var i = 0;
var t = 0;


var className = "medic";

tree[i] = "fieldsurvival"; i++;
tree[i] = "medicspecialization"; i++;
tree[i] = "beastmastery"; i++; 

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


talent[i] = [t, "Martial Training", 4, 1, 1]; i++;

talent[i] = [t, "Enhance Strength", 1, 2, 1,[getTalentID("Martial Training"),4]]; i++;

talent[i] = [t, "Footwork", 4, 3, 1]; i++;

talent[i] = [t, "Enhance Agility", 1, 5, 1,[getTalentID("Footwork"),4]]; i++;

talent[i] = [t, "Marksman Training", 4, 6, 1]; i++;

talent[i] = [t, "Enhance Precision", 1, 7, 1,[getTalentID("Marksman Training"),4]]; i++;

talent[i] = [t, "Carbine Accuracy", 4, 1, 2]; i++;

talent[i] = [t, "Melee Accuracy", 4, 3, 2]; i++;

talent[i] = [t, "Subtlety", 3, 4, 2]; i++;

talent[i] = [t, "Kinetic Armor", 4, 5, 2]; i++;

talent[i] = [t, "Energy Armor", 4, 7, 2]; i++;

talent[i] = [t, "Deuterium Rounds", 1, 1, 3,[getTalentID("Carbine Accuracy"),4]]; i++;

talent[i] = [t, "Poison Knuckle", 1, 3, 3,[getTalentID("Melee Accuracy"),4]]; i++;

talent[i] = [t, "Lethal Aim", 3, 1, 4]; i++;

talent[i] = [t, "Lethal Strikes", 3, 3, 4]; i++;

talent[i] = [t, "Evasion", 1, 4, 4,[getTalentID("Subtlety"),3]]; i++;

talent[i] = [t, "Burst", 1, 1, 5,[getTalentID("Lethal Aim"),3]]; i++;

talent[i] = [t, "Flurry", 1, 3, 5,[getTalentID("Lethal Strikes"),3]]; i++;

talent[i] = [t, "Enhance Block", 1, 5, 5,[getTalentID("Kinetic Armor"),4]]; i++;

talent[i] = [t, "Enhance Dodge", 1, 7, 5,[getTalentID("Energy Armor"),4]]; i++;

treeStartStop[t] = i -1;

t++;


// treeno,skillname,points,colno,tire,dependency


// medic specialization   talents ,24

talent[i] = [t, "Bacta Concentration", 4, 1, 1]; i++; 

talent[i] = [t, "Bacta Potency", 4, 2, 1]; i++;

talent[i] = [t, "Vital Efficiency", 4, 6, 1]; i++;

talent[i] = [t, "Vital Accuracy", 4, 7, 1]; i++; 

talent[i] = [t, "Drag Corpse", 1 ,1, 2,[getTalentID("Bacta Concentration"),4]]; i++;

talent[i] = [t, "Cure Affliction", 1, 2, 2,[getTalentID("Bacta Potency"),4]]; i++;

talent[i] = [t, "Enhancement Duration", 3, 4, 2]; i++;

talent[i] = [t, "Bacta Corruption", 1, 6, 2,[getTalentID("Vital Efficiency"),4]]; i++;

talent[i] = [t, "Electrolyte Drain", 1, 7, 2,[getTalentID("Vital Accuracy"),4]]; i++;

talent[i] = [t, "Hasty Resuscitation", 3, 1, 3]; i++;

talent[i] = [t, "Bacta Efficiency", 3, 2, 3]; i++;

talent[i] = [t, "Enhancement Specialist", 1, 4, 3,[getTalentID("Enhancement Duration"),3]]; i++;

talent[i] = [t, "Affliction Intensity", 3, 6, 3]; i++;

talent[i] = [t, "Affliction Duration", 3, 7, 3]; i++;

talent[i] = [t, "Blood Cleansers", 1, 1, 4, [getTalentID("Hasty Resuscitation"),3]]; i++;

talent[i] = [t, "Serotonin Boost", 1, 2, 4 , [getTalentID("Bacta Efficiency"),3]]; i++;

talent[i] = [t, "Reckless Stimulation", 1, 4, 4, [getTalentID("Enhancement Specialist"),1]]; i++;

talent[i] = [t, "Serotonin Purge", 1, 6, 4,[getTalentID("Affliction Intensity"),3]]; i++;

talent[i] = [t, "Traumatize", 1, 7, 4,[getTalentID("Affliction Duration"),3]]; i++;

talent[i] = [t, "Bacta Bomb", 1, 1, 5,[getTalentID("Blood Cleansers"),1]]; i++;

talent[i] = [t, "Bacta Grenade", 1, 2, 5,[getTalentID("Serotonin Boost"),1]]; i++;

talent[i] = [t, "Stasis Field", 1, 4, 5, [getTalentID("Reckless Stimulation"),1]]; i++;

talent[i] = [t, "Rheumatic Calamity", 1, 6, 5,[getTalentID("Serotonin Purge"),1]]; i++;

talent[i] = [t, "Thyroid Rupture", 1, 7, 5,[getTalentID("Traumatize"),1]]; i++;

treeStartStop[t] = i -1;

t++;

//BEAST  talents
talent[i] = [t, "Enhanced Skill Acquisition", 4, 1, 1,[45,1]]; i++;
talent[i] = [t, "Creature Knowledge", 1, 2, 1,[46,1]]; i++;
talent[i] = [t, "Attack!", 1, 3, 1,[47,1]]; 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;



/**************************/
//Medic - field Survival Begin
//Martial Training -  field Survival
rank[i] = [
"Permanently increases Strength."
		];
i++;

//Enhance Strength- field Survival
rank[i] = [
"Enhances the target's Strength statistic."
		];
i++;

//Footwork- field Survival
rank[i] = [
"Permanently increases Agility."
		];
i++;		

//Enhance Agility - field Survival
rank[i] = [
"Enhances the target's Agility statistic."
		];
i++;		

//Marksman Training - field Survival 
rank[i] = [
"Permanently increases Precision."
		];		
i++;		

//Enhance Precision - field Survival
rank[i] = [
"Enhances the target's Precision statistic."
		];
i++;		

//Carbine Accuracy- field Survival 
rank[i] = [
"Increases damage while using Carbines."
		];
i++;		

//Melee Accuracy - field Survival  
rank[i] = [
"Increases melee and unarmed weapon damage."
		];
i++;		

//Subtlety- field Survival 
rank[i] = [
"Reduces Hate generated by healing allies in combat."
		];
i++;		

//Kinetic Armor - field Survival  
rank[i] = [
"Permanently increases Kinetic Protection and gives a slight bonus to all protection types."
		];
i++;				

//Energy Armor- field Survival 
rank[i] = [
"Permanently increases Energy Protection and gives a slight bonus to all protection types."
		];
i++;		
		
//Deuterium Rounds - field Survival 
rank[i] = [
"Special ammunition gives you a chance to set your target on fire while using Carbines."
		];
i++;		

//Poison Knuckle- field Survival 
rank[i] = [
"Your melee and unarmed attacks have a chance of poisoning your target."
		];
i++;		


//Lethal Aim- field Survival
rank[i]=[
"Increases your critical hit chance against humanoids."
		];
i++;		

//Lethal Strikes - field Survival
rank[i]=[
"Increases your critical hit chance while using melee and unarmed weapons."
		];
i++;		

//Evasion- field Survival 

rank[i] = [
"Attempt to elude all non-boss enemies angry with you and exit combat.  Reduces hate on bosses."
		];
i++;
	
//Burst - field Survival
rank[i]=[
"Unleashes a wild spray of gun fire causing damage and decreasing target's combat effectiveness."
	];
i++;		

//Flurry - field Survival 
rank[i]=[
"A combination melee attack to vital areas. Reduces movement speed and combat effectiveness."
		];
i++;		
		
//Enhance Block - field Survival
rank[i]=[
"Improves the targets block chance and block value."
		];
i++;		
		
//Enhance Dodge - field Survival
rank[i]=[
"Improves the targets chance to dodge and incoming attack."
	];
i++;		

//field survival Talents End^^


//medic specialization Talents Begin

//Bacta Concentration  - medic specialization
rank[i] = [
"Increases the amount healed by Bacta Infusion."
		];
i++;		
		
//Bacta Potency - medic specialization
rank[i] = [
"Extra strength bacta increases the potency of your instant healing abilities."
		];
i++;		

//Vital Efficiency - medic specialization
rank[i] = [
"Reduces the action cost of Vital Strike special attacks."
		];
i++;		
		
//Vital Accuracy - medic specialization
rank[i] = [
"Increases damage caused by Vital Strike special abilities."
		];
i++;		

//Drag Corpse  - medic specialization
rank[i] = [
"Drags all group mate's corpses within range to your location."
		];
i++;		

//Cure Affliction - medic specialization
rank[i] = [
"Cures the target of damage over time effects such as bleeding, poison, disease or fire."
		];
i++;		

//Enhancement Duration - medic specialization 
rank[i] = [
"Increases the duration of all medic Enhance abilities."
		];
i++;		


//Bacta Corruption - medic specialization
rank[i] = [
"Reduces the effectiveness of your enemy's healing abilities."
		];		
i++;		

//Electrolyte Drain - medic specialization
rank[i] = [ 
"Creates a chemical imbalance in the target leaving them listless and reducing movement speed."
		];
i++;		

//Hasty Rescuscitation - medic specialization
rank[i] = [
"Decreases cooldown time of all Revive and Area Revive abilities."
		];
i++;		

//Bacta Efficiency - medic specialization  
rank[i] = [
"Decreases the Action cost of all of your instant healing abilities."
		];
i++;		


//Enhancement Specialist - medic specialization
rank[i] = [
"Allows access to Metabolic Accelerators and an extended Nutrient Injection enhancement line."
		];
i++;		

//Affliction Intensity - medic specialization
rank[i] = [
"Increase the damage caused by all Damage over Time abilities."
];
i++;		

//Affliction Duration- medic specialization
rank[i] = [
"Increases the duration of Damage over Time abilities."
		];		
i++;		

//Blood Cleansers - medic specialization
rank[i] = [
"Removes the Weakened state, which is applied after incapacitation."
		];
i++;

//Serotonin Boost - medic specialization
rank[i] = [
"Induces a feeling of well being and removes an adverse condition on the target."
		];
i++;

//Reckless Stimulation - medic specialization  			
rank[i] = [
"A desperate ability that restores Action at the cost of Health."
		];
i++;		

//Serotonin Purge - medic specialization
rank[i] = [
"Induces feelings of hopelessness on an enemy and removes a beneficial effect."
		];
i++;

//Traumatize - medic specialization
rank[i] = [
"Induces extreme traume to sensory systems reducing the target's Action pool."
		];
i++;

//Bacta Bomb - medic specialization
rank[i] = [
"Heals the target for a large amount of Health at long range."
		];
i++;


//Bacta Grenade - medic specialization
rank[i] = [
"Restores health to a target at range."
		];
i++;

//Stasis Field - medic specialization
rank[i] = [
"Restrains and protects the target from harm and from harming others."
		];
i++;


//Rheumatic Calamity - medic specialization
rank[i] = [
"Rheumatic Calamity: Connective tissues swell and surrounding areas fill with fluid resulting in intense pain and joint dislocations. The target loses Health whenever Action is spent."
		];

i++;


//Thyroid Rupture - medic specialization
rank[i] = [
"Impedes the functioning of a number of vital organs reducing the target'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 */


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


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

nltree[i] = "fieldSurvival"; i++;
nltree[i] = "medicspecialization"; i++;
nltree[i] = "Beast Mastery"; i++;
i = 0;


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

//field Survival

nltalent[i] = ["Martial Training","m","Strength|Modifies Strength.",10,20,30,50,1]; i++;
nltalent[i] = ["Enhance Strength|Enhance Strength (Mark 1)","s","Enhance Strength (Mark 1): Enhances the target's Strength statistic.","--","--","--","--",0]; i++;
nltalent[i] = ["Footwork","m","Agility|Modifies Agility",10,20,30,50,1]; i++;
nltalent[i] = ["Enhance Agility|Enhance Agility (Mark 1)","s","Enhance Agility (Mark 1): Enhances the target's Agility statistic.","--","--","--","--",0]; i++;
nltalent[i] = ["Marksman Training","m","Precision|Modifies Precision",10,20,30,50,1]; i++;
nltalent[i] = ["Enhance Precision|Enhance Precision (Mark 1)","s","Enhance Precision (Mark 1): Enhances the target's Precision statistic.","--","--","--","--",0]; i++;





nltalent[i] = ["Carbine Accuracy","m","Carbine Damage|Modifies Carbine damage.",2,4,7,10,0]; i++;
nltalent[i] = ["Melee Accuracy","m","Melee Damage Increase|",3,6,10,15,0]; i++;
nltalent[i] = ["Subtlety","m","Healing Hate Reduction|",10,30,50,"--",0]; i++;
nltalent[i] = ["Kinetic Armor","m","Kinetic Protection|",150,300,450,600,0,"Innate Armor|",75,150,225,300,0]; i++;
nltalent[i] = ["Energy Armor","m","Energy Protection|",150,300,450,600,0,"Innate Armor|",75,150,225,300,0]; i++;

nltalent[i] = ["Deuterium Rounds","m","Deuterium Rounds|",5,"--","--","--",0]; i++;
nltalent[i] = ["Poison Knuckle","m","Poison Knuckle|","5","--","--","--",0]; i++;

nltalent[i] = ["Lethal Aim","m","Humanoid Critical Chance|Modifies critical damage chance.",1,3,5,"--",0]; i++;
nltalent[i] = ["Lethal Strikes","m","Melee Critical Chance|",1,3,5,"--",0]; i++;
nltalent[i] = ["Evasion|Evasion","s","Evasion: You attempt to elude non-boss foes currently angry with your, ending combat and provides a defensive bonus for a short period of time.  Reduces hate on bosses.","--","--","--","--",0]; i++;

nltalent[i] = ["Burst|Burst (Mark 1)","s","Burst (Mark 1): Unleashes a wild spray of gun fire in an attempt to cow opponents.  This leaves them with a slightly decreased chance to score Critical hits against you and increasing your chance to land a Strikethrough Hit or a Critical Hit.  Requires an equipped Carbine.","--","--","--","--",0]; i++;
nltalent[i] = ["Flurry|Flurry (Mark 1)","s","Flurry (Mark 1): Unleashes a flurry of melee attacks aimed at a number of vital areas leaving the opponent with reduced movement speed and damage output.  Requires Melee.","--","--","--","--",0]; i++;
nltalent[i] = ["Enhance Block|Enhance Block","s","Enhance Block: Improves the targets block chance and block value.","--","--","--","--",0]; i++;
nltalent[i] = ["Enhance Dodge|Enhance Dodge","s","Enhance Dodge: Improves the targets chance to dodge and incoming attack.","--","--","--","--",0]; i++;




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

//medic specialization
//The last parameter for checking default

nltalent[i] = ["Bacta Concentration","m","Heal Over Time Potency|Percent healing increase.",10,20,35,50,1]; i++;
nltalent[i] = ["Bacta Potency","m","Heal Potency|Percent healing increase.",5,10,15,25,1]; i++;
nltalent[i] = ["Vital Efficiency","m","Vital Strike Action Cost|Action cost reduction percentage.",5,10,15,25,1]; i++;
nltalent[i] = ["Vital Accuracy","m","Vital Strike Damage|Percent damage increase.",5,10,15,20,1]; i++; 

nltalent[i] = ["Drag Corpse|Drag Corpse","s","Drag Corpse: Allows you to drag the corpses of all party members within range to your location.","--","--","--","--",0]; i++;
nltalent[i] = ["Cure Affliction|Cure Affliction","s","Cure Affliction: Removes bleeding, poison, disease and fire damage over time effects from your target.","--","--","--","--",0]; i++;
nltalent[i] = ["Enhancement Duration","m","Enhancement Duration|Time duration increase.",300,600,1200,"--",0]; i++;
nltalent[i] = ["Bacta Corruption|Bacta Corruption","s","Bacta Corruption: Reduces the effectiveness of the target's healing abilities.","--","--","--","--",0]; i++;
nltalent[i] = ["Electrolyte Drain|Electrolyte Drain","s","Electrolyte Drain: Creates a chemical imbalance in the target leaving them listless and reducing movement speed.","--","--","--","--",0]; i++;


nltalent[i] = ["Hasty Resuscitation","m","Revive Cooldown|Cooldown reduced in seconds.",5,10,15,"--",0,"Area Revive cooldown|",5,10,15,"--"]; i++;
nltalent[i] = ["Bacta Efficiency|","m","Heal Efficiency|Action cost reduction percentage.",10,20,35,"--",0]; i++;
nltalent[i] = ["Enhancement Specialist|Metabolic Accelerators","s","Metabolic Accelerators (Mark 1): Temporarily increases a being's metabolism allowing for more efficient conversion of stored calories to energy and increasing that being's total action.","--","--","--","--",0]; i++;
nltalent[i] = ["Affliction Intensity","m","Dot Potency|Percent damage increase.",5,10,15,"--",0]; i++;
nltalent[i] = ["Affliction Duration","m","Dot Duration|Time duration increase.",3,6,10,"--",0]; i++;


nltalent[i] = ["Blood Cleansers|Blood Cleansers","s","Blood Cleansers: Removes the 'Weakened' state, which is incurred upon incapacitation.","--","--","--","--",0]; i++;
nltalent[i] = ["Serotonin Boost|Serotonin Boost","s","Serotonin Boost: Induces a feeling of well being and allows the target to remain upbeat in the face of extreme adversity. Removes a harmful debuff effect. Note that some effects, such as Cloning Sickness and Weakness, are too strong to be removed by this ability.","--","--","--","--",0]; i++;
nltalent[i] = ["Reckless Stimulation|Reckless Stimulation","s","Reckless Stimulation (Mark 1): Restores some Action to you. Though effective, it is extremely painful and causes a loss of Health.","--","--","--","--",0]; i++;
nltalent[i] = ["Serotonin Purge|Serotonin Purge","s","Serotonin Purge: Induces depression and feelings of hopelessness on an enemy, shaking their will to fight. Removes a beneficial buff effect.","--","--","--","--",0]; i++;
nltalent[i] = ["Traumatize|Traumatize (Mark 1)","s","Traumatize (Mark 1): Induces extreme trauma to sensory systems reducing the target's Action pool.","--","--","--","--",0]; i++;
 
nltalent[i] = ["Bacta Bomb|Bacta Bomb (Mark 1)","s","Bacta Bomb (Mark 1): Long ranged healing abillity that restores a large amount of Health to your target. This ability draws from the same bacta supply as your Bacta Jab and though much more efficient, takes longer to recharge.","--","--","--","--",0]; i++;
nltalent[i] = ["Bacta Grenade|Bacta Grenade (Mark 1)","s","Bacta Grenade (Mark 1): Restores some health to your target from long range. This ability draws from the same bacta supply as your Bacta Spray, however it recharges much more quickly.","--","--","--","--",0]; i++;
nltalent[i] = ["Stasis Field|Stasis Field","s","Stasis Field: The target receives an extreme defensive increase while movement is extremely hampered and offensive capability all but negated.","--","--","--","--",0]; i++;
nltalent[i] = ["Rheumatic Calamity|Rheumatic Calamity","s","Rheumatic Calamity: Bleeding causes tissues to swell resulting in intense pain, when action is spent and damage over time.","--","--","--","--",0]; i++;
nltalent[i] = ["Thyroid Rupture|Thyroid Rupture","s","Thyroid Rupture: Impedes the functioning of a number of vital organs reducing the target's damage output.","--","--","--","--",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";
