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Paths of heroes...

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When your secondary heroes happen to gain levels, keep in mind that the truly important secondary skills are movement skills—Logistics, Pathfinding and Navigation (only when applicable), Scouting, and Economy.
Also remember that a two-hero strategy does not mean using ONLY two heroes, but AT LEAST two heroes. The larger the map, the more heroes can be used.
The so-called backup guy should get his share of experience. Especially later, when the main hero will need large amounts of experience to advance to the next level, it is usually better to give chests to the backup guy, because he will benefit from them much more. The only exception should be when the main guy desperately MUST upgrade some advanced skills.
The main goals of the backup guy are delivering reinforcements, killing minor enemies and roaming armies, and sometimes possibly softening enemy resistance, even at the cost of sacrifice.
If a secondary hero survives, he could often 'inherit' the main hero's entire army—especially if you happen to capture an enemy castle with some level 6 troops left inside unredeemed. In this case, the main hero buys all the big guys, and they often carry more firepower than his entire regular army. At this point, the backup guy becomes a kind of second main hero, and in these moments you truly appreciate that you already allowed him to gain some levels.
[Or, if he is still quite weak, you might find it reasonable to give HIM the dragons, which tend to have minimal losses, to grab some quick experience by defeating roaming armies, etc.—and swap armies later. This applies in cases where the main hero's army relies heavily on his skills, and a weak secondary guy would suffer many losses.]
There could be a set of 'tertiary' heroes who can take care of gathering resources, gold, and armies from weekly replenishing external structures (usually, one hero can do this easily), and to shuttle reinforcements to the front lines. Those guys don't need any experience, but if they can (if it doesn't mean HUGE delays)—visit gazebos and possibly trees of knowledge (if they are free), to try and get scouting, logistics, or economy.
3. Division of tasks between heroes:
The main hero should spend his time doing only things that number two cannot do himself. He usually fights armies, collecting artifacts and chests, while the latter usually take mines, picking up resources and exploring Witch huts. Of course, things like visiting gazebos and obtaining skills that increase maintenance funds are common. Another thing the second guy should do is explore trees of knowledge, because they are more valuable later in the game, and you don't want to waste their potential at the start.
4. Experience and development optimization:
. In witch huts you can get random Basic abilities and skills. [Random in the sense that you cannot know in advance which skill it will be, but each time a map is launched, the skill is set and remains the same for that game] Thus, the backup hero has one important role: If your main guy still has some empty slots for secondary skills, then his friend will check every witch hut and sacrifice his empty slots to find out what the hut has to offer.
A. Chests and other sources of experience. Since experience should provide benefit, and the level increases with levels already gained, it is quite obvious that if you have a hero with approximately 40000 experience and his backup guy, who has approximately 3000 only from gazebos, then whenever you encounter a treasure chest, you should take it with the second guy... Because getting another +1 skill for your main guy is usually not as good as getting approximately +6 for the same price... Well, sometimes you take them with the main guy because you desperately need some advanced skill to be upgraded... [Here I strongly recommend checking from time to time how far the hero has progressed toward the next level. Even with 100000 + experience points, a hero is sometimes only one chest away from the next level.
B. The same thing goes for roaming armies... If the backup guy can take them out (Lit. Ed. note: in previous and following cases I replaced this wonderful term—"take out"—but I'll leave it once for flavor!), let him do it and leave only high-defense targets for your main guy. There is one exception... If the main guy has a strong army, it is a good strategy to leave him with one empty stack while traveling across the landscape... (The backup guy will carry the fifth army in case it is needed for a castle siege or an attack on an enemy hero). This way, roaming armies can join you. So, if you happen to have a force strong enough to defeat a roaming army, approach those you would like to join you (or buy, having advanced/experienced diplomacy) with the main guy. If they join you, you can either use them immediately or give them to the backup guy if they don't fit the main guy's alignment, combat style, or speed. Those armies can then be used by the backup guy as forces to kill other roaming armies and cities for experience, and later possibly be left as garrisons in captured castles and cities (ogres and hydras are excellent for this purpose, because their high HP will either deter any weaker heroes from attacking your cities or, at least, cause some losses to enemy armies.)

Орден Фениксахаризматический :) лидер