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That's quite an enlightenment; I'm also in favor of the Assassin! But the Field Marshal is also not bad.
I think we should list the advantages of each class so that everyone understands who has what, just in case.
Dark Priest (+10 magic points and 1 point restored per day)
Bard (maximum luck)
Demonologist (+50% to the effect of demon summoning spells)
Guardian (+10% to creature defense)
Summoner (summons creatures for 20 additional points per day)
Nature Warrior (+20% to the effect of the wolf summoning spell)
Lich (ages the enemy: attack -25%, defense -20%, speed and movement -50%)
Ninja (attack with poison)
Rogue (bloodlust)
Dark Priest (vampiric melee attack)
Assassin (speed +3)
Witch Hunter (strike accompanied by a wave of fear)
Guildmaster (chance to stun)
Dark Lord (battle spirit on minimum when attacking)
Warlord (army morale +2)
Cardinal (+5% resurrection)
Beastmaster (+20% to the effect of wolf and tiger summoning)
Voivode (+5 attack in melee)
Heretic (ignores the effects of protective spells)
Prophet (spiritual armor)
Crusader (maximum morale)
Paladin (protection from death)
Wizard (spends 2 less energy units)
Seer (+2 units to the radius of vision)
Shadow Mage (mirage spell)
Illusionist (+20% to the effect of illusions)
Monk (protection from chaos)
Enchanter (+20% to the power of creature summoning and illusion spells)
Battle Mage (+20% to the power of the magic fist and ice bolt spells)
Pyromancer (+20% to the effect of all fire spells)
Field Marshal (+10% to army attacks)
Ranger (+5 units to ranged attack)
Pyromancer (fire shield)
General (+1 unit of army morale)
Sorcerer (reduces the opponent's luck to minimum)
That's about it, and if I forgot something, please don't be mad.
I don't know how to do it; I'll have to place what I wrote above in other classes so there's no confusion