Masters of the Elements

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Campaigns
1 - Restoration of Erathia Restoration of Erathia 1 - Restoration of Erathia
1. Homecoming
2. Guardian Angels
3. Griffin Cliff
1. A Devilish Plan
2. Groundbreaking
3. Steadwick's Fall
1. Borderlands
2. Gold Rush
3. Greed
1. Steadwick's Liberation
2. Deal With the Devil
3. Neutral Affairs
4. Tunnels and Troglodytes
1. A Gryphon's Heart
2. Season of Harvest
3. Corporeal Punishment
4. From Day to Night
1. Safe Passage
2. United Front
3. For King and Country
1. The Grail
2. The Road Home
3. Independence
2 - Armageddon's Blade Armageddon's Blade 2 - Armageddon's Blade
1. Catherine's Charge
2. Shadows of the Forest
3. Seeking Armageddon
4. Maker of Sorrows
5. Return of the King
6. A Blade in the Back
7. To Kill A Hero
8. Oblivion's Edge
1. Culling the Weak
2. Savaging the Scavengers
3. Blood of the Dragon Father
4. Blood Thirsty
1. Crystal Dragons
2. Rust Dragons
3. Faerie Dragons
4. Azure Dragons
1. Razor Claw
2. Taming of the Wild
3. Clan War
4. For the Throne
1. Farming Towns
2. March of the Undead
3. Burning of Tatalia
1. Lost at Sea
2. Their End of the Bargain
3. Here There Be Pirates
4. Hurry Up and Wait
3 - Shadow of Death Shadow of Death 3 - Shadow of Death
1. Clearing the Border
2. After the Amulet
3. Retrieving the Cowl
4. Driving for the Boots
1. Graduation Exercise
2. Cutthroats
3. Valley of the Dragon Lords
4. A Thief in the Night
1. Bashing Skulls
2. Black Sheep
3. A Cage in the Hand
4. Grave Robber
1. On the Run
2. The Meeting
3. A Tough Start
4. Falor and Terwen
5. Returning to Bracada
1. Target
2. Master
3. Finneas Vilmar
4. Duke Alarice
1. Harvest
2. Gathering the Legion
3. Search for a Killer
4. Final Peace
5. Secrets Revealed
6. Agents of Vengeance
7. Wrath of Sandro
8. Invasion
9. To Strive, To Seek
10. Barbarian Brothers
11. Union
12. Fall of Sandro
1. Poison Fit for a King
2. To Build a Tunnel
3. Kreegan Alliance
4. With Blinders On
5 - Heroes Chronicles Heroes Chronicles 5 - Heroes Chronicles
1. A Barbarian King
2. The Criminal King
3. Ultimatum
4. The War for the Mudlands
5. Siege of the Wallpeaks
6. Trapped!
7. Slash and Burn
8. Steelhorn
1. Cerberus Gate
2. The Boatman
3. Truth Within Nightmares
4. Twisted Tunnels
5. Jorm's Ambush
6. Old Wounds
7. The Queen's Command
8. Never Deal with a Demon
1. The Trouble with Magic
2. Walking on Clouds
3. Don't Drink the Water
4. Hard Place
5. The Secret in the Flames
6. The Magic that Binds
7. Birds of Fire
8. Master of the Elements
1. The Dragontalker
2. Dragon's Blood
3. The Dragon Mothers
4. Dragons of Rust
5. Distrust
6. Dragons of Gossamer Wings
7. Dragons of Deepest Blue
8. Clash of the Dragons
1. A Distant Cry
2. Senseless Destruction
3. The World Within
4. The Roots of Life
5. Rebirth
1. The Endless Sands
2. The Nameless Land
3. The Sparkling Bridge
4. The Fiery Moon
5. Vorr, the Insane
1. Hopewielder
2. The First Law
3. By Royal Decree
4. The King's Son
5. The Ransom
6. Beyond the Borders
7. Naming a Nation
8. The First Tatalian War
1. Tarnum the Overlord
2. The Land of the Vori
3. A New Enemy
4. A New Ally
5. The Capture
6. Tunnels of Ice
7. The Barbarian's Wife
8. The Protectors of the Sword
4 - Horn of the Abyss Horn of the Abyss 4 - Horn of the Abyss
1. Pirates and Palms
2. Master of the Island
3. Devil Sunrise
1. Prisoner of Doom
2. Evenmorn
3. The Shores of Hell
4. The Freedom of the Nix
5. In Search of the Horn
6. Treachery
1. Frontier
2. Heart of Water
3. Horn of the Abyss
4. All Hands on Board!
1. World on Fire
2. Beyond the Horizon
3. Dead or Alive
4. Tomb Raiders
5. Deus Ex Machina
6. Tarred and Feathered
7. New Order
8. Homecoming

Tower / Conflux campaign. 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[edit]

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.

Prologue[edit]

Unnamed male historian: The Elemental Lords, masters of Air, Earth, Water, and Fire, were free to tear the world apart now that a ten thousand year truce had come to an end. Only one with a powerful command over magic could stand a chance against them. So why did the Ancestors call on a Barbarian who hates magic to save us all?

Maps[edit]

Name Size Underground Bonus options Sides Victory Condition Loss Condition Difficulty Max Lvl Carry Over
The Trouble with Magic Size 1 (36×36) - S Underground disabled
Start with 10 Obsidian Gargoyle(s) at Tarnum
10
Start with +1 Power on Tarnum
1
Allies: Blue
Enemies: Teal
Defeat All Enemies Lose Hero Difficulty 1: Easy - The player starts with a large advantage in resources, and the computer plays poorly. 8 Tarnum (Wizard)
 2 strongest heroes
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 Size 1 (36×36) - S Underground enabled  Start with Lookout Tower 
Start with +1000 Gold
1000
Allies: Blue
Enemies: Teal
Defeat All Enemies Lose Hero Difficulty 1: Easy - The player starts with a large advantage in resources, and the computer plays poorly. 12 Tarnum (Wizard) Orb of the FirmamentTome of Air
 2 strongest heroes
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 Size 2 (72×72) - M Underground disabled
Start with +30 Wood
30
Start with +30 Ore
30
Allies: Blue
Enemies: Green
Defeat All Enemies Lose Hero Difficulty 2: Normal - The player starts with a moderate advantage in resources, and the computer plays reasonably well. 20 Tarnum (Wizard) Orb of the FirmamentOrb of Driving RainTome of AirTome of Water
 3 strongest heroes
Tarnum must defeat all of 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 Place Size 2 (72×72) - M Underground enabled  Start with Crown of the Supreme Magi on Tarnum 
Start with +5 Mercury, Sulfur, Crystal & Gems
5
Allies: Blue
Enemies: Tan
Defeat All Enemies Lose Hero Difficulty 2: Normal - The player starts with a moderate advantage in resources, and the computer plays reasonably well. 25 Tarnum (Wizard) Orb of the FirmamentOrb of Driving RainOrb of SiltTome of AirTome of WaterTome of Earth
 3 strongest heroes
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 Size 1 (36×36) - S Underground disabled
Start with 8 Enchanter(s) at Tarnum
8
Start with 12 Mage(s) at Tarnum
12
Allies: Blue
Enemies: Red
Flag All Creature Dwellings Lose Hero Difficulty 2: Normal - The player starts with a moderate advantage in resources, and the computer plays reasonably well. 30 Tarnum (Wizard) Orb of the FirmamentOrb of Driving RainOrb of SiltOrb of Tempestuous Fire
 3 strongest heroes
Tarnum must defeat the Inferno town and gain control of the Fire Elementals by flagging 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 Size 2 (72×72) - M Underground disabled  Start with Mage Guild level 2 
Start with 6 Enchanter(s) at Tarnum
6
Allies: Blue
Enemies: RedTanGreenTeal
Accumulate Creatures Lose Hero Difficulty 1: Easy - The player starts with a large advantage in resources, and the computer plays poorly. 33 Tarnum (Wizard) Orb of the FirmamentOrb of Driving RainOrb of SiltOrb of Tempestuous Fire
 3 strongest heroes
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 Size 1 (36×36) - S Underground enabled
Start with 12 Enchanter(s) at Tarnum
12
Start with +4000 Gold
4000
Allies: Blue
Enemies: Red
Capture Town Lose Hero Difficulty 3: Hard - The player and the computer start with the same resources, and the computer plays to the best of its ability. 35 Tarnum (Wizard) Orb of the FirmamentOrb of Driving RainOrb of SiltOrb of Tempestuous Fire
 3 strongest heroes
Tarnum must defeat the Fire Elementals who enslaved the Phoenixes. All Heroes will be limited to level 35, but Tarnum and his three best Heroes will transfer to the next scenario with their spells, skills and experience.
Master of the Elements Size 3 (108×108) - L Underground disabled  Start with City Hall  Start with Citadel  Allies: Blue
Enemies: 1:RedTanGreenTeal
Defeat All Enemies Lose Hero Difficulty 3: Hard - The player and the computer start with the same resources, and the computer plays to the best of its ability. (none)
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[edit]

Strategy[edit]

User commentary

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Spoiler follows!

Unusually, in this one the heroes may want to avoid getting too much experience on the first levels, despite the ironically high limitations. That’s because the allowed choice of secondary skills is story-driven and strictly limited. If they do happen to preserve a few empty skill slots, it becomes possible to learn the remaining random skills, not excluding Logistics, on level 5 and especially level 6 which even has a University right next to the starting position.

See also: