Personally, I'd say the big incentives of going might are Counterstrike III, Cleave, and Reinforcement III (in this order). Since necro is all about stalling the enemies to give the range units to rape everything, the 1st and the 3rd skills are not that crucial compared to all the stalling skills a magic hero can have access to (Puppet Master, Petrification, Time Stasis, Fear, etc).
From the moment he reaches the 10th level, the growth will change. Now with each level of experience, the Knight will have 30% chance to gain an Attack or Defense point, and 20% chance to gain a Knowledge or Power point. The moment he reaches 20th level, he will, theoretically, have 8 points of Attack, 8 Defense, 4 Knowledge and 4 Power.
Cages: +3 kennels production - a must have. Castle Gate: Town Portal among Inferno Cities with Gates. Great, yet costly! Order of Fire: +1 Spell Power for every visiting hero. Not bad. Resource Silo: one mercury/day. Get it ASAP. Strategy Unless you get +10 ore, you'll be forced to one of those cheaper variants, but don't worry, they're notHeroes of Might and Magic V: Kha-Beleth, the Demon Sovereign, is the Big Bad of this game, the Greater-Scope Villain in the expansions, and the secret antagonist of Dark Messiah of Might and Magic. Kha-Beleth's main aim during the game is to kidnap Queen Isabel and force her to bear a child that is half human and half demon.
FBWneGa.