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I prefer the Druid because he commands the magic of nature. List of advanced classes in version 3.0 (and also version 3.51) Warlock - Warlock (+10 (+20) magic points and +1 (+4) points restored per day) Bard - Bard (maximum luck) Demonologist - Demonologist (+50% to the effect of demon summoning spells) Guardian - Guardian (+10% to creature defense) Summoner - Summoner (summons creatures for an additional 20 (10) points per day) Beastmaster - Beastmaster (+20% to the effect of wolf summoning spells) Lich - Lich (ages the enemy, attack -25%, defense -20%, speed and movement -50% (does not have morale, is immune to healing and mind spells, as well as poison, but takes damage from Holy Word)) Ninja - Ninja (poison attack (each attack is accompanied by the casting of a harmful spell from the 1st and 2nd levels of the Death, Order, and Chaos schools)) Reaver - Reaver (bloodlust (Magic Mirror)) Dark Priest - Dark Priest (vampiric melee attack) Assassin - Assassin (speed and initiative +3) Witch King - Witch King (attack is accompanied by a wave of fear) Guildmaster - Guildmaster (chance to stun (reduces magic resistance by three times - it was 100%, now it is 33%)) Dark Lord - Dark Lord (battle spirit on minimum when attacking) Lord Commander - Lord Commander (army morale +2) Cardinal - Cardinal (+5 (+15%) resurrection) Beast Lord - Beast Lord (+20% to the effect of summoning wolves and tigers) Warlord - Warlord (+5 (+10) melee attack) Heretic - Heretic (ignores the effects of amulets) Prophet - Prophet (spiritual armor) Crusader - Crusader (maximum morale) Paladin - Paladin (protection from death) Wizard - Wizard (spends 2 less energy units) Seer - Seer (+2 units to the radius of vision) Shadow Mage - Shadow Mage (mirage spell) Illusionist - Illusionist (+20% to the effect of illusions) Monk - Monk (protection from chaos) Enchanter - Enchanter (+20% to the power of summoning and illusion spells) Battle Mage - Battle Mage (+20% to the power of magic fist and ice arrow spells) Fire Diviner - Fire Diviner (+20% to the effect of all fire spells) Field Marshal - Field Marshal (+10% to army attacks) Ranger - Ranger (+5 (+10) to ranged attack) Pyromancer - Pyromancer (fire shield) General - General (+1 unit of army morale) Wizard King - Wizard King (reduces the opponent's luck to minimum) Fireguard - Fireguard (immunity to fire) The Archmage - Archmage (receives +20% to the effect of creating all spells)

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