classes
Differences
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| classes [2026/06/29 00:02] – appledog | classes [2026/07/04 07:42] (current) – external edit 127.0.0.1 | ||
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| Mossworld has four professions. They differ in more than raw power — each one *plays* differently, | Mossworld has four professions. They differ in more than raw power — each one *plays* differently, | ||
| - | ^ Class ^ Plays like ^ Max Level ^ Leveling ^ | + | ^ Class ^ Plays like ^ Leveling ^ |
| - | | Adventurer | Jack-of-all-trades, | + | | Adventurer | Jack-of-all-trades, |
| - | | Fighter | + | | Fighter | Sword and shield, or as you like it! | Standard | |
| - | | Wizard | + | | Wizard | Fragile scholar of mysteries and magic. | Very Slow | |
| - | | Woodsman | + | | Woodsman | Merry man of the land; a hero of the marsh. Survivalist. Rogue. | Fast | |
| I recommend Fighter (Warrior) for new players. It's the most common and easily identifiable theme. You can't go wrong as a Fighter. | I recommend Fighter (Warrior) for new players. It's the most common and easily identifiable theme. You can't go wrong as a Fighter. | ||
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| Example skills: | Example skills: | ||
| - | * hit -- start combat with a +1 to hit advantage (requires a weapon). | + | * hit -- open combat with a +1 to-hit advantage (requires a weapon). |
| - | * shield | + | * dodge -- a chance |
| - | * takedown | + | * dual wield -- fight with a blade in each hand for a chance at a bonus off-hand strike. |
| + | * whirlwind -- a warrior' | ||
| == Adventurer | == Adventurer | ||
| - | The generalist. An adventurer learns from the best of every profession — some of a fighter' | + | The generalist. An adventurer learns from the best of every profession — some of a fighter' |
| - | //An adventurer can learn any skill from any class so long as it is a level 20 skill or below.// | + | //An adventurer can learn any class's skill that is **level 5 or below** — but not a skill a class keeps for its own. In practice that's the shared basics: hit, dodge, dual wield, sneak, bandage, track, identify, and the wizard' |
| == Wizard | == Wizard | ||
| - | Arcane knowledge has a price. The wizard studies the longest and is the slowest of all to level — and early on, he's fragile. | + | Arcane knowledge has a price. The wizard studies the longest and is the slowest of all to level — and early on, he's fragile. |
| Example Skills: | Example Skills: | ||
| - | * cast magic missile | + | * mana -- attune to magic; your usable max mana is this skill' |
| - | * cast teleport | + | * cast heal -- restore 1d6 hit points for a little mana (also //cast healing//). |
| + | * cast affliction | ||
| + | * cast blink / cast teleport | ||
| + | |||
| + | See **[[Skills]]** for the full spellbook (magic bubble, energy shield, mana spec, recall and the rest). | ||
| == Woodsman | == Woodsman | ||
| - | A rogue of the wild. Rather than trade blows, the woodsman avoids them. A well-placed strike | + | A rogue of the wild. Rather than trade blows, the woodsman avoids them. A well-placed strike from cover can end a fight before it begins. He wears less armor and carries fewer hit points, but in turn he rarely sees extended combat, and his skills keep coin in his pocket. The easiest climb to each level. |
| Example skills: | Example skills: | ||
| - | * campfire | + | * sneak -- move unseen; if it holds, your first strike from stealth hits far harder. |
| - | * bandage -- a master of first aid and field medicine, | + | * bandage -- field medicine: bind wool into a gauze pad, then apply it to heal your wounds. |
| - | * quick-attack | + | * track -- read the land to sense the direction to the nearest creature you name. |
| - | * sneak -- attempt to move quietly. If successful, players | + | * identify |
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| Back to [[How to Play]] · [[Start|Home]] | Back to [[How to Play]] · [[Start|Home]] | ||
classes.1782691346.txt.gz · Last modified: by appledog
