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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, 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.

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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