Masters of the Elements: Difference between revisions
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{{campaign navigational box|hc=expanded|masteroftheelements=expanded}} | {{campaign navigational box|hc=expanded|masteroftheelements=expanded}} | ||
[[File:HC3 menu no buttons.png|213px|thumb]] | [[File:HC3 menu no buttons.png|213px|thumb|left]] | ||
'''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. | {{town|Tower}} / {{town|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== | ==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. | [[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]]. | ||
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? | {{clear|left}} | ||
==Prologue== | |||
{{cvid|HC-03 Masters of the Elements CD-data-Hchron vid-Intro-smk-Intro|thumbtime=0:27|float=left}} | |||
{{town|Neutral|noname=}} 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? | |||
{{clear|left}} | |||
==Maps== | ==Maps== | ||
{| | {{CLevelsTable}} | ||
{{CLevelsRow|name=The Trouble with Magic|size=S|difficulty=Easy|underground=disabled|loss=Lose Hero|ally={{blue}}|enemy={{teal}}|description=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.|bonus={{BonusCr|Obsidian Gargoyle|10|loc=Tarnum}}{{BonusPri|Power|1|loc=Tarnum}}|carry={{Hn|Tarnum (Wizard)|noname=}}<br>{{carry|2}}|max_lvl=8}} | |||
{{CLevelsRow|name=Walking on Clouds|size=S|difficulty=Easy|underground=enabled|loss=Lose Hero|ally={{blue}}|enemy={{teal}}|description=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.|bonus={{BonusB|Tower|Lookout Tower}}{{BonusR|Gold|1000}}|carry={{Hn|Tarnum (Wizard)|noname=}}{{An|Orb of the Firmament|noname=}}{{An|Tome of Air|noname=}}<br>{{carry|2}}|max_lvl=12}} | |||
{{CLevelsRow|name=Don't Drink the Water|size=M|difficulty=Normal|underground=disabled|loss=Lose Hero|ally={{blue}}|enemy={{green}}|description=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.|bonus={{BonusR|Wood|30}}{{BonusR|Ore|30}}|carry={{Hn|Tarnum (Wizard)|noname=}}{{An|Orb of the Firmament|noname=}}{{An|Orb of Driving Rain|noname=}}{{An|Tome of Air|noname=}}{{An|Tome of Water|noname=}}<br>{{carry|3}}|max_lvl=20}} | |||
| S || | {{CLevelsRow|name=Hard Place|size=M|difficulty=Normal|underground=enabled|loss=Lose Hero|ally={{blue}}|enemy={{tan}}|description=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.|bonus={{BonusArt|Crown of the Supreme Magi|loc=Tarnum}}{{BonusR|Magic|5}}|carry={{Hn|Tarnum (Wizard)|noname=}}{{An|Orb of the Firmament|noname=}}{{An|Orb of Driving Rain|noname=}}{{An|Orb of Silt|noname=}}{{An|Tome of Air|noname=}}{{An|Tome of Water|noname=}}{{An|Tome of Earth|noname=}}<br>{{carry|3}}|max_lvl=25}} | ||
| | {{CLevelsRow|name=The Secret in the Flames|size=S|difficulty=Normal|underground=disabled|victory=Flag All Creature Dwellings|loss=Lose Hero|ally={{blue}}|enemy={{red}}|description=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.|bonus={{BonusCr|Enchanter|8|loc=Tarnum}}{{BonusCr|Mage|12|loc=Tarnum}}|carry={{Hn|Tarnum (Wizard)|noname=}}{{An|Orb of the Firmament|noname=}}{{An|Orb of Driving Rain|noname=}}{{An|Orb of Silt|noname=}}{{An|Orb of Tempestuous Fire|noname=}}<br>{{carry|3}}|max_lvl=30}} | ||
| | {{CLevelsRow|name=The Magic that Binds|size=M|difficulty=Easy|underground=disabled|victory=Accumulate Creatures|loss=Lose Hero|ally={{blue}}|enemy={{red}}{{tan}}{{green}}{{teal}}|description=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.|bonus={{BonusB|Conflux|Mage Guild level 2}}{{BonusCr|Enchanter|6|loc=Tarnum}}|carry={{Hn|Tarnum (Wizard)|noname=}}{{An|Orb of the Firmament|noname=}}{{An|Orb of Driving Rain|noname=}}{{An|Orb of Silt|noname=}}{{An|Orb of Tempestuous Fire|noname=}}<br>{{carry|3}}|max_lvl=33}} | ||
| | {{CLevelsRow|name=Birds of Fire|size=S|difficulty=Hard|underground=enabled|victory=Capture Town|loss=Lose Hero|ally={{blue}}|enemy={{red}}|description=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.|bonus={{BonusCr|Enchanter|12|loc=Tarnum}}{{BonusR|Gold|4000}}|carry={{Hn|Tarnum (Wizard)|noname=}}{{An|Orb of the Firmament|noname=}}{{An|Orb of Driving Rain|noname=}}{{An|Orb of Silt|noname=}}{{An|Orb of Tempestuous Fire|noname=}}<br>{{carry|3}}|max_lvl=35}} | ||
| | {{CLevelsRow|name=Masters of the Elements|map_link=Masters of the Elements (campaign scenario)|size=L|difficulty=Hard|underground=disabled|loss=Lose Hero|ally={{blue}}|enemy=1:{{red}}{{tan}}{{green}}{{teal}}|description=Tarnum faces the four Elemental Lords, now allied against him. If Tarnum is defeated then all hope is lost, and the world is destroyed.|bonus={{BonusB|Conflux|City Hall}}{{BonusB|Conflux|Citadel}}}} | ||
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:Unusually, in this one the [[hero]]es 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 skill]]s 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 [[The Secret in the Flames|level 5]] and especially [[The Magic that Binds|level 6]] which even has a [[University]] right next to the starting position.}}{{end of user commentary}} | :Unusually, in this one the [[hero]]es 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 skill]]s 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 [[The Secret in the Flames|level 5]] and especially [[The Magic that Binds|level 6]] which even has a [[University]] right next to the starting position.}}{{end of user commentary}} | ||
{{Campaign 'see also'}} | |||
[[Category: Campaign]] | [[Category: Campaign]] | ||
[[Category:Chronicles Campaigns]] | [[Category:Chronicles Campaigns]] |
Latest revision as of 23:04, 1 August 2024
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 | hide | hide all]
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 | hide]
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 | hide]
Name | Bonus options | Sides | Difficulty | Max Lvl | Carry Over | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
The Trouble with Magic | Allies: Enemies: |
8 | 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 | |
Allies: Enemies: |
12 | 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 | Allies: Enemies: |
20 | 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 | |
Allies: Enemies: |
25 | 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 | Allies: Enemies: |
30 | 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 | |
Allies: Enemies: |
33 | 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 | Allies: Enemies: |
35 | 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. | |||||||||||||||
Masters of the Elements | Allies: Enemies: 1: |
∞ | (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 | hide]
- Tarnum the Wizard
Strategy[edit | hide]
User commentary
[Show user commentary]
[Hide user commentary]
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Spoiler follows!
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