Witch Hut: Difference between revisions

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Adventure map location where a hero can learn a new [[Secondary Skill]]. By default [[Leadership]] and [[Necromancy]] are turned off.
'''Witch Hut''' is an [[adventure map]] location, where a hero can learn a new [[Secondary Skill]] by visiting them. The hut teaches the skill to basic level. It does not teach the skill from basic to advanced or from advanced to expert level. In other workds, the Witch Hut has no effect if the hero already possess the skill. By default the Secondary Skill is randomly chosen, but cannot be [[Leadership]] or [[Necromancy]]. The map-maker can choose which Secondary Skills (including Leadership and Necromancy) are eligible for the draw, or choose just one.  


A Hero type that wouldn't normally be able to learn a certain Secondary Skill can still do so at a Witch Hut.
Before the first visit there is no way to know what skill the Witch Hut will teach. Also, the hut does not ask wheather the hero wants to learn a new skill or not, but teaches it immediately the hero enters the hut. Therefore it may be sensible to visit an unknown hut with a secondary hero to avoid unwanted Secondary Skills.
For example, a [[Necropolis]] hero normally cannot learn Leadership. A mapmaker may allow Leadership to be learned at a Witch Hut which could allow a Necropolis hero to attain this skill.  Similarly a hero who would not normally be able to learn Necromancy can attain this skill at a Witch Hut.


Since you can't turn down the skill being taught at a Witch Hut, it might be a sound strategy to send forth a scout to investigate before sending your main hero over.
Witch Hut is one of four ways heroes can acquire Secondary Skills that are restricted from their [[Hero class|class]]. For example, [[Barbarian]]s cannot learn [[Water Magic]] when they [[Experience|gain levels]] or by visiting [[University|Universities]]. But visting a Witch Hut that teaches Water Magic will add it to their Secondary Skills. Other ways to learn restricted skills are, [[Seer's Hut]]s, [[Sholar]]s and events.
 
'''Related topics'''
*[[Scholar (Adventure Map)]]
*[[University]]


[[Category: Adventure map]]
[[Category: Adventure map]]

Revision as of 09:36, 24 March 2014

Witch Hut is an adventure map location, where a hero can learn a new Secondary Skill by visiting them. The hut teaches the skill to basic level. It does not teach the skill from basic to advanced or from advanced to expert level. In other workds, the Witch Hut has no effect if the hero already possess the skill. By default the Secondary Skill is randomly chosen, but cannot be Leadership or Necromancy. The map-maker can choose which Secondary Skills (including Leadership and Necromancy) are eligible for the draw, or choose just one.

Before the first visit there is no way to know what skill the Witch Hut will teach. Also, the hut does not ask wheather the hero wants to learn a new skill or not, but teaches it immediately the hero enters the hut. Therefore it may be sensible to visit an unknown hut with a secondary hero to avoid unwanted Secondary Skills.

Witch Hut is one of four ways heroes can acquire Secondary Skills that are restricted from their class. For example, Barbarians cannot learn Water Magic when they gain levels or by visiting Universities. But visting a Witch Hut that teaches Water Magic will add it to their Secondary Skills. Other ways to learn restricted skills are, Seer's Huts, Sholars and events.