Table of Contents
Classes
Mossworld has four professions. They differ in more than raw power — each one *plays* differently, from how you fight to how fast you level. None is “best”; pick the rhythm you enjoy.
| Class | Plays like | Leveling |
|---|---|---|
| Adventurer | Jack-of-all-trades, master of some. | Slow |
| Fighter | Sword and shield, or as you like it! | Standard |
| Wizard | Fragile scholar of mysteries and magic. | Very Slow |
| 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.
Fighter
The baseline warrior — heavy armor, solid hit points, fast reliable kills. Drops a foe in a couple of rounds and moves to the next. The catch: good gear costs gold, so a fighter is always working — but all that fighting fills the purse, too. Levels at the standard rate.
Example skills:
- hit – open combat with a +1 to-hit advantage (requires a weapon).
- dodge – a chance to sidestep an attack so it misses outright. Fighters and Adventurers train it to 5%, Woodsmen (nimbler) up to 10%; Wizards can't learn it.
- dual wield – fight with a blade in each hand for a chance at a bonus off-hand strike.
- whirlwind – a warrior's stance where every swing carves at a random foe in the room, to cut through a whole pack at once.
Adventurer
The generalist. An adventurer learns from the best of every profession — some of a fighter's muscle, some of a woodsman's tricks — but never the full depth of any one. That breadth takes extra study, so adventurers level more slowly than a focused fighter (though not as slowly as a wizard). If you like options and adapting to whatever the world throws at you, this is your class.
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's recall. (Learn recall and you'll need a mana-granting item to power it — see the Wizard, below.)
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. But a wizard learns differently: every spell is his from level 1. His power isn't in unlocking spells over time, it's in training each one deeply, and in the mobility and control that let him fight, flee, and travel on his own terms. Stick with it and the wizard's ceiling is the highest in the game.
Example Skills:
- mana – attune to magic; your usable max mana is this skill's % of your pool (10 per level). Every other spell spends it.
- cast heal – restore 1d6 hit points for a little mana (also cast healing).
- cast affliction – curse a foe to wither each round; stack it over a fight to deepen the rot, with damage that scales on Intelligence.
- cast blink / cast teleport – a wizard's own ways to move: dart in a straight line, or fold space to the nearest creature you name.
See Skills for the full spellbook (magic bubble, energy shield, mana spec, recall and the rest).
Woodsman
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:
- sneak – move unseen; if it holds, your first strike from stealth hits far harder.
- bandage – field medicine: bind wool into a gauze pad, then apply it to heal your wounds.
- track – read the land to sense the direction to the nearest creature you name.
- identify – read an item's true nature – what it is, what it does, and what it's worth.
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