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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)
