Masters of the Elements
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. (Campaign description.)
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? (Intro video.)
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
- Tarnum the Wizard
Strategy
User commentary
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Spoiler follows!
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