User:Timeoin/Legends

Temporary Page for all things :

Strength (Legends):
 * Bog Lurcher (Legends) (Bog Lurcher?)
 * Cast Out
 * Child of Hircine
 * Blood Dragon (Legends)

Intelligence (Legends):
 * Nahkriin, Dragon Priest
 * Summerset Orrery
 * Camlorn Adventurer
 * Daggerfall Mage

Willpower (Legends):
 * Cloudrest Illusionist
 * Imperial Might
 * Imperial Legionnaire
 * Execute

Agility (Legends)
 * Baandari Bruiser
 * Deshaan Sneak
 * Chaurus Reaper -> Chaurus
 * Fighters Guild Recruit

Endurance (Legends):
 * Archein Venomtongue
 * Angry Grahl -> (Related to Grahl page)
 * Blood Magic Lord
 * Black Worm Necromancer (Legends) -> Rename: Black Worm Necromancer)

Article:
 * Scuttler (Legends)
 * Senche-Tiger (Legends)
 * Kvatch Patrol/Patroller (card in way so unable to see)


 * Grahtwood Ambusher
 * Morthal Executioner - benefits from being interrupted
 * Dawnstar Healer


 * Cards in the Strength and willpower decks will typically benefit from shattered runes.

Prophecy - A type of card mechanic particular to Legends.


 * Adoring Fan (Legends) - unlocked by defeating an Arena boss.


 * Goblin (Legends) - Appear in the Agility Attribute Set.


 * Undead - appear in Intelligence and Endurance attribute sets.


 * It will be possible to make decisions that affect the storyline itself, during the campaign mode.
 * Certain cards are unlocked by choosing particular choices in the storyline.

Media: (https://legends.bethesda.net/media?locale=en) https://content.bethsoft.com/bsw_cms_asset/84229_2_0.jpg:
 * Giant Bat (Legends)
 * Fireball (Legends)
 * Arrow to the Knee (Legends)
 * Thievery (Action)
 * Hist Cult (Enemy) - Endurance and Agility Attributes.
 * Allena Benoch (Legends) (Wood Elf)


 * Lord Naarifin (Legends) (Enemy) - Willpower and Intelligence;


 * Maple Shield (Legends)
 * Noble Commander (enemy) - Willpower/Endurance; https://content.bethsoft.com/bsw_cms_asset/84274_2_0.jpg https://content.bethsoft.com/bsw_cms_asset/84274_2_0.jpg])
 * Abecean Navigator (Altmer)
 * Burning Light (Legends) (Action) (Prophecy) -
 * Blood Magic Lord (Undead)
 * Dark Harvester (Dreugh (Legends))
 * House Kinsman (Dark Elf)
 * Pit Lion (Creature) - "Pit Lion cant be summoned unless there's a friendly creature in each lane".

Classes
Classes (Legends):
 * Archer (Legends): Strength + Agility.
 * Assassin (Legends): Agility + Intelligence
 * Battlemage (Legends): Strength + Intelligence
 * Crusader (Legends): Willpower + Strength
 * Mage (Legends): Intelligence + Willpower
 * Monk (Legends): Agility + Willpower
 * Scout (Legends): Endurance + Agility
 * Sorcerer (Legends): Endurance + Intelligence
 * Spellsword (Legends): Endurance + Willpower
 * Warrior (Legends): Strength + Endurance

Decks:
 * Dragon Storm
 * This One Pilfers
 * Fifth Legion (Legends)
 * War Swords
 * Warriors of Hammerfell
 * (D....? Avengers)

Cards:
 * Ash Servant
 * Rihad Horseman
 * Steel Scimitar
 * Alik'r Survivalist
 * Crystal Tower Crafter
 * Winter's Grasp (Legends)
 * Camlorn Sentinel
 * Wrothgar Forge
 * Dres Tormentor

Everlast - an opponent. (Willpower and Agility).

Keywords (Legends): 12 different keywords (note: called this on Mundus Stone in the game. (Starters Guide):
 * Guard: A feature to be revealed later. - prevents opponent from being attacked directly.


 * 1) Prophecy (Legends)
 * 2) Breakthrough
 * 3) Guard (Legends)
 * 4) Regenerate (Legends)
 * 5) Charge (Legends)
 * 6) Ward (Legends)
 * 7) Shackle
 * 8) Lethal
 * 9) Pilfer
 * 10) Last Gasp
 * 11) Summon (Legends)
 * 12) Drain (Legends)

Lanes - have specified attributes. For example, the "Shadow" lane, has a rule that creatures cannot be attacked for a full turn after being played. (They automatically have Cover.

Prophecy: https://legends.bethesda.net/articles/a-prophecy-unfolds?locale=en ''Prophecy is a simple mechanic – when you take enough damage, one of your runes will break and you’ll draw a card. If that card is a Prophecy card, you have the option to play it for free, immediately.

Take Burning Light, for example. For five magicka, it can destroy any creature - a fine deal. However, if you draw it off a rune break, all of the sudden you have a powerful piece of removal that you can play at no cost. You don’t have to, but free things are tempting, and you’ll be hard-pressed to turn it down.''

Midnight Sweep.


 * Lurking Mummy
 * Blacksap Protector
 * Graystone Ravager
 * Moonlight Werebat
 * Sharpshooter Scout
 * Healing Potion (Legends)


 * Wood Orc Headhunter Strategy: Useful is have another Orsimer card in play - it then gains the "Charge" ability. ("Aggro" Deck).
 * Indoril Archmage
 * Nahkriin, Dragon Priest
 * Divayth Fyr (Legends)
 * Fire Storm (Legends)
 * Arrow Storm


 * Synergy (Legends): Term used here. Meaning focussing your deck on bonuses that cards give other, particular cards.


 * Death's Whisperer - Enemy


 * Initiate of Hircine
 * Swamp Leviathan?


 * Odahviing (Legends)
 * Red Bramman (Legends)
 * Finish Off (Action)
 * Sharpshooter Scout


 * Can have between 50 to 70 cards in your deck
 * Valenwood Huntsman; Alik'r Bandit (Redguard); Bog Lurcher; Fireball (Legends); Heavy Battleaxe; Rampaging Minotaur (Minotaur (Legends)) - Charge; Whiterun Trooper (Nord); Grahtwood Ambusher; Initiate of Hircine (Nord); Whirling Duelist (Redguard); Skaven Pyromancer; Skooma Racketeer; Swift Strike; Valenwood Huntsman; Varanis Courier; Tenmar Swiftclaw; Territorial Viper; Twilight Werebat; Vicious Dreugh; Cliff Racer (Legends); Leaflurker; Soulrest Marshal; Quin'rawl Burglar; Wild Spriggan (Cost: 6); Chaurus Reaper (Legends); Savage Ogre (Legends); Falinesti Reaver; Reclusive Giant


 * Unique Cards: Lucien Lachance (Legends), etc; (Lethal);


 * Some cards, ingore Guard, such as Blood Dragon (Legends)
 * Shadow Lane gains cover, but NOT against spells and special abilities.
 * Ice Wraith (Legends); Firebolt (Legends);
 * Fire Storm (Legends): Prophecy (Legends) card: damage to all cards in a Lane;

Lanes:
 * There are more than 20 special lane types in Legends.
 * Hall of Mirrors: A lane in . ''Whenever the Hall of Mirrors lane is empty, a copy of the next creature you play will automatically be deployed there. If you already have a creature placed there, nothing will happen. But if the Mirror lane is empty, and you play a 4/4 creature…bam, two 4/4s! This is, of course, true for both players.

Mirror lanes can provide a good deal of strategic depth. If you make sure your opponent always has at least a single creature in the lane, they won’t be able to reap its duplicative properties. Keep in mind, they will likely be attempting do the same. This can create an interesting dance, as you and your opponent are constantly trying to decide when to place a card in the Mirror lane, and when to try to remove each other’s cards.''


 * Graveyard: The Graveyard lane is similar to the Hall of Mirrors, only instead of getting a copy of your creature, you get a 1/1 Skeleton whenever a non-Skeleton creature in this lane is destroyed.


 * Imperial Siege Engine; Deshaan Avenger; Elixir of the Defender
 * Maple Shield (Legends); Septim Guardsman; Arrow in the Knee (Legends); Execute (Legends); Mournhold Guardian; Scouting Patrol; Daring Cutpurse; Fighters Guild Recruit (Legends); Finish Off; Kvatch Soldier (Legends); Priest of the Moons; Baandari Bruiser; Frenzied Witchman; Giant Bat (Legends); Nimble Ally; Rajhini Highwayman; Resolute Ally; Riverhold Escort; Slaughterfish Spawning;


 * Descendant of Alkosh
 * Scouting Patrol
 * Bruma Profiteer
 * Fifth Legion Trainer
 * Kvatch Soldier
 * Eastmarch Crusader
 * Haunting Spirit
 * Young Mammoth
 * Divine Fervor
 * Edict of Azura (Spellsword Exclusive)
 * Imperial Reinforcements
 * Midnight Sweep
 * Haafingar Marauder
 * Piercing Javelin
 * Shadowfen Priest
 * General Tullius
 * Golden Saint (Legends)
 * Bone Colossus (Legends)
 * Nahagliiv (Legends)
 * Renowned Legate


 * (Ungolim ?) Ungolim, the Listener
 * Firebolt (Legends), Execute (Legends), Murkwater Witch


 * Ironheart - Enemy. (Strength/Willpower)
 * Tromp, the Trampler (Strength/Endurance)
 * Orc Stronghold (Legends) (Strength/Endurance)


 * Intimidate (Legends); Fiery Imp; Evermore Steward; Shrieking Harpy; Blacksap Protector
 * Valenwood Huntsman; Fortress Watchman; Niben Bay Cutthroat; Farsight Nereid; Voracious Spriggan;


 * Shocking Wamasu: No longer deals 4 damage to opponent.


 * Mantikora: Changed also

Hist Grove: Support card. --> 2x Swamp Leviathan.
 * Swamp Leviathan (Legends)


 * 3 cards can push past turn-based cap of 12: Hist Speaker; Thorn Histmage; Tree Minder (Legends).

High Elves Cards:
 * Crystal Tower Crafter
 * Auridon Paladin
 * Aldmeri Patriot
 * Shimmerene Peddler
 * Blackmail
 * Ice Spike
 * Telvanni Arcanist

Dunmer:
 * Dunmer Nightblade
 * House Kinsman
 * Soul Split
 * Cruel Firebloom (Legends)
 * Queen Barenziah (Legends)


 * Smuggler's Haul.
 * Bruma Armorer
 * Artaeum Savant; Crystal Tower Crafter;


 * Firebolt (Legends)
 * Daedric Dagger (Legends)
 * Evermore Steward
 * High Rock Summoner
 * Oldgate Warden
 * Shrieking Harpy
 * Barded Guar
 * Crushing Blow
 * Daggerfall Mage
 * Mummify
 * Telvanni Arcanist
 * Tree Minder (Legends)
 * Archein Venomtongue
 * Lightning Bolt (Legends)
 * Lucien Lachance (Legends)
 * Preserver of the Root
 * Shadowfen Priest
 * Watch Commander
 * Winter's Grasp (Legends)
 * Ice Storm (Legends)
 * Nahagliiv (Legends)
 * Indoril Archmage
 * Nahkriin, Dragon Priest
 * Divayth Fyr (Legends)
 * Iron Atronach (Legends)
 * Blood Talon Lord;
 * Blood Magic Lord
 * Volkihar Lord

Enemies:
 * Servant of the Wise: Intelligence/Willpower
 * Fire-Eyes (Strenth Only)