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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 | Sturdy, straightforward, reliable. | Standard |
| Wizard | Fragile scholar with a huge late-game payoff | Very Slow |
| Woodsman | Merry man of the land, survivalist, rogue. | Fast |
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.
Woodsman
A rogue of the wild. Rather than trade blows, the woodsman avoids them — a well-placed strike can open a fight on his terms. He wears less armor and carries fewer hit points, because the plan is not to get hit. Those big opening moves leave him a beat behind the action afterward, so he's not the fastest finisher over a long fight — but he rarely pays in blood, and his skills keep coin in his pocket. The easiest climb to each level.
Wizard
Knowledge has a price. The wizard studies the longest and is the slowest of all to level — and early on, he's fragile. The payoff comes later: spells powerful enough to turn a fight, a journey, or a whole night decisively his way. Stick with it and the wizard's ceiling is the highest in the game.
Adventurer
The generalist. An adventurer learns from the best of every profession — some of a fighter's muscle, some of a woodsman's tricks, some of a wizard's lore — 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.
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