Town Portal

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School of Earth Magic
Symbol for School of Earth Magic
Level 1
 Magic Arrow *
 Shield
 Slow
 Stone Skin
 View Earth
Level 2
 Death Ripple
 Quicksand
 Visions *
Level 3
 Animate Dead
 Anti-Magic
 Earthquake
 Force Field
 Protection from Earth
Level 4
 Meteor Shower
 Resurrection
 Sorrow
 Town Portal
Level 5
 Implosion
 Summon Earth Elemental
School of Air Magic
School of Fire Magic
School of Water Magic
Town Portal
School:  Earth Magic
Level:  4th
Cost:  16/12
Duration:  instant
 Basic effect
Adventure Map Teleport, casting hero is teleported to the nearest allied town. 300 movement points are expended when the spell is cast.
 Advanced effect
Adventure Map Teleport, casting hero may teleport to any allied town with no visiting hero. 300 movement points are expended when the spell is cast.
 Expert effect
Adventure Map Teleport, any allied unoccupied town, deducted movement points are 200 points.
 Probability of occurrence (%):
Castle   20
Rampart   20
Tower   29 (20*)
Inferno   20
Necropolis   20
Dungeon   20
Stronghold   0
Fortress   0
Conflux   20
Cove Horn of the Abyss   20
Factory Horn of the Abyss   20
* Without Library

Town Portal is a 4th level spell in the School of Earth Magic.

At a basic level, it teleports the casting hero to the nearest allied town. However, if the hero has Advanced or Expert Earth Magic, Town Portal teleports the hero to any allied town, at the players choice. The hero cannot teleport to a town which has a visiting hero, thus, if the hero doesn't have at least Advanced Earth Magic and the nearest town is occupied, the spell cannot be cast. If there is a hero in the garrison but no visiting one, the town can be reached by the spell.

In some versions of the game a hero may be unable to use Town Portal underground if all towns are in the upper world, and if the hero has no Earth Magic at least on the Advanced level.

In Horn of the Abyss Horn of the Abyss, when spell research is enabled, the Town Portal do not drop in the normal guild slots without research, but are guaranteed to drop if 3 research attempts have been made before.

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Some may find the information in this section subjective or irrelevant.

Town Portal is possibly the most powerful spell in the game. It is severely imbalanced as it allows a hero to travel immense distances instantaneously. A hero with Town Portal can hire a great number of troops, upgrade them and take them far away simultaneously, will have a great chance to defend a town with no losses if an enemy hero comes close (sometimes the strongest hero is far from home, and there's a low level hero near the starting town, but Town Portal solves this problem), afterwards getting to a town which is on the other edge of the map and close to enemy towns. The hero can learn all spells and, if possible, improve primary skills, get experience in Dungeon and learn Magic Schools in Conflux, visit adventure map locations (creature banks, primary skill modifiers, Seer's Huts, shrines) and give troops or artifacts to another hero. The only downside of that travelling is wasting spell points, but it often makes almost no sense as their maximum amount can easily exceed 100 - if an enemy tries to besiege the town, the defender has an advantage of fortifications and Arrow Towers, and if not, spell points are reloaded.

If you lose a town with Town Portal in the Mage Guild, it may be fatal since then your enemy will be able to travel anywhere. Also, sometimes the desired town is occupied by two heroes (both the in garrison and the visiting one) - simply move the visiting hero somewhere, or even fire this hero if he or she doesn't have high stats, proper secondary skills and good spells. However, the spell is so powerful that it should be banned in multiplayer or tournament games (unless Earth Magic is banned at all, as mass Slow and permanent Resurrection is also a big imbalance).