Skills
Every skill a character can learn, laid out the way the game's own window lays them out: a race, a tab, a mastery, and the lines of skills within it.
Recovery, which the client keeps as a mastery of its own rather than a group inside Force. Heals for yourself, for a target and for the party, cures, resurrection one at a time or several at once, party buffs, a passive that raises maximum MP, and the Vital Spot lines, which are where the debuffs live: they cut an enemy's attack, defence, accuracy and evasion, and one of them stuns.
Not something a strength character carries at all these days. Recovery goes with Force on the full intelligence nuker, which is the other way to build a Chinese character: it casts out of one mastery and heals, cures and debuffs out of the other.
Water Mastery
12 lines · 58 skillsEach row is a line of skills and the icons along it are its successive versions, which is how the game's own window draws them: the number on an icon is the skill's highest level, and pointing at one shows it at that level. The grid, the rows and their names are the client's own, and every number on it, mana, attack power, skill points, cast, cooldown and range, is read out of the game's files and fitted against its own tooltip. What a mastery is for, above, is the one thing here that is not: that is what the community says these trees are for, checked against the build guides rather than written from memory.
