THE CLASSES OF THALIONDOR
At Thaliondor, there is a class for every playstyle!
With your first week as a player in Thaliondor, you will be considered a Novice, which means you are level one in whatever class you play. Once your first week’s practice is complete, you will receive a character sheet, and may begin earning experience. You must have your character sheet in order to gain experience.
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The classes of Thaliondor are: Fighter, Archer, Wizard, and Cleric. Each of these classes have their own distinct properties, so make sure that you pick the class that is best suited for you.
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Once you pick your class for the day, you must wear a color coordinated belt flag associated with your class (If the Council has an available one, you may have one, but it is ultimately your responsibility to acquire one).
As you attend practice and events you will need to check in with your Class’s Mentor. Checking in will allot you experience for that particular day. Each week you participate will earn you 1/2 a level of experience. Between each level you will take a trial; a trial is a challenge that you must overcome in order to progress to the next level. If you take a trial and do not pass, you cannot gain experience in that class for that day.
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If you forget your belt flag, you will be treated as a Novice. So make sure that you bring your belt flag! If you cannot procure a belt flag for yourself, they are available for purchase using gold (an in game currency that can be earned by simply playing the game) on certain event days.
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You may only wear one belt flag at a time on the battlefield. This is to eliminate confusion with weapon damages, shield hit points and any other questions that could arise from wearing multiple flags representing different classes.
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Many of the classes have Spells or Abilities. These will have requirements to use them. The requirements for abilities are explained in the specific ability descriptions in the full rules.
In order to cast a Spell, the user must hold the corresponding spell ball over thier head, and recite a 15 syllable incantation of their choice (note the incantation must contain the name of the spell your casting) without moving. After that, the caster is free to move around with the spell in their hand. They may throw the spell when they wish, calling the name of the spell as they throw it. A spell only has an effect if it actually hits something.
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Below you will find a brief reference for the different classes and what they can do.
