Legends:Hopes Dashed

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Investigate a recently abandoned house.
Act: 1
Opponent Name: Daedric Cultists
Opponent Class: StrengthIntelligence Battlemage
Previous Quest: The Hungry Pack
Next Quest: Swims-at-Night
Lanes: Field/Shadow
Starting Health: 30
Special Rules: Opponent begins with a Boethiah Cultist in each lane.
Other Characters: Tyr, Daedric Cultists
Reward: Level 5, 100 gold
 
Daedric Cultists

Chapter 7: Hopes Dashed[edit]

Hopes Dashed is the seventh chapter of Legends, and the seventh battle of Act 1. You have finally arrived at Laaneth's house, but she has been kidnapped by the cultists.

This match introduces Prophecy cards. You go second.

After collecting your rewards for this match, you are taken to the Store to buy your first card pack, and then you are shown how to open card packs.

Dialogue[edit]

Pre-Match

Tyr: "We've made it. That's Laaneth's house... and it's crawling with cultists. Laaneth must be in trouble. Come on!"

Game Hint

"Boethiah's Cultists dart toward you."

During the Match

Daedric Cultist: "You're too late! By now the sorceress is leagues from here."

Post-Match

Daedric Cultist: "Stop! We can tell you where we've taken your friend ..."

Your Deck[edit]

Because this is a tutorial fight, you are given specific cards to play. Much of the deck is drawn in a predefined order, listed here

Your Draw Order
Attributes Name Type (Subtype) Magicka Power Health Rarity Ability
Strength Morthal Watchman Creature (Nord) 1 2 1 1Common Common
Willpower Skingrad Patroller Creature (Imperial) 2 3 2 1Common Common
Strength Battlerage Orc Creature (Orc) 3 2 3 1Common Common Charge
Strength Valenwood Huntsman Creature (Wood Elf) 3 3 1 1Common Common Summon: Deal 1 damage.
Neutral Snapping Dreugh Creature (Dreugh) 4 3 3 2Rare Rare
Willpower Hive Defender Creature (Kwama) 4 3 6 2Rare Rare Guard
Strength Grahtwood Ambusher Prophecy Creature (Wood Elf) 5 4 2 3Epic Epic Prophecy
Summon: Deal 1 damage to all enemy creatures in this lane.
Willpower Snow Wolf Creature (Wolf) 2 1 3 2Rare Rare +2/+0 while you have the most creatures in this lane.
Strength Valenwood Huntsman Creature (Wood Elf) 3 3 1 1Common Common Summon: Deal 1 damage.
Willpower Legion Shield Item 2 2Rare Rare Guard
+1/+3
Willpower Kvatch Soldier Creature (Imperial) 2 2 3 1Common Common Guard
Willpower Senche-Tiger Creature (Beast) 6 4 7 1Common Common Guard
Willpower Divine Conviction Support 4 3Epic Epic Ongoing
Friendly creatures have +0/+1.
Willpower Bruma Profiteer Creature (Imperial) 2 3 2 2Rare Rare When you summon another creature, you gain 1 health.
Neutral Crushing Blow Action 3 1Common Common Deal 3 damage.
Strength Heavy Battleaxe Item 4 1Common Common +4/+1
Strength Orc Clansman Creature (Orc) 2 2 2 2Rare Rare Summon: Give a creature +1/+0.
Strength Fireball Action 4 2Rare Rare Deal 1 damage to all enemies.
Neutral Crushing Blow Action 3 1Common Common Deal 3 damage.
Strength Battlerage Orc Creature (Orc) 3 2 3 1Common Common Charge
Strength Heavy Battleaxe Item 4 1Common Common +4/+1
Strength Whiterun Trooper Creature (Nord) 4 6 2 1Common Common
Strength Steel Scimitar Item 1 1Common Common +2/+2
Willpower Imperial Legionnaire Creature (Imperial) 3 3 4 1Common Common
Strength Fiery Imp Creature (Imp) 1 1 1 2Rare Rare When Fiery Imp attacks, deal 2 damage to your opponent.
Willpower Piercing Javelin Prophecy Action 5 1Common Common Prophecy
Destroy a creature.


At this point, the deck order is no longer predetermined. You seem to have an even chance of drawing anything remaining in the deck. These cards are listed here in no particular order.

Your Remaining Cards
Quantity Attributes Name Type (Subtype) Magicka Power Health Rarity Ability
1x Willpower Imperial Legionnaire Creature (Imperial) 3 3 4 1Common Common
1x Strength Morthal Watchman Creature (Nord) 1 2 1 1Common Common
2x Strength Scuttler Creature (Reptile) 1 1 2 1Common Common
1x Willpower Skingrad Patroller Creature (Imperial) 2 3 2 1Common Common
1x Strength Whiterun Trooper Creature (Nord) 4 6 2 1Common Common
1x Willpower Golden Saint Creature (Daedra) 6 4 4 2Rare Rare Guard
Summon: If you have more health than your opponent, summon a copy of Golden Saint in the other lane.
1x Strength Jerall Forager Creature (Nord) 2 2 2 1Common Common
1x Willpower Loyal Housecarl Prophecy Creature (Nord) 5 2 2 3Epic Epic Prophecy
Summon: Give a creature +2/+2 and Guard.
1x Strength Mighty Ally Creature (Nord) 3 3 3 1Common Common Summon: +3/+0 and Breakthrough if the top card of your deck is Strength.
1x Willpower Resolute Ally Creature (High Elf) 3 3 3 1Common Common Summon: Give other friendly creatures in this lane +1/+1 if the top card of your deck is Willpower.
1x Willpower Starved Hunger Creature (Daedra) 2 4 1 3Epic Epic
1x Strength Triumphant Jarl Creature (Nord) 6 4 4 2Rare Rare Summon: If you have more health than your opponent, draw two cards.
1x Willpower Tusked Bristleback Creature (Beast) 5 5 5 1Common Common
1x Willpower Hive Defender Creature (Kwama) 4 3 6 2Rare Rare Guard
1x Neutral Snapping Dreugh Creature (Dreugh) 4 3 3 2Rare Rare
1x Neutral Crushing Blow Action 3 1Common Common Deal 3 damage.
1x Strength Orc Clansman Creature (Orc) 2 2 2 2Rare Rare Summon: Give a creature +1/+0.
2x Willpower Sunhold Medic Creature (High Elf) 1 1 1 1Common Common Summon: Give a creature +0/+2.
1x Willpower Kvatch Soldier Creature (Imperial) 2 2 3 1Common Common Guard
1x Willpower Senche-Tiger Creature (Beast) 6 4 7 1Common Common Guard
1x Willpower Piercing Javelin Prophecy Action 5 1Common Common Prophecy
Destroy a creature.
1x Strength Bog Lurcher Creature (Lurcher) 4 9 1 2Rare Rare


Opponent's Deck[edit]

The Daedric Cultists draw their cards in a particular order, listed below. Due to differences in what the player does, they may use their cards in a different order, but this list highlights what they can have on any given turn.

Daedric Cultists' Draw Order
Attributes Name Type (Subtype) Magicka Power Health Rarity Ability
Intelligence Dark Adherent Creature (Dark Elf) 1 2 1 1Common Common
Intelligence Dark Adherent Creature (Dark Elf) 1 2 1 1Common Common
Intelligence Frost Atronach Creature (Daedra) 5 5 5 2Rare Rare Guard
Intelligence Altmer Protector Creature (High Elf) 2 0 4 1Common Common Guard
Intelligence Boethiah Cultist Creature (Breton) 1 1 1 1Common Common
Intelligence Ash Servant Creature (Ash Creature) 4 2 2 2Rare Rare Summon: Deal 2 damage to a creature.
Intelligence Redoran Enforcer Creature (Dark Elf) 2 2 3 1Common Common
Intelligence Firebolt Action 1 1Common Common Deal 2 damage to a creature.
Intelligence Ash Servant Creature (Ash Creature) 4 2 2 2Rare Rare Summon: Deal 2 damage to a creature.
Intelligence Boethiah Cultist Creature (Breton) 1 1 1 1Common Common
Strength Fearsome Dremora Creature (Daedra) 4 3 3 1Common Common
Intelligence Redoran Enforcer Creature (Dark Elf) 2 2 3 1Common Common
Intelligence Boethiah Cultist Creature (Breton) 1 1 1 1Common Common
Intelligence Firebolt Action 1 1Common Common Deal 2 damage to a creature.
Intelligence Redoran Enforcer Creature (Dark Elf) 2 2 3 1Common Common
Intelligence Dark Adherent Creature (Dark Elf) 1 2 1 1Common Common
Intelligence Altmer Protector Creature (High Elf) 2 0 4 1Common Common Guard
Intelligence Ash Servant Creature (Ash Creature) 4 2 2 2Rare Rare Summon: Deal 2 damage to a creature.
Intelligence Firebolt Action 1 1Common Common Deal 2 damage to a creature.
Strength Fearsome Dremora Creature (Daedra) 4 3 3 1Common Common
Intelligence Altmer Protector Creature (High Elf) 2 0 4 1Common Common Guard
Intelligence Ice Storm Action 6 3Epic Epic Deal 3 damage to all creatures.
Intelligence Lightning Bolt Prophecy Action 4 1Common Common Prophecy
Deal 4 damage.

At this point, the draw order is no longer predetermined. The Daedric Cultists will draw randomly from the remaining cards in this list.

Daedric Cultists' Remaining Cards
Quantity Attributes Name Type (Subtype) Magicka Power Health Rarity Ability
1x Intelligence Dark Adherent Creature (Dark Elf) 1 2 1 1Common Common
1x Intelligence Boethiah Cultist Creature (Breton) 1 1 1 1Common Common
1x Intelligence Firebolt Action 1 1Common Common Deal 2 damage to a creature.
1x Intelligence Altmer Protector Creature (High Elf) 2 0 4 1Common Common Guard
1x Intelligence Redoran Enforcer Creature (Dark Elf) 2 2 3 1Common Common
1x Intelligence Ash Servant Creature (Ash Creature) 4 2 2 2Rare Rare Summon: Deal 2 damage to a creature.
1x Strength Fearsome Dremora Creature (Daedra) 4 3 3 1Common Common


Notes[edit]

  • Due to the way the cards are ordered, the opponent will always get to break your second rune, and Grahtwood Ambusher will be pulled as a Prophecy.
  • If you break the opponent's second rune before they get to the Lightning Bolt in the listed order, it will automatically be pulled as a Prophecy at that time. This shifts every card down by one space in the order, with Ice Storm being the final predetermined card.
  • Until the first time you complete this chapter, certain cards may be different than what you see listed here:
    • The Steel Scimitar may be Execute, depending on your choice in Chapter 4.
    • The Hive Defenders may be Hive Warriors, depending on your training choice after Chapter 5.
    • The Snow Wolf may be Cast Out, depending on your choice in Chapter 6.


Prev: The Hungry Pack Up: The Forgotten Hero Next: Swims-at-Night