<?xml version="1.0" encoding="ISO-8859-1"?><?xml-stylesheet type="text/xsl" href="/145740951583/xsl/fullold.xsl"?><Character action-points-add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjh0dkFDA.triggerVariable(&apos;CUR_Action Points&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" action-points-subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjh0dkFDA.triggerVariable(&apos;CUR_Action Points&apos;, {autoValue:-1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" key="agdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjh0dkFDA" milestone-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjh0dkFDA.milestone();" name="Arden L9" safe-key="agdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjh0dkFDA"><Description age="28" height="5&apos;9&quot;" weight="150 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="20500" alignment="Unaligned" deity="" experience="16500" experience-prompt-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjh0dkFDA.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="9" name="Wizard" powersource="Arcane" role="Controller" size="Medium" tier="Heroic" vision="Normal"><Race description="The most ambitious of races, humans count among their number the greatest heroes &#8230;and the greatest villains." name="Human" url="http://www.wizards.com/dndinsider/compendium/race.aspx?id=7"><Feature description="Choose an extra feat at 1st level." name="Bonus Feat" /><Feature description="Trained in one additional class skill." name="Bonus Skill" /><Feature description="+1 to Fortitude, Reflex, and Will." name="Human Defense Bonuses" /><Feature description="Choose an option for your human character." name="Human Power Selection" /><Feature description="Know one extra 1st-level attack power from your class." name="Bonus At-Will Power" /></Race><Theme description="" name="Wizard&apos;s Apprentice" url="http://www.wizards.com/dndinsider/compendium/theme.aspx?id=852" /><Background description="Off the western coast of Faer&#251;n lies an archipelago known as the Moonshae Isles. Home to two human cultures, the druidic Ffolk and the seafaring Northlanders, the Moonshae Isles are beset by encroaching threats from the Feywild and Amnian mercenaries bent on conquest." name="Moonshae Isles" url="http://www.wizards.com/dndinsider/compendium/background.aspx?id=20"><Feature description="" name="Moonshae Isles Benefit" /></Background><Class description="You tap the raw arcane power of the cosmos, bending reality to your will with your focus." name="Wizard" url="http://www.wizards.com/dndinsider/compendium/class.aspx?id=9"><Feature description="" name="Wizard&apos;s Apprentice Starting Feature" /><Feature description="Gain a specialization in an arcane implement of your choice" name="Arcane Implement Mastery" /><Feature description="With staff, +1 AC. Plus, add Con mod to defense against one attack, even after you know damage (encounter, immediate interrupt)." name="Staff of Defense" /><Feature description="Use ghost sound, light, mage hand, and prestidigitation as at-will powers." name="Cantrips" /><Feature description="" name="Ritual Casting" /><Feature description="Three 1st-level rituals, plus more at higher levels. Also, twice the daily and utility spells you can use; choose from among these at each extended rest." name="Spellbook" /><Feature description="" name="Wizard&apos;s Apprentice Level 5 Feature" /></Class></Build><!-- Resistances element: Always present
    Optional Attributes: Fire, Cold, etc. (all allowed resistances)
 --><Resistances /><!-- Health element: always present
    Control attributes:
        short-rest-script: javascript to execute when the user wants to take a short rest.
        extended-rest-script: javascript to execute when the user wants to take an extended rest.
        tempHP-display-class: assign to at least one HTML element that should dynamically display temp HP.
        tempHP-prompt-script: javascript to execute to prompt the user for a new temp HP value.
        tempHP-bar-class: assign to all HTML elements that should have width set in proportion to current tempHP/max HP.
        death-saves-display-class: assign to at least one HTML element that should dynamically display current HP.
        death-saves-add-script: javascript to execute to add a death save.
        death-saves-subtract-script: javascript to execute to subtract a death save.
        power-points-display-class: assign to at least one HTML element that should dynamically display current power points.
        power-points-add-script: javascript to execute to add a power point.
        power-points-subtract-script: javascript to execute to subtract a power point.
        conditions-display-class: assign to at least on HTML element that should dynamically contain a div per condition.
        conditions-prompt-script: javascript to execute to prompt the user to enter a new condition.
        CUR_ConditionsDelete: will be dynamically assigned to each condition div in conditions-display-class elements.
            Not necessary to assign to any elements, but should probably be styled with css in your XSL.
    Child elements:
        MaxHitPoints: always present
            Required attributes: value
            Control attributes:
                CUR_HitPoints: assign to at least one HTML element that should dynamically display current HP.
                CUR_HitPointsBar: assign to all HTML elements that should have width set in proportion to current/max HP.
                CUR_HitPointsDying: assign to all HTML elements that should only be displayed if the character is dying.
                damage-prompt-script: javascript to execute to prompt the user for hit points of damage taken.
                heal-prompt-script: javascript to execute to prompt the user for hit points healed.
            Children:
                Factor elements: one for each factor contributing to the value.
                    Required attributes: name, modifier
                    Optional attributes: abbreviation, multiplier, multiplied
                        The "multiplier" and "multiplied" are only present if math was performed to get the modifier.
        BloodiedValue: always present
            Required attributes: value
            Children: as MaxHitPoints
        MaxSurges: always present
            Required attributes: value
            Control attributes:
                CUR_Surges: assign to at least one HTML element that should dynamically display current surges.
                CUR_SurgesBar: assign to all HTML elements that should have width set in proportion to current/max surges.
                add-script: javascript to execute to add a surge.
                subtract-script: javascript to execute to subtract a surge.
            Children: as MaxHitPoints
        SurgeValue: always present
            Required attributes: value
            Control attributes:
                toHitPoints-script: javascript to execute when the surge value should be added to hit points.
            Children: as MaxHitPoints --><Health conditions-display-class="CUR_Conditions" conditions-prompt-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjh0dkFDA.triggerVariable(&apos;CUR_Conditions&apos;, {text:&apos;Enter text for the condition&apos;});" death-saves-add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjh0dkFDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjh0dkFDA.triggerVariable(&apos;CUR_Death Saves&apos;, {autoValue:-1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" extended-rest-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjh0dkFDA.extendedRest();" power-points-add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjh0dkFDA.triggerVariable(&apos;CUR_PowerPoints&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" power-points-display-class="CUR_PowerPoints" power-points-subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjh0dkFDA.triggerVariable(&apos;CUR_PowerPoints&apos;, {autoValue:-1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" short-rest-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjh0dkFDA.shortRest();" tempHP-bar-class="CUR_TempHPBar" tempHP-display-class="CUR_TempHP" tempHP-prompt-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjh0dkFDA.triggerVariable(&apos;CUR_TempHP&apos;, {requireInt:1, min:0, text:&apos;Set to how many temporary HP?&apos; });"><MaxHitPoints damage-prompt-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjh0dkFDA.damagePrompt();" heal-prompt-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjh0dkFDA.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="56"><Factor abbreviation="Con" modifier="+14" name="Constitution" /><Factor abbreviation="Wizard 1" modifier="+10" name="Level 1 Wizard" /><Factor modifier="+4" name="_PER-LEVEL-HPS" /><Factor modifier="+4" name="_PER-LEVEL-HPS" /><Factor modifier="+4" name="_PER-LEVEL-HPS" /><Factor modifier="+4" name="_PER-LEVEL-HPS" /><Factor modifier="+4" name="_PER-LEVEL-HPS" /><Factor modifier="+4" name="_PER-LEVEL-HPS" /><Factor modifier="+4" name="_PER-LEVEL-HPS" /><Factor modifier="+4" name="_PER-LEVEL-HPS" /><Factor abbreviation="Wizard 9" modifier="+32" multiplied="4" multiplier="8" name="Level 9 Wizard" /></MaxHitPoints><BloodiedValue value="28"><Factor abbreviation="1/2 HP" modifier="+28" multiplied="56" multiplier=".5" name="Half Hit Points" /></BloodiedValue><MaxSurges add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjh0dkFDA.triggerVariable(&apos;CUR_Surges&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjh0dkFDA.triggerVariable(&apos;CUR_Surges&apos;, {autoValue:-1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" value="8"><Factor modifier="+6" name="Wizard" /><Factor abbreviation="Con mod" modifier="+2" name="Constitution modifier" /></MaxSurges><SurgeValue toHitPoints-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjh0dkFDA.surgeValueToHitPoints(15);" value="15"><Factor abbreviation="1/4 HP" modifier="+14" multiplied="56" multiplier=".25" name="Quarter Hit Points" /><Factor modifier="+1" name="Belt of Vigor (heroic tier)" /></SurgeValue><PowerPoints value="0" /></Health><!-- Movement element: always present
    Children:
        Speed element: always present
            Required attributes: value
            Children:
                Factor elements: one for each factor contributing to the value.
                    Required attributes: name, modifier
                    Optional attributes: abbreviation, multiplier, multiplied
                        The "multiplier" and "multiplied" are only present if math was performed to get the modifier.
        Initiative element: always present
            Required attributes: 
                value: number to display
                dice-class: use in conjunction with "Roller" to make an initiative roller element.
            Children:
                Factor elements: one for each factor contributing to the value.
                    Required attributes: name, modifier
                    Optional attributes: abbreviation, multiplier, multiplied
                        The "multiplier" and "multiplied" are only present if math was performed to get the modifier. --><Movement><Speed value="6"><Factor modifier="+6" name="Human" /></Speed><Initiative dice-class="dice1d20plus8Initiative" value="8"><Factor abbreviation="1/2 Level" modifier="+4" name="Half Level" /><Factor modifier="+4" name="Initiative Misc" /><Factor abbreviation="Dex mod" modifier="+0" name="Dexterity modifier" /></Initiative></Movement><!-- Defenses element: always present
    Children:
        Condition elements: present if one or more conditions affect all defenses
            Required attributes: name
        Defense elements: four Defense elements are always present.
            Required attributes: value, abbreviation, name (name is "ArmorClass", "Fortitude", "Reflex" or "Will")
            Children:
                Factor elements: one for each factor contributing to the value.
                    Required attributes: name, modifier
                    Optional attributes: abbreviation, multiplier, multiplied
                        The "multiplier" and "multiplied" are only present if math was performed to get the modifier.
                Condition elements: present if one or more conditions affect this defense
                    Required attributes: name --><Defenses><Defense abbreviation="AC" name="Armor Class" value="21"><Factor modifier="+10" name="Constant" /><Factor abbreviation="1/2 Level" modifier="+4" name="Half Level" /><Factor modifier="+0" name="Cloth Armor (Basic Clothing)" /><Factor modifier="+1" name="Shimmering Armor +1" /><Condition name="+1 Staff of Defense" /><Condition name="+5 Intelligence modifier" /></Defense><Defense abbreviation="Fort" name="Fortitude" value="20"><Factor modifier="+10" name="Constant" /><Factor abbreviation="1/2 Level" modifier="+4" name="Half Level" /><Factor modifier="+0" name="Fortitude Defense Class Bonus" /><Factor modifier="+1" name="Human Defense Bonuses" /><Factor modifier="+3" name="Elven Cloak +3" /><Factor abbreviation="Con mod" modifier="+2" name="Constitution modifier" /></Defense><Defense abbreviation="Ref" name="Reflex" value="23"><Factor modifier="+10" name="Constant" /><Factor abbreviation="1/2 Level" modifier="+4" name="Half Level" /><Factor modifier="+0" name="Reflex Defense Class Bonus" /><Factor modifier="+1" name="Human Defense Bonuses" /><Factor modifier="+3" name="Elven Cloak +3" /><Factor abbreviation="Int mod" modifier="+5" name="Intelligence modifier" /></Defense><Defense abbreviation="Will" name="Will" value="23"><Factor modifier="+10" name="Constant" /><Factor abbreviation="1/2 Level" modifier="+4" name="Half Level" /><Factor modifier="+2" name="Will Defense Class Bonus" /><Factor modifier="+1" name="Human Defense Bonuses" /><Factor modifier="+3" name="Elven Cloak +3" /><Factor abbreviation="Wis mod" modifier="+3" name="Wisdom modifier" /></Defense></Defenses><!-- PassiveSkills element: always present
    Children:
        PassiveSkill elements: two PassiveSkill elements are always present
            Required attributes: value, name (name is "Perception" or "Insight")
            Children:
                Factor elements: one for each factor contributing to the value.
                    Required attributes: name, modifier
                    Optional attributes: abbreviation, multiplier, multiplied
                        The "multiplier" and "multiplied" are only present if math was performed to get the modifier. --><PassiveSkills><PassiveSkill name="Perception" value="18"><Factor modifier="+8" name="Perception" /><Factor modifier="+10" name="Constant" /></PassiveSkill><PassiveSkill name="Insight" value="22"><Factor modifier="+12" 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="dice1d20plus4Acrobatics" name="Acrobatics" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=1" value="4"><Factor abbreviation="1/2 Level" modifier="+4" name="Half Level" /><Factor modifier="+0" name="Acrobatics Misc" /><Factor abbreviation="Dex mod" modifier="+0" name="Dexterity modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus14Arcana" name="Arcana" trained="true" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=2" value="14"><Factor abbreviation="1/2 Level" modifier="+4" name="Half Level" /><Factor modifier="+5" name="Trained" /><Factor modifier="+0" name="Arcana Misc" /><Factor abbreviation="Int mod" modifier="+5" name="Intelligence modifier" /></Skill><Skill armorpenaltyapplies="true" dice-class="dice1d20plus4Athletics" name="Athletics" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=27" value="4"><Factor abbreviation="1/2 Level" modifier="+4" name="Half Level" /><Factor modifier="+0" name="Athletics Misc" /><Factor abbreviation="Str mod" modifier="+0" name="Strength modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus4Bluff" name="Bluff" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=3" value="4"><Factor abbreviation="1/2 Level" modifier="+4" name="Half Level" /><Factor modifier="+0" name="Bluff Misc" /><Factor abbreviation="Cha mod" modifier="+0" name="Charisma modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus4Diplomacy" name="Diplomacy" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=6" value="4"><Factor abbreviation="1/2 Level" modifier="+4" name="Half Level" /><Factor modifier="+0" name="Diplomacy Misc" /><Factor abbreviation="Cha mod" modifier="+0" name="Charisma modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus12Dungeoneering" name="Dungeoneering" trained="true" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=7" value="12"><Factor abbreviation="1/2 Level" modifier="+4" name="Half Level" /><Factor modifier="+5" name="Trained" /><Factor modifier="+0" name="Dungeoneering Misc" /><Factor abbreviation="Wis mod" modifier="+3" name="Wisdom modifier" /></Skill><Skill armorpenaltyapplies="true" dice-class="dice1d20plus6Endurance" name="Endurance" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=8" value="6"><Factor abbreviation="1/2 Level" modifier="+4" name="Half Level" /><Factor modifier="+0" name="Endurance Misc" /><Factor abbreviation="Con mod" modifier="+2" name="Constitution modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus7Heal" name="Heal" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=9" value="7"><Factor abbreviation="1/2 Level" modifier="+4" name="Half Level" /><Factor modifier="+0" name="Heal Misc" /><Factor abbreviation="Wis mod" modifier="+3" name="Wisdom modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus14History" name="History" trained="true" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=11" value="14"><Factor abbreviation="1/2 Level" modifier="+4" name="Half Level" /><Factor modifier="+5" name="Trained" /><Factor modifier="+0" name="History Misc" /><Factor abbreviation="Int mod" modifier="+5" name="Intelligence modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus12Insight" name="Insight" trained="true" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=13" value="12"><Factor abbreviation="1/2 Level" modifier="+4" name="Half Level" /><Factor modifier="+5" name="Trained" /><Factor modifier="+0" name="Insight Misc" /><Factor abbreviation="Wis mod" modifier="+3" name="Wisdom modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus4Intimidate" name="Intimidate" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=14" value="4"><Factor abbreviation="1/2 Level" modifier="+4" name="Half Level" /><Factor modifier="+0" name="Intimidate Misc" /><Factor abbreviation="Cha mod" modifier="+0" name="Charisma modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus12Nature" name="Nature" trained="true" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=16" value="12"><Factor abbreviation="1/2 Level" modifier="+4" name="Half Level" /><Factor modifier="+5" name="Trained" /><Factor modifier="+0" name="Nature Misc" /><Factor abbreviation="Wis mod" modifier="+3" name="Wisdom modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus8Perception" name="Perception" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=17" value="8"><Factor abbreviation="1/2 Level" modifier="+4" name="Half Level" /><Factor modifier="+1" name="Perception Misc" /><Factor abbreviation="Wis mod" modifier="+3" name="Wisdom modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus9Religion" name="Religion" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=18" value="9"><Factor abbreviation="1/2 Level" modifier="+4" name="Half Level" /><Factor modifier="+0" name="Religion Misc" /><Factor abbreviation="Int mod" modifier="+5" name="Intelligence modifier" /></Skill><Skill armorpenaltyapplies="true" dice-class="dice1d20plus7Stealth" name="Stealth" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=20" value="7"><Factor abbreviation="1/2 Level" modifier="+4" name="Half Level" /><Factor modifier="+3" name="Stealth Misc" /><Factor abbreviation="Dex mod" modifier="+0" name="Dexterity modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus4Streetwise" name="Streetwise" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=21" value="4"><Factor abbreviation="1/2 Level" modifier="+4" name="Half Level" /><Factor modifier="+0" name="Streetwise Misc" /><Factor abbreviation="Cha mod" modifier="+0" name="Charisma modifier" /></Skill><Skill armorpenaltyapplies="true" dice-class="dice1d20plus4Thievery" name="Thievery" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=23" value="4"><Factor abbreviation="1/2 Level" modifier="+4" name="Half Level" /><Factor modifier="+0" name="Thievery Misc" /><Factor abbreviation="Dex mod" modifier="+0" name="Dexterity modifier" /></Skill></Skills><!-- AbilityScores element: always present
    Children:
        AbilityScore elements: six AbilityScore elements are always present.
            Required attributes: value, abbreviation, name ("Strength", etc...)
            Children:
                AbilityModifier element: always present
                    Required attributes: 
                        modifier: base modifier
                        rollmodifier: (includes 1/2 level)
                        dice-class: use in conjunction with "Roller" to build an ability check roller element.
                Factor elements: one for each factor contributing to the value.
                    Required attributes: name, modifier
                    Optional attributes: abbreviation, multiplier, multiplied
                        The "multiplier" and "multiplied" are only present if math was performed to get the modifier. --><AbilityScores><AbilityScore abbreviation="Str" name="Strength" value="11"><Factor modifier="+11" name="Starting" /><AbilityModifier dice-class="dice1d20plus4Strength" modifier="+0" rollmodifier="+4" /></AbilityScore><AbilityScore abbreviation="Con" name="Constitution" value="14"><Factor modifier="+14" name="Starting" /><AbilityModifier dice-class="dice1d20plus6Constitution" modifier="+2" rollmodifier="+6" /></AbilityScore><AbilityScore abbreviation="Dex" name="Dexterity" value="10"><Factor modifier="+10" name="Starting" /><AbilityModifier dice-class="dice1d20plus4Dexterity" modifier="+0" rollmodifier="+4" /></AbilityScore><AbilityScore abbreviation="Int" name="Intelligence" value="20"><Factor modifier="+16" name="Starting" /><Factor modifier="+2" name="Human" /><Factor modifier="+1" name="Level 4" /><Factor modifier="+1" name="Level 8" /><AbilityModifier dice-class="dice1d20plus9Intelligence" modifier="+5" rollmodifier="+9" /></AbilityScore><AbilityScore abbreviation="Wis" name="Wisdom" value="16"><Factor modifier="+14" name="Starting" /><Factor modifier="+1" name="Level 4" /><Factor modifier="+1" name="Level 8" /><AbilityModifier dice-class="dice1d20plus7Wisdom" modifier="+3" rollmodifier="+7" /></AbilityScore><AbilityScore abbreviation="Cha" name="Charisma" value="10"><Factor modifier="+10" name="Starting" /><AbilityModifier dice-class="dice1d20plus4Charisma" modifier="+0" rollmodifier="+4" /></AbilityScore></AbilityScores><!-- Powers element: always present
    Child elements:
        Power elements: one per power
            Required attributes: name, url, powerusage, actiontype
            Optional attributes: powertype, attacktype, target, level, flavor, source, keywords
            Control attributes: only present for Encounter and Daily powers.
                display-class: assign to all HTML elements that should have classname "Used" added 
                    when the power is used, and classname "Used" removed when the power is un-used.
                use-script: javascript to execute when the user marks a power used or unused.
            Child Elements:
                Condition elements: one per condition that affects all weapons.
                    Required attributes: name
                Weapon elements: one per weapon that is legal for use with the power.
                    Required attributes: name, url, attackstat, defense
                    Child elements:
                        Condition elements: one per condition that affects all weapons.
                            Required attributes: name
                            Optional attributes: dice-class; if present, this condition should be presented as a "Roller".
                        AttackBonus element: always present
                            Required attributes: 
                                value: value to display
                                dice-class: use in conjunction with "Roller" to make an attack roller element.
                            Child elements:
                                Factor elements: one per factor contributing to the value
                                    Required attributes: name, modifier
                                    Optional attributes: abbreviation, multiplier, multiplied
                                        The "multiplier" and "multiplied" are only present if math was performed to get the modifier.
                        Damage element: always present
                            Required attributes: 
                                value: value to display
                                dice-class: use in conjunction with "Roller" to make a damage roller element.
                            Optional attributes: type (e.g. lightning)
                            Child elements:
                                Factor elements: one per factor contributing to the value
                                    Required attributes: name, modifier
                                    Optional attributes: abbreviation, multiplier, multiplied
                                        The "multiplier" and "multiplied" are only present if math was performed to get the modifier. --><Powers><Power actiontype="Standard Action" 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" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=2983&amp;ftype=1" name="Accurate staff of Ruin +2" weaponurl="/characters/missingCompendium"><AttackBonus dice-class="dice1d20plus9Attack" value="9"><Factor modifier="+0" name="Strength modifier" /><Factor abbreviation="1/2 Level" modifier="+4" name="Half Level" /><Factor modifier="+2" name="proficiency bonus" /><Factor modifier="+2" name="enhancement bonus" /><Factor modifier="+1" name="Feat bonus - Staff Expertise" /></AttackBonus><Damage dice-class="dice1d8plus4Damage" value="1d8+4"><Factor modifier="+0" name="Strength modifier" /><Factor modifier="+2" name="enhancement bonus" /><Factor modifier="+2" name="item bonus - Staff of Ruin +2" /></Damage></Weapon><Weapon attackstat="Strength" defense="AC" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=724&amp;ftype=1" name="Lightning Dagger +1" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=3&amp;ftype=3"><AttackBonus dice-class="dice1d20plus8Attack" value="8"><Factor modifier="+0" name="Strength modifier" /><Factor abbreviation="1/2 Level" modifier="+4" name="Half Level" /><Factor modifier="+3" name="proficiency bonus" /><Factor modifier="+1" name="enhancement bonus" /></AttackBonus><Damage dice-class="dice1d4plus1Damage" value="1d4+1"><Factor modifier="+0" name="Strength modifier" /><Factor modifier="+1" name="enhancement bonus" /></Damage></Weapon><Weapon attackstat="Strength" defense="AC" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus4Attack" value="4"><Factor modifier="+0" name="Strength modifier" /><Factor abbreviation="1/2 Level" modifier="+4" name="Half Level" /></AttackBonus><Damage dice-class="dice1d4Damage" value="1d4"><Factor modifier="+0" 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=724&amp;ftype=1" name="Lightning Dagger +1" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=3&amp;ftype=3"><AttackBonus dice-class="dice1d20plus8Attack" value="8"><Factor modifier="+0" name="Dexterity modifier" /><Factor abbreviation="1/2 Level" modifier="+4" name="Half Level" /><Factor modifier="+3" name="proficiency bonus" /><Factor modifier="+1" name="enhancement bonus" /></AttackBonus><Damage dice-class="dice1d4plus1Damage" value="1d4+1"><Factor modifier="+0" name="Dexterity modifier" /><Factor modifier="+1" name="enhancement bonus" /></Damage></Weapon><Weapon attackstat="Dexterity" defense="AC" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus4Attack" value="4"><Factor modifier="+0" name="Dexterity modifier" /><Factor abbreviation="1/2 Level" modifier="+4" name="Half Level" /></AttackBonus><Damage dice-class="dice1d4Damage" value="1d4"><Factor modifier="+0" name="Dexterity modifier" /></Damage></Weapon></Power><Power actiontype="Standard Action" attacktype="Area burst 1 within 10 squares" flavor="You hurl a hailstone toward your foes. It explodes among them, temporarily turning the ground into an ice slick." isMore="" keywords="Arcane, Cold, Evocation, Implement" level="1" name="Freezing Burst" packagename="" packageurl="" powertype="Attack" powerusage="At-Will" source="Wizard Attack 1" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=12734"><PowerCardItem><Name>Target</Name><Description>Each creature in the burst</Description></PowerCardItem><PowerCardItem><Name>Attack</Name><Description>Intelligence vs. Reflex</Description></PowerCardItem><PowerCardItem><Name>Hit</Name><Description>1d6 + Intelligence modifier cold damage, and you can slide the target 1 square. 
Level 21: 2d6 + Intelligence modifier cold damage.</Description></PowerCardItem><Weapon attackstat="Intelligence" defense="Reflex" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=2983&amp;ftype=1" name="Accurate staff of Ruin +2" weaponurl="/characters/missingCompendium"><AttackBonus dice-class="dice1d20plus13Attack" value="13"><Factor modifier="+5" name="Intelligence modifier" /><Factor abbreviation="1/2 Level" modifier="+4" name="Half Level" /><Factor modifier="+2" name="enhancement bonus" /><Factor modifier="+1" name="Feat bonus - Staff Expertise" /><Factor modifier="+1" name="Superior Implement bonus - Accurate staff" /></AttackBonus><Damage dice-class="dice1d6plus10Damage" type="Cold" value="1d6+10"><Factor modifier="+5" name="Intelligence modifier" /><Factor modifier="+2" name="enhancement bonus" /><Factor modifier="+1" name="Feat bonus - Implement Focus (Staff)" /><Factor modifier="+2" name="item bonus - Staff of Ruin +2" /></Damage></Weapon><Weapon attackstat="Intelligence" defense="Reflex" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus9Attack" value="9"><Factor modifier="+5" name="Intelligence modifier" /><Factor abbreviation="1/2 Level" modifier="+4" name="Half Level" /></AttackBonus><Damage dice-class="dice1d6plus5Damage" type="Cold" value="1d6+5"><Factor modifier="+5" name="Intelligence modifier" /></Damage></Weapon></Power><Power actiontype="Standard Action" attacktype="Ranged 10" flavor="With a wink, you create an illusory sound that emanates from a distant location." isMore="" keywords="Arcane, Illusion" name="Ghost Sound" packagename="" packageurl="" powertype="Utility" powerusage="At-Will" source="Wizard Utility" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=1217"><PowerCardItem><Name>Target</Name><Description>One object or unoccupied square</Description></PowerCardItem><PowerCardItem><Name>Effect</Name><Description>You cause a sound as quiet as a whisper or as loud as a yelling or fighting creature to emanate from the target. You can produce nonvocal sounds such as the ringing of a sword blow, jingling armor, or scraping stone. If you whisper, you can whisper quietly enough that only creatures adjacent to the target can hear your words.</Description></PowerCardItem></Power><Power actiontype="Minor Action" attacktype="Ranged 5" flavor="With a wave of your hand, you cause a bright light to appear on the tip of your staff, upon some other object, or in a nearby space." isMore="" keywords="Arcane" name="Light" packagename="" packageurl="" powertype="Utility" powerusage="At-Will" source="Wizard Utility" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=1225"><PowerCardItem><Name>Target</Name><Description>One object or unoccupied square</Description></PowerCardItem><PowerCardItem><Name>Effect</Name><Description>The target sheds bright light until the end of the encounter or until you use this power again. The light fills the target's space and all squares within 4 squares of it. Putting out the light is a free action.</Description></PowerCardItem></Power><Power actiontype="Minor Action" attacktype="Ranged 5" flavor="You gesture toward an object nearby, and a spectral floating hand lifts the object into the air and moves it where you wish." isMore="" keywords="Arcane, Conjuration" name="Mage Hand" packagename="" packageurl="" powertype="Utility" powerusage="At-Will" source="Wizard Utility" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=1227"><PowerCardItem><Name>Effect</Name><Description>You conjure a spectral, floating hand in an unoccupied square within range. The hand lasts until the end of your next turn or until you use this power again. If you are holding an object when you use this power, the hand can move the object into a pack, a pouch, a sheath, or a similar container and simultaneously move any one object carried or worn anywhere on your body into your hand. While the hand persists, you can take the following actions.</Description></PowerCardItem><PowerCardItem><Name> Minor Action</Name><Description>The hand picks up or manipulates an object weighing 20 pounds or less. It can hold only one object at a time.</Description></PowerCardItem><PowerCardItem><Name> Move Action</Name><Description>The hand moves up to 5 squares in any direction, carrying the object it holds.</Description></PowerCardItem><PowerCardItem><Name> Free Action</Name><Description>The hand drops the object it is holding.</Description></PowerCardItem><PowerCardItem><Name>Sustain Minor</Name><Description>The hand persists until the end of your next turn.</Description></PowerCardItem></Power><Power actiontype="Standard Action" attacktype="Ranged 2" flavor="You perform an amusing magical trick, such as creating a dancing wisp of light, freshening a wilting flower, making a coin invisible, or warming a cold drink." isMore="" keywords="Arcane" name="Prestidigitation" packagename="" packageurl="" powertype="Utility" powerusage="At-Will" source="Wizard Utility" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=1930"><PowerCardItem><Name>Effect</Name><Description>Use this cantrip to accomplish one of the effects given below:
	* Change the color of items in 1 cubic foot.
	* Create a harmless sensory effect, such as a shower of sparks, a puff of wind, faint music, or a strong odor.
	* Clean or soil items in 1 cubic foot.
	* Instantly light (or snuff out) a candle, a torch, or a small campfire.
	* Chill, warm, or flavor up to 1 pound of nonliving material for up to 1 hour.
	* Make a small mark or symbol appear on a surface for up to 1 hour.
	* Produce out of nothingness a small item or image that exists until the end of your next turn.
	* Make a small, handheld item invisible until the end of your next turn.</Description></PowerCardItem><PowerCardItem><Name>Special</Name><Description>You can have as many as three prestidigitation effects active at one time. Nothing you create with this cantrip can deal damage, serve as a weapon or a tool, or hinder another creature's actions. This cantrip cannot duplicate the effect of any other power.</Description></PowerCardItem></Power><Power actiontype="Standard Action" attacktype="Close blast 3" flavor="You create a whip-crack of sonic power that lashes up from the ground." isMore="" keywords="Arcane, Implement, Thunder" level="1" name="Thunderwave" packagename="" packageurl="" powertype="Attack" powerusage="At-Will" source="Wizard Attack 1" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=1169"><PowerCardItem><Name>Target</Name><Description>Each creature in the blast</Description></PowerCardItem><PowerCardItem><Name>Attack</Name><Description>Intelligence vs. Fortitude</Description></PowerCardItem><PowerCardItem><Name>Hit</Name><Description>1d6 + Intelligence modifier thunder damage, and you push the target a number of squares equal to your Wisdom modifier.
Increase damage to 2d6 + Intelligence modifier at 21st level.</Description></PowerCardItem><Weapon attackstat="Intelligence" defense="Fortitude" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=2983&amp;ftype=1" name="Accurate staff of Ruin +2" weaponurl="/characters/missingCompendium"><AttackBonus dice-class="dice1d20plus13Attack" value="13"><Factor modifier="+5" name="Intelligence modifier" /><Factor abbreviation="1/2 Level" modifier="+4" name="Half Level" /><Factor modifier="+2" name="enhancement bonus" /><Factor modifier="+1" name="Feat bonus - Staff Expertise" /><Factor modifier="+1" name="Superior Implement bonus - Accurate staff" /></AttackBonus><Damage dice-class="dice1d6plus10Damage" type="Thunder" value="1d6+10"><Factor modifier="+5" name="Intelligence modifier" /><Factor modifier="+2" name="enhancement bonus" /><Factor modifier="+1" name="Feat bonus - Implement Focus (Staff)" /><Factor modifier="+2" name="item bonus - Staff of Ruin +2" /></Damage></Weapon><Weapon attackstat="Intelligence" defense="Fortitude" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus9Attack" value="9"><Factor modifier="+5" name="Intelligence modifier" /><Factor abbreviation="1/2 Level" modifier="+4" name="Half Level" /></AttackBonus><Damage dice-class="dice1d6plus5Damage" type="Thunder" value="1d6+5"><Factor modifier="+5" name="Intelligence modifier" /></Damage></Weapon></Power><Power actiontype="Standard Action" attacktype="Ranged 20" flavor="Lightning leaps from your outstretched hand, weaving safely through your allies to slam into your foes." isMore="" keywords="Arcane, Evocation, Implement, Lightning" level="1" name="Arc Lightning" packagename="" packageurl="" powertype="Attack" powerusage="At-Will" source="Wizard Attack 1" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=12732"><PowerCardItem><Name>Target</Name><Description>One or two creatures</Description></PowerCardItem><PowerCardItem><Name>Attack</Name><Description>Intelligence vs. Reflex</Description></PowerCardItem><PowerCardItem><Name>Hit</Name><Description>1d6 + Intelligence modifier lightning damage.
Level 21: 2d6 + Intelligence modifier lightning damage.</Description></PowerCardItem><Weapon attackstat="Intelligence" defense="Reflex" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=2983&amp;ftype=1" name="Accurate staff of Ruin +2" weaponurl="/characters/missingCompendium"><AttackBonus dice-class="dice1d20plus13Attack" value="13"><Factor modifier="+5" name="Intelligence modifier" /><Factor abbreviation="1/2 Level" modifier="+4" name="Half Level" /><Factor modifier="+2" name="enhancement bonus" /><Factor modifier="+1" name="Feat bonus - Staff Expertise" /><Factor modifier="+1" name="Superior Implement bonus - Accurate staff" /></AttackBonus><Damage dice-class="dice1d6plus10Damage" type="Lightning" value="1d6+10"><Factor modifier="+5" name="Intelligence modifier" /><Factor modifier="+2" name="enhancement bonus" /><Factor modifier="+1" name="Feat bonus - Implement Focus (Staff)" /><Factor modifier="+2" name="item bonus - Staff of Ruin +2" /></Damage></Weapon><Weapon attackstat="Intelligence" defense="Reflex" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus9Attack" value="9"><Factor modifier="+5" name="Intelligence modifier" /><Factor abbreviation="1/2 Level" modifier="+4" name="Half Level" /></AttackBonus><Damage dice-class="dice1d6plus5Damage" type="Lightning" value="1d6+5"><Factor modifier="+5" name="Intelligence modifier" /></Damage></Weapon></Power><Power actiontype="Opportunity Action" isMore="true" name="Opportunity Attack" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=331" /><Power actiontype="Opportunity Action" isMore="true" name="Opportunity Action" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=119" /><Power actiontype="Immediate Reaction" isMore="true" name="Readied action" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=332" /><Power actiontype="Free Action" isMore="true" name="Delay" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=327" /><Power actiontype="Free Action" isMore="true" name="End a grab" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=329" /><Power actiontype="Minor Action" isMore="true" name="Drop prone" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=141" /><Power actiontype="Standard Action" isMore="true" name="Aid Another" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=322" /><Power actiontype="Standard Action" isMore="true" name="Bull Rush" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=323" /><Power actiontype="Standard Action" isMore="true" name="Charge" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=324" /><Power actiontype="Standard Action" isMore="true" name="Coup de grace" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=325" /><Power actiontype="Standard Action" isMore="true" name="Grab" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=329" /><Power actiontype="Minor Action" isMore="true" name="Sustain a Grab" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=329" /><Power actiontype="Standard Action" isMore="true" name="Ready an action" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=332" /><Power actiontype="Standard Action" isMore="true" name="Total defense" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=338" /><Power actiontype="Move Action" isMore="true" name="Walk 6 squares" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=339" /><Power actiontype="Move Action" isMore="true" name="Run 8 squares" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=333" /><Power actiontype="Move Action" isMore="true" name="Shift 1 square" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=335" /><Power actiontype="Move Action" isMore="true" name="Crawl 3 squares" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=326" /><Power actiontype="Move Action" isMore="true" name="Squeeze 3 squares" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=336" /><Power actiontype="Move Action" isMore="true" name="Stand up" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=337" /><Power actiontype="Move Action" isMore="true" name="Escape a Grab" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=328" /><Power actiontype="Standard Action" isMore="true" name="Any Move Action" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=116" /><Power actiontype="Standard Action" isMore="true" name="Any Minor Action" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=117" /><Power actiontype="Move Action" isMore="true" name="Any Minor Action" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=117" /><Power actiontype="Standard Action" attacktype="Ranged 5" display-class="USAGE_ColorOrb" flavor="You throw a brightly shining orb of swirling colors at your foe, momentarily dazing it." isMore="" keywords="Arcane, Implement, Radiant" name="Color Orb" packagename="" packageurl="" powertype="Attack" powerusage="Encounter" source="Wizard&apos;s Apprentice Attack" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=14127" use-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjh0dkFDA.triggerVariable(&apos;USAGE_ColorOrb&apos;, {isBoolean:1});"><PowerCardItem><Name>Target</Name><Description>One creature</Description></PowerCardItem><PowerCardItem><Name>Attack</Name><Description>Highest ability modifier vs. Will</Description></PowerCardItem><PowerCardItem><Name>Hit</Name><Description>1d8 + highest ability modifier radiant damage, and the target is dazed until the end of your next turn.
	Level 11: 2d8 + highest ability modifier radiant damage.
	Level 21: 3d8 + highest ability modifier radiant damage.</Description></PowerCardItem><Weapon attackstat="Intelligence" defense="Will" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=2983&amp;ftype=1" name="Accurate staff of Ruin +2" weaponurl="/characters/missingCompendium"><AttackBonus dice-class="dice1d20plus13Attack" value="13"><Factor modifier="+5" name="Intelligence modifier" /><Factor abbreviation="1/2 Level" modifier="+4" name="Half Level" /><Factor modifier="+2" name="enhancement bonus" /><Factor modifier="+1" name="Feat bonus - Staff Expertise" /><Factor modifier="+1" name="Superior Implement bonus - Accurate staff" /></AttackBonus><Damage dice-class="dice1d8plus10Damage" value="1d8+10"><Factor modifier="+5" name="Intelligence modifier" /><Factor modifier="+2" name="enhancement bonus" /><Factor modifier="+1" name="Feat bonus - Implement Focus (Staff)" /><Factor modifier="+2" name="item bonus - Staff of Ruin +2" /></Damage></Weapon><Weapon attackstat="Intelligence" defense="Will" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus9Attack" value="9"><Factor modifier="+5" name="Intelligence modifier" /><Factor abbreviation="1/2 Level" modifier="+4" name="Half Level" /></AttackBonus><Damage dice-class="dice1d8plus5Damage" value="1d8+5"><Factor modifier="+5" name="Intelligence modifier" /></Damage></Weapon></Power><Power actiontype="Immediate Interrupt" display-class="USAGE_StaffofDefense" flavor="This form of mastery is useful for all wizards, particularly if you dabble in both control and damage-dealing spells." isMore="" keywords="Implement" name="Staff of Defense" packagename="Wizard" packageurl="http://www.wizards.com/dndinsider/compendium/class.aspx?id=9" powerusage="Encounter" source="Staff of Defense  Power" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=5595" use-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjh0dkFDA.triggerVariable(&apos;USAGE_StaffofDefense&apos;, {isBoolean:1});"><PowerCardItem><Name>Effect</Name><Description>you gain a bonus to defense against one attack equal to your Constitution modifier. You can declare the bonus after the Dungeon Master has already told you the damage total.</Description></PowerCardItem><PowerCardItem><Name>Requirement</Name><Description>You must wield your staff.</Description></PowerCardItem></Power><Power actiontype="Standard Action" attacktype="Close blast 5" display-class="USAGE_BurningHands" flavor="A gout of flame erupts from your hands and scorches nearby foes." isMore="" keywords="Arcane, Evocation, Fire, Implement" level="1" name="Burning Hands" packagename="" packageurl="" powertype="Attack" powerusage="Encounter" source="Wizard Attack 1" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=159" use-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjh0dkFDA.triggerVariable(&apos;USAGE_BurningHands&apos;, {isBoolean:1});"><PowerCardItem><Name>Target</Name><Description>Each creature in the blast</Description></PowerCardItem><PowerCardItem><Name>Attack</Name><Description>Intelligence vs. Reflex</Description></PowerCardItem><PowerCardItem><Name>Hit</Name><Description>2d6 + Intelligence modifier fire damage.</Description></PowerCardItem><PowerCardItem><Name>Miss</Name><Description>Half damage.</Description></PowerCardItem><Weapon attackstat="Intelligence" defense="Reflex" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=2983&amp;ftype=1" name="Accurate staff of Ruin +2" weaponurl="/characters/missingCompendium"><AttackBonus dice-class="dice1d20plus13Attack" value="13"><Factor modifier="+5" name="Intelligence modifier" /><Factor abbreviation="1/2 Level" modifier="+4" name="Half Level" /><Factor modifier="+2" name="enhancement bonus" /><Factor modifier="+1" name="Feat bonus - Staff Expertise" /><Factor modifier="+1" name="Superior Implement bonus - Accurate staff" /></AttackBonus><Damage dice-class="dice2d6plus10Damage" type="Fire" value="2d6+10"><Factor modifier="+5" name="Intelligence modifier" /><Factor modifier="+2" name="enhancement bonus" /><Factor modifier="+1" name="Feat bonus - Implement Focus (Staff)" /><Factor modifier="+2" name="item bonus - Staff of Ruin +2" /></Damage></Weapon><Weapon attackstat="Intelligence" defense="Reflex" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus9Attack" value="9"><Factor modifier="+5" name="Intelligence modifier" /><Factor abbreviation="1/2 Level" modifier="+4" name="Half Level" /></AttackBonus><Damage dice-class="dice2d6plus5Damage" type="Fire" value="2d6+5"><Factor modifier="+5" name="Intelligence modifier" /></Damage></Weapon></Power><Power actiontype="Immediate Interrupt" attacktype="Personal" display-class="USAGE_Shield" flavor="You throw up your hand, and a shield of arcane energy springs into existence, protecting you against imminent attacks." isMore="" keywords="Arcane" level="2" name="Shield" packagename="" packageurl="" powertype="Utility" powerusage="Encounter" source="Wizard Utility 2" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=1235" use-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjh0dkFDA.triggerVariable(&apos;USAGE_Shield&apos;, {isBoolean:1});"><PowerCardItem><Name>Trigger</Name><Description>You are hit by an attack.</Description></PowerCardItem><PowerCardItem><Name>Effect</Name><Description>You gain a +4 power bonus to AC and Reflex until the end of your next turn.</Description></PowerCardItem></Power><Power actiontype="Move Action" attacktype="Ranged 10" display-class="USAGE_Jump" flavor="You or another creature you choose can suddenly leap great distances." isMore="" keywords="Arcane" level="2" name="Jump" packagename="" packageurl="" powertype="Utility" powerusage="Encounter" source="Wizard Utility 2" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=1223" use-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjh0dkFDA.triggerVariable(&apos;USAGE_Jump&apos;, {isBoolean:1});"><PowerCardItem><Name>Target</Name><Description>You or one creature</Description></PowerCardItem><PowerCardItem><Name>Effect</Name><Description>The target makes an Athletics check as a free action to jump with a +10 power bonus. The target can move as many squares as the check allows and is considered to have a running start.</Description></PowerCardItem></Power><Power actiontype="Standard Action" attacktype="Close burst 3" display-class="USAGE_FireShroud" flavor="With a subtle gesture, you wreathe nearby enemies in flames." isMore="" keywords="Arcane, Fire, Implement" level="3" name="Fire Shroud" packagename="" packageurl="" powertype="Attack" powerusage="Encounter" source="Wizard Attack 3" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=2272" use-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjh0dkFDA.triggerVariable(&apos;USAGE_FireShroud&apos;, {isBoolean:1});"><PowerCardItem><Name>Target</Name><Description>Each enemy in the burst</Description></PowerCardItem><PowerCardItem><Name>Attack</Name><Description>Intelligence vs. Fortitude</Description></PowerCardItem><PowerCardItem><Name>Hit</Name><Description>1d8 + Intelligence modifier fire damage, and ongoing 5 fire damage (save ends).</Description></PowerCardItem><Weapon attackstat="Intelligence" defense="Fortitude" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=2983&amp;ftype=1" name="Accurate staff of Ruin +2" weaponurl="/characters/missingCompendium"><AttackBonus dice-class="dice1d20plus13Attack" value="13"><Factor modifier="+5" name="Intelligence modifier" /><Factor abbreviation="1/2 Level" modifier="+4" name="Half Level" /><Factor modifier="+2" name="enhancement bonus" /><Factor modifier="+1" name="Feat bonus - Staff Expertise" /><Factor modifier="+1" name="Superior Implement bonus - Accurate staff" /></AttackBonus><Damage dice-class="dice1d8plus10Damage" type="Fire" value="1d8+10"><Factor modifier="+5" name="Intelligence modifier" /><Factor modifier="+2" name="enhancement bonus" /><Factor modifier="+1" name="Feat bonus - Implement Focus (Staff)" /><Factor modifier="+2" name="item bonus - Staff of Ruin +2" /></Damage></Weapon><Weapon attackstat="Intelligence" defense="Fortitude" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus9Attack" value="9"><Factor modifier="+5" name="Intelligence modifier" /><Factor abbreviation="1/2 Level" modifier="+4" name="Half Level" /></AttackBonus><Damage dice-class="dice1d8plus5Damage" type="Fire" value="1d8+5"><Factor modifier="+5" name="Intelligence modifier" /></Damage></Weapon></Power><Power actiontype="Standard Action" attacktype="Area burst 1 within 10 squares" display-class="USAGE_TwistofSpace" flavor="You bend and fold the fabric of space, scattering your enemies across the battlefield." isMore="" keywords="Arcane, Evocation, Implement, Teleportation" level="7" name="Twist of Space" packagename="" packageurl="" powertype="Attack" powerusage="Encounter" source="Wizard Attack 7" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=2816" use-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjh0dkFDA.triggerVariable(&apos;USAGE_TwistofSpace&apos;, {isBoolean:1});"><PowerCardItem><Name>Target</Name><Description>Each creature in the burst</Description></PowerCardItem><PowerCardItem><Name>Attack</Name><Description>Intelligence vs. Will</Description></PowerCardItem><PowerCardItem><Name>Hit</Name><Description>1d6 + Intelligence modifier damage, and the target is teleported 3 squares and slowed until the end of your next turn.</Description></PowerCardItem><Weapon attackstat="Intelligence" defense="Will" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=2983&amp;ftype=1" name="Accurate staff of Ruin +2" weaponurl="/characters/missingCompendium"><AttackBonus dice-class="dice1d20plus13Attack" value="13"><Factor modifier="+5" name="Intelligence modifier" /><Factor abbreviation="1/2 Level" modifier="+4" name="Half Level" /><Factor modifier="+2" name="enhancement bonus" /><Factor modifier="+1" name="Feat bonus - Staff Expertise" /><Factor modifier="+1" name="Superior Implement bonus - Accurate staff" /></AttackBonus><Damage dice-class="dice1d6plus10Damage" value="1d6+10"><Factor modifier="+5" name="Intelligence modifier" /><Factor modifier="+2" name="enhancement bonus" /><Factor modifier="+1" name="Feat bonus - Implement Focus (Staff)" /><Factor modifier="+2" name="item bonus - Staff of Ruin +2" /></Damage></Weapon><Weapon attackstat="Intelligence" defense="Will" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus9Attack" value="9"><Factor modifier="+5" name="Intelligence modifier" /><Factor abbreviation="1/2 Level" modifier="+4" name="Half Level" /></AttackBonus><Damage dice-class="dice1d6plus5Damage" value="1d6+5"><Factor modifier="+5" name="Intelligence modifier" /></Damage></Weapon></Power><Power actiontype="Standard Action" display-class="USAGE_SecondWind" isMore="" name="Second Wind" packagename="" packageurl="" powerusage="Encounter" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=334" use-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjh0dkFDA.triggerVariable(&apos;USAGE_SecondWind&apos;, { isBoolean:1, useRequires: function() { return CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjh0dkFDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjh0dkFDA.triggerVariable(&apos;USAGE_ActionPoint&apos;, {isBoolean:1});" /><Power actiontype="Standard Action" attacktype="Area burst 2 within 10 squares" display-class="USAGE_ArcaneWhirlwind" flavor="Howling winds straight from the Elemental Chaos whip your foes around the battlefield." isMore="" keywords="Arcane, Evocation, Implement, Thunder, Zone" level="1" name="Arcane Whirlwind" packagename="" packageurl="" powertype="Attack" powerusage="Daily" source="Wizard Attack 1" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=11031" use-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjh0dkFDA.triggerVariable(&apos;USAGE_ArcaneWhirlwind&apos;, {isBoolean:1});"><PowerCardItem><Name>Target</Name><Description>Each creature in the burst</Description></PowerCardItem><PowerCardItem><Name>Attack</Name><Description>Intelligence vs. Reflex</Description></PowerCardItem><PowerCardItem><Name>Hit</Name><Description>2d6 + Intelligence modifier thunder damage, and you slide the target 1 square.</Description></PowerCardItem><PowerCardItem><Name>Miss</Name><Description>Half damage.</Description></PowerCardItem><PowerCardItem><Name>Effect</Name><Description>The burst creates a zone of rushing winds that lasts until the end of your next turn. As a minor action, you can slide one creature within the zone 2 squares. As a move action, you can move the zone 6 squares.</Description></PowerCardItem><PowerCardItem><Name>Sustain Minor</Name><Description>The zone persists, and you can slide one creature within the zone 2 squares.</Description></PowerCardItem><Weapon attackstat="Intelligence" defense="Reflex" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=2983&amp;ftype=1" name="Accurate staff of Ruin +2" weaponurl="/characters/missingCompendium"><AttackBonus dice-class="dice1d20plus13Attack" value="13"><Factor modifier="+5" name="Intelligence modifier" /><Factor abbreviation="1/2 Level" modifier="+4" name="Half Level" /><Factor modifier="+2" name="enhancement bonus" /><Factor modifier="+1" name="Feat bonus - Staff Expertise" /><Factor modifier="+1" name="Superior Implement bonus - Accurate staff" /></AttackBonus><Damage dice-class="dice2d6plus10Damage" type="Thunder" value="2d6+10"><Factor modifier="+5" name="Intelligence modifier" /><Factor modifier="+2" name="enhancement bonus" /><Factor modifier="+1" name="Feat bonus - Implement Focus (Staff)" /><Factor modifier="+2" name="item bonus - Staff of Ruin +2" /></Damage></Weapon><Weapon attackstat="Intelligence" defense="Reflex" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus9Attack" value="9"><Factor modifier="+5" name="Intelligence modifier" /><Factor abbreviation="1/2 Level" modifier="+4" name="Half Level" /></AttackBonus><Damage dice-class="dice2d6plus5Damage" type="Thunder" value="2d6+5"><Factor modifier="+5" name="Intelligence modifier" /></Damage></Weapon></Power><Power actiontype="Standard Action" attacktype="Ranged 10" display-class="USAGE_FlamingSphere" flavor="You conjure a rolling ball of fire and control where it goes." isMore="" keywords="Arcane, Conjuration, Fire, Implement" level="1" name="Flaming Sphere" packagename="" packageurl="" powertype="Attack" powerusage="Daily" source="Wizard Attack 1" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=1435" use-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjh0dkFDA.triggerVariable(&apos;USAGE_FlamingSphere&apos;, {isBoolean:1});"><PowerCardItem><Name>Effect</Name><Description>You conjure a Medium flaming sphere that occupies a square within range, and the sphere attacks. Any creature that starts its turn adjacent to the sphere takes 1d4 + Intelligence modifier fire damage. As a move action, you can move the sphere 6 squares.</Description></PowerCardItem><PowerCardItem><Name>Target</Name><Description>One creature adjacent to the flaming sphere</Description></PowerCardItem><PowerCardItem><Name>Attack</Name><Description>Intelligence vs. Reflex</Description></PowerCardItem><PowerCardItem><Name>Hit</Name><Description>2d6 + Intelligence modifier fire damage.</Description></PowerCardItem><PowerCardItem><Name>Sustain Minor</Name><Description>You can sustain this power until the end of the encounter. As a standard action, you can make another attack with the sphere.</Description></PowerCardItem><Weapon attackstat="Intelligence" defense="Reflex" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=2983&amp;ftype=1" name="Accurate staff of Ruin +2" weaponurl="/characters/missingCompendium"><AttackBonus dice-class="dice1d20plus13Attack" value="13"><Factor modifier="+5" name="Intelligence modifier" /><Factor abbreviation="1/2 Level" modifier="+4" name="Half Level" /><Factor modifier="+2" name="enhancement bonus" /><Factor modifier="+1" name="Feat bonus - Staff Expertise" /><Factor modifier="+1" name="Superior Implement bonus - Accurate staff" /></AttackBonus><Damage dice-class="dice2d6plus10Damage" type="Fire" value="2d6+10"><Factor modifier="+5" name="Intelligence modifier" /><Factor modifier="+2" name="enhancement bonus" /><Factor modifier="+1" name="Feat bonus - Implement Focus (Staff)" /><Factor modifier="+2" name="item bonus - Staff of Ruin +2" /></Damage></Weapon><Weapon attackstat="Intelligence" defense="Reflex" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus9Attack" value="9"><Factor modifier="+5" name="Intelligence modifier" /><Factor abbreviation="1/2 Level" modifier="+4" name="Half Level" /></AttackBonus><Damage dice-class="dice2d6plus5Damage" type="Fire" value="2d6+5"><Factor modifier="+5" name="Intelligence modifier" /></Damage></Weapon></Power><Power actiontype="Standard Action" attacktype="Area burst 2 within 20 squares" display-class="USAGE_GraspoftheGrave" flavor="Skeletal hands burst from the earth and ghostly claws swirl from the air to snatch at your foes." isMore="" keywords="Arcane, Implement, Necromancy, Necrotic, Zone" level="5" name="Grasp of the Grave" packagename="" packageurl="" powertype="Attack" powerusage="Daily" source="Wizard Attack 5" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=6958" use-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjh0dkFDA.triggerVariable(&apos;USAGE_GraspoftheGrave&apos;, {isBoolean:1});"><PowerCardItem><Name>Target</Name><Description>Each enemy in the burst</Description></PowerCardItem><PowerCardItem><Name>Attack</Name><Description>Intelligence vs. Reflex</Description></PowerCardItem><PowerCardItem><Name>Hit</Name><Description>1d10 + Intelligence modifier necrotic damage, and the target is dazed until the end of your next turn.</Description></PowerCardItem><PowerCardItem><Name>Miss</Name><Description>1d10 + Intelligence modifier necrotic damage.</Description></PowerCardItem><PowerCardItem><Name>Effect</Name><Description>The burst creates a zone that lasts until the end of the encounter. An enemy that enters the zone or that starts its turn in the zone takes 5 necrotic damage.</Description></PowerCardItem><Weapon attackstat="Intelligence" defense="Reflex" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=2983&amp;ftype=1" name="Accurate staff of Ruin +2" weaponurl="/characters/missingCompendium"><AttackBonus dice-class="dice1d20plus13Attack" value="13"><Factor modifier="+5" name="Intelligence modifier" /><Factor abbreviation="1/2 Level" modifier="+4" name="Half Level" /><Factor modifier="+2" name="enhancement bonus" /><Factor modifier="+1" name="Feat bonus - Staff Expertise" /><Factor modifier="+1" name="Superior Implement bonus - Accurate staff" /></AttackBonus><Damage dice-class="dice1d10plus10Damage" type="Necrotic" value="1d10+10"><Factor modifier="+5" name="Intelligence modifier" /><Factor modifier="+2" name="enhancement bonus" /><Factor modifier="+1" name="Feat bonus - Implement Focus (Staff)" /><Factor modifier="+2" name="item bonus - Staff of Ruin +2" /></Damage></Weapon><Weapon attackstat="Intelligence" defense="Reflex" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus9Attack" value="9"><Factor modifier="+5" name="Intelligence modifier" /><Factor abbreviation="1/2 Level" modifier="+4" name="Half Level" /></AttackBonus><Damage dice-class="dice1d10plus5Damage" type="Necrotic" value="1d10+5"><Factor modifier="+5" name="Intelligence modifier" /></Damage></Weapon></Power><Power actiontype="Standard Action" attacktype="Area burst 5 within 10 squares" display-class="USAGE_VisionsofAvarice" flavor="The illusion of a fabulous treasure appears out of thin air. Your enemies throw aside caution to seize it." isMore="" keywords="Arcane, Illusion, Implement, Zone" level="5" name="Visions of Avarice" packagename="" packageurl="" powertype="Attack" powerusage="Daily" source="Wizard Attack 5" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=4074" use-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjh0dkFDA.triggerVariable(&apos;USAGE_VisionsofAvarice&apos;, {isBoolean:1});"><PowerCardItem><Name>Effect</Name><Description>The burst creates a zone in its origin square. The zone lasts until the end of your next turn. You then make the primary attack.</Description></PowerCardItem><PowerCardItem><Name> Primary Target</Name><Description>Each enemy in the burst</Description></PowerCardItem><PowerCardItem><Name> Primary Attack</Name><Description>Intelligence vs. Will</Description></PowerCardItem><PowerCardItem><Name> Hit</Name><Description>You pull the primary target up to 4 squares toward the zone. If the primary target is then in the zone or adjacent to it, the primary target is immobilized (save ends).</Description></PowerCardItem><PowerCardItem><Name>Sustain Minor</Name><Description>The zone persists until the end of your next turn, and you make the secondary attack.</Description></PowerCardItem><Weapon attackstat="Intelligence" defense="Will" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=2983&amp;ftype=1" name="Accurate staff of Ruin +2" weaponurl="/characters/missingCompendium"><AttackBonus dice-class="dice1d20plus13Attack" value="13"><Factor modifier="+5" name="Intelligence modifier" /><Factor abbreviation="1/2 Level" modifier="+4" name="Half Level" /><Factor modifier="+2" name="enhancement bonus" /><Factor modifier="+1" name="Feat bonus - Staff Expertise" /><Factor modifier="+1" name="Superior Implement bonus - Accurate staff" /></AttackBonus><Damage dice-class="diceDamage" value="" /></Weapon><Weapon attackstat="Intelligence" defense="Will" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus9Attack" value="9"><Factor modifier="+5" name="Intelligence modifier" /><Factor abbreviation="1/2 Level" modifier="+4" name="Half Level" /></AttackBonus><Damage dice-class="diceDamage" value="" /></Weapon></Power><Power actiontype="Minor Action" attacktype="Close burst 5 centered on the zone" display-class="USAGE_VisionsofAvariceAttack" flavor="The illusion of a fabulous treasure appears out of thin air. Your enemies throw aside caution to seize it." isMore="" keywords="Arcane, Illusion, Implement, Zone" name="Visions of Avarice Attack" packagename="" packageurl="" powerusage="Daily" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=7344" use-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjh0dkFDA.triggerVariable(&apos;USAGE_VisionsofAvariceAttack&apos;, {isBoolean:1});"><PowerCardItem><Name>Requirement</Name><Description>The Visions of Avarice power must be active to use this power.</Description></PowerCardItem><PowerCardItem><Name>Secondary Target</Name><Description>Each enemy in the burst</Description></PowerCardItem><PowerCardItem><Name>Attack</Name><Description>Intelligence vs. Will</Description></PowerCardItem><PowerCardItem><Name>Hit</Name><Description>You pull the secondary target up to 4 squares toward the zone.</Description></PowerCardItem><Weapon attackstat="Intelligence" defense="Will" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=2983&amp;ftype=1" name="Accurate staff of Ruin +2" weaponurl="/characters/missingCompendium"><AttackBonus dice-class="dice1d20plus13Attack" value="13"><Factor modifier="+5" name="Intelligence modifier" /><Factor abbreviation="1/2 Level" modifier="+4" name="Half Level" /><Factor modifier="+2" name="enhancement bonus" /><Factor modifier="+1" name="Feat bonus - Staff Expertise" /><Factor modifier="+1" name="Superior Implement bonus - Accurate staff" /></AttackBonus><Damage dice-class="diceDamage" value="" /></Weapon><Weapon attackstat="Intelligence" defense="Will" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus9Attack" value="9"><Factor modifier="+5" name="Intelligence modifier" /><Factor abbreviation="1/2 Level" modifier="+4" name="Half Level" /></AttackBonus><Damage dice-class="diceDamage" value="" /></Weapon></Power><Power actiontype="Move Action" attacktype="Personal" display-class="USAGE_DimensionDoor" flavor="You trace the outline of a doorway in front of you, step through the portal, and reappear somewhere else nearby." isMore="" keywords="Arcane, Teleportation" level="6" name="Dimension Door" packagename="" packageurl="" powertype="Utility" powerusage="Daily" source="Wizard Utility 6" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=1208" use-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjh0dkFDA.triggerVariable(&apos;USAGE_DimensionDoor&apos;, {isBoolean:1});"><PowerCardItem><Name>Effect</Name><Description>You teleport up to 10 squares.</Description></PowerCardItem></Power><Power actiontype="Immediate Interrupt" attacktype="Personal" display-class="USAGE_WizardsEscape" flavor="With a flash, you are gone." isMore="" keywords="Arcane, Teleportation" level="6" name="Wizard&apos;s Escape" packagename="" packageurl="" powertype="Utility" powerusage="Daily" source="Wizard Utility 6" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=6902" use-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjh0dkFDA.triggerVariable(&apos;USAGE_WizardsEscape&apos;, {isBoolean:1});"><PowerCardItem><Name>Trigger</Name><Description>An enemy hits you with a melee attack.</Description></PowerCardItem><PowerCardItem><Name>Effect</Name><Description>You teleport up to 5 squares to a space that is not adjacent to an enemy.</Description></PowerCardItem></Power><Power actiontype="Standard Action" attacktype="Area burst 2 within 20 squares" display-class="USAGE_SymphonyoftheDarkCourt" flavor="Your magic unleashes an echoing song of the Feywild, corrupting your enemies in body and mind even as it grants your allies a burst of battle frenzy." isMore="" keywords="Arcane, Enchantment, Implement" level="9" name="Symphony of the Dark Court" packagename="" packageurl="" powertype="Attack" powerusage="Daily" source="Wizard Attack 9" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=12748" use-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjh0dkFDA.triggerVariable(&apos;USAGE_SymphonyoftheDarkCourt&apos;, {isBoolean:1});"><PowerCardItem><Name>Target</Name><Description>Each enemy in the burst</Description></PowerCardItem><PowerCardItem><Name>Attack</Name><Description>Intelligence vs. Will</Description></PowerCardItem><PowerCardItem><Name>Hit</Name><Description>The target is dazed and immobilized (save ends both).</Description></PowerCardItem><PowerCardItem><Name>Miss</Name><Description>The target is dazed until the end of its next turn.</Description></PowerCardItem><PowerCardItem><Name>Effect</Name><Description>Each ally in the burst can shift up to 4 squares as a free action and gains a +4 power bonus to damage rolls until the end of your next turn.</Description></PowerCardItem><Weapon attackstat="Intelligence" defense="Will" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=2983&amp;ftype=1" name="Accurate staff of Ruin +2" weaponurl="/characters/missingCompendium"><AttackBonus dice-class="dice1d20plus13Attack" value="13"><Factor modifier="+5" name="Intelligence modifier" /><Factor abbreviation="1/2 Level" modifier="+4" name="Half Level" /><Factor modifier="+2" name="enhancement bonus" /><Factor modifier="+1" name="Feat bonus - Staff Expertise" /><Factor modifier="+1" name="Superior Implement bonus - Accurate staff" /></AttackBonus><Damage dice-class="diceDamage" value="" /></Weapon><Weapon attackstat="Intelligence" defense="Will" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus9Attack" value="9"><Factor modifier="+5" name="Intelligence modifier" /><Factor abbreviation="1/2 Level" modifier="+4" name="Half Level" /></AttackBonus><Damage dice-class="diceDamage" value="" /></Weapon></Power><Power actiontype="Standard Action" attacktype="Area wall 8 within 10 squares" display-class="USAGE_WallofFire" flavor="A blazing wall of flame erupts from the ground at your command." isMore="" keywords="Arcane, Conjuration, Fire, Implement" level="9" name="Wall of Fire" packagename="" packageurl="" powertype="Attack" powerusage="Daily" source="Wizard Attack 9" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=722" use-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjh0dkFDA.triggerVariable(&apos;USAGE_WallofFire&apos;, {isBoolean:1});"><PowerCardItem><Name>Effect</Name><Description>You conjure a wall that consists of contiguous squares filled with arcane fire. It can be up to 8 squares long and up to 4 squares high. The wall lasts until the end of your next turn. Any creature that starts its turn adjacent to the wall takes 1d6 + Intelligence modifier fire damage. If a creature moves into the wall's space or starts its turn there, the creature takes 3d6 + Intelligence modifier fire damage. Entering a square occupied by the wall costs 3 extra squares of movement. The wall blocks line of sight.</Description></PowerCardItem><PowerCardItem><Name>Sustain Minor</Name><Description>The wall persists.</Description></PowerCardItem></Power></Powers><!-- Feats element: always present
    Children:
        Feat elements: one for each Feat the character has.
            Required attributes: name, url, description --><Feats><Feat description="" name="Staff Expertise" url="http://www.wizards.com/dndinsider/compendium/feat.aspx?id=3151" /><Feat description="" name="Ritual Caster" url="http://www.wizards.com/dndinsider/compendium/feat.aspx?id=159" /><Feat description="" name="Action Surge" url="http://www.wizards.com/dndinsider/compendium/feat.aspx?id=215" /><Feat description="" name="Enlarge Spell" url="http://www.wizards.com/dndinsider/compendium/feat.aspx?id=1134" /><Feat description="" name="Implement Focus (Staff)" url="/characters/missingCompendium" /><Feat description="" name="Superior Implement Training (Accurate staff)" url="http://www.wizards.com/dndinsider/compendium/feat.aspx?id=2624" /><Feat description="" name="Improved Initiative" url="http://www.wizards.com/dndinsider/compendium/feat.aspx?id=272" /></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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjh0dkFDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjh0dkFDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjh0dkFDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjh0dkFDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjh0dkFDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjh0dkFDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjh0dkFDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjh0dkFDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjh0dkFDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjh0dkFDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjh0dkFDA.triggerVariable(&apos;CUR_DailyUses&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" daily-use-display-class="CUR_DailyUses" daily-use-subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjh0dkFDA.triggerVariable(&apos;CUR_DailyUses&apos;, {autoValue:-1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" stored-ad="0" stored-ad-add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjh0dkFDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjh0dkFDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjh0dkFDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjh0dkFDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjh0dkFDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjh0dkFDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjh0dkFDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjh0dkFDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjh0dkFDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjh0dkFDA.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="45"><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjh0dkFDA.triggerVariable(&apos;CUR_Item_BeltofVigorheroictier&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_BeltofVigorheroictier" equippedcount="1" name="Belt of Vigor (heroic tier)" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjh0dkFDA.triggerVariable(&apos;CUR_Item_BeltofVigorheroictier&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last BeltofVigorheroictier?&apos;, displayClass:&apos;CUR_Item_BeltofVigorheroictier&apos;, text:&apos;How many BeltofVigorheroictier should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Magic Item" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=1110&amp;ftype=1&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjh0dkFDA.triggerVariable(&apos;CUR_Item_ShoesofWaterWalking&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_ShoesofWaterWalking" equippedcount="1" name="Shoes of Water Walking" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjh0dkFDA.triggerVariable(&apos;CUR_Item_ShoesofWaterWalking&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last ShoesofWaterWalking?&apos;, displayClass:&apos;CUR_Item_ShoesofWaterWalking&apos;, text:&apos;How many ShoesofWaterWalking should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Magic Item" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=149580.6&amp;ftype=1&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjh0dkFDA.triggerVariable(&apos;CUR_Item_HeadbandofPerceptionheroictier&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_HeadbandofPerceptionheroictier" equippedcount="1" name="Headband of Perception (heroic tier)" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjh0dkFDA.triggerVariable(&apos;CUR_Item_HeadbandofPerceptionheroictier&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last HeadbandofPerceptionheroictier?&apos;, displayClass:&apos;CUR_Item_HeadbandofPerceptionheroictier&apos;, text:&apos;How many HeadbandofPerceptionheroictier should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Magic Item" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=3472&amp;ftype=1&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjh0dkFDA.triggerVariable(&apos;CUR_Item_ElvenCloak3&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_ElvenCloak3" equippedcount="1" name="Elven Cloak +3" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjh0dkFDA.triggerVariable(&apos;CUR_Item_ElvenCloak3&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last ElvenCloak3?&apos;, displayClass:&apos;CUR_Item_ElvenCloak3&apos;, text:&apos;How many ElvenCloak3 should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Magic Item" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=1070&amp;ftype=1&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjh0dkFDA.triggerVariable(&apos;CUR_Item_GauntletsoftheRam&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_GauntletsoftheRam" equippedcount="1" name="Gauntlets of the Ram" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjh0dkFDA.triggerVariable(&apos;CUR_Item_GauntletsoftheRam&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last GauntletsoftheRam?&apos;, displayClass:&apos;CUR_Item_GauntletsoftheRam&apos;, text:&apos;How many GauntletsoftheRam should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Magic Item" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=1001&amp;ftype=1&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjh0dkFDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjh0dkFDA.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="Shimmering Armor +1" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=1786&amp;ftype=1&amp;page=item" /></Item><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjh0dkFDA.triggerVariable(&apos;CUR_Item_Accuratestaff&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_Accuratestaff" equippedcount="1" name="Accurate staff" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjh0dkFDA.triggerVariable(&apos;CUR_Item_Accuratestaff&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last Accuratestaff?&apos;, displayClass:&apos;CUR_Item_Accuratestaff&apos;, text:&apos;How many Accuratestaff should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Superior Implement" url="/characters/missingCompendium"><Enhancement name="Staff of Ruin +2" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=2983&amp;ftype=1&amp;page=item" /></Item><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjh0dkFDA.triggerVariable(&apos;CUR_Item_RestfulBedroll&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_RestfulBedroll" equippedcount="0" name="Restful Bedroll" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjh0dkFDA.triggerVariable(&apos;CUR_Item_RestfulBedroll&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last RestfulBedroll?&apos;, displayClass:&apos;CUR_Item_RestfulBedroll&apos;, text:&apos;How many RestfulBedroll should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Magic Item" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=3880&amp;ftype=1&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjh0dkFDA.triggerVariable(&apos;CUR_Item_ReadingSpectacles&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_ReadingSpectacles" equippedcount="0" name="Reading Spectacles" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjh0dkFDA.triggerVariable(&apos;CUR_Item_ReadingSpectacles&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last ReadingSpectacles?&apos;, displayClass:&apos;CUR_Item_ReadingSpectacles&apos;, text:&apos;How many ReadingSpectacles should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Magic Item" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=3500&amp;ftype=1&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjh0dkFDA.triggerVariable(&apos;CUR_Item_PotionofHealing&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_PotionofHealing" equippedcount="0" name="Potion of Healing" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjh0dkFDA.triggerVariable(&apos;CUR_Item_PotionofHealing&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last PotionofHealing?&apos;, displayClass:&apos;CUR_Item_PotionofHealing&apos;, text:&apos;How many PotionofHealing should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Magic Item" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=1138&amp;ftype=1&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjh0dkFDA.triggerVariable(&apos;CUR_Item_AlchemicalReagentsArcana&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_AlchemicalReagentsArcana" equippedcount="0" name="Alchemical Reagents (Arcana)" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjh0dkFDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjh0dkFDA.triggerVariable(&apos;CUR_Item_Sunrod&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_Sunrod" equippedcount="0" name="Sunrod" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjh0dkFDA.triggerVariable(&apos;CUR_Item_Sunrod&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last Sunrod?&apos;, displayClass:&apos;CUR_Item_Sunrod&apos;, text:&apos;How many Sunrod should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Gear" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=7&amp;ftype=4&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjh0dkFDA.triggerVariable(&apos;CUR_Item_FlintandSteel&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_FlintandSteel" equippedcount="0" name="Flint and Steel" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjh0dkFDA.triggerVariable(&apos;CUR_Item_FlintandSteel&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last FlintandSteel?&apos;, displayClass:&apos;CUR_Item_FlintandSteel&apos;, text:&apos;How many FlintandSteel should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Gear" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=5&amp;ftype=4&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjh0dkFDA.triggerVariable(&apos;CUR_Item_BeltPouchempty&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_BeltPouchempty" equippedcount="0" name="Belt Pouch (empty)" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjh0dkFDA.triggerVariable(&apos;CUR_Item_BeltPouchempty&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last BeltPouchempty?&apos;, displayClass:&apos;CUR_Item_BeltPouchempty&apos;, text:&apos;How many BeltPouchempty should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Gear" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=6&amp;ftype=4&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjh0dkFDA.triggerVariable(&apos;CUR_Item_Waterskin&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_Waterskin" equippedcount="0" name="Waterskin" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjh0dkFDA.triggerVariable(&apos;CUR_Item_Waterskin&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last Waterskin?&apos;, displayClass:&apos;CUR_Item_Waterskin&apos;, text:&apos;How many Waterskin should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Gear" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=10&amp;ftype=4&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjh0dkFDA.triggerVariable(&apos;CUR_Item_HempenRope50ft&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_HempenRope50ft" equippedcount="0" name="Hempen Rope (50 ft.)" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjh0dkFDA.triggerVariable(&apos;CUR_Item_HempenRope50ft&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last HempenRope50ft?&apos;, displayClass:&apos;CUR_Item_HempenRope50ft&apos;, text:&apos;How many HempenRope50ft should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Gear" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=9&amp;ftype=4&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjh0dkFDA.triggerVariable(&apos;CUR_Item_TrailRations&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_TrailRations" equippedcount="0" name="Trail Rations" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjh0dkFDA.triggerVariable(&apos;CUR_Item_TrailRations&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last TrailRations?&apos;, displayClass:&apos;CUR_Item_TrailRations&apos;, text:&apos;How many TrailRations should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Gear" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=8&amp;ftype=4&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjh0dkFDA.triggerVariable(&apos;CUR_Item_Bedroll&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_Bedroll" equippedcount="0" name="Bedroll" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjh0dkFDA.triggerVariable(&apos;CUR_Item_Bedroll&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last Bedroll?&apos;, displayClass:&apos;CUR_Item_Bedroll&apos;, text:&apos;How many Bedroll should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Gear" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=4&amp;ftype=4&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjh0dkFDA.triggerVariable(&apos;CUR_Item_Backpackempty&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_Backpackempty" equippedcount="0" name="Backpack (empty)" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjh0dkFDA.triggerVariable(&apos;CUR_Item_Backpackempty&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last Backpackempty?&apos;, displayClass:&apos;CUR_Item_Backpackempty&apos;, text:&apos;How many Backpackempty should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Gear" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=2&amp;ftype=4&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjh0dkFDA.triggerVariable(&apos;CUR_Item_Dagger&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_Dagger" equippedcount="0" name="Dagger" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjh0dkFDA.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="Lightning Weapon +1" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=724&amp;ftype=1&amp;page=item" /></Item><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjh0dkFDA.triggerVariable(&apos;CUR_Item_SpeakwithNature&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_SpeakwithNature" equippedcount="0" name="Speak with Nature" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjh0dkFDA.triggerVariable(&apos;CUR_Item_SpeakwithNature&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last SpeakwithNature?&apos;, displayClass:&apos;CUR_Item_SpeakwithNature&apos;, text:&apos;How many SpeakwithNature should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Ritual" url="http://www.wizards.com/dndinsider/compendium/ritual.aspx?id=205" /><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjh0dkFDA.triggerVariable(&apos;CUR_Item_HallucinatoryItem&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_HallucinatoryItem" equippedcount="0" name="Hallucinatory Item" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjh0dkFDA.triggerVariable(&apos;CUR_Item_HallucinatoryItem&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last HallucinatoryItem?&apos;, displayClass:&apos;CUR_Item_HallucinatoryItem&apos;, text:&apos;How many HallucinatoryItem should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Ritual" url="http://www.wizards.com/dndinsider/compendium/ritual.aspx?id=65" /><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjh0dkFDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjh0dkFDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjh0dkFDA.triggerVariable(&apos;CUR_Item_ComprehendLanguage&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_ComprehendLanguage" equippedcount="0" name="Comprehend Language" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjh0dkFDA.triggerVariable(&apos;CUR_Item_ComprehendLanguage&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last ComprehendLanguage?&apos;, displayClass:&apos;CUR_Item_ComprehendLanguage&apos;, text:&apos;How many ComprehendLanguage should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Ritual" url="http://www.wizards.com/dndinsider/compendium/ritual.aspx?id=39" /><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjh0dkFDA.triggerVariable(&apos;CUR_Item_BrewPotion&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_BrewPotion" equippedcount="0" name="Brew Potion" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjh0dkFDA.triggerVariable(&apos;CUR_Item_BrewPotion&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last BrewPotion?&apos;, displayClass:&apos;CUR_Item_BrewPotion&apos;, text:&apos;How many BrewPotion should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Ritual" url="http://www.wizards.com/dndinsider/compendium/ritual.aspx?id=1" /><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjh0dkFDA.triggerVariable(&apos;CUR_Item_Spellbook&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_Spellbook" equippedcount="0" name="Spellbook" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjh0dkFDA.triggerVariable(&apos;CUR_Item_Spellbook&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last Spellbook?&apos;, displayClass:&apos;CUR_Item_Spellbook&apos;, text:&apos;How many Spellbook should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Gear" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=33&amp;ftype=4&amp;page=item" /></Loot><!-- Languages element: always present 
    Children:
        Language elements: one for each language
            Required attributes: name --><Languages><Language name="Elven" /><Language name="Common" /><Language name="Giant" /></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="Wizard"><Proficiency name="Orb" source="Wizard" /><Proficiency name="Staff" source="Wizard" /><Proficiency name="Wand" source="Wizard" /><Proficiency name="Tome" source="Wizard" /></ProficiencyGroup><Proficiency name="Dagger" source="Wizard" /><Proficiency name="Quarterstaff" source="Wizard" /></WeaponProficiencies><ArmorProficiencies><Proficiency name="Cloth" source="Wizard" /></ArmorProficiencies><ShieldProficiencies /></Proficiencies></Character>