var i = 0;
var t = 0;


var className = "officer";

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


i = 0;
// treeno,skillname,points,colno,tire,dependency
// specialization   talents ,18


talent[i] = [t, "Close Combat", 4, 1, 1]; i++;

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

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

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

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

talent[i] = [t, "Side Arm Efficiency", 4, 3, 2]; i++;

talent[i] = [t, "Energy Defense", 2, 5, 2]; i++;

talent[i] = [t, "Kinetic Defense", 2, 7, 2]; i++;

talent[i] = [t, "Grim Blows", 2, 1, 3]; i++;

talent[i] = [t, "Side Arm Accuracy", 2, 3, 3]; i++;

talent[i] = [t, "Decapitate", 1, 1, 4,[getTalentID("Grim Blows"),2]]; i++;

talent[i] = [t, "Dire Strikes", 2, 3, 4,[getTalentID("Side Arm Accuracy"),2]]; i++;

talent[i] = [t, "Synaptic Stimulator", 1, 5, 4]; i++;

talent[i] = [t, "Environmental Purge", 1, 7, 4]; i++;

talent[i] = [t, "Crippling Vortex", 1, 1, 5,[getTalentID("Decapitate"),1]]; i++;

talent[i] = [t, "Pistol Drillmaster", 1, 3, 5,[getTalentID("Dire Strikes"),2]]; i++;

talent[i] = [t, "Bacta Flush", 2, 5, 5,[getTalentID("Synaptic Stimulator"),1]]; i++;

talent[i] = [t, "Automated Diagnosis", 2, 7, 5,[getTalentID("Environmental Purge"),1]]; i++;


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


// treeno,skillname,points,colno,tire,dependency
// squad   talents ,22

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

talent[i] = [t, "Rapid Deployment", 4, 4, 1]; i++;

talent[i] = [t, "Explosives Expert", 4, 5, 1]; i++;

talent[i] = [t, "Sure Shot Efficiency", 4, 7, 1]; i++; 

talent[i] = [t, "Initiative", 3 ,1, 2]; i++;

talent[i] = [t, "Surgical Demolition", 3, 5, 2]; i++;

talent[i] = [t, "Lethal Aim", 4, 7, 2]; i++;

talent[i] = [t, "Advanced Tactics", 1, 1, 3,[getTalentID("Initiative"),3]]; i++;

talent[i] = [t, "Focus Fire", 1, 3, 3,[getTalentID("Advanced Tactics"),1]]; i++;

talent[i] = [t, "Medical Supply Drop", 1, 4, 3,[getTalentID("Rapid Deployment"),4]]; i++;

talent[i] = [t, "High Explosives", 2, 5, 3]; i++;

talent[i] = [t, "Target Selection", 3, 7, 3]; i++;

talent[i] = [t, "Inspiration", 1, 1, 4,[getTalentID("Advanced Tactics"),1]]; i++;

talent[i] = [t, "Scatter!", 1, 3, 4,[getTalentID("Inspiration"),1]]; i++;

talent[i] = [t, "Tactical Supply Drop", 1, 4, 4, [getTalentID("Medical Supply Drop"),1]]; i++;

talent[i] = [t, "Superior Firepower", 1, 5, 4, [getTalentID("High Explosives"),2]]; i++;

talent[i] = [t, "Identify Weakness", 2, 7, 4]; i++;

talent[i] = [t, "Charge!", 1, 1, 5,[getTalentID("Inspiration"),1]]; i++;

talent[i] = [t, "Last Words", 1, 3, 5,[getTalentID("Charge!"),1]]; i++;

talent[i] = [t, "Reinforcements", 1, 4, 5, [getTalentID("Tactical Supply Drop"),1]]; i++;

talent[i] = [t, "Primacy", 3, 5, 5,[getTalentID("Superior Firepower"),1]]; i++;

talent[i] = [t, "Advanced Paint Target", 1, 7, 5]; i++;

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





/* updated for beastmastery */
//BEAST  talents
talent[i] = [t, "Enhanced Skill Acquisition", 4, 1, 1,[41,1]]; i++;
talent[i] = [t, "Creature Knowledge", 1, 2, 1,[42,1]]; i++;
talent[i] = [t, "Attack!", 1, 3, 1,[43,1]]; 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;

//officer squad end
//officer specialization Begin

//Close Combat - specialization
rank[i] = [
	"A permanent increase in Strength."
		];
i++;

//Marksmanship- specialization
rank[i] = [
	"A permanent increase in Precision."
		];
i++;

//Toughness- specialization
rank[i] = [
	"A permanent increase in Constitution."
		];
i++;		

//Endurance - specialization
rank[i] = [
	"A permanent increase in Stamina."
		];
i++;		

//Swordsmanship - specialization 
rank[i] = [
	"Increases damage output of 1-handed Melee attacks."
		];		
i++;		

//Side Arm Efficiency - specialization
rank[i] = [
	"Reduces action cost while wielding a Pistol."
		];
i++;		

//Energy Defense- specialization 
rank[i] = [
	"Improves your protection versus energy damage when you wear a full suit of Battle Armor."
		];
i++;		

//Kinetic Defense - specialization  
rank[i] = [
	"Improves your protection versus kinetic damage when you wear a full suit of Battle Armor."
		];
i++;		

//Grim Blows- specialization 
rank[i] = [
	"Increases critical chance of 1-handed Melee attacks."
		];
i++;		

//Side Arm Accuracy - specialization  
rank[i] = [
	"Increases damage output while using a Pistol."
		];
i++;				

//Decapitate- specialization 
rank[i] = [
	"A slice to the neck of your opponent, leaving them bleeding. Requires a 1-Handed melee weapon."
		];
i++;		
		
//Dire Strikes - specialization 
rank[i] = [
	"Increases your critical chance while using a Pistol."
		];
i++;		

	
		
//Synaptic Stimulator- specialization 

rank[i] = [
	"Attempts to remove up to two debuffs."
		];
i++;
	
//Environmental Purge- specialization
rank[i]=[
	"Removes effects such as bleeding, disease, poison and being set on fire."
		];
i++;		
		
//Crippling Vortex - specialization
rank[i]=[
	"Area damage bleed attack that hampers movement. Requires a 1-handed melee weapon."
		];
i++;		



		
//Pistol Drillmaster - specialization
rank[i]=[
	"Group members gain increased damage output and reduced action cost with pistols."
		];
i++;		
		
//Bacta Flush - specialization
rank[i]=[
	"Percent healing increase."
	];
i++;		

//Automated Diagnosis - specialization
rank[i]=[
	"Decreases the cooldown time of Heal line special abilities."
	];
i++;		
//specialization Talents End^^














//Officer-squad Talents Begin
//Leadership  - squad


rank[i] = [ 

	"Increases the duration of all group buff abilities."

	  ];
i++;		
		
//Rapid Deployment - squad
rank[i] = [
	"Reduces the cooldown of all Supply Drop abilities."
         ];
i++;		


//Explosives Expert - squad
rank[i] = [
	"Reduces the action cost of all artillery and grenade type special abilities."
          ];
i++;		
		
//Sure Shot Efficiency - squad
rank[i] = [
	"Reduces action cost of the Sure Shot line."
	 ];i++;		

//Initiative  - squad
rank[i] = [
	  "Reduces the action cost of all group buff abilities."
	  ];
i++;		

//Surgical Demolition - squad
rank[i] = [
		"Increases the critical chance of all artillery and grenade type special abilities."
	  ];
i++;		
		
//Lethal Aim - squad
rank[i] = [
		"Increases the damage output of the Sure Shot line."
	  ];		
	i++;		


//Advanced Tactics - squad
rank[i] = [ 
		"Extension of the Tactics group buff line."
	 ];
	i++;		


//Focus Fire - squad 
rank[i] = [
		"Your group takes up a disciplined attack posture resulting in an increase in offensive statistics."
	  ];
i++;		

//Medical Resupply- squad
rank[i] = [
		"Calls in a supply transport for delivery of medical supplies in the field."
	 ];

i++;		
//High Explosives - squad
rank[i] = [
		"Increases the damage output of all artillery and grenade type special abilities."
	  ];
i++;		

//Target Selection- squad  
rank[i] = [
		"Reduces the action cost of the Paint Target Line."
	];
i++;		

//Inspiration- squad
rank[i] = [
	"Your group regains some action and enjoys a decrease in action cost for a short period of time."
		];
i++;		

//Scatter!- squad
rank[i] = [
	"A defensive command that increases run speed, glancing blow chance and removes snare effect for all group members."
		];		
i++;		

//Tactical Resupply- squad  			
rank[i] = [
	"You call in to headquarters for delivery of Tactical supplies in the field."
		];
i++;		


//Superior Firepower - squad
rank[i] = [
	"Dramatically increases the critical chance and damage output of all artillery and grenade type special abilities."
		];
i++;

//Identify Weakness- squad
rank[i] = [
	"Increases the damage output of the Paint Target line."
		];
i++;


//Charge! - squad
rank[i] = [
	"Increases damage output, run speed, reduces action cost and removes snaring effects on your group."
		];
i++;

//Last Words - squad
rank[i] = [
	"If you die in action group members receive healing, restored action, increased damage output and dodge chance."
		];
i++;

//Reinforcements - squad
rank[i] = [
	"Deploys a soldier from headquarters who will serve under your command and assist you in combat."
		];
i++;

//Primacy - squad
rank[i] = [
	"Reduces the cooldown time of the Superior Firepower expertise."
		];
i++;

//Advanced Paint Target - squad
rank[i] = [
	"An extended line of Paint Target abilities."
		];
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^^


































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++;


/* 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 = "officer";


nltree[i] = "specialization"; i++;
nltree[i] = "squad"; 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;


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

nltalent[i] = ["Close Combat","m","STRENGTH|Modifies Strength",10,20,30,50,1]; i++;

nltalent[i] = ["Marksmanship","m","Precision|Modifies Precision",10,20,30,50,1]; i++;

nltalent[i] = ["Toughness","m","CONSTITUTION|Modifies Constitution",10,20,30,50,1]; i++;

nltalent[i] = ["Endurance","m","STAMINA|Modifies Stamina ",10,20,30,50,0]; i++;

nltalent[i] = ["Swordsmanship","m","1-HANDED MELEE DAMAGE|Percent damage increase.",5,10,15,25,0]; i++;

nltalent[i] = ["Side Arm Efficiency","m","PISTOL ACTION COST|Action cost reduction percentage.",2,5,10,15,0]; i++;

nltalent[i] = ["Energy Defense","m","ENERGY ARMOR|Conditional Energy Protection",500,1000,"--","--",0]; i++;

nltalent[i] = ["Kinetic Defense","m","KINETIC ARMOR|Conditional Kinetic Protection",500,1000,"--","--",0]; i++;

nltalent[i] = ["Grim Blows","m","1-H CRITICAL CHANCE|Increase critical chance.",5,10,"--","--",0]; i++;

nltalent[i] = ["Side Arm Accuracy","m","PISTOL DAMAGE|Percent damage increase",2,5,"--","--",0]; i++;

nltalent[i] = ["Decapitate|DECAPITATE (MARK1)","s","Decapitate (Mark 1): A brutal slice to the neck damages your opponent and leaves them bleeding.","--","--","--","--",0]; i++;

nltalent[i] = ["Dire Strikes","m","PISTOL CRITICAL CHANCE|Increases critical chance.",2,5,"--","--",0]; i++;

nltalent[i] = ["Synaptic Stimulator","s","Synaptic Stimulator: Electrodes implanted in your helmet can be activated to shake you out of a variety of harmful states so you can return to full leadership capacity. This ability will attempt to remove up to two debuffs.","--","--","--","--",0]; i++;

nltalent[i] = ["Environmental Purge","s","Environmental Purge: Nanites in your armor cleanse your body of various deleterious conditions, removing damage over time effects such as bleeding, disease, poison and being set on fire.","--","--","--","--",0]; i++;

nltalent[i] = ["Crippling Vortex|CRIPPLING VORTEX (MARK1)","s","Crippling Vortex (Mark 1): A lightning fast sweeping attack punishes every enemy in your immediate area, leaving them bleeding and severely hampering their movement for a period of time.","--","--","--","--",0];i++;

nltalent[i] = ["Pistol Drillmaster","s","Pistol Drillmaster: Your group members benefit from your advanced skill in pistol use and gain increased damage output and reduced action cost.","--","--","--","--",0]; i++;

nltalent[i] = ["Bacta Flush","m","HEAL POTENCY|Synaptic Stimulator: Electrodes percent healing increase.",5,15,"--","--",0]; i++;

nltalent[i] = ["Automated Diagnosis","m","HEAL COOLDOWN|Cooldown reduced in seconds.",1,3,"--","--",0]; i++;

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



//squad
//The last parameter for checking default


nltalent[i] = ["Leadership","m","GROUP BUFF DURATION|Increase in seconds.",5,10,20,30,1]; i++;

nltalent[i] = ["Rapid Deployment","m","SUPPLY DROP COOLDOWN|Cooldown reduced in minutes.",3,7,11,15,1]; i++;

nltalent[i] = ["Explosives Expert","m","AREA EFFECT ACTION COST|Action cost reduction percentage.",5,10,15,25,1]; i++;

nltalent[i] = ["Sure Shot Efficiency","m","SURE SHOT ACTION COST|Action cost reduction percentage.",5,10,15,25,1]; i++; 

nltalent[i] = ["Initiative","m","GROUP BUFF ACTION COST|Action cost reduction percentage.",5,10,20,"--",0]; i++;

nltalent[i] = ["Surgical Demolition","m","AOE CRITICAL CHANCE|Increase critical chance ",10,25,50,"--",0]; i++;

nltalent[i] = ["Lethal Aim","m","SURE SHOT DAMAGE|Percent damage increase.",2,4,7,10,0]; i++;

nltalent[i] = ["Advanced Tactics|Tactics (Mark 4)","s","Tactics (Mark 4): Decisive battlefield commands provide your group with bonus defenses.","--","--","--","--",0]; i++;

nltalent[i] = ["Focus Fire|FOCUS FIRE (MARK 1)","s","Focus Fire (Mark 1): Your group takes up a disciplined attack posture resulting in an increase in offensive statistics.","--","--","--","--",0]; i++;

nltalent[i] = ["MEDICAL SUPPLY DROP|MEDICAL SUPPLY DROP (MARK 1)","s","Medical Supply Drop (Mark 1):Calls in a supply transport for delivery of medical supplies in the field.","--","--","--","--",0]; i++;

nltalent[i] = ["High Explosives","m","AREA EFFECT DAMAGE|Percent Damage Increase.",10,25,"--","--",0]; i++;

nltalent[i] = ["Target Selection","m","PAINT TARGET ACTION COST|Percent Damage Increase.",5,10,20,"--",0]; i++;

nltalent[i] = ["Inspiration|INSPIRATION (MARK 1)","s","Inspiration (Mark 1): Your group regains some action and enjoys a decrease in action cost for a short period of time.","--","--","--","--",0]; i++;

nltalent[i] = ["Scatter!","s","Scatter!: A defensive command that increases run speed, glancing blow chance and removes snare effect for all group members.","--","--","--","--",0]; i++;

nltalent[i] = ["TACTICAL SUPPLY DROP|TACTICAL SUPPLY DROP (MARK 1)","s","Tactical Supply Drop (Mark 1): You call in to headquarters for delivery of tactical supplies in the field.","--","--","--","--",0]; i++;

nltalent[i] = ["Superior Firepower","s","Superior Firepower: When you absolutely positively have to level an area, it's time to break out the good Stuff. While active this buff dramatically increases the damage output and critical hit chance of all grenade and artillery area effect special attacks.","--","--","--","--",0]; i++;

nltalent[i] = ["Identify Weakness","m","PAINT TARGET DAMAGE|Percent Damage Increase.",10,20,"--","--",0]; i++;

nltalent[i] = ["Charge!","s","Charge!: Increases damage output, run speed, reduces action cost provides speed boost and removes snaring effects for all members of your party.","--","--","--","--",0]; i++;

nltalent[i] = ["Last Words","e","dd","--","--","--","--",0]; i++;

nltalent[i] = ["Reinforcements|REINFORCEMENTS (MARK 1)","s","Reinforcements (Mark 1): Deploys a soldier from headquarters who will serve under your command and assist you in combat until dismissed or killed in action.","--","--","--","--",0]; i++;

nltalent[i] = ["Primacy","m","SUPERIOR FIREPOWER|Cooldown reduced in minutes.",3,6,10,"--",0]; i++;

nltalent[i] = ["Advanced Paint Target|PAINT TARGET (MARK 4)","s","Paint Target (Mark 4): A command directing your group's fire at a single target, lowering their defenses.","--","--","--","--",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";

