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On H/L+U templates, it's advisable to take Wisdom immediately and build the M5 (Mage Guild 5) as quickly as possible. On Jebus Cross, Wisdom rarely helps in the treasure zone, but there are plenty of relics there, so you can almost always get a spell book. On SMKA (Standard Medium Kinkeeper A), if it comes down to the treasure zone, I take Wisdom from the second time, i.e., by level 12. On M maps (where there are mines with rare resources, dwarf dwellings, and medusa dwellings), what matters is Wisdom, mana pool, high-level spells, and Sorcery, which can only be countered by the same magic or by strong might with Tactics, Mass Haste, and preferably the first turn.
There are situations where you need to rush any school of magic for difficult fights (cons, guard of relics), often ignoring strong skills like Logistics and Offense, and with strong might you can level up a bunch of main heroes with any skills to suit any taste:)
There are situations where you need to rush any school of magic for difficult fights (cons, guard of relics), often ignoring strong skills like Logistics and Offense, and with strong might you can level up a bunch of main heroes with any skills to suit any taste:)