Primary Skill Progression
Hero Level Attack Defense Spell Power Knowledge
Barbarian 2-9 55% 35% 5% 5%
Barbarian 10+ 30% 30% 20% 20%
Knight 2-9 35% 45% 10% 10%
Knight 10+ 25% 25% 25% 25%
Necromancer 2-9 15% 15% 35% 35%
Necromancer 10+ 25% 25% 25% 25%
Sorceress 2-9 10% 10% 30% 50%
Sorceress 10+ 20% 20% 30% 30%
Warlock 2-9 10% 10% 50% 30%
Warlock 10+ 20% 20% 30% 30%
Wizard 2-9 10% 10% 40% 40%
Wizard 10+ 20% 20% 30% 30%
Secondary Skill Progression
The higher the number, the higher the chance that the skill will be available for learning; the lower the number, the lower the chance that the skill will be available (0 means no chance)
Skill Barbarian Knight Necromancer Sorceress Warlock Wizard
Archery 3 2 1 3 1 1
Ballistics 3 4 3 3 3 3
Diplomacy 2 3 2 2 2 2
Eagle Eye 1 1 3 2 3 3
Finance 2 3 2 2 2 2
Leadership 3 5 0 1 1 2
Logistics 3 3 2 2 2 2
Luck 2 1 1 3 1 2
Mysticism 1 1 3 3 3 4
Navigation 3 2 2 4 2 2
Necromancy 0 0 5 0 1 0
Pathfinding 4 3 3 2 2 2
Scouting 4 2 1 1 4 2
Wisdom 1 2 4 4 5 5
Each hero has eight slots for secondary skills. Therefore, you must be picky and choose only those from which you will profit. The simple fact that your hero would benefit from a skill does not mean that you want to take it... There could always be more skills to benefit from. A good example would be a knight who is offered Advanced Leadership or Basic Archery. Новичок will grab archery, while an experienced player will stop here, think about waiting for wisdom/logistics with a free slot for them and therefore take the advanced skill. This waiting is generally possible in cases where the basic skill offered to you is not a rare skill for your hero, or in cases where you do not desperately need this skill right now.
· Ballistics: A necessity for an army based on ground units; in any scenario with many castles, it will save some losses for your vulnerable shooters... Or by destroying the enemy castle structures just to break passages for your armies to run inside and kill defense troops faster. Not very necessary for an army based on flyers/shooters, such as titan or dragon squads. But even shooters benefit from destroyed castle walls because the obstacle penalty is removed.
· Archery: Increased damage from ranged attacks is usually quite convenient if you do not have small shooting stacks or no shooters at all (i.e., a wizard, necromancer).
· Logistics: A necessity, except for small, sometimes medium-sized maps and scenarios with many islands.
· Pathfinding: Necessary when large deserts, swamps, or snow areas require exploration. Otherwise useless.
· Navigation: I probably don't need to tell you that you won't need it if there are no seas/rivers to explore, right?J)
· Necromancy: Not particularly interesting to use unless you can reach expert level and have large masses of cannon fodder like peasants. However, in the hands of a necromancer – it is a powerful weapon. Only warlocks can ever get basic necromancy ..., and the witch's hut never offers it.
· Mysticism: Very useful for long journeys without castles if you must use magic. The higher the "knowledge" value your hero has, the lower the need for the "mysticism" skill. (The need for the skill is much greater for a warlock/necromancer than for a sorceress, for example. Also, a knight/barbarian may consider taking this skill, especially in cases where they already know haste/slow spells and plan to use them often.)
· Wisdom: If you are not building a higher level wizard guild, you will not find much use for this skill; however, it is better to take it than other, worse skills, because someone might build guild levels for you (either in your cities or theirs). In large scenarios, even non-magical power knights/barbarians should take this skill - it provides access to spells in conquered castles and mass haste/slow or paralysis/berserk - spells that can significantly improve their combat effectiveness, not to mention obtaining Town Portal.
· Diplomacy: If you get this in the early stages, it can be very convenient, because with an expert level of this skill, you get a truly fair price for new troops. [And you can see how many there are before fighting them ... and let's be honest, between 'many' and 'many' THERE IS a difference; 20 and 40 ogre lords are definitely not the same easy bait. Several times advanced/expert diplomacy saved my life because I could avoid fighting a stack of great elves who would beat the shit out of my armies. (Lit. Editor's Note: I hesitated for quite a while whether to replace this eloquent expression. But I decided to leave itJ).)] I think that the total cost is always the same - the price you would have paid for the troops if you hired them, EXCLUDING magical resources!. Depending on the level, a diplomat gets 1/4, 1/2 or the entire army for the same price. You should check areas you have already explored to see if there are any troops you would like to have on your side (and if their number is not too high - I cannot remember the exact value, but they will offer to join for money only if your army is somewhat larger than theirs in terms of health points. (Lit. Editor's Note: actually no. It's not about the number of health points but the strength of the army: you must be at least twice as strong as the army joining via diplomacy.)) There is another important thing: this threshold for joining is lower than the size required for an army to be afraid to fight you (flee in terror) - in other words, if you have diplomacy and a free slot for joining (or a corresponding stack in your army), you can avoid fighting armies that would otherwise fight you, causing unpleasant losses, for example from very fast shooters or dangerous flying units.)
· Scouting: Useful for exploration, because you will be able to not only see resources and mines, but sometimes you can spot your opponent soon enough to run away from them or even see them without being seen.
· Eagle Eye: Learning spells from your opponent is a good thing, especially if you do not have enough resources to build your own magic guilds. But I personally prefer other skills and take this only when I have no better choice or know for sure that I will need it. (Offered Navigation on a land scenario – taking Eagle Eye would indeed be the lesser of two evils.)
· Finance: Having this skill at expert level is great, although there are better ones. Usually, I take it in the early stages if another skill is even worse, or if I am in desperate need of cash. All secondary/tertiary heroes should take this skill – only logistics or pathfinding are better where necessary – in case heroes must travel far, repeatedly and quickly. If you plan to rely on Diplomacy, you can take finance with the main hero if there is a free slot for it.
· Luck: Dealing double damage can never be a bad thingJ, but it's never something I can count on at a specific moment.
· Leadership: Can sometimes save you from great trouble and losses. I prefer this to Luck, since Leadership gives you more tactical advantages (you can allow the double damage to be split among different enemy squads).
My personal preference would be: Logistics, Pathfinding, Navigation, Leadership, Ballistics, Archery, Mysticism, Wisdom and then others. But if you get Diplomacy or Finance quite early, always take them instead of Eagle Eye or another, in some cases useless skill.
Diplomacy can prove extremely useful on all maps where there are not enough castles but gold is abundant. Especially with stronger armies, you will have an easy task in acquiring reinforcements among wandering armies.
In general, when deciding on a secondary skill, you should always take into account the specific conditions of that particular game. You will not need Finance if you have several gold-bearing bags. You will not need Diplomacy if you are ''in great need of gold or if there are only a few armies that would want to join you. You will not need Pathfinding on easy terrain. You will not need logistics on a Small map. You will not need luck with strong armies. Always remember that even if something convenient comes along, you DO NOT ALWAYS NEED it anyway.

Орден Феникса – харизматический :) лидер