Class: Pegasus Knight
Movement: 8
Weapons: Lances
Promotes into: Falcon Knight, Wyvern Knight
Basic Stats: Pegasus Knights are the 'lighter' of the two fliers, as such they only have decent strength and defense, as well as low HP. However, they make up for it with their high speed, good skill and luck, and decent resistance. In fact, Pegasus Knights may be the most suited to attacking magic units due to an okay growth in resistance. They end up being fragile, but fast like Myrmidons. Bows are their main weakness, as a regular strike from a bow to a flyier inflicts critical damage, making a critical hit in this case go from x3 damage to x9! Also, Axes tend to rip these frail fliers apart as well.
Class: Wyvern Knight
Movement: 8
Weapons: Lances
Promotes into: Wyvern Lord, Wyvern Knight
Basic Stats: Almost like a counterpart to Pegasus Knights, Wyvern Riders have high Strength and defense, and decent speed and skill. They lack the resistance or luck that Pegasus Knights enjoy however, so both magic units and units with bows will easily strike them down. They fare slightly better against axes than Pegasus Knights, but it's still not a good idea. Also, they get significantly more HP.
Class: Archer
Movement: 6
Weapons: Bows
Promotes into: Sniper, Ranger
Basic Stats: Archers are a well rounded class as far as stats, minus resistance which is low. They shine a bit more in skill, while strength and speed lag behind a bit, but not so much. They usually tend to get okay defense for a non-melee unit as well, saving them from some damage. Obviously melee units will kill an archer easily, as the archer is unable to counterattack a melee attack or close range magic attack. They get okay HP growths.
Class: Nomad
Movement: 7
Weapons: Bows
Promotes into: Ranger (no choice)
Basic Stats: Nearly identical to archers, save that they get less defense and luck. Otherwise, they get slightly more strength and nothing else other than the nifty benefit of a mount.
Class: Thief
Movement: 6
Weapons: Swords, Lockpicks
Promotes into: Rogue, Assassin
Basic Stats: Thieves sometimes tend to lack in strength and defense, as well as resistance. They get only decent skill and luck, but have incredible speed, even better than a Myrmidon! They too have low resistance, and also a low HP growth. They may seem horrible at first, but these characters are the only ones who can open locked doors and treasure chests without the need for any sort of keys. They also have a much larger sight distance at night, in fog, and in rain, much farther than any other unit. Upon promotion they gain large stat increases, making them into much more able fighters, though still not so much to make them front line fighters.
Class: Dancer
Movement: 6
Weapons: Swords
Promotes into: No promotion, however max level is 40 instead of 20.
Basic Stats: Dancers have the use of swords mainly for self defense against enemy attacks, they are not meant for combat but their unique ability. Their dances restore any units around the dancer, allowing for those units to have an extra turn, provided they've already made their action during the current turn. Because of this, Dancers tend to lag behind, but they gain low stats in everything but speed and luck for the most part. They get okay strength and skill, but not enough to be a contender for any melee unit.
Class: Mage
Movement: 6
Weapons: Anima tomes
Promotes into: Sage, Mage Knight
Basic Stats: As most magic units do, Mages have low defense. They tend to have high magic, skill and speed however, with varying specialties between them and often ending up fairly balanced. Like the other Magic units, Mages get good resistance, often higher than the other two offensive magic units. Sadly, they suffer from a mediocre luck and low HP as well.
Class: Shaman
Movement: 6
Weapons: Dark tomes
Promotes into: Druid, Summoner
Basic Stats: Out of the magic units, Shaman tend to be the most unbalanced. They get high magic, and often high skill, but low speed and virtually NO luck. They do seem to get a decent defense, especially for a magic unit, and still get good resistance as well. Their spells are what matter, and although very heavy (thereby reducing their evade...) they have a high power. Luna negates resistance on the defending unit, but has no attack bonus so it deals your magic stat in flat damage. The other is Nosforatu, which deals less damage than the basic attack but still good enough for a life drain attack. Shaman tend to have higher HP than other magic classes.
Class: Monk
Movement: 6
Weapons: Light tones
Promotes into: Bishop, Sage
Basic Stats: Compared to the past two units, they get very high speed and decent skill, but usually low magic and defense. Low HP is offset by a high luck stat, and a resistance stat that often ends up higher than mages. Their tomes are also very light, increasing their evade by a lot more than the other magc units, whose stronger tomes become quite heavy.
Class: Cleric
Movement: 5
Weapons: Healing Staves
Promotes into: Bishop, Valkyrie
Basic Stats: This is it, the basic healer. You have no means of defending yourself, however your efforts could means the difference between life and death for a comrade! Despite not being able to fight, Clerics gain high magic that boosts their healing, and a high skill and resistance usually accompanies this with a decent luck. Their speed is always at least decent. In the end, they are able to survive an attack or two, but focus on healing their allies.
Class: Troubadour
Movement: 7
Weapons: Healing Staves, Swords
Promotes into: Valkyrie, Mage Knight
Basic Stats: Like the Nomad and the Archer, Troubadours are nearly identical to Clerics, except they are mounted. They tend to have less magic however, as well as luck. You'll notice they can use swords, however they do not get strength very often, and so deal very low damage. They can however fight off axe users with reletive ease due to their high evade and natural weapon bonus. Still, they, like Clerics, are better suited to healing their allies.
There, that's all of the basic classes, never mind the two possible promotions most classes have. Each of these units excels at certain aspects of battle, and not so well in others. A well balanced and coordinated formation is necessary. A powerful unit is only as reliable as the others who fight alongside him/her.
As I said, I'd be more than happy to post the possible promotions of the basic classes tomorrow or the day after, as well as posting their battle sprites ^_^
Also I'll fully answer my question tomorrow as well.