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Genre: Strategy, Turn-based strategy (TBS), Card & Board Game

The Elder Scrolls: Legends

July 2019 Monthly Reward Card: Sentinel Reclaimer

July’s monthly reward card in The Elder Scrolls: Legends is a Redguard from the Intelligence attribute: Sentinel Reclaimer!



Like last month’s reward card, Apprentice Necromancer, Sentinel Reclaimer is a three-cost creature with a lot of flexibility. Though she can’t bring any creatures back from the discard pile, the Reclaimer has some other useful tools in her arsenal.

Sentinel Reclaimer immediately gives you two extra cards when you summon her: a Steel Dagger and a Steel Sword. The Dagger is a one-cost item that gives a creature +1/0, and the Sword is a two-cost item that gives a creature +3/0. By themselves, these items may not seem like much but having both low-cost items in your hand at once offers a lot of extra options when trading with your opponent’s creatures and dealing extra damage at the right time. Late in the game when you have extra magicka, you can also play both items on the same creature for an additional four points of damage in one turn!

This card will be right at home in any deck that focuses on items like Rihad Horseman, but a plethora of other aggressive decks could benefit from the flexibility these free items give. No matter which decks you plan to add Sentinel Reclaimer to, make sure you head to the ladder today to secure your copies before the end of the month!

As with all our monthly reward cards, reaching rank 9 in our ranked ladder by the end of May will award you one copy, rank 5 will earn you the second and if you finish rank 1 or higher you’ll get a full playset. In addition, if you’re able to finish in the top 1,000 Legend ranks, your playset will be premium!

Prepare for The Elder Scrolls: Legends Masters Series Finals!

It all comes down to this – after four open qualifiers and a last-chance qualifier, the final stretch of the Master Series for The Elder Scrolls: Legends kicks off Friday, July 26 at 11am EDT.

Eight talented players have submitted their decklists and are off to QuakeCon 2019 in Dallas, Texas, for a shot at $50,000 in prizes at the Master Series Finals. These eight represent the best Legends players the world has to offer, but only one will become the champion!

The format for the Finals is a single elimination, best-of-five-matches bracket using the ‘Last Class Standing’ rules. Check out the final bracket below to see how our eight competitors will be matched up:



Karakondzhul and Thuldir, runner-ups in the last year’s Master Series, are back for another shot at the trophy – will they be able to snag the $20,000 championship prize or will it be one of the Finals’ newcomers? You’ll have to watch to find out!

Tune in, Get Rewards



Catch the action live July 26 at Twitch.tv/TESLegends starting at 11am EDT/10am Central. Watching the tournament can also earn you rewards to use in The Elder Scrolls: Legends. That’s right, the Masters Series Finals features Twitch Drops!

Just sync your Bethesda.net account to Twitch and watch the Masters Series livestream to receive three Moons of Elsweyr packs. Be sure to also check out the official Bethesda QuakeCon Keynote Presentation Friday at 12pm EDT/11am Central at Twitch.tv/Bethesda to earn a Moons of Elsweyr Legendary Pack! For more information on Twitch Drops at QuakeCon 2019, check out our article here.

Best of luck to all our players competing, and whether you’re attending in person at QuakeCon or catching the stream live, we hope to see you cheer them on through the Finals!

Earn a free Doom Wolf Mount for for The Elder Scrolls Online: Elsweyr by playing Legends!

The Khajiit struggle to liberate their home from the Usurper Queen’s control rages on in The Elder Scrolls: Legends’ latest expansion, Moons of Elsweyr. If you’re already taking part in the conflict in The Elder Scrolls Online: Elsweyr, you can earn a free Doom Wolf mount for ESO and travel across the Tamriel’s sun-soaked savannahs in style!



To get your free mount, log into The Elder Scrolls: Legends from June 28 through July 14 and win three matches in any game mode. No purchase is necessary within Legends to qualify for this promotion – just play!

When the promotion period is over, a code for your Doom Wolf will be sent to the email account associated with your ESO account. If you’re logging into Legends for the very first time, you’ll need to register a Bethesda.net account to earn your reward. Additionally, you must opt in for email communication from Bethesda.net to receive your reward.

Please note that this promotion is available for PC/Mac only and players must own the Elsweyr chapter in ESO to be eligible. To ensure you’re able to receive the Doom Wolf mount code, the email associated with your ESO account must match the email associated with your Bethesda.net account. Details on changing your Bethesda.net email can be found here. For more on The Elder Scrolls Online, visit the official site.

June Monthly Reward Card - Apprentice Necromancer

This month, our reward card comes from the Spellsword class - say hello to Apprentice Necromancer!



Apprentice Necromancer is a 3-magicka 3/3 Imperial which can summon any 1-cost creature from your discard pile. While its 3/3 stats are already reasonable for a 3-cost creature, this card potentially generates much more value by getting back a powerful 1-cost creature like Deepwood Trapper or allowing you to re-use the Summon effect of a card like Marked Man!

Since this creature often gives you two creatures for the price of one, it’s perfect for the “Token Deck” strategies already popular in the Spellsword and Empire classes, flooding the board with small creatures and buffing them up with cards like Divine Fervor.

No matter how you choose to use Apprentice Necromancer, make sure you head into Ranked Play and earn your copies before the end of the month! As with all our monthly reward cards, reaching rank 9 in our ranked ladder by the end of May will award you one copy, rank 5 will earn you the second and if you finish rank 1 or higher you’ll get a full playset. In addition, if you’re able to finish in the top 1,000 Legend ranks, your playset will be premium!

Moons of Elsweyr is Now Available!

The sands of Elsweyr are warmed with blood as the Empire’s forces encroach upon the home of the Khajiit people. Choose what you’re willing to fight for in The Elder Scrolls: Legends’ latest expansion, Moons of Elsweyr – now available to purchase!

Craft brand new decks and augment existing ones with the help of over 75 brand-new cards in this pack-based expansion. Join the Khajiit and master the new Wax and Wane mechanics to change your strategy with the ebb and flow of Tamriel’s twin moons. If you prefer, you may side with the dead-raising necromancers running amok in Elsweyr and Consume discarded cards as a grim resource. The choice is yours!



In addition to new cards, the release of Moons of Elsweyr also includes a new playmat, new music tracks and new preconstructed Theme Decks available for purchase in the in-game store! Legends will also receive a major balance change update – read here to learn more about the cards we’re changing to improve the overall gameplay experience.

Get the Moons of Elsweyr Starter Pack



Start off your expedition into Elsweyr on the right paw with the Moons of Elsweyr Starter Pack! This bundle contains 10 packs of Moons of Elsweyr, an epic “Rebel” title and a Moons of Elsweyr Legendary Pack. At $4.99, this special one-time purchase item houses a value of wares for little coin!



Excited to share your adventures into Elsweyr? Join the Legends community on Facebook and Twitter and stay tuned for the latest news and more.

Patch Notes - Game Update 2.11

The latest version of The Elder Scrolls: Legends is live! This release brings Dragons, Khajiit, Necromancy and over 75 news cards for our Moons of Elsweyr expansion!

Moons of Elsweyr has arrived!



The Khajiit homeland, Elsweyr, is being ravaged: necromancers have arisen, dragons have been unsealed, and Euraxia Tharn holds Rimmen and calls herself Queen. Do what you must to survive in our latest card pack expansion featuring:

  • 77 new collectible cards.
  • Two new gameplay mechanics.
  • A brand new playmat.
  • Four new musical tracks written specifically for The Elder Scrolls: Legends.
  • A new Main Menu background featuring the Moon Gate.
  • 15 new titles.
  • 12 new daily quests with a special introductory questline featuring Razum-Dar.
  • Three new card backs.

New Mechanics



  • Consume: Harness the power of necromancy and Consume the corpses of your creatures for personal gain. Consume allows you to remove a card in your discard pile to get a bonus effect.
  • Wax and Wane: Khajiit are heavily influenced by the moon-phases of Jone and Jode, and some Khajiit exhibit different abilities as the moons wax and wane. The effect you get from Wax/Wane cards alternates each turn: Wax on odd turns, Wane on even turns.

Balance Changes



The following cards have received balance changes: Transitus Shrine, Disciple of Namira, Lillandril Hexmage, Cast Into Time, Hlaalu Oathman, Falkreath Defiler, Archer’s Gambit, Namira’s Shrine, and Dawnbreaker. The next time you log in to Legends (within the next three weeks), we will credit your account with Soul Gems for each copy of a changed card you own (up to three). Details on the changes and explanations behind them are available here.

Animation, Visual and Audio Effects



  • Speed and timing tweaks have been made to the following animations: Card attack, drawing a Double card, cards drawn from Salvage, summoning a Legendary card, Last Gasp’s VFX, Sword of the Inferno, Icy Shambles, Crushing Blow’s VFX, Fireball, Pilfer, gaining a Keyword’s VFX, and Drain’s VFX.
  • Fixed an issue where a faint outline of a card’s Guard mesh would render before the Guard card flipped over to the playmat.
  • Dark Anchor has been given a new Summon VFX.
  • Items equipped by the Plunder lane are now properly displayed to the player before they become equipped to the creature.
  • Cards in hand no longer display hinting blue glow during the opponent's turn.
  • The health gain VFX for Necromancer's Amulet and Bruma Profiteer now show the total health gained instead of separate +1 health gains.
  • Creatures triggered by Prophecy now properly display the +1/+1 buff from Gates of Madness.
  • Encumbered Explorer’s chain VFX now properly animates from the location of the card.
  • Legendary Packs now have their own unique VFX when lifting them off the scroll during pack opening.
  • Dawnfang’s VFX now appears at the center of the playmat when the opponent slays with it, instead of incorrectly offscreen.
  • When a player attempts to heal while their opponent has False Incarnate in play, the False Incarnate card now flashes red and a red “X” appears over the player’s avatar.
  • Camoran Scout Leader now strong hints in the players hand when there is a wounded enemy creature in each lane.
  • Fixed an issue that caused square-shaped compression artifacts on some Premium card FX.
  • Packs now have SFX for when they animate to the desk in the pack opening screen.
  • There is a new SFX when Guard is triggered on a card.
  • The missing card flipping SFX has been fixed.

Gameplay



  • Solo and Versus Arena have been updated to include Moons of Elsweyr, with cards from the most recent two expansions appearing at increased rates (4x for Moons of Elsweyr, and 3x for Alliance War).
  • Ice Storm, Fire Storm, Burn and Pillage, Flame Blast, Traitor’s Flame, and The Red Year can no longer be played to the board if Mage Slayer is the only creature in play.
  • High King Emeric’s summon ability damage now properly updates during the player’s turn if the number of friendly Wards is lowered before his summon is triggered again.
  • Fixed an issue that prevented Abnur Tharn from copying the Summon ability of Archcanon Saryoni.
  • Spear of Embers and Mobilize items with Prophecy will now correctly receive a keyword when played from a Prophecy rune break while Arcane Enchanter is in play.
  • A Guildsworn Honeytongue using its effect to move itself into the Shadow Lane at the end of the player's turn will now properly gain Cover. It will then immediately lose that Cover because it becomes the Opponent's turn, who now controls the Guildsworn Honeytongue.
  • A Dwarven Colossus copied by Wispmother no longer displays as being linked to additional power spheres.

General



  • The loading screen now properly waits until all assets on the playmat are loaded.
  • Cards that are queued up to be played from the player’s hand but have not yet hit the playmat before the turn timer ends, will now re-enter the player’s hand instead of becoming stuck on screen/unplayable.
  • Certain low spec mobile devices will no longer crash when quickly scrolling through the cards in the Collections menu or quickly drafting cards in the Arena.
  • Fixed an issue on low end mobile devices that caused multiple elements to look blurry and low-res.

UI



  • Hovering over or tap-holding your Magicka counter now displays your Turn Counter, which is used to determine your Wax or Wane.
  • Fixed an issue related to the Main Menu partially rendering on some mobile devices.
  • Channeled Storm now properly displays the correct empowered value when selected.
  • Fixed an issue that was causing the chat keyboard to appear on mobile whenever the player tapped on a friend in their friend’s list.
  • Hovering over each player’s deck now displays the deck/hand count tool tip.
  • Item hangers now display the attribute icon of the item equipped, making it easier to determine which attributes are in play.
  • The Steam icon for The Elder Scrolls: Legends is now the proper resolution.
  • Fixed an issue that was displaying incorrect Collection stat percentages when looking at a friend’s profile.
  • Multiple UI elements are no longer obscured by the iPhone X's notch.
  • Banished cards now have their own icon in the Play History.
  • The Play History now properly shows Hit and Run as the root card for all cards discarded from hand.
  • Squish the Wimpy now has a consistent Play History entry which shows the creatures that fought or died within the Squish the Wimpy entry itself, instead of separately.
  • The Play History for A Night to Remember no longer displays the creature taking damage, and only displays the Shackle overlay.
  • When an equipped creature is transformed, the item they were equipped with no longer appears in the Play History.
  • The Play History entry for the Fork of Horripilation, Dawnfang, Daedric Crescent, and Naryu Virian are now all separate entries and are not combined into any single History entry when Slaying a creature when combined with other effects.
  • The summon ability of Bringer of Nightmares no longer shows the targeted creature as dying in the Play History.
  • Cards destroyed by Malefic Wreath and Allena Benoch now properly display a skull in the Play History.
  • Cards revealed or discarded in play by Merchant's Camel no longer have overlapping text and descriptor boxes.
  • Triple digit values now properly display on one line in the Play History.
  • The dynamic buffs for Stealer of Secrets and Flesh Atronach now display correctly when copied/transformed into, or viewed in the discard/deck pile.
  • For iOS devices, the Elder Scrolls: Legends logo that displays before the loading screen is now better formatted to fit the screen.
  • Players are now able to type in the amount of packs they wish to purchase in the Store, limited to the amount of Gold they currently have.

Rewards



  • Arena will now award Moons of Elsweyr packs as a base reward. Additional packs earned no longer have a chance to be Morrowind packs.
  • Three-win victory rewards updated to grant cards from Moons of Elsweyr instead of Alliance War.

Announcing The Elder Scrolls: Legends – Moons of Elsweyr!

The Khajiit homeland is in turmoil as Imperial forces, led by Euraxia Tharn, occupy the city of Rimmen and have begun spreading their influence throughout Elsweyr. Things become more dire as ancient dragons are unleashed upon the land with devasting machinations all their own.

As new conflicts emerge in the ancestral home of the Khajiit, so too does the next expansion for The Elder Scrolls: Legends with Moons of Elsweyr!

Rising Moons


The Khajiit of Elsweyr have taken up arms against the encroachment of Imperial control and call upon any allies willing to aid them. Moons of Elsweyr adds over 75 cards to The Elder Scrolls: Legends, including a host of Khajiit cards across all five attributes alongside their signature keyword, Pilfer. Of course, there are other fearsome forces in this expansion besides the Khajiit…



Additionally, the Moons of Elsweyr expansion updates Legends with new in-game music tracks, preconstructed Theme Decks, card mechanics and playmat!

Defend the homeland…


The Khajiit are closely connected to the twin moons orbiting above Tamriel and their lunar phases play a key role in one of Moon of Elsweyr’s new mechanics: Wax and Wane. Cards with this power enter play with one of two abilities dictated by the ‘waxing’ and ‘waning’ phases of the moons. These phases change at the end of each of your turns, so timing is key!



…or conquer it


Though taboo to many of Tamriel’s inhabitants, the dark art of necromancy runs unchecked amidst the unrest in Elsweyr, giving way to another new card mechanic. With Consume, you can remove a card in your discard pile from the game to gain grisly advantages. Waste not, want not!



Preorder Moons of Elsweyr today!


Starting now, you can prepare yourself with the limited-time Moons of Elsweyr preorder bundle. For $49.99, you will receive 50 packs and a Legendary card from Moons of Elsweyr when it releases, plus you’ll unlock the exclusive “Bearer of the Wrathstone” title and premium Wrathstone card back for your collection right away.



Can’t get enough of Moons of Elsweyr? Be sure to follow The Elder Scrolls: Legends on Twitter and Facebook for the latest news from this upcoming expansion and so much more. We’ll see you under new moons in just a few weeks, when Moons of Elsweyr launches June 27!

For a look at everything Bethesda revealed at this year’s Showcase, head to: Bethesda at E3 2019

Alliance War Developer Diary - The Expertise of Empower

With each expansion to The Elder Scrolls: Legends comes also stories of trials and triumph that the team went through during its creation. In this Developer Diary series, we take a behind-the-scenes look at some of the learnings from our latest release, Alliance War, with commentary from card designer Jason Hager.

“Empower: When your opponent takes damage, effect increases for the turn.”

Sometimes the search for the right mechanic begins with the needs of another one. The story of the Aldmeri Dominion’s Empower mechanic starts with the context created by the Alliance War’s first designed mechanic, the Guildsworn’s Expertise:

“Expertise: Bonus effect at the end of your turn if you played an action, item or support.”

One of the first jumping off points was to look at the card types that fueled Expertise and see how the set would handle them. We thought, ideally the triads in the set that shared classes with the Guildsworn (Strength/Intelligence/Willpower) should also be triggering Expertise on a regular basis. Wouldn’t it be nice if the mechanics themselves played well together?

The Daggerfall Covenant (Strength/Intelligence/Endurance) which shares Battlemage (Strength/Intelligence) with the Guildsworn felt like a natural place to try an Item mechanic (which became Mobilize). The Aldmeri Dominion (Intelligence/Willpower/Agility) which shares the Mage class (Intellgence/Willpower) with the Guildsworn began with a general exploration of actions and ultimately became Empower.

“Actions” as a design goal was a pretty wide net. Certainly we were going to include actions anyway, so how would this help our search for the Dominion mechanic? The next step was to make some constraints and examine how actions are already used in the game.

One Mage triad already existed from Houses of Morrowind. The “good stuff” version Tribunal has a reputation for providing reactive and removal-heavy gameplay. We had already played enough general games with the new triads to see what a “good stuff” version of the Dominion might be regardless of our new mechanic. How could this new Mage triad engage with actions without feeding into more of the same? Could we provide incentives for more proactive play patterns?

We shifted within the triad to emphasize Assassin (Intelligence/Agility) and Monk (Agility/Willpower) more than Mage. We examined the more aggressive elements; dealing damage - often with creatures, sometimes directly. We also looked at the groups that make up the Aldmeri Dominion for inspiration, especially the High Elves and Khajiit (less so the Wood Elves, which seem to be a bit more reactive).



Some early concepts lived in the 0-cost action space, using trinkety spells like Completed Contracts and Curses. Unfortunately, nothing we designed there really struck our fancy. Next, we looked at the typically-Khajiit mechanic Pilfer. In what space does Pilfer play with actions?

A promising early prototype for the action mechanic included actions that could attach to creatures (at a higher alternative cost) like a custom Pilfer ability. With each instance of future damage from that creature, that action could be played again and again. It had potential, but once the designs went from paper to our test games we immediately found a big problem (other than Lillandril Hexmage infinite loops).

The new mechanic created a constant stream of undesirable snowball effects and mini-games where removing and protecting the build-a-Pilfer creature became the only thing that mattered. This was especially true of sticky creatures, of creatures in lanes that were abandoned and of weak creatures that now needed premium removal to stop them. It was difficult to find reasonable and appealing recurring effects that didn’t completely warp the game. We wanted the mechanic to affect the game, certainly, but we didn’t want it to define every game. Back to the drawing board.

A breakthrough came when we transferred the spirit of Pilfer from the creature to the action itself. What if instead of making the creature better with the action, we made the action better with the creature? Another important breakthrough came when we stripped the necessity of creatures from the equation entirely. The mechanic expanding to any damage brought a lot more cards into the discussion. This felt like a great place to explore! Off to the races!

The next challenge was: if we wanted the actions to be variable, what should those variables be?

Some early card pitches for Empower proved to be perfect matches. Spoils of War and Channeled Storm, using fairly common knobs as variables, were pitched in the first few hours of the discussion and remained unchanged throughout testing.



Beyond cost and damage, other effects didn’t play as well with our new mechanic. Here are some examples of the problem cases we ran into:


  • Attack sequencing: Imagine a simple action that gives all of your existing creatures +1/+1 with Empower: +1/+1. With this action, it becomes very difficult to sequence, since it tells you to attack with lots of your creatures to increase the Empower total, but not all of them. You’d want to hold back a few attackers to have them use the benefit this turn. This led to very complicated situations, especially when boards got wide. When we narrowed the stat increase to one creature, the card ended up being too burst-y, almost like one large direct damage action. Result: not great.
  • Natural limitations on variables: Imagine another action that summons a 1/1 creature with Empower: +1 additional creature. This action would immediately be limited by the space available in your lanes. This could be really frustrating if you were triggering Empower with lots of small creatures; if you lived the dream for a really high Empower number, you often got less output, not more. That’s not living the dream at all. We also tried putting the output creatures in your hand instead, but then we ran into the hand limit! Results: again, not great.

One of the most appealing things we found about Empower was living that dream. You want to see that number growing. You want to make it get as high as possible and scream from the top of Chalman Keep, “ta-da, I did it!” In game design circles, that is sometimes referred to as a Fiero moment. Anything that fought against that feeling was kind of a bummer.

We ultimately found several variables that we thought turned out great! And even though Empower proved to be one of the more difficult mechanics to design around in the set, we think it gave us both the rewarding play pattern and the link to the other Alliance War mechanics that we were after.

The real test will be how it plays in the real world. I’m excited to hear from the players as to which Empower cards you like best. How big of a creature were you able to Wish for? How many swings did you get with Volendrung because of Alchemy? Also, what types of Empower variables would you like to see in the future? We value your Expertise.

The Elder Scrolls: Legends 2.10 Patch Notes

The latest version of The Elder Scrolls: Legends is live! This release brings with it memory optimizations and plenty of bug fixes that address newly found Alliance War issues.

Animation, Visual and Audio Effects



  • Packs no longer clip into the scroll surface when animating during the pack opening sequence.
  • Empire Recruiter's ability VFX no longer triggers if there is no room to summon a recruit.
  • Ebonthread Cloak no longer erroneously triggers Fifth Legion Trainer's buff VFX.
  • Soulburst now plays a VFX/SFX when used.
  • Sound the Alarm now has a new VFX/SFX when used.
  • Pact Oathman's effects will no longer trigger before he is fully placed on the playmat.
  • Clivia Tharn's recruit summon VFX no longer plays if she cannot summon any recruits.
  • Fixed an issue that was causing multiple Empower banners to clip into each other when the player would quickly empower cards.
  • Palace Conspirator no longer has an extra VFX summon flash when the ability is used, and a card is discarded.
  • Sacrificing a creature to summon a creature with Lethal no longer produces the green Lethal death VFX for the sacrificed creature.
  • Light of the Three, Prophet of Bones, and Almalexia’s Disciple all now have Exalt VO.
  • Strategist’s Map no longer uses the elixir SFX when activated.
  • Daedric Titan now has its own unique SFX for summon, attack, hit and death.

Gameplay



  • Soul Shred has been removed from both Solo and Versus Arena.
  • Chanter of Akatosh now properly "locks in" the cost of an action at the time of its casting and will summon a 10-cost creature, even if Siege of Stros M'kai put into play Seht's Masterwork.
  • Leafwater Blessing and Salvage will no longer attempt to add cards to a full hand.
  • Debilitate can no longer be played while the board is empty.
  • After abilities triggered by rune breaks no longer occur if the opposing player silences the creature with the triggered ability from a Prophecy.
  • Guildsworn Revitalizer's health gain at the end of turn will now properly trigger Conjurer's Spirit and summon a Familiar.
  • Shivering Apothecary can no longer create a Strategist's Map because Strategist’s Map is no longer incorrectly classified as an elixir.
  • Fixed an issue that was allowing players to hit their opponent’s face with a creature equipped with Stendarr’s Hammer.
  • Sound the Alarm no longer removes Cover from the player's own creatures.
  • A Mannimarco summoned by another Mannimarco will now properly trigger its summon and visual effects.
  • Master of Incunabula can no longer use Guildsworn Honeytongue’s Expertise ability even after it has been destroyed by another Expertise ability.
  • The opponent can no longer use Master of Incunabula when it trades itself while multiple Guildsworn Honeytongues are in play.
  • The Ruby Throne no longer gives the Crown to multiple unique creatures summoned at the same time.
  • Back-Alley Footpad can no longer target a creature with his effect that already has Cover.
  • Healing from taking fatal damage and losing runes in the process will now properly break those runes and draw that player’s cards.

General



  • The Elden Root card back is now once again being granted to users when a purchase is made.
  • Fixed an issue where cards would sometimes fail to load in Spectator mode.
  • Divayth's Experiment no longer covers the rightmost card on a full board, which was preventing the user from selecting the covered card.
  • Fixed an issue that was causing short freezes in the Collection when quickly hovering over multiple cards in a row.
  • Players are now correctly able to replace a quest after the 24 hour reset if they previously replaced a quest before reset on the same UTC date.
  • The Alliance War playmat will now properly show up for spectators viewing a player who is playing on the that playmat.
  • The "Versus Arenas Aced" stat in General Stats now increments correctly upon completing and winning a run in Versus Arena. Previous wins have also been retroactively counted for all accounts.

UI



  • The Turn Timer/Button is now visible while the discard menu is open.
  • When receiving a new in-game message from a friend, that friend will now pop to the top of the friend list for greater visibility.
  • Long account names no longer get unnecessarily cut off in the player's Social menu.
  • Players can no longer rapidly click to open/close the card window to cause the Soul Trap/Soul Summon buttons to be clickable.
  • Fixed an issue that caused newly created decks to become neutral and contain zero cards.
  • All five Alliance War attribute colors now have their in-match tooltip to describe their colors and name.
  • Alternate art Nord Firebrand and Raiding Party now correctly list their release as May instead of April.
  • The “Choose your own path” panel now uses the correct font and is at a readable size on mobile.
  • Daggerfall Phantom's Last Gasp entry now lists all items returned to the hand in a single entry.
  • Invoker of the Hist's Veteran icon now properly disappears after the Veteran ability is triggered.
  • The requirement text for the Empire Bannerman title now properly lists the Empire's correct attributes.
  • The Daily Quest menu no longer clips off screen for mobile devices when three quests are shown.
  • Seasoned Captain now properly display a Triggered Ability icon.
  • Fixed an issue that was displaying the Quest Choice and Special Offers menus at the same time.
  • The Discard Pile now properly updates in real-time when Master of Arms is cast and equipped with an item.
  • Premium cards that offer a choice of created cards now display them as Premium on the choice UI.
  • Dragonguard Outcast's text description now uses the word "has" instead of "gains" and is consistent with Embassy Disguise.
  • The Veteran icon on Pact Shieldbearer will now properly disappear after his effect is triggered.
  • Hovering over the red X to replace a quest no longer brings up the quest's dialogue box.
  • The monthly rollover text now displays as "Tap anywhere to continue" instead of just “Continue”.
  • Story chapters for purchase in the store now have more detailed title headers.

Alliance War Developer Diary - Better in 50

With each expansion to The Elder Scrolls: Legends comes also stories of trials and triumph that the team went through during its creation. In this Developer Diary series, we take a behind-the-scenes look at some of the learnings from our latest release, Alliance War, with commentary from card designer Paulo Vitor Damo da Rosa.

As we designed The Alliance War and introduced the other five three-attribute combinations to the game, we were constantly on the lookout for ways to also make the 50 card decks more enticing in ways that didn’t disrupt what people were already doing.

We felt we could accomplish this organically by printing more synergy-based cards, (since these are naturally stronger with fewer cards in your deck) but we also liked the idea of having more cards like Galyn the Shelterer and Ungolim the Listener, which directly benefit smaller decks by themselves. So, the cycle of what we internally dubbed as “50 Cards Matters” came to be. The idea with these cards is that, much like Galyn and Ungolim, they can be played in 75 card decks but they are clearly stronger in 50.

With this cycle, our biggest challenge was finding something that would play in a similar space to these Uniques while not just being copies of them. We also didn’t want them to be Unique Legendary cards, so their power level had to be different. In the end, this is what we came up with:



The first three are pretty straightforward - they get better if you draw multiple of them (though there are certainly ways to artificially draw more copies of them). Salvage is similar, except it wants you to draw multiples of a different card rather than multiples of itself - in this case, an Item.

Baandari Opportunist is the most different of them all, but still plays on the “better in 50 card decks” angle in the same capacity that Ungolim and Galyn do, by adding powerful cards to your deck. I thought it might take some time for players to figure out that Baandari Opportunist was the Green card of the cycle, since it’s a little different than the others, but as soon as it was previewed people immediately connected it to the other cards; ironically enough, as I’m writing this, Salvage is the one that slipped people’s attentions - I guess they were expecting a creature!