Arch Druids are the second and last Druid promotin. They have access to both the Sorcerer's four elemental magics, and the Cleric's schools of Spirit, Mind, and Body magic. They may not, however, learn to use Light or Dark magic, and they can only use the staff, dagger, and bow as weapons. Arch Druids are also restricted to leather and shield as armor. Arch Druids enjoy the benefit of an extra two hit points and spell points per level.
Knight/Sorcerer hybrid specializing in the bow (no shield or plate); learns all Elemental realms but never Light or Dark. Promotes to Battle Mage, then Warrior Mage.
Arch Mages are the second and last Sorcerer promotion. They are downright rotten fighters, barely able to learn to use the dagger, sfaff, and bow effectively. They cannot use armor better than leather or a shield and have the lowest hit points of all the classes. With that aside, Arch Mages have access to the elemental spells and Light and Dark magic. Arch Mages enjoy the benefit of an extra two hit points and spell points per level.
Battle Mage is the first Archer promotion. Battle Mages may learn to use any type of weapon, but they may never learn the shield or plate armor skills. They may also learn the four elemental schools of magic of the Sorcerer. Battle Mages enjoy the benefit of an extra hit point and spell point per level, and may be promoted to Warrior Mage, gaining another hit point and spell point per level.
The Cavalier class is the first promotion of the Knight. Cavaliers may use any type of weapon or armor, but they may not learn spells. Cavaliers enjoy the benefit of an extra two hit points per level, and can be promoted once more to Champion status with another two hit point per level gain.
The Champion class is the second and last promotion of the Knight. Champions may use any type of weapon or armor, but they may not learn spells. Champions enjoy the benefit of an extra four hit points per level.
Spell-casting holy man and mediocre fighter, strongest in healing and defense; learns the Mirrored Light and Dark paths. Limited to mace, staff or bow and forbidden plate. Promotes to Priest, then High Priest.
Crusader is the first Paladin promotion. Crusaders can learn to use any type of weapon or armor, and they can learn the Clerical magics of Spirit, Mind, and Body. Crusaders enjoy the benefit of an extra hit point and spell point per level, and can be promoted to Heroes, gaining an additional hit point and spell point per level.
Sorcerer/Cleric blend with few hit points; uses both Elemental and self magic (unique spells) but not Light or Dark. Promotes to Great Druid, then Arch Druid.
Great Druids are the first Druid promotin. They have access to both the Sorcerer's four elemental magics, and the Cleric's schools of Spirit, Mind, and Body magic. They may not, however, learn to use Light or Dark magic, and they can only use the staff, dagger, and bow as weapons. Great Druids are also restricted to leather and shield as armor. Great Druids enjoy the benefit of an extra hit point and spell point per level, and may be promoted to Arch Druid, gaining another hit point and spell point per level.
Hero is the second and last Paladin promotion. Heroes can learn to use any type of weapon or armor, and they can learn the Clerical magics of Spirit, Mind, and Body. Heroes enjoy the benefit of an extra two hit points and spell points per level.
High Priest is the second and last Cleric Promotion. Hight Priests can learn spells from the schools of Spirit, Mind, Body, Light, and Dark. They are, unfortunately, rather limited in their weapons, with mace, staff, and bow being their only choices. Armor is a little better with plate being the only kind forbidden them, and they have no restrictions on secondary skills. High Priests enjoy the benefit of an extra two hit points and spell points per level.
The toughest fighting class with the largest selection of weapons and armor and the most hit points; has no aptitude for magic and can never learn spells. Promotes to Cavalier, then Champion.
Knight/Cleric hybrid that can use any weapon or armor; begins with Spirit and learns Mind and Body, but not Light, Dark or Elemental. Promotes to Crusader, then Hero.
Priest is the first Cleric Promotion. Priests can learn spells from the schools of Spirit, Mind, Body, Light, and Dark. They are, unfortunately, rather limited in their weapons, with mace, staff, and bow being their only choices. Armor is a little better with plate being the only kind forbidden them, and they have no restrictions on secondary skills. They enjoy the benefit of an extra hit point and spell point per level, and can be promoted to High Priest to gain another hit point and spell point per level.
Student of Elemental magic with the lowest hit points; limited to dagger, staff or bow and only leather. Also accesses the Light and Dark paths. Promotes to Wizard, then Archmage.
Warrior Mage is the second and last Archer promotion. Warrior Mages may learn to use any type of weapon, but they may never learn the shield or plate armor skills. They may also learn the four elemental schools of magic of the Sorcerer. Warrior Mages enjoy the benefit of an extra two hit points and spell points per level.
Wizards are the first Sorcerer promotion. They are downright rotten fighters, barely able to learn to use the dagger, sfaff, and bow effectively. They cannot use armor better than leather or a shield and have the lowest hit points of all the classes. With that aside, Wizards have access to the elemental spells and Light and Dark magic. Wizards enjoy the benefit of an extra hit point and extra spell point per level, and they can be promoted to Arch Mage, gaining another hit point and spell point per level.