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"The Ancestors swept Tarnum away to a distand Tower where sorcery was part of everyday life. He now wore the robes of a Wizard, and was expected to lead these creatures of magic against the Elemental Lords."

The Trouble with Magic is the first scenario in Masters of the Elements.

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.OffBck

The Ancestors send Tarnum to Bracada, to help King Gavin Magnus stop the Elemental Lords from destroying the world. Tarnum decides that attack is the best form of defense, and decides to take his army to the Elemental Planes through the last Conflux in the world.

Tarnum still hates the wizards for keeping the Barbarian people enslaved for centuries, and spends his time insulting them, even refusing to build a mage guild to provide them with spells. Tarnum himself uses a quarterstaff, trying to show them that it's possible to fight without magic.

Hemoross and Ponific, his mage instructor and golem master, respectively, gently try to change his mind. But Barsolar, King Magnus' representative and third cousin, is less respectful, and in the end, he sends a letter to the King to get him to talk some sense into Tarnum. Tarnum doesn't like Barsolar going over his head, and shoves the king's letter to him down Barsolar's throat.

Tarnum's gargoyle master saves Tarnum from an attack by air elementals, and gets promoted to treasurer, but when he gets killed by a raid on the treasury, Tarnum begins to wonder if the man could have saved himself if he had more spells.

Walkthrough[]

Tarnum starts out with a Tower and the alchemist Rissa. The Tower can only train creatures up to fourth tier, and can't build a mage guild. Tarnum starts without a spellbook, and can't acquire one in this scenario.

The enemy Conflux is located in the northwestern corner, guarded by the hero Fiur. Building up quickly and taking them out shouldn't be hard.

Towns[]

Strategy[]

Claiming mage tower dwellings will increase the number of mages available, which Tarnum can turn into enchanters. This will be expensive, but capturing the gold mine in the northeastern corner will make it easier.

Tarnum should visit every adventure map structure that can improve his primary skills, as good skills will make his path forward easier.

Heroes Chronicles scenarios
Icon-HCWarlords Warlords of the Wasteland A Barbarian King - The Criminal King - Ultimatum - The War for the Mudlands - Siege of the Wallpeaks - Trapped! - Slash and Burn - Steelhorn
Icon-HCUnderworld Conquest of the Underworld Cerberus Gate - The Boatman - Truth Within Nightmares - Twisted Tunnels - Jorm's Ambush - Old Wounds - The Queen's Command - Never Deal with a Demon
Icon-HCElements Masters of the Elements The Trouble with Magic - Walking on Clouds - Don't Drink the Water - Hard Place - The Secret in the Flames - The Magic that Binds - Birds of Fire - Masters of the Elements
Icon-HCDragons Clash of the Dragons The Dragontalker - Dragon's Blood - The Dragon Mothers - Dragons of Rust - Distrust - Dragons of Gossamer Wings - Dragons of Deepest Blue - Clash of the Dragons
Icon-HCTree The World Tree A Distant Cry - Senseless Destruction - The World Within - The Roots of Life - Rebirth
Icon-HCMoon The Fiery Moon The Endless Sands - The Nameless Land - The Sparkling Bridge - The Fiery Moon - Vorr, the Insane
Icon-HCBeastmastersRevolt of the Beastmasters Hopewielder - The First Law - By Royal Decree - The King's Son - The Ransom - Beyond the Borders - Naming a Nation - The First Tatalian War
Icon-HCSword The Sword of Frost Tarnum the Overlord - The Land of the Vori - A New Enemy - A New Ally - The Capture - Tunnels of Ice - The Barbarian's Wife - The Protectors of the Sword
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