Masters of the Elements: Difference between revisions
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==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]]. | ||
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==Prologue== | ==Prologue== | ||
{{cvid|HC-03 Masters of the Elements CD-data-Hchron vid-Intro-smk-Intro|thumbtime=0:27|float=left}} | {{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? | {{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}} | {{clear|left}} |
Revision as of 16:53, 11 July 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
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
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
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. | |||||||||||||||
Master 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
- Tarnum the Wizard
Strategy
User commentary
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Spoiler follows!
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