Masters of the Elements

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Masters of the Elements is the third episode in the Heroes Chronicles. It was sold as a stand-alone game using the Shadow of Death version of the engine, but missing multiplayer and random or custom maps.

Backstory

Tarnum must face down his own prejudice against magic and become a Wizard if he has any chance of saving the world from the destructive Elemental Lords.

Quest/Objective

Maps

Name Size Bonus Sides Victory Condition Loss Condition
The Trouble with Magic S Either 10 Obsidian Gargoyles or +1 Spell Power. Blue (player), Teal (enemy) Defeat All Enemies Lose Hero
Tarnum must defeat the Conflux town to gain the knowledge he needs to confront the Elemental Lords. If Tarnum loses any battle, his cause is lost. Tarnum will be limited to level eight, but he and two of his best Captains will carry over to the next scenario.
Walking on Clouds S+ Either Lookout Tower or 1000 Gold Blue (player), Teal (enemy) Defeat All Enemies Lose Hero
Tarnum must defeat the armies of the Lord of Air. Tarnum and all Heroes will be limited to level twelve. Tarnum and the two best Captains will transfer to the next scenario with all of their skills, spells and experience. The Orb of Firmament will transfer to the rest of the scenarios as well.
Don't Drink the Water M Either 30 Wood or 30 Ore Blue (player), Green (enemy) Defeat Hero or Defeat All Enemies Lose Hero
Tarnum must defeat all the Fortresses. All Heroes will be limited to level 20, but Tarnum and his three best Heroes will transfer to the next scenario with their spells, skills and experience. The Orb of Driving Rain will transfer to all scenarios.
Hard Places M+ Either Crown of the Supreme Magi or 5 Sulphur, Mercury, Crystal, and Gems Blue (player), Tan (enemy) Defeat All Enemies Lose Hero
Tarnum must now fight the Dungeon Overlords. All Heroes will be limited to level 25, but Tarnum and his three best Heroes will transfer to the next scenario along with all of their skills, spells and experience. The Orb of Silt will transfer to all scenarios.
The Secret in the Flames S+ Either 8 Enchanters or 12 Magi Blue (player), Red (enemy) Flag All Creature Dwellings Lose Hero
Tarnum must defeat the Inferno town and gain control of the Fire Elementals by flaggging all Fire Elemental generators. Heroes will be limited to level 30, but Tarnum and his three best Heroes will transfer to the next map, carrying over all of their skills, spells and experience.
The Magic that Binds M Either Mage Guild Level 2 or 6 Enchanters Blue (player), Red, Tan, Green and Teal (enemies) Accumulate Creatures Lose Hero
Tarnum is in a race against the armies of the Elemental Lords to find three Magic Elementals called "the First." All Heroes are limited to level 33, but Tarnum and his three best Heroes will transfer to the next scenario with all their spells, skills and experience.
Birds of Fire S+ Either 12 Enchanters or 4000 Gold Blue (player), Red (enemy) Capture Town Lose Hero
Tarnum must defeat the Fire Elementals who enslaved the Phoenixes by capturing their town. All Heroes will be limited to level 35, but Tarnum and his three best Heroes will transfer to the next scenario with all their spells, skills and experience.
Master of the Elements L Either City Hall or Citadel Blue (player), Red, Tan, Green and Teal (enemies) Defeat All Enemies Lose Hero
Tarnum faces the four Elemental Lords, now allied against him. If Tarnum is defeated then all hope is lost, and the world is destroyed.

Heroes

Strategy