var i = 0;
var t = 0;


var className = "bounty";

tree[i] = "specialization"; i++;
tree[i] = "hunting"; i++;
tree[i] = "beastmastery"; i++;  


i = 0;

talent[i] = [0, "Endurance", 4, 1, 1]; i++; 
talent[i] = [0, "Marksmanship", 4, 3, 1]; i++;
talent[i] = [0, "Evasion", 4, 5, 1]; i++;
talent[i] = [0, "Pain Tolerance", 4, 7, 1]; i++; 
talent[i] = [0, "Carbine Efficiency", 4, 1, 2]; i++;
talent[i] = [0, "Rifle Efficiency", 4, 3, 2]; i++;
talent[i] = [0, "Carbine Marksmanship", 2, 1, 3]; i++;
talent[i] = [0, "Rifle Marksmanship", 2, 3, 3]; i++;
talent[i] = [0, "Kinetic Armor", 4, 5, 3]; i++;
talent[i] = [0, "Energy Armor", 4, 7, 3]; i++;
talent[i] = [0, "Deadly Strikes", 1, 1, 4,[getTalentID("Carbine Marksmanship"),2]]; i++;
talent[i] = [0, "Sniper Shot", 1, 3, 4,[getTalentID("Rifle Marksmanship"),2]]; i++;
talent[i] = [0, "Melee Defense", 3, 5, 4]; i++;
talent[i] = [0, "Ranged Defense", 3, 7, 4]; i++;
talent[i] = [0, "Relentless Onslaught", 1, 1, 5, [getTalentID("Deadly Strikes"),1]]; i++;
talent[i] = [0, "Take Cover", 1, 3, 5,[getTalentID("Sniper Shot"),1]]; i++;
talent[i] = [0, "Power Sprint", 1, 5, 5,[getTalentID("Melee Defense"),3]]; i++;
talent[i] = [0, "Duelist Stance", 1, 7, 5,[getTalentID("Ranged Defense"),3]]; i++;

treeStartStop[t] = i -1;
t++;

//Bounty Hunting  talents
talent[i] = [1, "Assault Efficiency", 4, 1, 1]; i++;
talent[i] = [1, "Absorption", 4, 4, 1]; i++;
talent[i] = [1, "Ambush Efficiency", 4, 5, 1]; i++;
talent[i] = [1, "Lethality", 4, 7, 1]; i++;
talent[i] = [1, "Intense Assault", 3, 1, 2]; i++;
talent[i] = [1, "Return Fire", 1, 3, 2,[getTalentID("Intense Assault"),3]]; i++;
talent[i] = [1, "Ambush Intensity", 3, 5, 2]; i++;
talent[i] = [1, "Trap Extension", 2, 7, 2]; i++;
talent[i] = [1, "Rapid Assault", 2, 1, 3]; i++;
talent[i] = [1, "Antagonize", 1, 3, 3]; i++;
talent[i] = [1, "Deflection", 4, 4, 3,[getTalentID("Absorption"),4]]; i++;
talent[i] = [1, "Swift Ambush", 2, 5, 3]; i++;
talent[i] = [1, "Cruelty", 3, 7, 3]; i++;
talent[i] = [1, "Fumble", 1, 3, 4,[getTalentID("Antagonize"),1]]; i++;
talent[i] = [1, "Advanced Ambush", 1, 5, 4]; i++;
talent[i] = [1, "Intimidating Strike", 1, 7, 4,[getTalentID("Cruelty"),3]]; i++;
talent[i] = [1, "Innate Assault", 1, 1, 5,[getTalentID("Rapid Assault"),2]]; i++;
talent[i] = [1, "Stun", 1, 3, 5,[getTalentID("Fumble"),1]]; i++;
talent[i] = [1, "Shields", 1, 4, 5,[getTalentID("Deflection"),4]]; i++;
talent[i] = [1, "Man Hunter", 4, 5, 5]; i++;
talent[i] = [1, "Dread Strike", 1, 7, 5,[getTalentID("Intimidating Strike"),1]]; i++;

treeStartStop[t] = i -1;
t++;

//BEAST  talents
talent[i] = [2, "Enhanced Skill Acquisition", 4, 1, 1,[40,1]]; i++;
talent[i] = [2, "Creature Knowledge", 1, 2, 1,[41,1]]; i++;
talent[i] = [2, "Attack!", 1, 3, 1,[42,1]]; i++;
talent[i] = [2, "Incubation", 1, 4, 1]; i++;
talent[i] = [2, "Beast Empathy", 3, 5, 1,[getTalentID("Incubation"),1]]; i++;
talent[i] = [2, "Stupid Pet Tricks", 1, 6, 1,[getTalentID("Beast Empathy"),3]]; i++;
talent[i] = [2, "Create Mount", 1, 7, 1,[getTalentID("Stupid Pet Tricks"),1]]; i++;
talent[i] = [2, "Soothing Comfort", 1, 1, 2,[getTalentID("Enhanced Skill Acquisition"),4]]; i++;
talent[i] = [2, "Swift Recovery", 1, 2, 2,[getTalentID("Soothing Comfort"),1]]; i++;
talent[i] = [2, "Mending", 1, 3, 2,[getTalentID("Swift Recovery"),1]]; i++;
talent[i] = [2, "Additional Combat Command", 1, 4, 2,[getTalentID("Mending"),1]]; i++;
talent[i] = [2, "Incubation Quality", 3, 5, 2,[getTalentID("Beast Empathy"),3]]; i++;
talent[i] = [2, "Incubation Processing Time", 3, 7, 2,[getTalentID("Create Mount"),1]]; i++;
talent[i] = [2, "Exceptional Nutrition", 2, 1, 3,[getTalentID("Soothing Comfort"),1]]; i++;
talent[i] = [2, "Improved Pet Recovery", 1, 2, 3,[getTalentID("Exceptional Nutrition"),2]]; i++;
talent[i] = [2, "Additional Combat Command", 1, 3, 3,[getTalentID("Improved Pet Recovery"),1]]; i++;
talent[i] = [2, "Genetic Engineering", 3, 5, 3,[getTalentID("Incubation Quality"),3]]; i++;
talent[i] = [2, "DNA Harvesting", 3,6, 3,[getTalentID("Stupid Pet Tricks"),1]]; i++;
talent[i] = [2, "Dexterity Training", 2, 1, 4,[getTalentID("Exceptional Nutrition"),2]]; i++;
talent[i] = [2, "Specialized Supplements", 1, 2, 4,[getTalentID("Dexterity Training"),2]]; i++;
talent[i] = [2, "Additional Combat Command", 1, 3, 4,[getTalentID("Specialized Supplements"),1]]; i++;
talent[i] = [2, "Fortitude", 3, 1, 5,[getTalentID("Dexterity Training"),2]]; i++;
talent[i] = [2, "Savagery", 3, 2, 5,[getTalentID("Fortitude"),3]]; i++;
talent[i] = [2, "Harmonious Understanding", 3, 3, 5,[getTalentID("Savagery"),3]]; i++;


treeStartStop[t] = i -1;
t++;


i = 0;


//Specilizations Talents Begin

//Endurance  - Specilizations
rank[i] = [
"Increased Stamina."
		];
i++;		
		
//Marksmanship - Specilizations
rank[i] = [
"Increased Precision."
		];
i++;		

//Evasion - Specilizations
rank[i] = [
"Increased Agility."
		];
i++;		
		
//Pain Tolerance - Specilizations
rank[i] = [
"Increased Constitution."
		];
i++;		

//Carbine Efficiency  - Specilizations
rank[i] = [
"Reduced action cost while using Carbines."
		];
i++;		

//Rifle Efficiency - Specilizations
rank[i] = [
"Reduced action cost while using rifles."
		];
i++;		
		
//Carbine Marksmanship - Specilizations
rank[i] = [
"Increases damage while using Carbines."
		];		
i++;		


//Rifle Marksmanship - Specilizations
rank[i] = [ 
"Increases damage while using Rifles."
		];
i++;		


//Kinetic Armor - Specilizations 
rank[i] = [
"Increased Kinetic protection when all vulnerable areas are equipped with Assault Armor."
		];
i++;		

//Energy Armor- Specilizations
rank[i] = [
"Increased Energy protection when all vulnerable areas are equipped with Assault Armor."
		];
i++;		

//Deadly Strikes - Specilizations
rank[i] = [
"Critical hit bonus while using Carbines."
		];
i++;		

//Sniper SHot - Specilizations  
rank[i] = [
"High damage attack made from the prone position."
		];
i++;		

//Assault Melee Defence- Specilizations
rank[i] = [
"Increased defense against melee attacks when all vulnerable areas are equipped with Assault Armor."
		];
i++;		

//Assault Range Defence - Specilizations
rank[i] = [
"Increased defense against ranged attacks when all vulnerable areas are equipped with Assault Armor."
		];		
i++;		

//Relentless Onslaught - Specilizations  			
rank[i] = [
"All action costs are dramatically reduced or eliminated while active."
		];
i++;		


//Take Cover - Specilizations
rank[i] = [
"Substantial increase in defense versus ranged attacks. Requires the prone position."
		];
i++;

//Power Ass. Sprint- Specilizations
rank[i] = [
"Increases run speed."
		];
i++;


//Duelist Stance - Specilizations
rank[i] = [
"Energy protection and defense versus ranged attacks increased while active."
		];
i++;


//Bounty Hunting Begin
//Assault Efficiency - Hunting
rank[i] = [
"Reduces action cost of Assault special attacks."
		];
i++;

//Absorption- Hunting
rank[i] = [
"Increases Kinetic protection."
		];
i++;

//Ambush Efficiency - Hunting
rank[i] = [
"Reduces action cost of Ambush special attacks."
		];
i++;		

//Lethality - Hunting
rank[i] = [
"Increases damage of Cripple special attacks."
		];
i++;		

//Intense Assault - Hunting 
rank[i] = [
"Increases damage of Assault specials."
		];		
i++;		

//Return Fire - Hunting
rank[i] = [
"Automatically retaliate attacks made against you while Return Fire is active."
		];
i++;		

//Ambush Intensity - Hunting 
rank[i] = [
"Increases damage of Ambush specials."
		];
i++;		

//Trap Extension - Hunting  
rank[i] = [
"Increases radius Razor Net and Tangle Bomb effects."
		];
i++;		

//Rapid Assault - Hunting 
rank[i] = [
"Reduces cooldown time of Assault specials."
		];
i++;		

//Antagonize - Hunting  
rank[i] = [
"An attack intended to goad your opponent into attacking you while leaving others alone."
		];
i++;				

//Deflection- Hunting 
rank[i] = [
"Increases Energy protection."
		];
i++;		
		
//Swift Ambush - Hunting 
rank[i] = [
"Reduces cooldown time of Ambush specials."
		];
i++;		

//Cruelty- Hunting 
rank[i] = [
		"Increases snare duration of Cripple, Razor Net and Tangle Bomb effects."
		];
i++;		
		
//Fumble- Hunting 

rank[i] = [
"Causes opponents to be more likely to make ineffective attacks but also more likely to attack you rather than others."
		];
i++;
	
//Advanced Ambush- Hunting
rank[i]=[
"Extended line of Ambush special attacks."
		];
i++;		
		
//Intimidating Strike - Hunting
rank[i]=[
"Attack against opponent's action pool."
		];
i++;		



		
//Innate Assault - Hunting
rank[i]=[
"Chance for a Free Shot, reducing Assault special action cost to zero."
		];
i++;		
		
//Stun - Hunting
rank[i]=[
"Briefly knocks opponent senseless, leaving them unable to move or attack effectively."
	];
i++;		

//Shields - Hunting
rank[i]=[
"Dramatically increase Kinetic and Energy protection and chance to avoid incoming attacks."
	];
i++;		
		
//Man Hunter- Hunting 
rank[i]=[
"Critical hit bonus versus humanoids."
		];
i++;		
	
//Dread Strike - Hunting
rank[i]=[
"Reduces opponent's damage output."
		];
i++;	






/* updated for beastmastery */
//beastmaster Talents Begin

//Enhanced Skill Acquisition - beastmaster
rank[i] = [
"This skill improves your chance to learn abilities that you may use to train your pet."
		];
i++;

//Creature Knowledge- beastmaster
rank[i] = [
"Enables you to gather detailed knowledge about a creature."
		];
i++;

//Attack! - beastmaster
rank[i] = [
"You may command a beast under your control to attack anything you are able to attack yourself."
		];
i++;		

//Incubation - beastmaster
rank[i] = [
"Allows you to use an Incubator to bio-engineer new beasts. You will also receive the \"Revive Beast\" command."
		];
i++;		

//Beast Empathy - beastmaster 
rank[i] = [
"Improves your ability to keep your beasts happy."
		];		
i++;		

//Stupid Pet Tricks - beastmaster
rank[i] = [
"Beasts under your control will do tricks at your command."
		];
i++;		

//Create Mount - beastmaster 
rank[i] = [
"Allows you to make an incubated egg into a mount."
		];
i++;		

//Soothing Comfort - beastmaster  
rank[i] = [
"Removes a harmful effect, state or damage over time effect from your beast."
		];
i++;		

//Swift Recovery - beastmaster 
rank[i] = [
"Reduces the amount of time it takes to revive your beast from incapacitation."
		];
i++;		

//Mending - beastmaster  
rank[i] = [
"Restores health to your injured beast."
		];
i++;				

//Additional Combat Command - beastmaster 
rank[i] = [
"You may teach your beast an additional combat command."
		];
i++;		
		
//Incubation Quality - beastmaster 
rank[i] = [
"Can provide up to 20% bonus to your enzyme qualities during incubation."
		];
i++;		

//Incubation Processing Time - beastmaster 
rank[i] = [
		"Reduces the time required to incubate and hatch a beast. Will reduce the time by 2,5 and 8 hours for every point spent."
		];
i++;		
		
//Exceptional Nutrition - beastmaster 

rank[i] = [
"Increases the Health of all beasts under your control by up to 100%."
		];
i++;
	
//Improved Pet Recovery - beastmaster
rank[i]=[
"Increases the amount of health your beast receives when you revive it from incapacitation."
		];
i++;		
		
//Additional Combat Command - beastmaster
rank[i]=[
"You may teach your beast an additional combat command."
		];
i++;		
		
//Genetic Engineering - beastmaster
rank[i]=[
"Grants a bonus to Genetic Engineering."
		];
i++;		
		

//DNA Harvesting - beastmaster
rank[i]=[
"A bonus to DNA Harvesting. Every 10 points gives you a 5% bonus to minimum quality from DNA extraction."
	];
i++;		
		
//Dexterity Training - beastmaster 
rank[i]=[
"Increase the attack speed of beasts under your control by up to 100%."
		];
i++;		
	
//Specialized Supplements - beastmaster
rank[i]=[
"Increase the Health and Action regeneration rate of your beast by up to 100%."
		];
i++;	

//Additional Combat Command - beastmaster
rank[i]=[
"You may teach your beast an additional combat command."
	];
i++;		
		
//Fortitude - beastmaster 
rank[i]=[
"Increase the armor of beasts under your control by 100%."
		];
i++;		
	
//Savagery  - beastmaster
rank[i]=[
"Increase the damage caused by beasts under your control by 100%."
		];
i++;	


//Harmonious Understanding  - beastmaster
rank[i]=[
"You and your beast are able to anticipate each other's needs. Reduces your penalty when controlling a beast."
		];
i++;	

//beastmaster Talents End^^

/* updated for beastmastery */







//Path Talents End^^

i=0;
StateArray[i]=[0];i++;
StateArray[i]=[0];i++;
StateArray[i]=[0];i++;
StateArray[i]=[0];i++;
StateArray[i]=[0];i++;
StateArray[i]=[0];i++;
StateArray[i]=[0];i++;
StateArray[i]=[0];i++;
StateArray[i]=[0];i++;
StateArray[i]=[0];i++;
StateArray[i]=[0];i++;
StateArray[i]=[0];i++;
StateArray[i]=[0];i++;
StateArray[i]=[0];i++;
StateArray[i]=[0];i++;
StateArray[i]=[0];i++;
StateArray[i]=[0];i++;
StateArray[i]=[0];i++;
StateArray[i]=[0];i++;
StateArray[i]=[0];i++;
StateArray[i]=[0];i++;
StateArray[i]=[0];i++;
StateArray[i]=[0];i++;
StateArray[i]=[0];i++;
StateArray[i]=[0];i++;
StateArray[i]=[0];i++;
StateArray[i]=[0];i++;
StateArray[i]=[0];i++;
StateArray[i]=[0];i++;
StateArray[i]=[0];i++;
StateArray[i]=[0];i++;
StateArray[i]=[0];i++;
StateArray[i]=[0];i++;
StateArray[i]=[0];i++;
StateArray[i]=[0];i++;
StateArray[i]=[0];i++;
StateArray[i]=[0];i++;
StateArray[i]=[0];i++;
StateArray[i]=[0];i++;

/* updated for beastmastery */
StateArray[i]=[0];i++;
StateArray[i]=[0];i++;
StateArray[i]=[0];i++;
StateArray[i]=[0];i++;
StateArray[i]=[0];i++;
StateArray[i]=[0];i++;
StateArray[i]=[0];i++;
StateArray[i]=[0];i++;
StateArray[i]=[0];i++;
StateArray[i]=[0];i++;
StateArray[i]=[0];i++;
StateArray[i]=[0];i++;
StateArray[i]=[0];i++;
StateArray[i]=[0];i++;
StateArray[i]=[0];i++;
StateArray[i]=[0];i++;
StateArray[i]=[0];i++;
StateArray[i]=[0];i++;
StateArray[i]=[0];i++;
StateArray[i]=[0];i++;
StateArray[i]=[0];i++;
StateArray[i]=[0];i++;
StateArray[i]=[0];i++;
StateArray[i]=[0];i++;
/* updated for beastmastery */

i = 0;
t = 0;
var nlclass = "Bounty";

nltree[i] = "specialization"; i++;
nltree[i] = "hunting"; i++;
nltree[i] = "Beast Mastery"; i++;

i = 0;
//General
//The last parameter for checking default
nltalent[i] = ["Endurance","m","STAMINA|Modifies Stamina",10,20,30,50,1]; i++;
nltalent[i] = ["Marksmanship","m","PRECISION|Modifies Precision",10,20,30,50,1]; i++;
nltalent[i] = ["Evasion","m","AGILITY|Modifies Agility",10,20,30,50,1]; i++;
nltalent[i] = ["Pain Tolerance","m","CONSTITUTION|Modifies Constitution",10,20,30,50,1]; i++; 
nltalent[i] = ["Carbine Efficiency","m","CARBINE ACTION COST|Action cost reduction percentage",3,6,10,15,0]; i++;
nltalent[i] = ["Rifle Efficiency","m","RIFLE ACTION COST|Action cost reduction percentage",3,6,10,15,0]; i++;
nltalent[i] = ["Carbine Marksmanship","m","CARBINE DAMAGE|Percent damage increase",2,5,"--","--",0]; i++;
nltalent[i] = ["Rifle Marksmanship","m","RIFLE DAMAGE|Percent damage increase",2,5,"--","--",0]; i++;
nltalent[i] = ["Kinetic Armor","m","KINETIC ARMOR|Conditional Kinetic Protection",250,500,750,1000,0]; i++;
nltalent[i] = ["Energy Armor","m","ENERGY ARMOR|Conditional Energy Protection",500,1000,1500,2000,0]; i++;
nltalent[i] = ["Deadly Strikes","m","CARBINE CRITICAL CHANCE|Increase critical chance","5","--","--","--",0]; i++;
nltalent[i] = ["Sniper Shot","s","Sniper Shot (Mark 1): A deadly high damage attack. Requires a rifle and the prone position to activate.","--","--","--","--",0]; i++;
nltalent[i] = ["Melee Defense","m","ASSAULT MELEE DEFENSE|Conditional Melee Defense",1,3,5,"--",0]; i++;
nltalent[i] = ["Ranged Defense","m","ASSAULT RANGED DEFENSE|Conditional Ranged Defense ",1,3,5,"--",0]; i++;
nltalent[i] = ["Relentless Onslaught","s","Relentless Onslaught: When activated this ability will dramatically reduce or eliminate all action costs for a short period of time. This ability requires an equipped carbine to activate","--","--","--","--",0]; i++;
nltalent[i] = ["Take Cover","s","Take Cover: You gain exceptional protection versus ranged attacks when this ability is used. This ability requires an equipped rifle and the prone posture.","--","--","--","--",0]; i++;
nltalent[i] = ["Power Sprint|Power Assisted Sprint","s","Power Assisted Sprint: When used servos built into your armor give you the ability to run very fast.","--","--","--","--",0]; i++;
nltalent[i] = ["Duelist Stance|Duelist Stance (MARK1)","s","Duelist Stance (Mark 1): When used you enter an advanced combat posture increasing your defense versus ranged attacks.","--","--","--","--",0]; i++;



treeStartStop[t] = i -1;
t++;

//Path

nltalent[i] = ["Assault Efficiency","m","ASSAULT ACTION COST|Action cost reduction percentage",5,10,15,20,1]; i++;
nltalent[i] = ["Absorption","m","KINETIC PROTECTION",125,250,375,500,1]; i++;
nltalent[i] = ["Ambush Efficiency","m","AMBUSH ACTION COST|Action cost reduction percentage ",5,10,15,20,1]; i++;
nltalent[i] = ["Lethality","m","CRIPPLE DAMAGE|Percent damage increase",5,10,15,25,1]; i++;
nltalent[i] = ["Intense Assault","m","ASSAULT DAMAGE|Percent damage increase",2,5,10,"--",0]; i++;
nltalent[i] = ["Return Fire","s","Return Fire: When activated this ability will automatically execute a bonus attack against any enemy that strikes you.","--","--","--","--",0]; i++;
nltalent[i] = ["Ambush Intensity","m","AMBUSH DAMAGE|Percent damage increase",2,5,"10","--",0]; i++;
nltalent[i] = ["Trap Extension","m","TRAP AREA EFFECT|Radius increase in meters","1","2","--","--",0]; i++;
nltalent[i] = ["Rapid Assault","m","ASSUALT COOLDOWN|Cooldown reduced X.1 Sec",5,10,"--","--",0]; i++;
nltalent[i] = ["Antagonize|Antagonize (MARK1)","s","Antagonize (Mark 1): This attack does little damage but makes your target extremely angry with you so they are more likely to attack you rather than your allies.","--","--","--","--",0]; i++;
nltalent[i] = ["Deflection","m","ENERGY PROTECTION",250,500,750,1000,0]; i++;
nltalent[i] = ["Swift Ambush","m","AMBUSH COOLDOWN|Cooldown reduced X.1 Sec",10,20,"--","--",0]; i++;
nltalent[i] = ["Cruelty","m","SNARE DURATION|Increase in seconds",1,2,3,"--",0]; i++;
nltalent[i] = ["Fumble","s","Fumble: This attack does little damage but unnerves your target so much that their attacks are more likely to be glancing blows. This attack generates a large amount of hate and is likely to cause the target to attack you rather than your allies.","--","--","--","--",0]; i++;
nltalent[i] = ["Advanced Ambush|Ambush (MARK3)","s","Ambush (Mark 3): A quick high powered attack that increases your target's vulnerability to critical hits.","--","--","--","--",0]; i++;
nltalent[i] = ["Intimidating Strike|Intimidating Strike (MARK1)","s","Intimidating Strike (Mark 1): An attack that saps your opponent's will to fight and drains them of action.","--","--","--","--",0]; i++;
nltalent[i] = ["Innate Assault","m","ASSAULT FREESHOT|Freeshot Chance",20,"--","--","--",0]; i++;
nltalent[i] = ["Stun","s","Stun: This attack does little damage but stuns the target rendering them unable to move or attack effectively for a short period of time. This ability generates a large amount of hate and may cause your target to focus on attacking you rather than your allies.","--","--","--","--",0]; i++;
nltalent[i] = ["Shields","s","Shields: Surrounds you in a powerful energy shield that dramatically increases your mitigation versus Kinetic and Energy attacks for a short period of time. It takes quite a bit of time to recharge after the energy is depleted.","--","--","--","--",0]; i++;
nltalent[i] = ["Man Hunter","m","PVP CRITICAL CHANCE|Increase critical chance",1,2,3,5,0,"HUMANOID CRITICAL CHANCE|Increase critical chance",1,2,3,5]; i++;
nltalent[i] = ["Dread Strike","s","Dread Strike: An attack that instills a sense of dread in your target and reduces their damage potential.","--","--","--","--",0]; i++;



treeStartStop[t] = i -1;
t++;


/* updated for beastmastery */
//Beastmaster

nltalent[i] = ["Enhanced Skill Acquisition","m","Ability Acquisition Bonus|Increase you chance to learn abilities through creature knowledge.",3,7,11,15,0]; i++;
nltalent[i] = ["Creature Knowledge|Creature knowledge","s","Creature knowledge: Enables you to gather detailed knowledge about a creature. This ability is used to attempt to learn an ability a creature is using against you as well as to observe an ability the creature is using on themselves that you may later teach to your Beast Master pets.","--","--","--","--",0]; i++;
nltalent[i] = ["Attack|Attack!","s","Attack: Order your beast to attack any target you are able to attack yourself.","--","--","--","--",0]; i++;
nltalent[i] = ["Incubation|Extract DNA","s","Extract DNA: Ability used by Beast Masters to extract DNA of creatures. The DNA is stored in containers to keep the sample viable.","--","--","--","--",1]; i++;
nltalent[i] = ["Beast Empathy","m","Beast Happiness|Improves Beast Happiness.",5,10,15,"--",0]; i++;
nltalent[i] = ["Stupid Pet Tricks|Trick 1","s","Trick 1: Asks your beast to perform a trick.","--","--","--","--",0]; i++;
nltalent[i] = ["Create Mount","m","Create Mount|Turn a creature egg into a mount",100,"--","--","--",0]; i++;
nltalent[i] = ["Soothing Comfort|Soothing Comfort","s","Soothing Comfort: Removes a harmful state, effect or damage over time effect from your beast.","--","--","--","--",0]; i++;
nltalent[i] = ["Swift Recovery","m","Beast Revive Speed|Decrease the time it takes to revive your pet.",10,"--","--","--",0]; i++;
nltalent[i] = ["Mending|Heal Beast (Mark 1)","s","Heal Beast (Mark 1): Restores some of your beast's health.","--","--","--","--",0]; i++;
nltalent[i] = ["Additional Combat Command","m","Additional Combat Command|You beast can learn one additional combat command.",1,"--","--","--",0]; i++;
nltalent[i] = ["Incubation Quality","m","Incubation Quality|Increases enzyme quality during incubation.",5,10,20,"--",0]; i++;
nltalent[i] = ["Incubation Processing Time","m","Incubation Processing Time|Incubation processing time reduction",2,5,8,"--",0]; i++;
nltalent[i] = ["Exceptional Nutrition","m","Beast Hitpoint Percent|Increase the hitpoints of your beast.",50,100,"--","--",0]; i++;
nltalent[i] = ["Improved Pet Recovery","m","Beast Recovery Percent|Increase the amount of health you pet will have when revived.",50,"--","--","--",0]; i++;
nltalent[i] = ["Additional Combat Command","m","Additional Combat Command|You beast can learn one additional combat command.",1,"--","--","--",0]; i++;
nltalent[i] = ["Genetic Engineering","m","Genetic Engineering|Genetic Engineering.",30,60,100,"--",0]; i++;
nltalent[i] = ["DNA Harvesting","m","DNA Quality|Increases the minimum quality from extraction.",30,60,100,"--",0]; i++;
nltalent[i] = ["Dexterity Training","m","Beast Attack Speed Percent|Increase the attack speed of your beast.",50,100,"--","--",0]; i++;
nltalent[i] = ["Specialized Supplements","m","Beast Regeneration Rate|Increase the regeneration rate of your beast",100,"--","--","--",0]; i++;
nltalent[i] = ["Additional Combat Command","m","Additional Combat Command|You beast can learn one additional combat command.",1,"--","--","--",0]; i++;
nltalent[i] = ["Fortitude","m","Beast Armor Percent|Increase the armor value of your beast.",30,60,100,"--",0]; i++;
nltalent[i] = ["Savagery","m","Beast Damage Percent|Increase the damage value of your beast.",30,60,100,"--",0]; i++;
nltalent[i] = ["Harmonious Understanding","m","Attention Penalty Reduction|Reduces your penalty when controlling a beast.",5,15,25,"--",0]; i++;

/* updated for beastmastery */


treeStartStop[t] = i -1;
t++;



var textLevelRequired = "Level Required";
var textPointsLeft = "Points Left";
var textPointsSpent = "Points Spent";
var textPoint = "point";
var textPoints = "points";

var textToSave = "Direct Link URL - Right-click and copy the URL to share your build with friends:";

var theURLtoCopy = "http://starwarsgalaxies.station.sony.com/expertisecalculators/main/"+ className +"/index.vm?section=";
//var theURLtoCopy = "http://devnet.etisbew.net/soe2/"+ className +"/index.html";



