function show_guide(index)
{
  switch (index)
  {
    default:
      document.getElementById("guide_text").innerHTML = "Unknown Section!";
      break;
    case 1: // Glossary - AP
      document.getElementById("guide_text").innerHTML = 
"For every 10th of a level your character gains, you will receive <b>2APs</b>.<br />" + 
"<br />" +
"This means, by level 45 (the current cap), you will have a minimum of 880 APs to allocate. I say minimum because there are quite a few AP missions that can be completed for bonus AP. There is currently over 270AP available with these bonus missions, but unless you are a REALLY hardcore player, you will probably only get around 200. Search the <b>forums</b> or the <b>Globaltech Atlas</b> site for Bonus AP Quests for more information.<br />" +
"<br />" +
"APs can be allocated into three things: <b>Stats, Abilities and Mutations</b>.<br />" +
"<br />" +
"To purchase <b>ONE</b> point of a <b>stat</b>, it will cost you <b>FIVE AP</b>. At level 45, the maximum you can increase each stat by is 28, which equates to 240 AP (per stat). This can work out quite expensive, so do not plan, or expect, to max out that many stats!<br />" +
"<br />" +
"<b>Abilities</b> are raised by one point at the cost of 1AP. At level 45, the maximum you can increase each ability by is 83. Again, don't expect to max all your abilities. You can't afford it.<br />" +
"<br />" +
"<b>Mutations</b> are raised like abilities, one point for 1AP. Again, the max increase at level 45 is 83 points, and again, don't expect to max them all!<br />" + 
"<br />" +
"<b>Note:</b> You can only 'max' your abilities and mutations by raising the appropriate stats relevant to the abilty/mutation. Without these connected stats raised, the 'cap' will be much lower, and therefore your skills would be less effective.";
      break;    
    case 2: // Glossary - Base & Max
      document.getElementById("guide_text").innerHTML = 
"Each Stat, Skill and Mutation have <b>Base and Max</b> values listed.<br />" +
"<br />" +
"The <b>Base</b> value is the ability you'd have if you didn't spend any AP on it. This value can be raised in two ways:<br />" +
"<br />" +
"<table><tr><td><b>1)</b></td><td>When you level up, every Base value will increase by one. Therefore, all your stats, abilities and mutation will also increase by 1.</td></tr>" +
"<tr><td><b>2)</b></td>Abilities and Mutations also have associated stats. If you raise these stats, you will raise the base values for the associated abilities and mutations, therefore increasing your base ability.<td></td></tr></table>" +
"<br />" +
"<b>Note:</b> Raising associated stats doesn't raise abilities and mutations by an equal amount. Each ability has a primary stat, and a secondary stat. For most of the abilities, raising the primary stat will raise the ability by .75, and raising the secondary will give you .25.<br />" +
"<br />" +
"The <b>Max value</b> defines the limit that you can train an ability to at that time, and will this cap will always be two times the base value.";
      break;    
    case 3: // Glossary - Max Level
      document.getElementById("guide_text").innerHTML = 
"Currently, the level cap in game is 45.<br />" + 
"<br />" +
"However, it was announced that this cap will move regularly. Expansions, coming roughly every four months, will continue to increase the level cap by 15 each time until the final cap of 150.";
      break;    
    case 4: // Glossary - Respecs
      document.getElementById("guide_text").innerHTML = 
"Currently, there is <b>no means to respec in the game</b>.<br />" +  
"<br />" +
"This means that once you have spent your AP, you cannot 'unspend' it. As such, you are <b>strongly advised</b> to know where you want to put your points <b>BEFORE</b> you spend them.";
      break;    
    case 5: // Combat - Offensive
      document.getElementById("guide_text").innerHTML = 
"So, first off, you are going to need to kill things. That means choosing <b>Melee, Pistols or Rifles</b> as your primary weapon.<br />" +
"<br />" +
"Combat is skill based, not level based. This means that your ability with a weapon will define whether you can actually hit something. You character level is irrelevant to this.<br />" + 
"<br />" +
"Based on this fact, it is highly recommended that you keep your primary weapon skill maxed at all times. Having a weapon skill below max is just hampering your ability to fight. The actual damage you do is based off the weapon you are wielding, so keep upgrading weapons to your current melee skill level.<br />" +
"<br />" +
"To max a weapon skill, you will need to raise the associated stats.<br />" +
"<br />" +
"For melee, this will be strength and coordination, and for rifles/pistols this will be dexterity and perception.<br />";
      break;    
    case 6: // Combat - Defensive
      document.getElementById("guide_text").innerHTML = 
"Ok, now you can hit things we should start looking at what happens when they hit you!<br />" +
"<br />" +
"There are two abilities that help keep you alive. <b>Dodge and Armour Use</b>.<br />" +
"<br />" +
"<table><tr><td><b>Dodge</b></td><td>is the skill used against the targets weapon skill to determine whether or not they hit you.</td></tr>" +
"<tr><td><b>Armour Use</b></td><td>allows you to equip better armour, which then reduces the amount of damage you take when they do hit you.</td></tr></table>" +
"<br />" +
"Both are these abilities are very useful, and if you decide to use them it is recommended to keep them maxed for full effectiveness.<br />" + 
"<br />" +
"To max dodge, you will need to raise coordination and perception. For armour use, this will be coordination and endurance.";
      break;    
    case 7: // Combat - Hit Points
      document.getElementById("guide_text").innerHTML = 
"One extra thing to note here is your <b>hit points</b>. If you run out of these, you fall over.<br />" +
"<br />" +
"If you want to increase your hit points, you are going to want to increase your strength and endurance stats.";
      break;    
    case 8: // Combat - Maxing Stats
      document.getElementById("guide_text").innerHTML = 
"With the current cap, the maximum combat ability needed is 164, 2 points less that the skill cap.<br />" + 
"<br />" +
"This means that your primary stat can be 1 point less than max and your secondary 2 points less. This can save you a chunk of AP when creating your combat abilities.";
      break;    
    case 9: // Combat - Abilities
      document.getElementById("guide_text").innerHTML = 
"Raising your combat skills doesn't just mean that you can hit more often or wear better armour or dodge bullets!<br />" + 
"<br />" +
"You will find combat trainers that will be happy to sell you <b>training manuals</b> to teach you some <b>combat manoeuvres</b>. The higher your ability, the better the manoeuvres will be!<br />" + 
"<br />" +
"These manoeuvres can then be put onto your action tray and used in combat, and <b>SIGNIFICANTLY</b> improve your ability to win fights.<br />" + 
"<br />" +
"They are powered by <b>stamina</b>, which is a derived stat create from your level, your endurance, and your willpower.";
      break;    
    case 10: // Combat - Support
      document.getElementById("guide_text").innerHTML = 
"There are a number of other abilities that can increase your performance in combat:<br />" + 
"<br />" +
"<table><tr><td><b>First Aid</b></td>" +
"<td>Provides some very nice buffs, after combat heals and resurrect.</td>" +
"</tr><tr><td><b>Group Tactics</b></td>" +
"<td>Provides some great group buffs.</td>" +
"</tr><tr><td><b>Athletics</b></td>" +
"<td>Provides runs buffs, combat buffs, and stamina heals.</td>" +
"</tr><tr><td><b>Social</b></td>" +
"<td>Improves merchant abilities and gets far better vendor prices.</td>" +
"</tr></table>" +
" ";      
      break;    
    case 11: // Crafting - Stats
      document.getElementById("guide_text").innerHTML = 
"Right, we have the basics of combat out of the way so now is time to look at the other major concept, <b>crafting</b>.<br />" +
"<br />" +
"Crafting has associated stats, much like the combat abilities. These stats are <b>intelligence</b> and <b>perception</b>. <br />" +
"<br />" +
"One bonus though is that raising these stats will increase the base and max of <b>ALL</b> your crafting skills.";
      break;    
    case 12: // Crafting - Tradeskills
      document.getElementById("guide_text").innerHTML = 
"The downside to crafting is that you cannot spend AP on increasing your trade skills directly. Raising these abilities is done by <b>in-game crafting</b>.<br />" +
"<br />" +
"You can, however, use <b>ALL</b> the crafting abilities if you wish. You do not have to specialise into just one or two categories.<br />" +
"<br />" +
"You can still craft even if your don't put any points into intellect or perception. However, your max ability will be limited to <b>110</b>, instead of 166." +
"<br />" +
"One thing to bear in mind is that crafting is a major factor in this game. 90% of in-game items can be crafted. Many item 'can' be purchased from vendors, or auctions, however they will cost a lot more money. Items like gasoline and ammunition can get quite expensive to keep purchasing.<br />" +
"<br />" +
"Also, crafting takes time. Some items can take hours, and days to finish at high level. However, this crafting time continues whilst you are levelling/PvPing, and also continues whilst you are logged out. So once you have set up a crafting 'todo list', you can continue happily along your way whilst it carries on.";
      break;    
    case 13: // Mutations - Categories
      document.getElementById("guide_text").innerHTML = 
"These abilities don't really materialise before sector 2 (around level 15) and come in three categories:<br />" +
"<br />" +
"<table><tr><td><b>Restoration (healing):</b></td><td>Empathic, Nano-Manipulation, Telepathy</td></tr>" +
"<tr><td><b>Augmentation (buffs/debuffs):</b></td><td>Enhancement, Primal, Telekinesis</td></tr>" +
"<tr><td><b>Destruction:</b></td><td>Patho-Transmission, Sonic Influence, Suppression, Thermal Control</td></tr></table>" +
"<br />" +
"Mutation skills provide some great combat supplements, but cannot really provide the means for primary damage.<br />" +
"<br />" +
"Each ability has two associated stats, in a similar fashion to abilities. Whilst the primary stat can change, the secondary stat will always be <b>willpower</b>.<br />" +
"<br />" +
"Mutations are powered by <b>gamma</b>, and this stat is calculated from your level, intelligence and willpower.";
      break;    
    case 14: // Mutations - Overview
      document.getElementById("guide_text").innerHTML = 
"Here is a quick ability overview:<br />" +
"<br />" +
"<table>" +
"<tr><td><b>Nano (INT)</td><td>self-heal; hp/sta/gamma regen; targetable gamma->hp transfer; rez; self DoT remover; hp/sta->gamma siphon</td></tr>" +
"<tr><td><b>Thermal (PER)</b></td><td>DoT; DD+DoT; melee dmg shield; fire resist debuff;snare+coo. debuff; self DoT remover+heal</td></tr>" +
"<tr><td><b>Enhancement (INT)</b></td><td>armor buff; team armor buff; elemental buff; hp/sta regen; bod/ref/min saves buff</td></tr>" +
"<tr><td><b>Suppression (PER)</b></td><td>gamma siphon; attr. debuff; stamina siphon;DoT remover; AoE dmg; self convert gamma into hp/sta</td></tr>" +
"<tr><td><b>Sonic (PER)</b></td><td>DoT; AoE dmg+stun; snare+coo/per debuff; DD; AoE armor debuff, armor buff</td></tr>" +
"<tr><td><b>Telepathy (CHA)</b></td><td>targetable HoT; group HoT aura; targetable maxhp buff; team AoE DoT remover; rez; DD+stun</td></tr>" +
"<tr><td><b>Patho-Transmission (END)</b></td><td>sta drain+end debuff; AoE DoT; DoT; snare+dex/coo debuff; str+end debuff; disease+radiation+chemical+poison resist buff</td></tr>" +
"<tr><td><b>Primal (STR)</b></td><td>coo/per buff; run speed buff; str/end buff; dex/per buff; str+coo buff; self sta regen</td></tr>" +
"<tr><td><b>Empathic (END)</b></td><td>rez; targetable DoT remover; dmg shield; self heal; targetable heal; team hp/sta heal</td></tr>" +
"<tr><td><b>Telekinesis (INT)</td><td>armor buff; AoE knockdown+DD; run speed buff; team armor buff; self gamma regen; root+dex debuff</td></tr>" +
"</table>";
      break;    
    case 15: // Guide - Step 1
      document.getElementById("guide_text").innerHTML = 
"So, with all the descriptions out of the way, you now need to try and piece this together and 'create' a plan for your character.<br />" +
"<br />" +
"Here follows a very simplistic way of creating a character. This is by no means the 'right' way to do this. Just a way to do it without thinking too much!<br />" +
"<br />" +
"Pick <b>ONE</b> ability from this list:<br />" +
"<br />" +
"<table>" +
"<tr><td><b>Melee</b></td><td>STR 27 COO 25 Melee 82</td></tr>" +
"<tr><td><b>Pistol</b></td><td>DEX 27 PER 25 Pistol 82</td></tr>" +
"<tr><td><b>Rifle</b></td><td>DEX 27 PER 25 Rifle 82</td></tr>" +
"</table>";
      break;    
    case 16: // Guide - Step 2
      document.getElementById("guide_text").innerHTML = 
"Recommended to add at least one from this list:<br />" +
"<br />" +
"<table>" +
"<tr><td><b>Dodge</b></td><td>COO 27 PER 25 Dodge 82</td></tr>" +
"<tr><td><b>Armour Use</b></td><td>COO 27 END 26 Armour Use 82</td></tr>" +
"</table>";
      break;    
    case 17: // Guide - Step 3
      document.getElementById("guide_text").innerHTML = 
"If you want to craft, add this:<br />" +
"<br />" +
"<table><tr><td><b>Crafting</b></td><td>INT 28 PER 26</td></tr></table>";
      break;    
    case 18: // Guide - Step 4
      document.getElementById("guide_text").innerHTML = 
"Optionally add from this list:*<br />" +
"<br />" +
"Note: Match support skills to the stats that you already have at this point.<br />" +
"<br />" +
"<table>" +
"<tr><td><b>First Aid</b></td><td>INT 27 PER 25 First Aid 82 (solo player)</td></tr>" +
"<tr><td><b>Group Tactics</b></td><td>CHA 27 PER 25 Group Tactics 82 (group player)</td></tr>" +
"<tr><td><b>Social</b></td><td>CHA 27 PER 25 Social 82 (traders)</td></tr>" +
"<tr><td><b>Athletics</b></td><td>END 27 COO 25 Athletics 82 (tanks)</td></tr>" +
"</table>" +
"<br />" +
"* If you can afford it! Also, some stats will match up, meaning that the cost to add this ability will be far cheaper.<br />" + 
"Eg Adding crafting to a rifle build means that you don't have to spend AP on PER, as you will already have it.";
      break;    
    case 19: // Guide - Step 5
      document.getElementById("guide_text").innerHTML = 
"Optionally add from this list:*<br />" +
"<br />" +
"Note: Match mutations to the primary stat that you already have at this point.<br />" +
"<br />" +
"<table>" +
"<tr><td><b>Nano-Manipulation</b></td><td>INT 27 WIL 25 Nano-Manipulation 82</td></tr>" +
"<tr><td><b>Thermal Control</b></td><td>PER 27 WIL 25 Thermal Control 82</td></tr>" +
"<tr><td><b>Enhancement</b></td><td>INT 27 WIL 25 Enhancement 82</td></tr>" +
"<tr><td><b>Suppression</b></td><td>PER 27 WIL 25 Suppression 82</td></tr>" +
"<tr><td><b>Sonic Influence</b></td><td>PER 27 WIL 25 Sonic Influence 82 </td></tr>" +
"<tr><td><b>Telepathy</b></td><td>CHA 27 WIL 25 Telepathy 82</td></tr>" +
"<tr><td><b>Patho-Transmission</b></td><td>END 27 WIL 25 Patho-Transmission 82</td></tr>" +
"<tr><td><b>Primal</b></td><td>STR 27 WIL 25 Primal 82</td></tr>" +
"<tr><td><b>Empathic</b></td><td>END 27 WIL 25 Empathic 82</td></tr>" +
"<tr><td><b>Telekinesis</b></td><td>INT 27 WIL 25 Telekinesis 82</td></tr>" +
"</table>" +
"<br />" +
"* If you can afford it! Also, some stats will match up, meaning that the cost to add this ability will be far cheaper.<br />" + 
"Eg Adding crafting to a rifle build means that you don't have to spend AP on PER, as you will already have it.";
      break;   
    case 20: // Guide - Table
      document.getElementById("guide_text").innerHTML = 
"This leads to this table (numbers show amount of APs currently spent):<br />" +
"<br />" +
"<table>" +
"  <tr>" +
"    <td class='guide_grid_width1'>&nbsp;</td>" +
"    <td colspan='3' class='guide_grid'><b>Non-Crafter</b></td>" +
"    <td colspan='3' class='guide_grid'><b>Crafter</b></td>" +
"    <td colspan='3' class='guide_grid'><b>Mutation</b></td>" +
"  </tr>" +
"  <tr>" +
"    <td class='guide_grid_width1'>&nbsp;</td>" +
"    <td class='guide_grid_width'>Melee</td><td class='guide_grid_width'>Pistol</td><td class='guide_grid_width'>Rifle</td>" +
"    <td class='guide_grid_width'>Melee</td><td class='guide_grid_width'>Pistol</td><td class='guide_grid_width'>Rifle</td>" +
"    <td class='guide_grid_width'>Melee</td><td class='guide_grid_width'>Pistol</td><td class='guide_grid_width'>Rifle</td>" +
"  </tr>" +
"  <tr>" +
"    <td class='guide_grid_width1'>No Defence</td>" +
"    <td class='guide_grid_width'><a href='#2D00000019000000001B00000000000052000000000000000000000000009' onclick='decode_link( )'>342</a></td>" +
"    <td class='guide_grid_width'><a href='#2D000000001B0000190000000000000000520000000000000000000000009' onclick='decode_link( )'>342</a></td>" +
"    <td class='guide_grid_width'><a href='#2D000000001B0000190000000000000000005200000000000000000000009' onclick='decode_link( )'>342</a></td>" +
"    <td class='guide_grid_width'><a href='#2D0000001900001C1A1B00000000000052000000000000000000000000009' onclick='decode_link( )'>612</a></td>" +
"    <td class='guide_grid_width'><a href='#2D000000001B001C1A0000000000000000520000000000000000000000009' onclick='decode_link( )'>487</a></td>" +
"    <td class='guide_grid_width'><a href='#2D000000001B001C1A0000000000000000005200000000000000000000009' onclick='decode_link( )'>477</a></td>" +
"    <td class='guide_grid_width'><a href='#2D00000019000000001B19000000000052000000000000000000000000009' onclick='decode_link( )'>467</a></td>" +
"    <td class='guide_grid_width'><a href='#2D000000001B0000190019000000000000520000000000000000000000009' onclick='decode_link( )'>467</a></td>" +
"    <td class='guide_grid_width'><a href='#2D000000001B0000190019000000000000005200000000000000000000009' onclick='decode_link( )'>467</a></td>" +
"  </tr>" +
"  <tr>" +
"    <td class='guide_grid_width1'>Dodge Defence</td>" +
"    <td class='guide_grid_width'><a href='#2D0000001B000000191B00000052000052000000000000000000000000009' onclick='decode_link( )'>559</a></td>" +
"    <td class='guide_grid_width'><a href='#2D0000001B1B0000190000000052000000520000000000000000000000009' onclick='decode_link( )'>559</a></td>" +
"    <td class='guide_grid_width'><a href='#2D0000001B1B0000190000000052000000005200000000000000000000009' onclick='decode_link( )'>559</a></td>" +
"    <td class='guide_grid_width'><a href='#2D0000001B00001C1A1B00000052000052000000000000000000000000009' onclick='decode_link( )'>704</a></td>" +
"    <td class='guide_grid_width'><a href='#2D0000001B1B001C1A0000000052000000520000000000000000000000009' onclick='decode_link( )'>704</a></td>" +
"    <td class='guide_grid_width'><a href='#2D0000001B1B001C1A0000000052000000005200000000000000000000009' onclick='decode_link( )'>704</a></td>" +
"    <td class='guide_grid_width'><a href='#2D0000001B000000191B19000052000052000000000000000000000000009' onclick='decode_link( )'>684</a></td>" +
"    <td class='guide_grid_width'><a href='#2D0000001B1B0000190019000052000000520000000000000000000000009' onclick='decode_link( )'>684</a></td>" +
"    <td class='guide_grid_width'><a href='#2D0000001B1B0000190019000052000000005200000000000000000000009' onclick='decode_link( )'>684</a></td>" +
"  </tr>" +
"  <tr>" +
"    <td class='guide_grid_width1'>+Armor Defence</td>" +
"    <td class='guide_grid_width'><a href='#2D0000001B001A00191B00520052000052000000000000000000000000009' onclick='decode_link( )'>771</a></td>" +
"    <td class='guide_grid_width'><a href='#2D0000001B1B1A00190000520052000000520000000000000000000000009' onclick='decode_link( )'>771</a></td>" +
"    <td class='guide_grid_width'><a href='#2D0000001B1B1A00190000520052000000005200000000000000000000009' onclick='decode_link( )'>771</a></td>" +
"    <td class='guide_grid_width'><a href='#2D0000001B001A1C1A1B00520052000052000000000000000000000000009' onclick='decode_link( )'>912</a></td>" +
"    <td class='guide_grid_width'><a href='#2D0000001B1B1A1C1A0000520052000000520000000000000000000000009' onclick='decode_link( )'>916</a></td>" +
"    <td class='guide_grid_width'><a href='#2D0000001B1B1A1C1A0000520052000000005200000000000000000000009' onclick='decode_link( )'>916</a></td>" +
"    <td class='guide_grid_width'><a href='#2D0000001B001A00191B19520052000052000000000000000000000000009' onclick='decode_link( )'>896</a></td>" +
"    <td class='guide_grid_width'><a href='#2D0000001B1B1A00190019520052000000520000000000000000000000009' onclick='decode_link( )'>896</a></td>" +
"    <td class='guide_grid_width'><a href='#2D0000001B1B1A00190019520052000000005200000000000000000000009' onclick='decode_link( )'>896</a></td>" +
"  </tr>" +
"</table>" +   
"<br />" +
"<b>Remember:</b> 880AP at level 45, +200 Bonus AP (achievable) = 1080AP to allocate.<br />" +
"<br />" +
"From this you could add:<br />" +
"<br />" +
"<table>" +
"<tr><td><b>First Aid</b></td><td>Cheap to add to crafters.</td></tr>" +
"<tr><td><b>Athletics</b></td><td>Cheap to add to full defence.</td></tr>" +
"<tr><td><b>Group Tactics + Social</b></td><td>need CHA, so needs the AP otherwise assigned to crafters.</td></tr>" +
"<tr><td><b>Mutations</b></td><td>These need WIL, so needs the AP otherwise assigned to crafters.</td></tr>" +
"</table>";
      break;    
    case 21: // Full Combat
      document.getElementById("guide_text").innerHTML = 
"If you wanted to be able to use ANY weapon, then you could look at something like these builds:<br />" + 
"<br />" +
"<table>" +
"<tr><td><b>No Defence</b></td><td><span class='guide_grid_width'><a href='#2D000000191B0000191B00000000000052525200000000000000000000009' onclick='decode_link( )'>766 Points</a></span></td></tr>" +
"<tr><td><b>Dodge Defence</b></td><td><span class='guide_grid_width'><a href='#2D0000001B1B0000191B00000052000052525200000000000000000000009' onclick='decode_link( )'>858 Points</a></span></td></tr>" +
"<tr><td><b>+Armour</b></td><td><span class='guide_grid_width'><a href='#2D0000001B1B1A00191B00520052000052525200000000000000000000009' onclick='decode_link( )'>1070 Points</a></span></td></tr>" +
"</table>" +
 "<br />" +
 "You would however, need to find a source of income to fund pistol/rifle ammunition.";
      break;      
    case 22: // Spending AP
      document.getElementById("guide_text").innerHTML = 
"If in <b>any</b> doubt, don't spend AP! Seek help and advice either in-game, or even better, over on the official forums.<br />" +
 "<br />" +
"Read everything, then play with this planner until you are fluent with how it all works, and how you intend to build your character.<br />" +
 "<br />" +
"Remember, there is currently <b>no means to 'un-spend' AP</b> in this game, so if you make a mistake, you'll have to live with it, or delete and re-create.<br />" +
 "<br />" +
"Once you are sure about where you are going to spend your AP, always increase your abilities before your stats. Abilties are cheaper to raise, and combat is abilty based, not stat based.<br />" +
 "<br />" +
"And always double check what you have selected before you press that 'apply' button!";
      break;
    case 23: // Full Healer
      document.getElementById("guide_text").innerHTML =
"In a break from many other MMOs, Fallen Earth is a classless game. This means that there are not really any defined 'roles' such as tank/healer/dps etc.<br />" +
 "<br />" +
"Here, everyone needs to be able to put out some damage.<br />" +
 "<br />" +
"After that, you 'can' decide to go defensive heavy, which leans towards the 'tank' role, but this doesn't mean gimping your damage output.<br />" +
 "<br />" +
"If you decide to lower your defences, and not take Dodge or Armour Use, then you will have a lot more AP to spend in other areas, such as support and healing.<br />" +
 "<br />" +
"Support roles are based around Group Tactics, which often accompany Social abilities due to having the same associated stats.<br />" +
 "<br />" +
"Healers lean towards First Aid, and the 3 healing mutations (Empathic, Nano-Manipulation, Telepathy).<br />" +
 "<br />" +
"Both of these roles would be difficult to merge with crafting though, given the amount of APs needed to build them.";
      break;
  } // switch
}



