var i = 0;
var t = 0;


var className = "commando";

tree[i] = "commando"; i++;
tree[i] = "assault"; i++;
tree[i] = "beastmastery"; i++;  


i = 0;
// treeno,skillname,points,colno,tire,dependency
// commando   talents ,20

talent[i] = [t, "Remote Detonator", 1, 1, 1]; i++; 

talent[i] = [t, "Suppressing Fire", 1, 3, 1]; i++;

talent[i] = [t, "Powered Armor", 4, 5, 1]; i++;

talent[i] = [t, "It Burns!", 4, 7, 1]; i++; 

talent[i] = [t, "Flashbang", 2 ,1, 2,[getTalentID("Remote Detonator"),1]]; i++;

talent[i] = [t, "Suppression Efficiency", 4, 3, 2,[getTalentID("Suppressing Fire"),1]]; i++;

talent[i] = [t, "Pinpoint Shielding", 4, 5, 2,[getTalentID("Powered Armor"),4]]; i++;

talent[i] = [t, "Blow'em Away", 1, 7, 2]; i++;

talent[i] = [t, "Timer Reset", 2, 1, 3,[getTalentID("Flashbang"),2]]; i++;

talent[i] = [t, "Riddle Armor", 1, 3, 3]; i++;

talent[i] = [t, "Deflective Armor", 4, 5, 3,[getTalentID("Pinpoint Shielding"),4]]; i++;

talent[i] = [t, "Killing Grimace", 1, 7, 3]; i++;

talent[i] = [t, "Angled Shrapnel", 2, 1, 4,[getTalentID("Timer Reset"),2]]; i++;

talent[i] = [t, "Armor Cracker", 4, 3, 4,[getTalentID("Riddle Armor"),1]]; i++;

talent[i] = [t, "Stim Armor", 1, 5, 4]; i++;

talent[i] = [t, "Armor Splash", 4, 7, 4]; i++;

talent[i] = [t, "Improved Explosives", 4, 1, 5,[getTalentID("Angled Shrapnel"),2]]; i++;

talent[i] = [t, "Mirror Armor", 1, 4, 5]; i++;

talent[i] = [t, "Diagnostic Armor", 2, 5, 5,[getTalentID("Stim Armor"),1]]; i++;

talent[i] = [t, "You'll Regret That", 2, 7, 5]; i++;

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




// treeno,skillname,points,colno,tire,dependency
// assault   talents ,18


talent[i] = [t, "Enhanced Precision", 2, 2, 1]; i++;

talent[i] = [t, "Enhanced Constitution", 2, 4, 1]; i++;

talent[i] = [t, "Enhanced Stamina", 2, 6, 1]; i++;

talent[i] = [t, "Position Secured", 1, 1, 2]; i++;

talent[i] = [t, "Hose Down", 2, 2, 2]; i++;

talent[i] = [t, "Blast Radius", 4, 4, 2]; i++;

talent[i] = [t, "Shock Tracer", 1, 7, 2]; i++;

talent[i] = [t, "Burst Fire", 2, 1, 3,[getTalentID("Position Secured"),1]]; i++;

talent[i] = [t, "Keen Eye", 2, 2, 3,[getTalentID("Hose Down"),2]]; i++;

talent[i] = [t, "Strong Arm", 4, 4, 3,[getTalentID("Blast Radius"),4]]; i++;

talent[i] = [t, "Voltage Overload", 2, 7, 3,[getTalentID("Shock Tracer"),1]]; i++;

talent[i] = [t, "On Target", 4, 1, 4,[getTalentID("Burst Fire"),2]]; i++;

talent[i] = [t, "Heavy Ammunition", 4, 2, 4,[getTalentID("Keen Eye"),2]]; i++;

talent[i] = [t, "Packed Explosives", 4, 4, 4,[getTalentID("Strong Arm"),4]]; i++;

talent[i] = [t, "Muscle Spasm", 4, 7,4,[getTalentID("Voltage Overload"),2]]; i++;

talent[i] = [t, "Base of Operations", 1, 1, 5,[getTalentID("On Target"),4]]; i++;

talent[i] = [t, "Blast Resistance", 4, 4, 5,[getTalentID("Packed Explosives"),4]]; i++;

talent[i] = [t, "Shock Grenade", 1, 7, 5,[getTalentID("Muscle Spasm"),4]]; i++;


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




/* updated for beastmastery */
//BEAST  talents
talent[i] = [t, "Enhanced Skill Acquisition", 4, 1, 1,[39,1]]; i++;
talent[i] = [t, "Creature Knowledge", 1, 2, 1,[40,1]]; i++;
talent[i] = [t, "Attack!", 1, 3, 1,[41,1]]; i++;
talent[i] = [t, "Incubation", 1, 4, 1]; i++;

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


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









i = 0;




//commando - commando Begin

//Remote Detonator  - commando

rank[i] = [ 
			"Grants the Remote Detonator ability, which allows a Commando to place a mine that detonates through a command."
		  ];
i++;		
		
//Suppressing Fire - commando
rank[i] = [
			"Grants the Suppressing Fire debuff, which increases the chance for glancing blows against the Commando by 10%."
          ];
i++;		


//Powered Armor - commando
rank[i] = [
			"Increases the Commando's armor by 250 per point spent."
		  ];
i++;		
		
//It Burns - commando
rank[i] = [
			"The Commando's kill meter increases the chance by 1% to Fire DOT a target. DOT duration by 2 seconds per point."
		  ];
i++;		

//Flashbang  - commando
rank[i] = [
			"Adds a -25 precision per point spent debuff to Remote Detonator."
		   ];
i++;		

//Suppression Efficiency - commando
rank[i] = [
		"Increases Suppressing Fire's chance for glancing blows against the Commando by 5% per point spent."
		  ];
i++;		
		
//Pinpoint Shielding - commando
rank[i] = [
		"Increases the Commando's armor by 250 per point spent."
		  ];		
	i++;		


//Blow'em Away - commando
rank[i] = [ 
		"Each kill on the Commando's kill meter increases the damage of grenades by 1%."
	  	  ];
	i++;		


//Timer Reset - commando 
rank[i] = [
		"Extends the Remote Detonator's time limit by 240 seconds per point spent over the original 120 seconds."
		  ];
i++;		

//Riddle Armor - commando
rank[i] = [
		"Grants the Riddle Armor ability, which allows the Commando to lower a target's armor by 1000."
	      ];

i++;		
//Deflective Armor - commando
rank[i] = [
		"Damage against the Commando is reduced by 1% per point spent."
	      ];
i++;		

//Killing Grimace - commando  
rank[i] = [
		"Each kill on the Commando's kill meter increases weapon damage by 1%."
	      ];
i++;		



//Angled Shrapnel- commando
rank[i] = [
	"Increases the radius of the Remote Detonator by 5 meters per point spent."
		  ];
i++;		

//Armor Cracker- commando
rank[i] = [
	"Increases the Riddle Armor ability, reducing the target's armor by an additional 500 per point spent."
	      ];		
i++;		

//Stim Armor - commando  			
rank[i] = [
	"Grants the Stim Armor ability, which heals the Commando over time."
		  ];
i++;		


//Armor Splash - commando
rank[i] = [
	"The Commando's kill meter increases the chance by 1% to Acid DOT a target. DOT duration by 2 seconds per point."
		  ];
i++;

//Improved Explosives - commando
rank[i] = [
	"Increases the damage of the Remote Detonator ability by 15% per point."
		  ];
i++;


//Mirror Armor - commando
rank[i] = [
	"Grants the Mirror Armor ability, which allows a Commando to not appear on enemy radar for 120 seconds."
		  ];
i++;

//Diagnostic Armor - commando
rank[i] = [
	"Gives the Commando 25% DOT damage absorption per point spent."
		  ];
i++;

//You'll Regret That - commando
rank[i] = [
	"The Commando's kill meter increases the chance to get armor increased by 1000 per point spent, if snared."
		  ];
i++;






//Enhanced Precision - assault
rank[i] = [
			"Precision increased by 25 points per point spent."
		  ];
i++;

//Enhanced Constitution- assault
rank[i] = [
			"Constitution increased by 50 points per point spent."
		  ];
i++;

//Enhanced Stamina - assault
rank[i] = [
			"Stamina increased by 25 points per point spent."
		  ];
i++;		

//Position Secured - assault
rank[i] = [
			"Grants the Position Secured ability, which roots the commando and increases Precision by 200."
		  ];
i++;		

//Hose Down - assault 
rank[i] = [
			"Reduces the action costs for the Focused Fire line of attacks by 5% per point spent."
		  ];		
i++;		

//Blast Radius - assault
rank[i] = [
			"Increases the blast radius of grenades by 1 meter per point spent."
		  ];
i++;		

//Shock Tracer- assault 
rank[i] = [
			"Grants the Shock Tracer attack, which hits your target with an energy DOT."
		  ];
i++;		

//Burst Fire - assault  
rank[i] = [
			"Adds a 10% chance to fire a second time and 5% devastation per point spent, while using Position Secured."
		  ];
i++;		

//Keen Eye - assault 
rank[i] = [
			"Increases the range of weapons by 4 meters per point spent, but not exceeding 64 meters."
		  ];
i++;		

//Strong Arm - assault  
rank[i] = [
			"Reduces the action costs for Grenade attacks by 2% per point spent."
		  ];
i++;				

//Voltage Overload- assault 
rank[i] = [
			"Increases the Shock Tracer DOT's duration by 4 seconds per point spent."
		  ];
i++;		
		
//On Target - assault 
rank[i] = [
			"Adds a 2% chance to get a critical hit and 5% protection against critical hits per point spent, while using Position Secured."
		  ];
i++;		
		
//Heavy Ammunition- assault 

rank[i] = [
			"Increases the damage of weapons by 2% per point spent."
		  ];
i++;
	
//Packed Explosives - assault
rank[i]= [
			"Increases the damage of grenades by 2% per point spent."
		 ];
i++;		
		
//Muscle Spasm - assault
rank[i]= [
			"Increases the chance for a glancing blow from the target by 2% per point spent, while affected by Shock Tracer."
		 ];
i++;		



		
//Base of Operations - assault
rank[i]= [
			"Grants the Base of Operations group buff, which adds 500 armor to all group members."
		 ];
i++;		
		
//Blast Resistance - assault
rank[i]= [ 
			"All AOE damage you receive has a 5% chance per point spent to be fully resisted."
		 ];
i++;		

//Shock Grenade - assault
rank[i]= [
			"Grants the Shock Grenade ability, which is an area of effect Shock Tracer attack."
		 ];
i++;		
//assault Talents End^^



/* 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^^
























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++;

/* 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 = "commando";


nltree[i] = "commando"; i++;
nltree[i] = "assault"; i++;
nltree[i] = "Beast Mastery"; i++;



//skillname[|skillname2],mode,descripton or[Big Des | Small Des],A,B,C,D,Clickable,[Big Des | Small Des],A,B,C,D 

i = 0;

//commando
//The last parameter for checking default


nltalent[i] = ["Remote Detonator|Remote Detonator 1","s","Remote Detonator 1: A level 10 remote detonation device that damages all targets in the blast area, after being triggered.","--","--","--","--",1]; i++;

nltalent[i] = ["Suppressing Fire|Suppressing Fire","s","Suppressing Fire: An area of effect spray of fire, which lowers your enemy's ability to fire accurately.","--","--","--","--",1]; i++;

nltalent[i] = ["Powered Armor","m","Innate Armor|Modifies Armor Protection.",250,500,750,1000,1]; i++;

nltalent[i] = ["It Burns","m","It Burns Chance|DOT proc chance",1,1,1,1,1,"Fire Dot Duration|DOT Duration",2,4,6,8]; i++; 

nltalent[i] = ["Flashbang","m","Precision Decrease|Modifies Precision.",25,50,"--","--",0]; i++;

nltalent[i] = ["Suppression Efficiency","m","Glancing Blow Increase|Suppressing Fire Damage.",5,10,15,20,0]; i++;

nltalent[i] = ["Pinpoint Shielding","m","Innate Armor|Modifies Armor Protection.",250,500,750,1000,0]; i++;

nltalent[i] = ["Blow 'em Away","m","Grenade Damage Increase|Modifies Damage.",1,"--","--","--",0]; i++;

nltalent[i] = ["Timer Reset","m","Detonator Duration|Time Duration Increase.",240,480,"--","--",0]; i++;

nltalent[i] = ["Riddle Armor|Riddle Armor","s","Riddle Armor: An ability to damage a target's armor by 1000 (3000 maximum with expertise).","--","--","--","--",0]; i++;

nltalent[i] = ["Deflective Armor","m","Damage Decrease|Modifies Damage.",1,2,3,4,0]; i++;

nltalent[i] = ["Killing Grimace","m","Weapon Damage Increase|Modifies Damage.",1,"--","--","--",0]; i++;

nltalent[i] = ["Angled Shrapnel","m","Detonator Radius|Radius Increase.",5,10,"--","--",0]; i++;

nltalent[i] = ["Armor Cracker","m","Armor Decrease|Modifies Armor Protection.",500,1000,1500,2000,0]; i++;

nltalent[i] = ["Stim Armor|Stim Armor","s","Stim Armor: A heal over time buff through modified armor.","--","--","--","--",0]; i++;

nltalent[i] = ["Armor Splash","m","Armor Splash Chance|DOT proc chance",1,1,1,1,0,"Acid DOT Duration|DOT Duration",2,4,6,8]; i++;

nltalent[i] = ["Improved Explosives","m","Damage Increase|Detonator Damage.",15,30,45,60,0]; i++;

nltalent[i] = ["Mirror Armor|Mirror Armor","s","Mirror Armor: This ability allows your armor to cloak you from radar detection.","--","--","--","--",0]; i++;

nltalent[i] = ["Diagnostic Armor","m","Dot Resistance|Modifies Damage.",25,50,"--","--",0]; i++;

nltalent[i] = ["You'll Regret That","m","Regret Chance|Ability proc chance",100,100,"--","--",0,"Innate Armor Increase|Modifies Armor Protection",1000,2000,"--","--"]; i++;

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




nltalent[i] = ["Enhanced Precision","m","Precision|Modifies Precision.",25,50,"--","--",1]; i++;

nltalent[i] = ["Enhanced Constitution","m","Constitution|Modifies Constitution.",50,100,"--","--",1]; i++;

nltalent[i] = ["Enhanced Stamina","m","Stamina|Modifies Stamina.",25,50,"--","--",1]; i++;


nltalent[i] = ["Position Secured|Position Secured","s","Position Secured: This ability digs you in and increases your protection by 200.","--","--","--","--",0]; i++;

nltalent[i] = ["Hose Down","m","Focused Fire Action|Action cost reduction percentage.",5,10,"--","--",0]; i++;

nltalent[i] = ["Blast Radius","m","Grenade Radius Increase|Grenade blast radius increase.",1,2,3,4,0]; i++;

nltalent[i] = ["Shock Tracer|Shock Tracer 1","s","Shock Tracer 1: A level 10 electrical tracer shot, which shocks and electrifies the target.","--","--","--","--",0]; i++;

nltalent[i] = ["Burst Fire","m","Second Fire Chance|Ability proc chance",10,20,"--","--",0,"Devastation Bonus|Modifies damage",5,10,"--","--"]; i++;

nltalent[i] = ["Keen Eye","m","Range Increase|Weapon range increase.",4,8,"--","--",0]; i++;

nltalent[i] = ["Strong Arm","m","Grenade Action Decrease|Action cost reduction percentage.",2,4,6,8,0]; i++;

nltalent[i] = ["Voltage Overload","m","Energy DoT Duration|DoT debuff time increase.",4,8,"--","--",0,"Grenade DoT Duration|",4,8,"--","--"]; i++;

nltalent[i] = ["On Target","m","Critical Chance|Critical Hit Proc Chance",2,4,6,8,0,"Critical Hit Protection|Critical Hit Proc Chance",5,10,15,20]; i++;

nltalent[i] = ["Heavy Ammunition","m","Weapon Damage Increase|Modifies damage.",2,4,6,8,0]; i++;

nltalent[i] = ["Packed Explosives","m","Grenade Damage Increase|Modifies damage.",2,4,6,8,0]; i++;

nltalent[i] = ["Muscle Spasm","m","Glancing Blow Increase|Glancing blow chance increase.",2,4,6,8,0];i++;

nltalent[i] = ["Base of Operations|Base of Operations","s","Base of Operations: A powerful shield surrounds your group, which increases their armor by 500.","--","--","--","--",0]; i++;

nltalent[i] = ["Blast Resistance","m","AOE Resistance|Resistance to AOE damage.",5,10,15,20,0]; i++;

nltalent[i] = ["Shock Grenade|Shock Grenade 1","s","Shock Grenade 1: A level 10 grenade that damages and electrifies all targets in the blast area.","--","--","--","--",0]; i++;

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


//Beast
/* 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";

