The latest expansion set for The Elder Scrolls: Legends, The Houses of Morrowind, arrived last week. This is the game's second full-sized expansion, not including standalone adventures or promotional sets, and includes 149 brand new cards to experiment with.
One of the biggest deals about this set is the addition of three-attribute cards. This is a trope that has been done in similar card games, now brought to TESL, with one noticeable difference: when deckbuilding with the three-attribute cards, you are now tasked with playing a 75 card deck instead of your typical 50 card deck. This seems logical enough: whereas previously, with two-attribute decks, you could assume you had 25 slots per attribute, they simply upped the deck size proportionally to accommodate an additional one.
This brings up some interesting strategic decisions. Traditionally in card games, you want to stick to the bare minimum when it comes to deckbuilding. If the minimum is 60 cards, you should build a 60 card deck. If the minimum is 30 cards, you should build a 30 card deck. The reason for this is that you want the best possible odds to draw your best possible cards every turn. Every card over the minimum decreases your chances to draw your best cards when you need them.
So when you look at a game like Hearthstone, that has 30 card decks, compared with TESL's newly introduced 75 card decks, it does make you wonder about the consistency of the deck or the ability to form a cohesive strategy within it. (Keep in mind you're more than welcome to play your traditional 50 card deck, just so long as you omit any three-attribute cards from it. You're also able to play with up to 100 cards as well, as that's the new deck limit!)
As we consider TESL a competitive card game, I wonder whether or not the tri-attribute cards are powerful enough to justify deck size in a competitive environment, such as the game's Rumble events. I think the most mathematical among us, who value the strategy and competition of games like TESL above all else, might give pause—that 75 cards will dilute your deck and strategy too greatly. Those mostly looking to have fun and do cool things, however, a camp which I often include myself in, will be more willing to make the sacrifice. It's also worth noting that TESL player Blackfall took a Tribunal decklist (Intelligence, Willpower, and Endurance) to Rank #1 this past week, so maybe there's something to three-attribute strategies after all.
Pros and cons aside, I love the design space that adding a third attribute to your deck opens up. If you've built around any of the tri-attribute legendaries, such as Archcanon Saryoni or Duke Vedam Dren, you may have noticed that the decks they're included in have a different feel to them—they just feel a little more epic somehow.
The expansion also introduces with it more single player puzzles. While the novice puzzles aren't immensely difficult, the expert and adept versions will certainly challenge you, and all are an absolute joy. They're rewarding and a great way to pass the time when you're trying to avoid something like ladder anxiety. The ten included puzzles are also an efficient means of introducing players to the four new HoM keywords and how they function: Rally, Betray, Exalt, and Plot. While two of the three puzzle groups are behind a paywall, it's a very reasonable one for the 31 puzzles you'll unlock, especially considering the rewards you also receive along the way. Completing the first two groups alone took a few hours, already making the price point well worth it for me.
If you're starting to wonder how many keywords is too many, you're not alone. In the five releases TESL has had, there has been a total of 17 keywords. In this most recent set, two of the keywords (Rally and Exalt) are similar or identical in name to keywords from Magic: The Gathering. While I always expect some overlap in card games (sometimes there are only so many names that can fit a mechanic), having keywords with names so closely related to others could get confusing for someone with previous card game experience to pull from.
Another curiosity that HoM brings up for me is when there will be too many cards in the format—and by 'the format', I mean 'the only format that currently exists in TESL'. When will older sets rotate, creating separate formats, similar to other games? With Houses of Morrowind, TESL has the following sets available to play with: Core Set, the Dark Brotherhood adventure, the Heroes of Skyrim expansion, the Clockwork City adventure, and the Houses of Morrowind expansion.
And that doesn't include things like monthly rewards, the Madhouse Collection, or the Forgotten Hero Collection. That's a lot of playable cards: around 855 if my math is correct. There are currently around 1,100 legal cards in Hearthstone's premier format, Standard, which will drop down to around 900 after three sets rotate out with the release of The Witchwood expansion this week. With TESL quickly approaching that number, it may be time to look at rotating older cards and sets to keep a dominant format fresh and decrease the barrier of entry for new players looking to get into the game.
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I think my biggest question, and one that isn't exclusive to this release, is how TESL will fare in the future. As one of Bethesda's original content creators for the game, I've personally loved it from the beginning. It's taken what other digital card games have done well and added onto it. That doesn't, however, change the success of Hearthstone or the potential success of Artifact, Valve's own upcoming digital card game. I want nothing more than for TESL to succeed in the long term, and I think each release has taken the game in a new and exciting direction, which is momentum I hope they're able to both keep up and build on.
If you're a TESL fan, an Elder Scrolls fan, or simply a fan of card games, I'd definitely recommend giving Houses of Morrowind a spin. I never got the feeling that Dire Wolf Digital was simply reskinning previously released cards, which is always a good sign when exploring a new expansion. The set has a feel all its own, unique from previous offerings such as Heroes of Skyrim, with enough new and innovative mechanics to keep things fresh.
Disclaimer: as Frank mentions in the piece, he's previously created content for Bethesda on TESL.
The Elder Scrolls: Legends is an award-winning free-to-play strategy card game. Play online card games based on the hit The Elder Scrolls RPG series and prepare your deck for battle!
Journey through The Elder Scrolls stories, conquer your enemies, and join the fun in this easy-to-pick-up, hard-to-put-down adventure! Start card collecting and build your deck, then travel through Morrowind, battle dragons in Skyrim and venture to the Clockwork City.
The Elder Scrolls adventure keeps on growing. Turn based strategy and card battle games will take you on an epic CCG journey with The Elder Scrolls: Legends. Download today!
THE ELDERS SCROLLS: LEGENDS FEATURES:
SINGLE PLAYER GAMES CONTENT
– Tactical games and turn based strategy with single player modes. – Learn the campaign and basics of Legends with hours of solo gameplay and rewards. – Explore The Elder Scrolls campaigns, from tales of The Dark Brotherhood to the fabled Clockwork City and more. – Solo Arena to test your deck-building skills and one-off Puzzle challenges to wrack your brain.
CARD BATTLE GAMES
– A strategy card game unlike any other, Legends features a divided battlefield with “lanes” that allow for flexibility and choice, turning the simple act of card placement into a tactical strategy. – Duel card games use Runes and Prophecies to turn any losing battle into a chance for a miraculous comeback with an additional card draw when you need it most.
CCG PvP COMPETITION
– Prepare your duel deck to battle against other players for ultimate bragging rights and rewards. – Play card battle games against friends online – Climb the PvP ladder in online ranked play and conquer the competitive Arena – Duel in the Gauntlet, a global weekend tournament with online card battles pitting players from all over the world against each other.
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– Level up your cards to strengthen your decks and tailor your play style. – Collect cosmetic card backs and unique titles to flaunt your victories and achievements to friends and foes alike.
ALWAYS UPDATED
– In The Elder Scrolls: Legends, there’s always something to look forward to: – New cards added every month – Limited time events – Daily and monthly login rewards – Full-fledged expansions – Consistent balance adjustments – Legends’ metagame is fresh, interesting, and always updating! – Past expansions include: Fall of the Dark Brotherhood, Heroes of Skyrim, Return to Clockwork City and Houses of Morrowind.
Collect your cards and prepare for battle in Elder Scrolls: Legends! Download now.
Posted by
Endurance
1 year ago
I really had fun solving these puzzles and I must admit that it took me the better half of 1½ hour to crack them all. I thought that maybe some of you could be stuck on one or two of the puzzles or just want to get the packs and get on with it, so I made this little quick and easy step-by-step guide. I present to you the solutions to all of Caius' puzzles.
REDORAN INITIATION: (NOVICE)
DAGOTH INITIATION: (NOVICE)
HLAALU INITIATION: (NOVICE)
TELVANNI INITIATION: (NOVICE)
TRIBUNAL INITIATION: (NOVICE)
I'm sure most of you didn't need too much help wiht those. Here are the more complex ones that also took me a while to solve.
REDORAN MASTERY: (ADEPT)
DAGOTH MASTERY: (ADEPT) (This one is different in that you don't have to win, but rather you have to survive for a round)
HLAALU MASTERY: (EXPERT)
TELVANNI MASTERY: (EXPERT)
TRIBUNAL MASTERY: (EXPERT)
That was it. I hope you found this little guide helpful. I havn't had a chance to look at the paid puzzles, but I will soon enough. Let me know if there is any interest in seeing guides for them aswell (that is, if I can solve them).
I hope you're all having fun with the new cards! I'll see you on the ladder. Peace.
EDIT: Corrected a name of a card and polished the order in the Tribunal Mastery puzzle as was pointed out by /u/Vankaris.
30 comments
Forbidden LegendQuest Giver![]()
A Gauldur Amulet Fragment
Lost Legends A Writ of Sealing LocationPrerequisite
Read Lost Legends
Under Saarthal Explore Geirmund's Hall or Folgunthur Reward
The Gauldur Amulet
Staff of Jyrik Gauldurson Gauldur Blackblade Gauldur Blackbow Quest ID
Forbidden Legend is a quest available in The Elder Scrolls V: Skyrim. The quest details the investigation of the Gauldur legend, and the finding and forging of the long lost, ancient Gauldur Amulet. When the three sons divided the amulet amongst themselves, they immediately began a rampage around Skyrim. This attracted the attention of the High KingHarald of Skyrim, which caused him to send his best warriors and his personal battlemage Lord Geirmund. A great chase ensued, from the wilds of the Reach to the glacial north. One brother is said to have perished in the ruins of Folgunthur, at the Foot of Solitude. The others were run to ground soon thereafter. And once it was done, King Harald ordered every record of their murders destroyed, and Gauldur's name and deeds were struck from the rolls of history.[source?]
The quest has the Dragonborn adventuring across Skyrim, exploring the Nordic Tombs of Folgunthur, Geirmund's Hall, Saarthal, and Reachwater Rock.
BackgroundEdit
Long ago, the Archmage Gauldur was murdered, and his three sons were hunted down by King Herald's personal battlemage. The entire incident was covered up, their names struck from every record. But the legend survived. Perhaps someone still knows the truth of this ancient tale.
ObjectivesEdit
WalkthroughEditThe Elder Scrolls Legends Puzzles Naryu
This quest can be started by reading the book 'Lost Legends' found throughout Skyrim. The article Lost Legends locations has more information on their locations. A copy can be found on a dead adventurer's body in Reachwater Rock where part of this quest takes place. The quest can also be activated by reading a Writ of Sealing in any of the burial locations.
Investigate the Gauldur LegendEditThe Elder Scrolls Legends Puzzles
The quest begins in Folgunthur by reading the journal of Daynas Valen, which is located under a tent in the camp outside of the tomb. The journal tells of his travels with the Ivory Dragon Claw, and his time on a passenger ship from the city of Anvil in Cyrodiil to Skyrim. He traveled to Folgunthur with two adventurers that he met on the boat, looking for the fragments of the amulet.
Learn the Truth from Daynas ValenEdit
Inside, past one claw keyhole is a room with puzzle pillars and another claw keyhole (all are already opened), then the corpses of draugr and Valen's compatriots. There are also spike and fire traps, and at least one live draugr. In the next large room, there are 5 draugr and draugr wight waiting to rise from their crypts. In the northeast corner of the room is a spiral staircase with a trap door in front of it. The trap door can be closed by activating the lever on the right wall of the staircase. Across the bridge at the top of the stairs, he will be lying on another claw keyhole. The Claw and his notes are on his corpse. Reading the notes activates the next three parts of the quest.
Find the Gauldur Amulet Fragment in FolgunthurEdit
The bridge can be crossed by activating the keyhole. Once across and having avoided the traps and draugr, the Dragonborn will come to a gate with four levers. The path can be opened by activating the two on the right starting with the one nearest the gate, then the lever on the left furthest from the gate, the left lever closest to the gate, then finally the one on the right closest to the gate again. Past the gates, the path goes down stairs, then northeast across a set of stairs where there is a falling boulder trap.
The path continues to a room with two thrones. The lever to the left of the leftmost throne opens the door to the room with pillars to unlock the grille covering a staircase (from the left, Hawk-Whale-Snake) plus a soul gem trap. The chain pull in the previous room finishes the job. Down the stairs are two frostbite spiders. Ahead will be a dragon claw puzzle door, but there will be several draugr in crypts on either side. The combination to the puzzle, top to bottom, is Hawk-Hawk-Dragon. Inside is a door to Folgunthur Crypt.
Beyond that door is Mikrul Gauldurson, one of the easier Gauldur brothers as he has no special skills that separate him from a regular leveled draugr. However, he does have a small contingent of leveled draugr thralls who will attack the Dragonborn upon Mikrul's awakening. They all die, though, as soon as he is killed. A Gauldur Amulet Fragment and enchanted sword, Gauldur Blackblade, are on his corpse. Afterwards, the claw can be used to gain access to the two rooms on the back wall. The one to the right has a chest with leveled loot and a Word Wall for Frost Breath. A door to the right of the word wall provides an exit back to Folgunthur.
Find the Gauldur Amulet Fragment in SaarthalEdit
In order to gain access to the excavation site, the Dragonborn must first begin the quest 'Under Saarthal.' This quest is attained by joining the College of Winterhold. If the Dragonborn is not skilled with magic it may be best to not join until prompted by the quest 'Elder Knowledge' as this will only require a demonstration of the Voice to join the college (after asking her if an exception may be made for being the Dragonborn). After completing the very short quest 'First Lessons,' Tolfdir will give the quest Under Saarthal.
At this point, the Under Saarthal quest should be followed. Tolfdir should be followed into the excavation site. He will be available for most of the dungeon. He will be missing for a short stretch where he leaves after defeating a room full of draugr, but will return right before the Dragonborn discovers the antechamber with Jyrik and The Eye of Magnus inside. Jyrik, who is in Saarthal by the orb, should be defeated and his Writ of Sealing and Gauldur Amulet Fragment taken. Do not forget to claim the Staff of Jyrik Gauldurson on the table in front of Jyrik's throne before it can be sent bouncing around the room by Tolfdir when he first tries to attack Jyrik.
A mage can defeat him by watching the elemental cloud around him as it changes randomly between storm, frost, and fire, and not using the element that is cloaking him as he will resist the attack. Warriors may treat him like a draugr scourge lord, or another draugr mage. Reading the writ will start the next quest point. The next clue about the origin of the Gauldur Amulet Fragment (if needed) can be found in The Arcanaeum by reading the book Lost Legends (on a small table on the right hand side of the room, behind the pillars not in the middle, as the room is entered).
Find the Gauldur Amulet Fragment in Geirmund's HallEdit
Geirmund's Hall is a dungeon close to Ivarstead, grave of the hero Geirmund. There is a large hole in the ground against the eastern wall. At the bottom is an underwater alcove, with a chest and a Potion of Waterbreathing at the southern end. Up the wooden ramp is an iron door. Behind it are two frostbite spiders and an adept-locked door with leveled loot behind it. To the south and then west, check behind you for a chest. Before opening, disarm the trap or stand to the side of the chest to avoid the fire. Continuing, you will find a set of steps that lead down to a water-filled room with a pillar puzzle and some draugr. Halfway down the water room is a table with a soul gem – taking it releases a swinging mammoth skull trap. To unlock the puzzle, the order of the pillars starting from the first is hawk, whale, snake, whale. Once the pillars are in place, the lever by the gate opens the door.
The next room contains several more draugr. After climbing the wooden ramp, immediately to the right is an altar with the body of Geirmund holding a key. The door opposite Geirmund's resting place leads to an Arcane Enchanter plus a draugr and a frostbite spider. There are stairs up to the right, but they lead to a blocked path. The path to the left leads to a strong leveled draugr. After that is a dead end and a lever on the ground which will trigger a trap if activated. However, behind that lever on the right hand side is another lever on the wall. Activating that one will cause the drawbridge to drop.
Across it is another lever that will drop another drawbridge with draugr on the other side. Next is a swinging pendulum trap with a draugr on the other side, who can be dispatched by shooting him with an arrow through the pendulums – he will attempt to come through the pendulums, and will be killed.
The final room is water-filed, with wooden ramps leading to the crypt for Sigdis Gauldurson, arguably the hardest of the three sons to kill. There are four sigils on the ground in the cave. He will frequently teleport to whichever one is farthest from the Dragonborn and make two copies of himself. All three will attack the Dragonborn, including using Shouts like Unrelenting Force (which will knock the Dragonborn over whether or not any bonuses for the Unrelenting Force shout are active) and, at higher levels, Disarm. The easiest way to attack him is with stealth and ranged attacks.
If one of the clones is attacked, it will dissipate after one hit; after both clones have died, Sigdis will teleport away again. It is possible to tell Sigdis apart from his clones because he is the only one with the true health amount (the clones will have full health), and also by the fact that his clones will be surrounded by a bluish glow. In addition, the 'real' Sigdis can be identified by being the only one wearing an Ancient Nord Helmet. His helm's decorative horns curl downwards; the horns on his clones' helmets will be curled upward. Sigdis also carries the Gauldur Blackbow. After he has been killed, the Gauldur Amulet Fragment can be looted from his corpse. Exit through the cave behind Sigdis's coffin.
Reforge the Gauldur AmuletEdit
After all of the fragments have been collected, the quest continues in Reachwater Rock, near Karthspire. Inside, there is a dead Adventurer near the Emerald Dragon Claw, on a pedestal along with a note warning would-be explorers away from the site. Further up the path is a claw door, which can be unlocked using the combination inscribed on the palm of the Emerald Claw: Bear, Whale, Snake (from the top down). Inside is yet another claw door, this time using the combination of the Ivory Dragon Claw: Hawk, Hawk, Dragon (again, from the top down).
The Elder Scrolls Legends Puzzles Free
Further inside will be a large room with a table with three amulet pedestals. Placing the three amulet fragments on each of the pedestals will make the ghosts of each son appear, each of whom the Dragonborn will have to fight in turn.
First will be Mikrul, who again can be faced as a leveled draugr with a small horde of draugr thralls. The draugr he commands will not stop attacking until Mikrul is defeated.
Sigdis will use the same tactics as before, disappearing and reappearing to shoot arrows at the Dragonborn, using four out of the six possible locations, and using shouts occasionally. Every time he teleports, the battle temporarily stops, which allows restoration of health and saving the game. The real Sigdis has a slightly different helmet model (Ancient Nord Helmet) than his clones (Helm of Yngol), and his clones will always have full health, and be surrounded by a slightly bluish glow.
After Sigdis, Jyrik will appear, occasionally teleporting around the room and using the same elemental cloaking tactic he used back in Saarthal while Tolfdir dealt with the Eye of Magnus. Defeat him using physical attacks or Destruction magic that does not match his elemental cloak.
Once all three sons have been defeated, they will reappear as ghosts above the pedestal. As they look to take the Dragonborn on three against one, their father appears and banishes them, with Sigdis commenting on realizing their father has awoken before Gauldur's sarcophagus bursts open and unleashes the spell to send them to Oblivion. Archmage Gauldur will then reforge the Gauldur Amulet Fragments into The Gauldur Amulet, a necklace that grants +30 to health, magicka, and stamina.
Gauldur's skeleton, in the crypt behind the table with the pedestals, holds a decent amount of money. Additionally, the Ghosts' use of Unrelenting Force may cause one to get stuck on the platform that the Ghosts who have not yet fought are on – this may cause them to not be able to get back down.
After the three sons have been banished, there is an area that opens behind the pathway that you last entered. This area contains a chest and some items surrounding the chest.
Quest itemsEdit
JournalEdit
GalleryEdit
Daynas Valen.
Puzzle Room.
TriviaEdit
BugsEdit
Discussions about Forbidden Legend
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