Clerics
XP Needed per Level: 1500
1 first level spell at level 2
2 first level spells (total) at level 3
Turning Effects (need the number or greater on a 2d6)
Level 1: Skeletons: 7, Zombies: 9, Ghouls: 11, Wights and Wraiths: no effect
Level 2: Skeletons: T, Zombies: 7, Ghouls: 9, Wights: 11, Wraiths: no effect
Level 3: Skeletons: T, Zombies: T, Ghouls: 7, Wights: 9, Wraiths: 11
T means automatic Turn of 2d6 Hit Die (HD) worth of undead (and always at least one undead no matter what HD). If a mixed group of undead, the lesser HD undead is turned first.
Dwarves:
XP Needed per level: 2200
Elves
XP Needed per Level: 4000
1 first level spell at level 1
2 first level spells total at level 2
2 first level and 1 second level spells total at level 3
Fighters
XP Needed per level: 2000
Halflings
XP Needed per level: 4000
Magic-Users
XP Needed per level: 2500
1 first level spell at level 1
2 first level spells total at level 2
2 first level and 1 second level spells total at level 3
Thieves
XP Needed per level: 1200
Abilities (need % or less on 1d100)
Level 1: Open Locks: 15%, Find or Remove Traps: 10%, Pickpockets: 20%, Move Silently: 20%, Climb Sheer Surfaces: 87%, Hide In Shadows: 10%, Hear Noise: 1-2 (on d6)
Level 2: Open Locks: 20%, Find or Remove Traps: 15%, Pickpockets: 25%, Move Silently: 25%, Climb Sheer Surfaces: 88%, Hide In Shadows: 15%, Hear Noise: 1-2 (on d6)
Level 3: Open Locks: 25%, Find or Remove Traps: 20%, Pickpockets: 30%, Move Silently: 30%, Climb Sheer Surfaces: 89%, Hide In Shadows: 20%, Hear Noise: 1-3 (on d6)