Politely, call a guard over and give him the key back, parole is safer than escape.
You return your key to the lone guard-he shakes his head and unlocks the cell for you. The bars disappear into the walls either side of the wall as he runs away.
Leaving you with a level up. Huh. You guess that's a plot hook thing to make sure players get to interact with the game before they need to worry about levels. You're then presented with three level up screens, one for each of your classes. It appears you get a Level to invest in each of the Skill Trees, and each Skill unlocks more skills. Makes sense...
Because it's your primary class, you get three paths of advancement for being a Knight. Let's see what the tooltips have to say...
NATURAL SHIELDING - Passive
Through the sheer will of the knight, gives +3 Armour
Level: +1 Armour
SMASH - Active
Swings weapon at ground, causing 50% AoE damage to nearby foes.
Cost: 30 Mana
Cooldown: 3 Turns
Level: +10% Damage, +5 Mana Cost
HONOURBIND - Active
With the knight's honour, both he and his opponent may not activate any skills.
Duration: 5 Turns
Cooldown: 15 Turns
Level: -1 Cooldown
As the cleric is your second choice of class, you get two branches for your tree.
HEAL - Active
Uses magic to heal the target's wounds for 100 HP
Cost: 50 Mana
Cooldown: 10 Turns
Level: +20HP recovered, +5 Cost
PURIFY - Active
Uses magic to purge any status effects from a target.
Cost: 20 Mana
Cooldown: 10 Turns
Level: -1 Cooldown
Sadly, you only get one branch to put your point for Voidmancer into.
SUMMON RIFT
Summons a void hole, damaging all units in range for 30 HP for the duration.
Cost: 150 Mana
Duration: 10 Turns
Cooldown: 25 Turns
Level: +1 Duration
So how are you going to spend your points?