var i = 0;
var t = 0;


var className = "entertainer";

tree[i] = "drama"; i++;
tree[i] = "artiste"; i++;
tree[i] = "beastmastery"; i++;  



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

talent[i] = [t, "Dramatic Flair", 4, 4, 1]; i++; 

talent[i] = [t, "Strike", 1, 1, 2]; i++;
talent[i] = [t, "Conditioned Vessel", 4, 2, 2]; i++;
talent[i] = [t, "Thought As Action", 4, 3, 2]; i++; 
talent[i] = [t, "Folded Inward", 4, 5, 2]; i++;
talent[i] = [t, "Thrill", 1, 6, 2]; i++;

talent[i] = [t, "Project Will", 1, 1, 3,[getTalentID("Strike"),1]]; i++;
talent[i] = [t, "Rising Spirit", 4, 2, 3,[getTalentID("Conditioned Vessel"),4]]; i++;
talent[i] = [t, "Emotional Prescience", 4, 4, 3]; i++;
talent[i] = [t, "To The Hilt", 2, 6, 3,[getTalentID("Thrill"),1]]; i++;


talent[i] = [t, "Sweeping Pirouette", 1, 1, 4,[getTalentID("Project Will"),1]]; i++;
talent[i] = [t, "Controlled Spin", 3, 2, 4,[getTalentID("Sweeping Pirouette"),1]]; i++;
talent[i] = [t, "Void Dance", 1, 4, 4]; i++;
talent[i] = [t, "Unhealthy Fixation", 1, 6, 4]; i++;
talent[i] = [t, "Allure", 4, 7, 4, [getTalentID("Unhealthy Fixation"),1]]; i++;


talent[i] = [t, "Spiral Kick", 1, 1, 5,[getTalentID("Sweeping Pirouette"),1]]; i++;
talent[i] = [t, "Uprising", 2, 2, 5,[getTalentID("Spiral Kick"),1]]; i++;
talent[i] = [t, "Annulling", 3, 4, 5,[getTalentID("Void Dance"),1]]; i++;



treeStartStop[t] = i -1;
t++;
//artiste  talents

talent[i] = [t, "Inspired Fitness", 4, 2, 1]; i++;
talent[i] = [t, "Inspired Resilience", 4, 4, 1]; i++;
talent[i] = [t, "Inspired Industry", 4, 6, 1]; i++;

talent[i] = [t, "Creativity", 4, 1, 2]; i++;
talent[i] = [t, "Holism", 1, 3, 2]; i++;
talent[i] = [t, "Harvest Faire", 1, 4, 2]; i++;
talent[i] = [t, "Second Chance", 1, 6, 2]; i++;
talent[i] = [t, "Go With the Flow", 1, 7, 2]; i++;


talent[i] = [t, "Intense Performer", 4, 1, 3]; i++;
talent[i] = [t, "Affability", 4, 2, 3]; i++;
talent[i] = [t, "Flush With Success", 1, 5, 3]; i++;
talent[i] = [t, "Inspired Reactions", 4, 7, 3]; i++;

talent[i] = [t, "Lasting Impression", 4, 1, 4,[getTalentID("Intense Performer"),4]]; i++;
talent[i] = [t, "Holography", 1, 4, 4]; i++;
talent[i] = [t, "Inspired Warfare", 4, 7, 4,[getTalentID("Inspired Reactions"),4]]; i++;

talent[i] = [t, "Improv", 1, 2, 5,[getTalentID("Affability"),4]]; i++;
talent[i] = [t, "Holographic Mastery", 2, 4, 5,[getTalentID("Holography"),1]]; i++;

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


/* updated for beastmastery */
//BEAST  talents
talent[i] = [t, "Enhanced Skill Acquisition", 4, 1, 1,[36,1]]; i++;
talent[i] = [t, "Creature Knowledge", 1, 2, 1,[37,1]]; i++;
talent[i] = [t, "Attack!", 1, 3, 1,[38,1]]; 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;





//drama Talents Begin

//Dramatic Flair  - drama
rank[i] = [
			"Grants additional +15 STR/CON/STA per point and removes the non-aggro flag."
		  ];
i++;		
		
//Strike  - drama
rank[i] = [
"Grants a basic H2H attack."
		];
i++;		

//Conditioned Vessel  - drama
rank[i] = [
"Increases damage of all H2H attacks by 5% per point."
		];
i++;		
		
//Thought As Action - drama
rank[i] = [
"+300 Kinetic resist per point."
		];
i++;		

//Folded Inward - drama
rank[i] = [
"+300 Energy resist per point."
		];
i++;		

//Thrill- drama
rank[i] = [
"Applies glancing blow debuff of 10% for 6 seconds."
		];
i++;		

//Project Will- drama		

rank[i] = [
"Grants a powerful ranged H2H attack that is effective up to 20m."
		];		
i++;		


//Rising Spirit - drama
rank[i] = [ 
"Increases Crit % for H2H attacks by 2% per point."
		];
i++;		


//Emotional Prescience - drama 
rank[i] = [
"Increases glancing blow chance by 2% per point."
		];
i++;		

//To The Hilt - drama
rank[i] = [
"Increases the glancing blow % of Thrill by 10% per point and the duration by 2 seconds per point."
		];
i++;		

//Sweeping Pirouette - drama
rank[i] = [
"Grants a H2H kick that temporarily roots the target."
		];
i++;		

//Controlled Spin - drama  
rank[i] = [
"Increases damage % for Sweeping Pirouette by 10% per point."
		];
i++;		

//Void Dance - drama  
rank[i] = [
"Increases the chance all incoming attacks will be glancing blows for 10 seconds."
		];
i++;		


//Unhealthy Fixation - drama 
rank[i] = [
"Grants an ability that causes the target to be enraptured by the Entertainer (root + stun) for 6 seconds."
		];		
i++;		


//Allure - drama  			
rank[i] = [
"Increases the duration of Unhealthy Fixation by 1 second per point."
		];
i++;		



//Spiral Kick - drama
rank[i] = [
"Grants the Extended Range H2H Spiral Kick attack that does high damage and temporarily snares the target."
		];
i++;


//Uprising - drama
rank[i] = [
"Increases the Crit % of Spiral Kick by 5% per point."
		];
i++;

//Annulling - drama
rank[i] = [
"Increases the damage reduction of Void Dance by 5% per point."
		];
i++;













//artiste Begin

//Inspired Fitness - artiste
rank[i] = [
"Increases the attribute bonus for attribute inspiration buffs by 50% of the maximum per point."
		];
i++;

//Inspired Resilience - artiste
rank[i] = [
"Increases resistance bonus for resistance inspiration buffs by 50% of the maximum per point."
		];
i++;

//Inspired Industry - artiste
rank[i] = [
"Increases the inspiration bonus for trader inspiration buffs by 25% per point."
		];
i++;		

//Creativity - artiste
rank[i] = [
"Adds up to an additional 12 base points to the maximum for Inspiration buffs."

		];
i++;		

//Holism - artiste
rank[i] = [
"Grants the Holism buff package."
		];		
i++;		

//Harvest Faire - artiste
rank[i] = [
"Grants the Harvest Faire buff package."
		];
i++;		

//Second Chance - artiste 
rank[i] = [
"Grants the Second Chance buff package."
		];
i++;		


//Go With the Flow - artiste  
rank[i] = [
"Grants the Go With the Flow buff package."
		];
i++;		

//Intense Performer - artiste 
rank[i] = [
"Increases duration pulse for an inspiration buff by 1 min per point."
		];
i++;		

//Affability - artiste  
rank[i] = [
"+5% bonus to camp performances per point. +5% base effectiveness to improv performances per point."
 		  ];
i++;				


//Flush With Success - artiste 
rank[i] = [
"Grants the Flush with Success buff package."
		];
i++;		
		
//Inspired Reactions - artiste 
rank[i] = [
"Increases the chance an inspiration buff reactive will trigger by 10% of the maximum per point."
		];
i++;		


//Lasting Impression - artiste 
rank[i] = [
			"Increases duration cap of an inspiration buff by 30 minutes per point."
		  ];
i++;		
		

//Holography - artiste  

rank[i] = [
"Allows for 1 Holographic image for backup dancing or band members to be called."
		];
i++;
	
	
//Inspired Warfare - artiste
rank[i]=[
"Increases the effect of combat-related buff packages by 1% per point."
		];
i++;		

		
//Improv - artiste
rank[i]=[
"Allows performances without a cantina or camp and are 20% as effective as normal performances."
		];
i++;		

		
//Holographic Mastery - artiste
rank[i]=[
"Allows 1 additional Holographic image per point."
		];
i++;		
		
// covertoperative 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++;



/* 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 = "entertainer";

nltree[i] = "drama"; i++;
nltree[i] = "artiste"; i++;
nltree[i] = "Beast Mastery"; i++;

i = 0;
//drama
//The last parameter for checking default
nltalent[i] = ["Dramatic Flair","m","Constitution|","15","30","45","60",1,"Strength|","15","30","45","60","Stamina|","15","30","45","60"]; i++;

nltalent[i] = ["Strike|Strike 1","s","Strike 1: A level 10 basic H2H attack that causes bonus damage.","--","--","--","--",0]; i++;
nltalent[i] = ["Conditioned Vessel","m","Unarmed Damage|","5","10","15","20",0]; i++;
nltalent[i] = ["Thought As Action","m","Kinetic Protection|","300","600","900","1200",0]; i++; 
nltalent[i] = ["Folded Inward","m","Energy Protection|","300","600","900","1200",0]; i++;
nltalent[i] = ["Thrill|Thrill","s","Thrill: A level 10 ability that thrills the target. A thrilled target is more likely to do glancing blows on all attacks.","--","--","--","--",0]; i++;

nltalent[i] = ["Project Will|Project Will 1","s","Project Will 1: A level 18 H2H attack with extended range of 20m.","--","--","--","--",0]; i++;
nltalent[i] = ["Rising Spirit","m","Unarmed Critical Chance|","2","4","6","8",0]; i++;
nltalent[i] = ["Emotional Prescience","m","Glancing Blow Increase|","2","4","6","8",0]; i++;
nltalent[i] = ["To The Hilt","m","Thrill Duration Increase|","2","4","--","--",0," Thrill Glancing Blow Increase|","10","20","--","--"]; i++;

nltalent[i] = ["Sweeping Pirouette|Sweeping Pirouette 1","s","Sweeping Pirouette 1: A level 26 H2H attack that causes bonus damage and roots the target.","--","--","--","--",0]; i++;
nltalent[i] = ["Controlled Spin","m","Sweeping Pirouette Damage Increase|","10","20","30","--",0]; i++;
nltalent[i] = ["Void Dance|Void Dance","s","Void Dance: Makes all incoming attacks have a 30% chance to be a glancing blow for 10 seconds.","--","--","--","--",0]; i++;
nltalent[i] = ["Unhealthy Fixation|Unhealthy Fixation","s","Unhealthy Fixation: A level 26 ability that causes the target to fixate on the Entertainer and thus be rooted and stunned for the duration.","--","--","--","--",0]; i++;
nltalent[i] = ["Allure","m","Unhealthy Fixation Duration Increase|","1","2","3","4",0]; i++;

nltalent[i] = ["Spiral Kick|Spiral Kick 1","s","Spiral Kick 1: A level 34 H2H attack that causes bonus damage and snares the target.","--","--","--","--",0]; i++;
nltalent[i] = ["Uprising","m","Spiral Kick Critical Increase|","5","10","--","--",0]; i++;
nltalent[i] = ["Annulling","m","Void Dance Increase|","5","10","15","--",0]; i++;





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

//artiste

nltalent[i] = ["Inspired Fitness","m","Inspiration Attribute Increase|","50","100","150","200",1]; i++;
nltalent[i] = ["Inspired Resilience","m","Inspiration Resist Increase|","50","100","150","200",1]; i++;
nltalent[i] = ["Inspired Industry","m","Artisan Inspiration Increase|","25","50","75","100",1]; i++;

nltalent[i] = ["Creativity","m","Inspiration Base Point Increase|","3","6","9","12",0]; i++;
nltalent[i] = ["Holism|Holism Buff Package","s","An inspiration buff effect that increases healing potency.","--","--","--","--",0]; i++;
nltalent[i] = ["Harvest Faire|Harvest Faire Buff Package","s","An inspiration buff effect that increases the number of resources collected while using harvesters.","--","--","--","--",0]; i++;
nltalent[i] = ["Second Chance|Second Chance Buff Package","s","An inspiration buff effect giving the recipient a chance to automatically heal when struck in combat.","--","--","--","--",0]; i++;
nltalent[i] = ["Go With the Flow|Go With the Flow Buff Package","s","An inspiration buff effect that increases movement rate","--","--","--","--",0]; i++;

nltalent[i] = ["Intense Performer","m","Inspiration Pulse Increase|","1","2","3","4",0]; i++;
nltalent[i] = ["Affability","m","Performance Effectiveness Increase|","5","10","15","20",0]; i++;
nltalent[i] = ["Flush With Success|Flush With Success Buff Package","s","An inspiration buff effect increasing experience earned.","--","--","--","--",0]; i++;
nltalent[i] = ["Inspired Reactions","m","Inspiration Reactive Proc Increase|","1","2","3","4",0]; i++;


nltalent[i] = ["Lasting Impression","m","Inspiration Duration Increase|","30","60","90","120",0]; i++;
nltalent[i] = ["Holography|Holographic Image","s","Create Holographic Backup Image: A level 26 command that calls 1 Holographic backup image to perform with the Entertainer.","--","--","--","--",0]; i++;
nltalent[i] = ["Inspired Warfare","m","Inspiration Combat Increase|","1","2","3","4",0]; i++;

nltalent[i] = ["Improv|Improv Performances","m","Improv Performances|","1","--","--","--",0]; i++;
nltalent[i] = ["Holographic Mastery","m","Additional Holographic Images|","1","2","--","--",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";

