding" packagename="" packageurl="" powertype="Attack" powerusage="At-Will" source="Runepriest Attack 1" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=11368"><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> Rune of Destruction</Name><Description>The first time the target hits or misses you or an ally adjacent to you with an attack before the end of your next turn, the target takes damage equal to your Constitution modifier. The target doesn't take this damage if it attacks a creature marking it.</Description></PowerCardItem><PowerCardItem><Name> Rune of Protection</Name><Description>The first time the target hits or misses you or an ally adjacent to you with an attack before the end of your next turn, the target of that attack gains temporary hit points equal to your Constitution modifier.</Description></PowerCardItem><Weapon attackstat="Strength" defense="AC" name="Mordenkrad" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=65&amp;ftype=3"><AttackBonus dice-class="dice1d20plus11Attack" value="11"><Factor modifier="+4" name="Strength modifier" /><Factor abbreviation="1/2 Level" modifier="+3" name="Half Level" /><Factor modifier="+2" name="proficiency bonus" /><Factor modifier="+2" name="Enhancement bonus - Inherent Bonuses" /></AttackBonus><Damage dice-class="dice2d6plus8Damage" value="2d6+8"><Factor modifier="+4" name="Strength modifier" /><Factor modifier="+2" name="Enhancement bonus - Inherent Bonuses" /><Factor modifier="+2" name="Feat bonus - Dwarven Weapon Training" /></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="+3" name="Half Level" /><Factor modifier="+2" name="Enhancement bonus - Inherent Bonuses" /></AttackBonus><Damage dice-class="dice1d4plus6Damage" value="1d4+6"><Factor modifier="+4" name="Strength modifier" /><Factor modifier="+2" name="Enhancement bonus - Inherent Bonuses" /></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 5 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 7 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 2 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 2 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="Minor Action" attacktype="Ranged 5" display-class="USAGE_SpiritofAthas" flavor="A spirit appears, defending you and your allies with its body." isMore="" keywords="Conjuration, Implement, Primal" name="Spirit of Athas" packagename="" packageurl="" powertype="Feature" powerusage="Encounter" source="Elemental Priest Feature" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=11804" use-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjzouYEDA.triggerVariable(&apos;USAGE_SpiritofAthas&apos;, {isBoolean:1});"><PowerCardItem><Name>Effect</Name><Description>You conjure a spirit of Athas. You and your allies gain a +1 power bonus to all defenses while adjacent to it. As a standard action, you can dismiss the spirit and make the following melee 1 attack from the spirit's square.</Description></PowerCardItem><PowerCardItem><Name> Target</Name><Description>One enemy</Description></PowerCardItem><PowerCardItem><Name> Attack</Name><Description>Primary ability vs. Reflex</Description></PowerCardItem><PowerCardItem><Name> Hit</Name><Description>1d10 + ability modifier damage, and the target takes a -2 penalty to attack rolls and all defenses until the end of your next turn.
Level 11: 3[W] + ability modifier damage.
Level 21: 4[W] + ability modifier damage.</Description></PowerCardItem><Weapon attackstat="Constitution" defense="Reflex" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus10Attack" value="10"><Factor modifier="+5" name="Constitution modifier" /><Factor abbreviation="1/2 Level" modifier="+3" name="Half Level" /><Factor modifier="+2" name="Enhancement bonus - Inherent Bonuses" /></AttackBonus><Damage dice-class="dice1d10plus7Damage" value="1d10+7"><Factor modifier="+5" name="Constitution modifier" /><Factor modifier="+2" name="Enhancement bonus - Inherent Bonuses" /></Damage></Weapon></Power><Power actiontype="Minor Action" attacktype="Personal" display-class="USAGE_DwarvenResilience" isMore="" name="Dwarven Resilience" packagename="Dwarf" packageurl="http://www.wizards.com/dndinsider/compendium/race.aspx?id=2" powerusage="Encounter" source="Dwarf Racial Power" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=13211" use-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjzouYEDA.triggerVariable(&apos;USAGE_DwarvenResilience&apos;, {isBoolean:1});"><PowerCardItem><Name>Effect</Name><Description>You use your second wind.</Description></PowerCardItem></Power><Power actiontype="Standard Action" attacktype="Close blast 3" display-class="USAGE_FlamesofPurity" flavor="You strike the ground, marking it with the rune of purifying fire and causing divine flames to wash over your enemies." isMore="" keywords="Divine, Fire, Healing, Runic, Weapon" level="1" name="Flames of Purity" packagename="" packageurl="" powertype="Attack" powerusage="Encounter" source="Runepriest Attack 1" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=11372" use-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjzouYEDA.triggerVariable(&apos;USAGE_FlamesofPurity&apos;, {isBoolean:1});"><PowerCardItem><Name>Target</Name><Description>Each enemy in the blast</Description></PowerCardItem><PowerCardItem><Name>Attack</Name><Description>Strength vs. AC</Description></PowerCardItem><PowerCardItem><Name>Hit</Name><Description>1[W] + Strength modifier fire damage.</Description></PowerCardItem><PowerCardItem><Name> Rune of Destruction</Name><Description>Each ally in the blast gains a +3 power bonus to damage rolls until the end of your next turn.</Description></PowerCardItem><PowerCardItem><Name> Rune of Protection</Name><Description>Each ally in the blast regains 3 hit points.</Description></PowerCardItem><Weapon attackstat="Strength" defense="AC" name="Mordenkrad" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=65&amp;ftype=3"><AttackBonus dice-class="dice1d20plus11Attack" value="11"><Factor modifier="+4" name="Strength modifier" /><Factor abbreviation="1/2 Level" modifier="+3" name="Half Level" /><Factor modifier="+2" name="proficiency bonus" /><Factor modifier="+2" name="Enhancement bonus - Inherent Bonuses" /></AttackBonus><Damage dice-class="dice2d6plus8Damage" type="Fire" value="2d6+8"><Factor modifier="+4" name="Strength modifier" /><Factor modifier="+2" name="Enhancement bonus - Inherent Bonuses" /><Factor modifier="+2" name="Feat bonus - Dwarven Weapon Training" /></Damage></Weapon><Weapon attackstat="Strength" defense="AC" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=1212&amp;ftype=1" name="Shoulderbow Hand crossbow +2" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=36&amp;ftype=3"><AttackBonus dice-class="dice1d20plus11Attack" value="11"><Factor modifier="+4" name="Strength modifier" /><Factor abbreviation="1/2 Level" modifier="+3" name="Half Level" /><Factor modifier="+2" name="proficiency bonus" /><Factor modifier="+2" name="enhancement bonus" /><Factor modifier="+2" name="Enhancement bonus - Inherent Bonuses [Doesn&apos;t Stack]" /></AttackBonus><Damage dice-class="dice1d6plus6Damage" type="Fire" value="1d6+6"><Factor modifier="+4" name="Strength modifier" /><Factor modifier="+2" name="enhancement bonus" /><Factor modifier="+2" name="Enhancement bonus - Inherent Bonuses [Doesn&apos;t Stack]" /></Damage></Weapon><Weapon attackstat="Strength" defense="AC" name="Sling" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=37&amp;ftype=3"><AttackBonus dice-class="dice1d20plus11Attack" value="11"><Factor modifier="+4" name="Strength modifier" /><Factor abbreviation="1/2 Level" modifier="+3" name="Half Level" /><Factor modifier="+2" name="proficiency bonus" /><Factor modifier="+2" name="Enhancement bonus - Inherent Bonuses" /></AttackBonus><Damage dice-class="dice1d6plus6Damage" type="Fire" value="1d6+6"><Factor modifier="+4" name="Strength modifier" /><Factor modifier="+2" name="Enhancement bonus - Inherent Bonuses" /></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="+3" name="Half Level" /><Factor modifier="+2" name="Enhancement bonus - Inherent Bonuses" /></AttackBonus><Damage dice-class="dice1d4plus6Damage" type="Fire" value="1d4+6"><Factor modifier="+4" name="Strength modifier" /><Factor modifier="+2" name="Enhancement bonus - Inherent Bonuses" /></Damage></Weapon></Power><Power actiontype="Standard Action" attacktype="Melee weapon" display-class="USAGE_SymbolofWrathReversed" flavor="You brand your foe with the symbol of wrath reversed. The more the enemy struggles against you, the more the symbol lends strength to you and your allies." isMore="" keywords="Divine, Healing, Runic, Weapon" level="3" name="Symbol of Wrath Reversed" packagename="" packageurl="" powertype="Attack" powerusage="Encounter" source="Runepriest Attack 3" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=11383" use-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjzouYEDA.triggerVariable(&apos;USAGE_SymbolofWrathReversed&apos;, {isBoolean:1});"><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> Rune of Destruction</Name><Description>The target's first attack during its next turn provokes an opportunity attack from you or an ally of your choice.</Description></PowerCardItem><PowerCardItem><Name> Rune of Protection</Name><Description>If the target makes any attacks during its next turn, you and each ally within 3 squares of it regain hit points equal to your Constitution modifier.</Description></PowerCardItem><Weapon attackstat="Strength" defense="AC" name="Mordenkrad" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=65&amp;ftype=3"><AttackBonus dice-class="dice1d20plus11Attack" value="11"><Factor modifier="+4" name="Strength modifier" /><Factor abbreviation="1/2 Level" modifier="+3" name="Half Level" /><Factor modifier="+2" name="proficiency bonus" /><Factor modifier="+2" name="Enhancement bonus - Inherent Bonuses" /></AttackBonus><Damage dice-class="dice2d6plus8Damage" value="2d6+8"><Factor modifier="+4" name="Strength modifier" /><Factor modifier="+2" name="Enhancement bonus - Inherent Bonuses" /><Factor modifier="+2" name="Feat bonus - Dwarven Weapon Training" /></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="+3" name="Half Level" /><Factor modifier="+2" name="Enhancement bonus - Inherent Bonuses" /></AttackBonus><Damage dice-class="dice1d4plus6Damage" value="1d4+6"><Factor modifier="+4" name="Strength modifier" /><Factor modifier="+2" name="Enhancement bonus - Inherent Bonuses" /></Damage></Weapon></Power><Power actiontype="Standard Action" attacktype="Melee weapon" display-class="USAGE_RuneofRoaringFire" flavor="Your attack leaves a rune of fire on your foe, causing a torrent of flame to surround it." isMore="" keywords="Divine, Fire, Runic, Weapon" level="7" name="Rune of Roaring Fire" packagename="" packageurl="" powertype="Attack" powerusage="Encounter" source="Runepriest Attack 7" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=11396" use-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjzouYEDA.triggerVariable(&apos;USAGE_RuneofRoaringFire&apos;, {isBoolean:1});"><PowerCardItem><Name>Target</Name><Description>One creature</Description></PowerCardItem><PowerCardItem><Name>Attack</Name><Description>Strength vs. AC</Description></PowerCardItem><PowerCardItem><Name>Hit</Name><Description>2[W] + Strength modifier fire damage.</Description></PowerCardItem><PowerCardItem><Name> Rune of Destruction</Name><Description>Until the end of your next turn, the target takes fire damage equal to 5 + your Constitution modifier whenever it makes an opportunity attack.</Description></PowerCardItem><PowerCardItem><Name> Rune of Protection</Name><Description>Until the end of your next turn, you and your allies have concealment against the target, and the target takes a penalty to Perception checks equal to your Constitution modifier.</Description></PowerCardItem><Weapon attackstat="Strength" defense="AC" name="Mordenkrad" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=65&amp;ftype=3"><AttackBonus dice-class="dice1d20plus11Attack" value="11"><Factor modifier="+4" name="Strength modifier" /><Factor abbreviation="1/2 Level" modifier="+3" name="Half Level" /><Factor modifier="+2" name="proficiency bonus" /><Factor modifier="+2" name="Enhancement bonus - Inherent Bonuses" /></AttackBonus><Damage dice-class="dice4d6plus8Damage" type="Fire" value="4d6+8"><Factor modifier="+4" name="Strength modifier" /><Factor modifier="+2" name="Enhancement bonus - Inherent Bonuses" /><Factor modifier="+2" name="Feat bonus - Dwarven Weapon Training" /></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="+3" name="Half Level" /><Factor modifier="+2" name="Enhancement bonus - Inherent Bonuses" /></AttackBonus><Damage dice-class="dice2d4plus6Damage" type="Fire" value="2d4+6"><Factor modifier="+4" name="Strength modifier" /><Factor modifier="+2" name="Enhancement bonus - Inherent Bonuses" /></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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjzouYEDA.triggerVariable(&apos;USAGE_SecondWind&apos;, { isBoolean:1, useRequires: function() { return CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjzouYEDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjzouYEDA.triggerVariable(&apos;USAGE_ActionPoint&apos;, {isBoolean:1});" /><Power actiontype="Standard Action" attacktype="Close burst 3" display-class="USAGE_RuneoftheUndeniableDawn" flavor="In the ancient days, the gods created a mighty rune to protect their astral domains against the primordials. You strike this rune into the ground, creating a consecrated space." isMore="" keywords="Divine, Radiant, Weapon, Zone" level="1" name="Rune of the Undeniable Dawn" packagename="" packageurl="" powertype="Attack" powerusage="Daily" source="Runepriest Attack 1" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=11375" use-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjzouYEDA.triggerVariable(&apos;USAGE_RuneoftheUndeniableDawn&apos;, {isBoolean:1});"><PowerCardItem><Name>Target</Name><Description>Each enemy in the burst</Description></PowerCardItem><PowerCardItem><Name>Attack</Name><Description>Strength vs. AC</Description></PowerCardItem><PowerCardItem><Name>Hit</Name><Description>1[W] + Strength modifier radiant damage.</Description></PowerCardItem><PowerCardItem><Name>Miss</Name><Description>Half damage.</Description></PowerCardItem><PowerCardItem><Name>Effect</Name><Description>The burst creates a zone that lasts until the end of your next turn. You and your allies gain a +2 power bonus to all defenses while within the zone.</Description></PowerCardItem><PowerCardItem><Name>Sustain Minor</Name><Description>The zone persists.</Description></PowerCardItem><Weapon attackstat="Strength" defense="AC" name="Mordenkrad" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=65&amp;ftype=3"><AttackBonus dice-class="dice1d20plus11Attack" value="11"><Factor modifier="+4" name="Strength modifier" /><Factor abbreviation="1/2 Level" modifier="+3" name="Half Level" /><Factor modifier="+2" name="proficiency bonus" /><Factor modifier="+2" name="Enhancement bonus - Inherent Bonuses" /></AttackBonus><Damage dice-class="dice2d6plus8Damage" type="Radiant" value="2d6+8"><Factor modifier="+4" name="Strength modifier" /><Factor modifier="+2" name="Enhancement bonus - Inherent Bonuses" /><Factor modifier="+2" name="Feat bonus - Dwarven Weapon Training" /></Damage></Weapon><Weapon attackstat="Strength" defense="AC" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=1212&amp;ftype=1" name="Shoulderbow Hand crossbow +2" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=36&amp;ftype=3"><AttackBonus dice-class="dice1d20plus11Attack" value="11"><Factor modifier="+4" name="Strength modifier" /><Factor abbreviation="1/2 Level" modifier="+3" name="Half Level" /><Factor modifier="+2" name="proficiency bonus" /><Factor modifier="+2" name="enhancement bonus" /><Factor modifier="+2" name="Enhancement bonus - Inherent Bonuses [Doesn&apos;t Stack]" /></AttackBonus><Damage dice-class="dice1d6plus6Damage" type="Radiant" value="1d6+6"><Factor modifier="+4" name="Strength modifier" /><Factor modifier="+2" name="enhancement bonus" /><Factor modifier="+2" name="Enhancement bonus - Inherent Bonuses [Doesn&apos;t Stack]" /></Damage></Weapon><Weapon attackstat="Strength" defense="AC" name="Sling" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=37&amp;ftype=3"><AttackBonus dice-class="dice1d20plus11Attack" value="11"><Factor modifier="+4" name="Strength modifier" /><Factor abbreviation="1/2 Level" modifier="+3" name="Half Level" /><Factor modifier="+2" name="proficiency bonus" /><Factor modifier="+2" name="Enhancement bonus - Inherent Bonuses" /></AttackBonus><Damage dice-class="dice1d6plus6Damage" type="Radiant" value="1d6+6"><Factor modifier="+4" name="Strength modifier" /><Factor modifier="+2" name="Enhancement bonus - Inherent Bonuses" /></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="+3" name="Half Level" /><Factor modifier="+2" name="Enhancement bonus - Inherent Bonuses" /></AttackBonus><Damage dice-class="dice1d4plus6Damage" type="Radiant" value="1d4+6"><Factor modifier="+4" name="Strength modifier" /><Factor modifier="+2" name="Enhancement bonus - Inherent Bonuses" /></Damage></Weapon></Power><Power actiontype="Minor Action" attacktype="Close burst 5" display-class="USAGE_ShieldofSacrifice" flavor="You invoke the rune of sacrifice, ensuring that he or she who gives strength in the name of the gods will also receive their protection." isMore="" keywords="Divine, Healing" level="2" name="Shield of Sacrifice" packagename="" packageurl="" powertype="Utility" powerusage="Daily" source="Runepriest Utility 2" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=11381" use-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjzouYEDA.triggerVariable(&apos;USAGE_ShieldofSacrifice&apos;, {isBoolean:1});"><PowerCardItem><Name>Target</Name><Description>You or one ally in the burst</Description></PowerCardItem><PowerCardItem><Name>Effect</Name><Description>The target loses a healing surge. One or two allies within 5 squares of the target regain hit points as if they had each spent a healing surge. The target and each ally who regained hit points gain a +5 power bonus to AC until the end of your next turn.</Description></PowerCardItem><Weapon attackstat="" defense="unknown" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus5Attack" value="5"><Factor abbreviation="1/2 Level" modifier="+3" name="Half Level" /><Factor modifier="+2" name="Enhancement bonus - Inherent Bonuses" /></AttackBonus><Damage dice-class="diceDamage" value="" /></Weapon></Power><Power actiontype="Standard Action" attacktype="Close blast 3" display-class="USAGE_CageofLight" flavor="You slam your weapon into the ground, imprinting a rune of imprisonment that causes light to wash over your enemies." isMore="" keywords="Divine, Radiant, Weapon, Zone" level="5" name="Cage of Light" packagename="" packageurl="" powertype="Attack" powerusage="Daily" source="Runepriest Attack 5" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=11386" use-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjzouYEDA.triggerVariable(&apos;USAGE_CageofLight&apos;, {isBoolean:1});"><PowerCardItem><Name>Target</Name><Description>Each enemy in the blast</Description></PowerCardItem><PowerCardItem><Name>Attack</Name><Description>Strength vs. Will</Description></PowerCardItem><PowerCardItem><Name>Hit</Name><Description>2[W] + Strength modifier radiant damage.</Description></PowerCardItem><PowerCardItem><Name>Miss</Name><Description>Half damage.</Description></PowerCardItem><PowerCardItem><Name>Effect</Name><Description>The blast creates a zone that lasts until the end of your next turn. Leaving the zone costs enemies 2 extra squares of movement. Any enemy that attacks an ally who is within the zone grants combat advantage (save ends).</Description></PowerCardItem><PowerCardItem><Name>Sustain Minor</Name><Description>The zone persists.</Description></PowerCardItem><Weapon attackstat="Strength" defense="Will" name="Mordenkrad" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=65&amp;ftype=3"><AttackBonus dice-class="dice1d20plus11Attack" value="11"><Factor modifier="+4" name="Strength modifier" /><Factor abbreviation="1/2 Level" modifier="+3" name="Half Level" /><Factor modifier="+2" name="proficiency bonus" /><Factor modifier="+2" name="Enhancement bonus - Inherent Bonuses" /></AttackBonus><Damage dice-class="dice4d6plus8Damage" type="Radiant" value="4d6+8"><Factor modifier="+4" name="Strength modifier" /><Factor modifier="+2" name="Enhancement bonus - Inherent Bonuses" /><Factor modifier="+2" name="Feat bonus - Dwarven Weapon Training" /></Damage></Weapon><Weapon attackstat="Strength" defense="Will" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=1212&amp;ftype=1" name="Shoulderbow Hand crossbow +2" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=36&amp;ftype=3"><AttackBonus dice-class="dice1d20plus11Attack" value="11"><Factor modifier="+4" name="Strength modifier" /><Factor abbreviation="1/2 Level" modifier="+3" name="Half Level" /><Factor modifier="+2" name="proficiency bonus" /><Factor modifier="+2" name="enhancement bonus" /><Factor modifier="+2" name="Enhancement bonus - Inherent Bonuses [Doesn&apos;t Stack]" /></AttackBonus><Damage dice-class="dice2d6plus6Damage" type="Radiant" value="2d6+6"><Factor modifier="+4" name="Strength modifier" /><Factor modifier="+2" name="enhancement bonus" /><Factor modifier="+2" name="Enhancement bonus - Inherent Bonuses [Doesn&apos;t Stack]" /></Damage></Weapon><Weapon attackstat="Strength" defense="Will" name="Sling" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=37&amp;ftype=3"><AttackBonus dice-class="dice1d20plus11Attack" value="11"><Factor modifier="+4" name="Strength modifier" /><Factor abbreviation="1/2 Level" modifier="+3" name="Half Level" /><Factor modifier="+2" name="proficiency bonus" /><Factor modifier="+2" name="Enhancement bonus - Inherent Bonuses" /></AttackBonus><Damage dice-class="dice2d6plus6Damage" type="Radiant" value="2d6+6"><Factor modifier="+4" name="Strength modifier" /><Factor modifier="+2" name="Enhancement bonus - Inherent Bonuses" /></Damage></Weapon><Weapon attackstat="Strength" defense="Will" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus9Attack" value="9"><Factor modifier="+4" name="Strength modifier" /><Factor abbreviation="1/2 Level" modifier="+3" name="Half Level" /><Factor modifier="+2" name="Enhancement bonus - Inherent Bonuses" /></AttackBonus><Damage dice-class="dice2d4plus6Damage" type="Radiant" value="2d4+6"><Factor modifier="+4" name="Strength modifier" /><Factor modifier="+2" name="Enhancement bonus - Inherent Bonuses" /></Damage></Weapon></Power><Power actiontype="Free Action" attacktype="Ranged sight" display-class="USAGE_RuneofMeritoriousAlacrity" flavor="As battle begins, you invoke the rune of meritorious alacrity, bringing your friends instantly to readiness." isMore="" keywords="Divine" level="6" name="Rune of Meritorious Alacrity" packagename="" packageurl="" powertype="Utility" powerusage="Daily" source="Runepriest Utility 6" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=11392" use-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjzouYEDA.triggerVariable(&apos;USAGE_RuneofMeritoriousAlacrity&apos;, {isBoolean:1});"><PowerCardItem><Name>Trigger</Name><Description>You roll initiative</Description></PowerCardItem><PowerCardItem><Name>Target</Name><Description>You and each ally</Description></PowerCardItem><PowerCardItem><Name>Effect</Name><Description>Each target gains a +10 bonus to his or her initiative check.</Description></PowerCardItem></Power><Power actiontype="Minor Action" attacktype="Close burst 5 (10 at 11th level, 15 at 21st level)" display-class="USAGE_RuneofMending" flavor="The healing rune flares with a cold blue fire as you trace it in the air. The rune then appears on your allies&apos; armor." isMore="" keywords="Divine, Healing, Runic" name="Rune of Mending" packagename="Runepriest" packageurl="http://www.wizards.com/dndinsider/compendium/class.aspx?id=602" powertype="Feature" powerusage="Encounter (Special)" source="Runepriest Feature" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=11353" use-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjzouYEDA.triggerVariable(&apos;USAGE_RuneofMending&apos;, {isBoolean:1});"><PowerCardItem><Name>Target</Name><Description>You or one ally in the burst</Description></PowerCardItem><PowerCardItem><Name>Effect</Name><Description>The target can spend a healing surge.
Level 6: The target regains 1d6 additional hit points.
Level 11: The target regains 2d6 additional hit points.
Level 16: The target regains 3d6 additional hit points.
Level 21: The target regains 4d6 additional hit points.
Level 26: The target regains 5d6 additional hit points.</Description></PowerCardItem><PowerCardItem><Name> Rune of Destruction</Name><Description>You and each ally in the burst gain a +2 power bonus to damage rolls (+4 power bonus at 11th level and +6 power bonus at 21st level) until the end of your next turn.</Description></PowerCardItem><PowerCardItem><Name> Rune of Protection</Name><Description>You and each ally in the burst gain a +1 bonus to all defenses until the end of your next turn.</Description></PowerCardItem><PowerCardItem><Name>Special</Name><Description>You can use this power twice per encounter, but only once per round. At 16th level, you can use this power three times per encounter, but only once per round.</Description></PowerCardItem><Weapon attackstat="" defense="unknown" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus5Attack" value="5"><Factor abbreviation="1/2 Level" modifier="+3" name="Half Level" /><Factor modifier="+2" name="Enhancement bonus - Inherent Bonuses" /></AttackBonus><Damage dice-class="diceDamage" value="" /></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="Mark of Warding" url="http://www.wizards.com/dndinsider/compendium/feat.aspx?id=1398" /><Feat description="Training with plate armor" name="Armor Proficiency: Plate" url="http://www.wizards.com/dndinsider/compendium/feat.aspx?id=114" /><Feat description="" name="Shield the Fallen" url="http://www.wizards.com/dndinsider/compendium/feat.aspx?id=625" /><Feat description="" name="Dwarven Weapon Training" url="http://www.wizards.com/dndinsider/compendium/feat.aspx?id=69" /></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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjzouYEDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjzouYEDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjzouYEDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjzouYEDA.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="0" carried-gp-add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjzouYEDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjzouYEDA.triggerVariable(&apos;CUR_carriedgp&apos;, {min:1, requireInt:1, text:&apos;How many gp should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" carried-pp="0" carried-pp-add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjzouYEDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjzouYEDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjzouYEDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjzouYEDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjzouYEDA.triggerVariable(&apos;CUR_DailyUses&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" daily-use-display-class="CUR_DailyUses" daily-use-subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjzouYEDA.triggerVariable(&apos;CUR_DailyUses&apos;, {autoValue:-1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" stored-ad="0" stored-ad-add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjzouYEDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjzouYEDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjzouYEDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjzouYEDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjzouYEDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjzouYEDA.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="13" stored-pp-add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjzouYEDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjzouYEDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjzouYEDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjzouYEDA.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="168"><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjzouYEDA.triggerVariable(&apos;CUR_Item_Mordenkrad&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_Mordenkrad" equippedcount="1" name="Mordenkrad" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjzouYEDA.triggerVariable(&apos;CUR_Item_Mordenkrad&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last Mordenkrad?&apos;, displayClass:&apos;CUR_Item_Mordenkrad&apos;, text:&apos;How many Mordenkrad should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Weapon" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=65&amp;ftype=3&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjzouYEDA.triggerVariable(&apos;CUR_Item_PlateArmor&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="2" display-class="CUR_Item_PlateArmor" equippedcount="1" name="Plate Armor" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjzouYEDA.triggerVariable(&apos;CUR_Item_PlateArmor&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last PlateArmor?&apos;, displayClass:&apos;CUR_Item_PlateArmor&apos;, text:&apos;How many PlateArmor should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Armor" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=6&amp;ftype=2&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjzouYEDA.triggerVariable(&apos;CUR_Item_Handcrossbow&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_Handcrossbow" equippedcount="0" name="Hand crossbow" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjzouYEDA.triggerVariable(&apos;CUR_Item_Handcrossbow&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last Handcrossbow?&apos;, displayClass:&apos;CUR_Item_Handcrossbow&apos;, text:&apos;How many Handcrossbow should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Weapon" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=36&amp;ftype=3&amp;page=item"><Enhancement name="Shoulderbow +2" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=1212&amp;ftype=1&amp;page=item" /></Item><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjzouYEDA.triggerVariable(&apos;CUR_Item_SlingBullets&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="2" display-class="CUR_Item_SlingBullets" equippedcount="0" name="Sling Bullets" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjzouYEDA.triggerVariable(&apos;CUR_Item_SlingBullets&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last SlingBullets?&apos;, displayClass:&apos;CUR_Item_SlingBullets&apos;, text:&apos;How many SlingBullets should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Gear" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=16&amp;ftype=4&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjzouYEDA.triggerVariable(&apos;CUR_Item_Sling&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_Sling" equippedcount="0" name="Sling" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjzouYEDA.triggerVariable(&apos;CUR_Item_Sling&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last Sling?&apos;, displayClass:&apos;CUR_Item_Sling&apos;, text:&apos;How many Sling should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Weapon" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=37&amp;ftype=3&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjzouYEDA.triggerVariable(&apos;CUR_Item_TravelPapers&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_TravelPapers" equippedcount="0" name="Travel Papers" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjzouYEDA.triggerVariable(&apos;CUR_Item_TravelPapers&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last TravelPapers?&apos;, displayClass:&apos;CUR_Item_TravelPapers&apos;, text:&apos;How many TravelPapers should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Gear" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=109&amp;ftype=4&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjzouYEDA.triggerVariable(&apos;CUR_Item_IdentificationPaperswithPortrait&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_IdentificationPaperswithPortrait" equippedcount="0" name="Identification Papers with Portrait" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjzouYEDA.triggerVariable(&apos;CUR_Item_IdentificationPaperswithPortrait&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last IdentificationPaperswithPortrait?&apos;, displayClass:&apos;CUR_Item_IdentificationPaperswithPortrait&apos;, text:&apos;How many IdentificationPaperswithPortrait should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Gear" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=105&amp;ftype=4&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjzouYEDA.triggerVariable(&apos;CUR_Item_ClimbersKit&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_ClimbersKit" equippedcount="0" name="Climber&apos;s Kit" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjzouYEDA.triggerVariable(&apos;CUR_Item_ClimbersKit&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last ClimbersKit?&apos;, displayClass:&apos;CUR_Item_ClimbersKit&apos;, text:&apos;How many ClimbersKit should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Gear" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=20&amp;ftype=4&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjzouYEDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjzouYEDA.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="Dwarven" /></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="Military Hammer" source="Runepriest"><Proficiency name="Throwing hammer" source="Runepriest" /><Proficiency name="Warhammer" source="Runepriest" /><Proficiency name="Maul" source="Runepriest" /></ProficiencyGroup><ProficiencyGroup name="Military Mace" source="Runepriest" /><ProficiencyGroup name="Simple Melee" source="Runepriest"><Proficiency name="Club" source="Runepriest" /><Proficiency name="Dagger" source="Runepriest" /><Proficiency name="Javelin" source="Runepriest" /><Proficiency name="Mace" source="Runepriest" /><Proficiency name="Sickle" source="Runepriest" /><Proficiency name="Spear" source="Runepriest" /><Proficiency name="Greatclub" source="Runepriest" /><Proficiency name="Morningstar" source="Runepriest" /><Proficiency name="Quarterstaff" source="Runepriest" /><Proficiency name="Scythe" source="Runepriest" /><Proficiency name="Spiked gauntlet" source="Runepriest" /><Proficiency name="Talid" source="Runepriest" /><Proficiency name="Widow&apos;s knife" source="Runepriest" /><Proficiency name="Wrist razors" source="Runepriest" /><Proficiency name="Claw fighter claw" source="Runepriest" /><Proficiency name="Shadowblade" source="Runepriest" /><Proficiency name="Climbing claw" source="Runepriest" /><Proficiency name="Dragontooth shield" source="Runepriest" /><Proficiency name="Fighting shield" source="Runepriest" /><Proficiency name="Soul shield" source="Runepriest" /><Proficiency name="Sun shield" source="Runepriest" /><Proficiency name="Rod of seven parts" source="Runepriest" /></ProficiencyGroup><ProficiencyGroup name="Simple Ranged" source="Runepriest"><Proficiency name="Hand crossbow" source="Runepriest" /><Proficiency name="Sling" source="Runepriest" /><Proficiency name="Crossbow" source="Runepriest" /><Proficiency name="Repeating crossbow" source="Runepriest" /><Proficiency name="Dejada" source="Runepriest" /></ProficiencyGroup><Proficiency name="Axe" source="Dwarven Weapon Training" /><Proficiency name="Battleaxe" source="Dwarven Weapon Training" /><Proficiency name="Handaxe" source="Dwarven Weapon Training" /><Proficiency name="Greataxe" source="Dwarven Weapon Training" /><Proficiency name="Halberd" source="Dwarven Weapon Training" /><Proficiency name="Khopesh" source="Dwarven Weapon Training" /><Proficiency name="Waraxe" source="Dwarven Weapon Training" /><Proficiency name="Execution axe" source="Dwarven Weapon Training" /><Proficiency name="Double axe" source="Dwarven Weapon Training" /><Proficiency name="Urgrosh" source="Dwarven Weapon Training" /><Proficiency name="Carrikal" source="Dwarven Weapon Training" /><Proficiency name="Gauntlet axe" source="Dwarven Weapon Training" /><Proficiency name="Gouge" source="Dwarven Weapon Training" /><Proficiency name="Trikal" source="Dwarven Weapon Training" /><Proficiency name="Hammer" source="Dwarven Weapon Training" /><Proficiency name="Craghammer" source="Dwarven Weapon Training" /><Proficiency name="Mordenkrad" source="Dwarven Weapon Training" /></WeaponProficiencies><ArmorProficiencies><Proficiency name="Plate" source="Armor Proficiency: Plate" /><Proficiency name="Cloth" source="Runepriest" /><Proficiency name="Leather" source="Runepriest" /><Proficiency name="Hide" source="Runepriest" /><Proficiency name="Chainmail" source="Runepriest" /><Proficiency name="Scale" source="Runepriest" /></ArmorProficiencies><ShieldProficiencies><Proficiency name="Light" source="Runepriest" /></ShieldProficiencies></Proficiencies></Character>