Classes
Knight
The pure fighter: highest hit points by far, no spells, and free skill points to fully develop weapons, armor and the miscellaneous skills.
Arms-master Β· Armor: all
Promotions
| Tier | Name | Giver | Town | Quest |
|---|
| 1 | Cavalier | Lord Osric Temper | Free Haven (Castle Temper) | Talk to Chadwick Blackpoole in a tavern in Rockham (west of Free Haven) for a Cavalier nomination scroll, then return to Lord Temper. |
| 2 | Champion | Lord Osric Temper | Free Haven (Castle Temper) | Clear out the Warlord's Castle in the Silver Cove area, find the Discharge Papers scroll, and return to Lord Temper. |
Learnable skills (max rank)
| Skill | Max rank |
|---|
| Staff | master |
| Sword | master |
| Dagger | master |
| Axe | master |
| Spear | master |
| Mace | master |
| Ancient Weapons (Blaster) | expert |
| Bow | expert |
| Shield | master |
| Leather Armor | master |
| Chain Armor | expert |
| Plate Armor | expert |
| Identify Item | master |
| Merchant | master |
| Repair Item | master |
| Body Building | master |
| Diplomacy | master |
| Perception | master |
| Disarm Trap | master |
| Learning | master |
Balanced core build
| # | Skill | Target | Why |
|---|
| 1 | Sword | master | One mastered melee weapon is the Knight's backbone; Sword mastery is reachable at Cavalier. |
| 2 | Chain Armor | expert | Chain covers the leveling window before Plate; the Knight caps Chain at Expert. |
| 3 | Plate Armor | expert | The Knight wears Plate but can't master it (Hero is Paladin-only), so Expert is its cap. |
| 4 | Shield | master | Shield mastery (rank-gated) maxes the Knight's Armor Class. |
Optimal core build
| # | Skill | Target | Why |
|---|
| 1 | Sword | master | A single mastered weapon β the Knight's whole damage identity. |
| 2 | Plate Armor | expert | Best armor the Knight can reach (Plate mastery is Paladin-only). |
| 3 | Shield | master | Mastered Shield for the front-line tank's Armor Class. |
Plus the shared party skills the planner's Optimize party adds automatically: Bow, Learning & Body Building for everyone, Meditation for casters, and the utility skills (Merchant, Repair, Disarm, Identify, Perception) on your Knight.
Paladin
Knight/Cleric hybrid: strong melee fighter and armor user with access to the Self spells (Body, Mind, Spirit) for backup healing, protection and buffing.
Arms-master Β· Armor: all Β· Magic: self, clerical
Promotions
| Tier | Name | Giver | Town | Quest |
|---|
| 1 | Crusader | Regent Wilbur Humphrey | Ironfist (Castle Ironfist) | Rescue a damsel in distress from the Silver Helm Outpost on the island of Mist and return with her to Humphrey. |
| 2 | Hero | Regent Wilbur Humphrey | Ironfist (Castle Ironfist) | Slay Longfang Witherhide, the dragon, in his cave behind Castle Darkmoor and return to Humphrey with his claw. |
Learnable skills (max rank)
| Skill | Max rank |
|---|
| Staff | master |
| Sword | master |
| Dagger | master |
| Axe | master |
| Spear | master |
| Mace | master |
| Ancient Weapons (Blaster) | expert |
| Bow | expert |
| Shield | master |
| Leather Armor | master |
| Chain Armor | master |
| Plate Armor | master |
| Identify Item | master |
| Merchant | master |
| Repair Item | master |
| Body Building | master |
| Diplomacy | master |
| Perception | master |
| Disarm Trap | master |
| Learning | master |
| Meditation | master |
| Body Magic | master |
| Mind Magic | expert |
| Spirit Magic | expert |
Balanced core build
| # | Skill | Target | Why |
|---|
| 1 | Spear | master | A mastered reach weapon for the front line. |
| 2 | Plate Armor | master | The Paladin is the only self-caster that masters Plate (Hero status). |
| 3 | Shield | master | Mastered Shield rounds out the Paladin's heavy defense. |
| 4 | Body Magic | master | Master Body for the Paladin's backup healing. |
| 5 | Mind Magic | expert | Expert Mind for status support (mastery is Cleric-gated). |
| 6 | Spirit Magic | expert | Expert Spirit for resurrection backup (mastery is High Priest, Cleric only). |
Optimal core build
| # | Skill | Target | Why |
|---|
| 1 | Sword | master | One mastered weapon plus Plate makes the Paladin a true front-liner. |
| 2 | Plate Armor | master | Mastered Plate β the Paladin's signature survivability. |
| 3 | Shield | master | Mastered Shield for maximum Armor Class. |
| 4 | Body Magic | master | Master Body β the Paladin's main support contribution. |
| 5 | Spirit Magic | expert | Expert Spirit for resurrection (mastery is Cleric-only). |
Plus the shared party skills the planner's Optimize party adds automatically: Bow, Learning & Body Building for everyone, Meditation for casters, and the utility skills (Merchant, Repair, Disarm, Identify, Perception) on your Knight.
Archer
Knight/Sorcerer hybrid: full offensive melee plus access to all four Elemental schools, ideal for a melee-heavy party that wants elemental backup.
Arms-master Β· Armor: leather/chain Β· Magic: elemental
Promotions
| Tier | Name | Giver | Town | Quest |
|---|
| 1 | Battle Mage | Lord Erik Von Stromgard | White Cap (Castle Stromgard) | Retrieve a set of keys from the Icewind Keep in the Frozen Highlands and return to Lord Stromgard. |
| 2 | Warrior Mage | Lord Erik Von Stromgard | White Cap (Castle Stromgard) | Use the keys to change all of the Dragon Towers in the land to shoot only at big objects, then return to Lord Stromgard. |
Learnable skills (max rank)
| Skill | Max rank |
|---|
| Staff | master |
| Sword | expert |
| Dagger | master |
| Axe | master |
| Spear | master |
| Mace | master |
| Ancient Weapons (Blaster) | expert |
| Bow | master |
| Leather Armor | master |
| Chain Armor | expert |
| Identify Item | master |
| Merchant | master |
| Repair Item | master |
| Body Building | master |
| Diplomacy | master |
| Perception | master |
| Disarm Trap | master |
| Learning | master |
| Meditation | master |
| Fire Magic | master |
| Air Magic | expert |
| Water Magic | master |
| Earth Magic | expert |
Balanced core build
| # | Skill | Target | Why |
|---|
| 1 | Chain Armor | expert | Chain is the Archer's best armor; mastery is Crusader-gated (Paladin only), so Expert is its cap. |
| 2 | Dagger | master | Mastered Dagger lets the Archer dual-wield in melee. |
| 3 | Water Magic | master | Master Water for Town Portal/Lloyd's plus elemental offense. |
| 4 | Air Magic | expert | Expert Air for lightning offense (mastery is Sorcerer-only). |
| 5 | Earth Magic | expert | Expert Earth rounds out the Archer's elemental kit. |
Optimal core build
| # | Skill | Target | Why |
|---|
| 1 | Chain Armor | expert | Best armor available; Chain mastery is Paladin-only, so Expert is the cap. |
| 2 | Dagger | master | Mastered Dagger for dual-wield melee between volleys. |
| 3 | Water Magic | master | Master Water for utility and offense. |
| 4 | Fire Magic | master | Master Fire for Fireball-tier elemental damage (rank-gated, reachable). |
| 5 | Air Magic | expert | Expert Air for lightning (mastery is Sorcerer-only). |
Plus the shared party skills the planner's Optimize party adds automatically: Bow, Learning & Body Building for everyone, Meditation for casters, and the utility skills (Merchant, Repair, Disarm, Identify, Perception) on your Knight.
Cleric
The ultimate defensive spellcaster: rapid progress in the Self/Clerical schools for healing, protection and buffing, gaining Light/Dark magic later for offense.
Armor: chain Β· Magic: self, clerical, light, dark
Promotions
| Tier | Name | Giver | Town | Quest |
|---|
| 1 | Priest | Lord Anthony Stone | White Cap (Castle Stone) | Hire a Stonecutter and a Carpenter and take them to repair the destroyed healing temple in Free Haven, then return to Lord Stone. |
| 2 | High Priest | Lord Anthony Stone | White Cap (Castle Stone) | Retrieve the Sacred Chalice from the monks in the Temple of the Sun on the islands of Bootleg Bay and return to Lord Stone. |
Learnable skills (max rank)
| Skill | Max rank |
|---|
| Staff | master |
| Mace | master |
| Bow | expert |
| Ancient Weapons (Blaster) | expert |
| Shield | master |
| Leather Armor | master |
| Chain Armor | expert |
| Identify Item | master |
| Meditation | master |
| Merchant | master |
| Repair Item | master |
| Diplomacy | master |
| Perception | master |
| Disarm Trap | master |
| Learning | master |
| Body Building | master |
| Body Magic | master |
| Mind Magic | expert |
| Spirit Magic | master |
| Light Magic | master |
| Dark Magic | master |
Balanced core build
| # | Skill | Target | Why |
|---|
| 1 | Body Magic | master | Master Body ASAP β the Cleric's core party healing. |
| 2 | Spirit Magic | master | Master Spirit (High Priest status) for resurrection and anti-death. |
| 3 | Mind Magic | expert | Expert Mind for status removal and support. |
| 4 | Mace | master | Mastered Mace makes the Cleric a passable melee fighter. |
| 5 | Shield | master | Mastered Shield for the Cleric's defense. |
| 6 | Chain Armor | expert | Chain (Expert cap) for the durable healer build. |
Optimal core build
| # | Skill | Target | Why |
|---|
| 1 | Body Magic | master | Master Body first for reliable party healing. |
| 2 | Spirit Magic | master | Master Spirit for resurrection and anti-death (High Priest, Cleric only). |
| 3 | Light Magic | master | Light Magic is the Cleric's strongest late-game offense (Sun Ray, Day of the Gods); mastering it requires Saintly reputation. |
| 4 | Dark Magic | master | Dark Magic mastery requires Notorious reputation. Trained skills are permanent and reputation can be swung (one Armageddon turns you Notorious), so a dedicated Cleric can master Light while Saintly, then go Notorious to add Dark β both schools on one caster. Simpler parties just keep one path. |
| 5 | Mace | master | Mastered Mace for a melee option when out of spell points. |
Plus the shared party skills the planner's Optimize party adds automatically: Bow, Learning & Body Building for everyone, Meditation for casters, and the utility skills (Merchant, Repair, Disarm, Identify, Perception) on your Knight.
Sorcerer
The magical offensive damage pump: master of the Elemental schools (early Water mastery is essential) gaining Light/Dark later for the strongest offensive spells; fragile in melee.
Armor: leather Β· Magic: elemental, light, dark
Promotions
| Tier | Name | Giver | Town | Quest |
|---|
| 1 | Wizard | Lord Albert Newton | Mist (Castle Newton) | Find the Fountain of Magic and drink from it, then return to Lord Newton. |
| 2 | Archmage | Lord Albert Newton | Mist (Castle Newton) | Find the artifact Crystal of Terrax in Corlagon's (Calogen's) Estate in the Ironfist area and return to Lord Newton. |
Learnable skills (max rank)
| Skill | Max rank |
|---|
| Staff | master |
| Dagger | master |
| Bow | expert |
| Ancient Weapons (Blaster) | expert |
| Leather Armor | master |
| Identify Item | master |
| Meditation | master |
| Merchant | master |
| Repair Item | master |
| Diplomacy | master |
| Perception | master |
| Disarm Trap | master |
| Learning | master |
| Body Building | master |
| Fire Magic | master |
| Air Magic | master |
| Water Magic | master |
| Earth Magic | expert |
| Light Magic | master |
| Dark Magic | master |
Balanced core build
| # | Skill | Target | Why |
|---|
| 1 | Water Magic | master | Master Water early β Town Portal, Lloyd's, and offense. |
| 2 | Fire Magic | master | Master Fire for the strongest early nukes. |
| 3 | Air Magic | master | Sorcerer alone masters Air (Arch-Mage status) for top-tier Air spells. |
| 4 | Earth Magic | expert | Expert Earth fills out the elemental coverage. |
| 5 | Leather Armor | master | Mastered Leather β the only armor the Sorcerer wears well. |
| 6 | Dagger | expert | Expert Dagger for a desperation melee option. |
Optimal core build
| # | Skill | Target | Why |
|---|
| 1 | Water Magic | master | Master Water for utility plus offense. |
| 2 | Fire Magic | master | Master Fire for heavy early/mid nukes. |
| 3 | Air Magic | master | Sorcerer-only Air mastery (Arch-Mage) for the best Air spells. |
| 4 | Light Magic | master | Light Magic (Sun Ray) tops a Saintly Sorcerer's offense alongside its elemental schools; Light mastery requires Saintly reputation. |
| 5 | Dark Magic | master | Dark mastery requires Notorious reputation. Because skills are permanent and reputation is swingable (one Armageddon makes you Notorious), a Sorcerer can master Light first, then swing Notorious to also master Dark. Pick one path unless you mean to grind both. |
| 6 | Leather Armor | master | Mastered Leather, the fragile caster's only armor. |
Plus the shared party skills the planner's Optimize party adds automatically: Bow, Learning & Body Building for everyone, Meditation for casters, and the utility skills (Merchant, Repair, Disarm, Identify, Perception) on your Knight.
Druid
The spell generalist: access to the most schools (all Self and all Elemental, but never Light/Dark), serving as a flexible second healer or third nuker; fragile like a Sorcerer.
Armor: leather/shield Β· Magic: elemental, self, clerical
Promotions
| Tier | Name | Giver | Town | Quest |
|---|
| 1 | Great Druid | Lady Loretta Fleise | Silver Cove (Castle Fleise) | Pray at the center of the Druid Circle of Stones north of Silver Cove during an equinox or solstice (March 20, June 21, September 23, December 21). |
| 2 | Arch Druid | Lady Loretta Fleise | Silver Cove (Castle Fleise) | Clean out the Temple of the Moon west of Free Haven and pray at the Altar of the Moon at midnight on any full moon. |
Learnable skills (max rank)
| Skill | Max rank |
|---|
| Staff | master |
| Mace | master |
| Dagger | master |
| Bow | expert |
| Ancient Weapons (Blaster) | expert |
| Leather Armor | master |
| Shield | master |
| Identify Item | master |
| Merchant | master |
| Repair Item | master |
| Body Building | master |
| Diplomacy | master |
| Perception | master |
| Disarm Trap | master |
| Learning | master |
| Meditation | master |
| Body Magic | master |
| Mind Magic | expert |
| Spirit Magic | expert |
| Fire Magic | master |
| Air Magic | expert |
| Water Magic | master |
| Earth Magic | expert |
Balanced core build
| # | Skill | Target | Why |
|---|
| 1 | Water Magic | master | Master Water for utility and elemental offense. |
| 2 | Body Magic | master | Master Body so the Druid can serve as second healer. |
| 3 | Spirit Magic | expert | Expert Spirit for resurrection backup (mastery is Cleric-only). |
| 4 | Earth Magic | expert | Expert Earth rounds out the Druid's broad school access. |
| 5 | Leather Armor | master | Mastered Leather for the fragile caster. |
| 6 | Shield | master | The Druid is one of few casters that masters Shield. |
| 7 | Dagger | expert | Expert Dagger for a melee fallback. |
Optimal core build
| # | Skill | Target | Why |
|---|
| 1 | Water Magic | master | Master Water β utility plus offense for the flexible caster. |
| 2 | Body Magic | master | Master Body so the Druid covers healing in a caster-heavy party. |
| 3 | Fire Magic | master | Master Fire for the Druid's offensive elemental output (rank-gated, reachable). |
| 4 | Spirit Magic | expert | Expert Spirit for resurrection (mastery is Cleric-only). |
| 5 | Leather Armor | master | Mastered Leather for survivability. |
| 6 | Shield | master | Mastered Shield β a rare caster defensive edge. |
Plus the shared party skills the planner's Optimize party adds automatically: Bow, Learning & Body Building for everyone, Meditation for casters, and the utility skills (Merchant, Repair, Disarm, Identify, Perception) on your Knight.