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I agree, the Warlord is indeed good if you use tactics! :)
I think we should write down the advantages of each class so that everyone understands who has what, just in case.;)
Necromancer (+10 magic points and restores 1 point per day)
Bard (maximum luck)
Demonologist (+50% to the effect of demon summoning spells)
Guardian (+10% to creature defense)
Summoner (summons creatures for 20 points per day additionally)
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 (attack is accompanied by a wave of fear)
Guildmaster (chance to stun)
Dark Lord (battle spirit on minimum when hitting)
Warlord (army morale +2)
Cardinal (+5% resurrection)
Beastmaster (+20% to the effect of summoning wolves and tigers)
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 summoning and illusion spells)
Battle Mage (+20% to the power of 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)
Pyromaniac (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 offended:o
I don't know how to do it, so I'll have to post what I wrote above in other classes so that there is no confusion.:o