Netruk44/uesp-wiki-content huggingface dataset:
Online:Crafting Motif 26: Daggerfall Covenant Boots

Yes, we based the   arms and armor on classic Second Empire designs, and we're unapologetic about it. In fact, we're proud! The Covenant represents the continuing ideals of  's Imperium, the uncontested height of Tamrielic civilization, when everyone, even the Orcs, were included in history's greatest confederation. Insofar as we seek to restore those lost glories, we deliberately hark back to them in our designs and symbolism.

BOOTS

Steel sabatons, simple and utilitarian: the warriors of the Covenant are shod with the boots they need for the long march to Cyrodiil—and beyond. Our knights may ride sturdy mounts, but in battle they mostly dismount and fight on foot, alongside the infantry and archers.
Online:Crafting Motif 26: Daggerfall Covenant Bows

Yes, we based the   arms and armor on classic Second Empire designs, and we're unapologetic about it. In fact, we're proud! The Covenant represents the continuing ideals of  's Imperium, the uncontested height of Tamrielic civilization, when everyone, even the Orcs, were included in history's greatest confederation. Insofar as we seek to restore those lost glories, we deliberately hark back to them in our designs and symbolism.

BOWS

The Covenant bow gives our lions' claws a fearsomely long reach! In the Daggerfall Covenant, we choose our archers for strength, the muscles needed to draw a bow powerful enough to drive an arrow through the thickest armor.
Online:Crafting Motif 26: Daggerfall Covenant Chests

Yes, we based the   arms and armor on classic Second Empire designs, and we're unapologetic about it. In fact, we're proud! The Covenant represents the continuing ideals of  's Imperium, the uncontested height of Tamrielic civilization, when everyone, even the Orcs, were included in history's greatest confederation. Insofar as we seek to restore those lost glories, we deliberately hark back to them in our designs and symbolism.

CHESTS

The cuirasses of Daggerfall Covenant troops are unabashedly Imperial in design and outline, but unmistakably Covenant in adornment, with the lion rampant prominent on the chest. King Emeric chose well when he selected that as they symbol of our alliance!
Online:Crafting Motif 26: Daggerfall Covenant Daggers

Yes, we based the   arms and armor on classic Second Empire designs, and we're unapologetic about it. In fact, we're proud! The Covenant represents the continuing ideals of  's Imperium, the uncontested height of Tamrielic civilization, when everyone, even the Orcs, were included in history's greatest confederation. Insofar as we seek to restore those lost glories, we deliberately hark back to them in our designs and symbolism.

DAGGERS

Our Covenant daggers, wide yet pointed for thrusting, are definitely based on the short stabbing swords of the Second Empire's Imperial Legions. If it was good enough for the soldiers who followed Emperor Reman, it's good enough for us!
Online:Crafting Motif 26: Daggerfall Covenant Gloves

Yes, we based the   arms and armor on classic Second Empire designs, and we're unapologetic about it. In fact, we're proud! The Covenant represents the continuing ideals of  's Imperium, the uncontested height of Tamrielic civilization, when everyone, even the Orcs, were included in history's greatest confederation. Insofar as we seek to restore those lost glories, we deliberately hark back to them in our designs and symbolism.

GLOVES

Though the Reman Imperials wore only braces for hand and forearm protection, in the Covenant forces we feel the need for a bit more protection in modern melee warfare. We keep the hands relatively unencumbered, but have added strong upper gauntlets for forearm defense.
Online:Crafting Motif 26: Daggerfall Covenant Helmets

Yes, we based the   arms and armor on classic Second Empire designs, and we're unapologetic about it. In fact, we're proud! The Covenant represents the continuing ideals of  's Imperium, the uncontested height of Tamrielic civilization, when everyone, even the Orcs, were included in history's greatest confederation. Insofar as we seek to restore those lost glories, we deliberately hark back to them in our designs and symbolism.

HELMETS

Our chest pieces may be based on Imperial designs, but when it comes to helmets the Covenant draws its inspiration from the armor of High Rock's knightly orders. We go for a full helm, complete with visor, and an aventail to protect the neck.
Online:Crafting Motif 26: Daggerfall Covenant Legs

Yes, we based the   arms and armor on classic Second Empire designs, and we're unapologetic about it. In fact, we're proud! The Covenant represents the continuing ideals of  's Imperium, the uncontested height of Tamrielic civilization, when everyone, even the Orcs, were included in history's greatest confederation. Insofar as we seek to restore those lost glories, we deliberately hark back to them in our designs and symbolism.

LEG GREAVES

Covenant greaves are plain but thick and rigid, for maximum protection of the troops' vulnerable lower legs. The design draws from both   knightly armor and  ish forge-wear.
Online:Crafting Motif 26: Daggerfall Covenant Maces

Yes, we based the   arms and armor on classic Second Empire designs, and we're unapologetic about it. In fact, we're proud! The Covenant represents the continuing ideals of  's Imperium, the uncontested height of Tamrielic civilization, when everyone, even the Orcs, were included in history's greatest confederation. Insofar as we seek to restore those lost glories, we deliberately hark back to them in our designs and symbolism.

MACES

Daggerfall Covenant maces are standardized on a heavy round head with spikes on all sides. This is a time-honored and eminently practical Orcish design: when your bludgeon is the same no matter how you hold it, you never have to wonder in the heat of combat if you've got the head facing the right way.
Online:Crafting Motif 26: Daggerfall Covenant Shields

Yes, we based the   arms and armor on classic Second Empire designs, and we're unapologetic about it. In fact, we're proud! The Covenant represents the continuing ideals of  's Imperium, the uncontested height of Tamrielic civilization, when everyone, even the Orcs, were included in history's greatest confederation. Insofar as we seek to restore those lost glories, we deliberately hark back to them in our designs and symbolism.

SHIELDS

Covenant soldiers march into battle protected by kite-shaped shields embossed with the proud symbol of the lion rampant, the seal of our alliance personally selected by our monarch, His Majesty King Emeric! Forward, the Daggers!
Online:Crafting Motif 26: Daggerfall Covenant Shoulders

Yes, we based the   arms and armor on classic Second Empire designs, and we're unapologetic about it. In fact, we're proud! The Covenant represents the continuing ideals of  's Imperium, the uncontested height of Tamrielic civilization, when everyone, even the Orcs, were included in history's greatest confederation. Insofar as we seek to restore those lost glories, we deliberately hark back to them in our designs and symbolism.

SHOULDERS

Covenant shoulder cops are derived from the practical pauldrons typical to the armor worn by Breton knightly orders. Sometimes we ornament them with snarling lion faces as a reminder that we are fierce and mighty.
Online:Crafting Motif 26: Daggerfall Covenant Staves

Yes, we based the   arms and armor on classic Second Empire designs, and we're unapologetic about it. In fact, we're proud! The Covenant represents the continuing ideals of  's Imperium, the uncontested height of Tamrielic civilization, when everyone, even the Orcs, were included in history's greatest confederation. Insofar as we seek to restore those lost glories, we deliberately hark back to them in our designs and symbolism.

STAVES

When it comes to magic, it's the Bretons who are the most naturally talented of the Covenant allies, and the High Rock spellcasters are proud to wield staves tipped with the lion rampant of Emeric, our High King. The wrought-metal lion typically rears atop a facet-cut focusing crystal of some sort.
Online:Crafting Motif 26: Daggerfall Covenant Swords

Yes, we based the   arms and armor on classic Second Empire designs, and we're unapologetic about it. In fact, we're proud! The Covenant represents the continuing ideals of  's Imperium, the uncontested height of Tamrielic civilization, when everyone, even the Orcs, were included in history's greatest confederation. Insofar as we seek to restore those lost glories, we deliberately hark back to them in our designs and symbolism.

SWORDS

Daggerfall Covenant troops are armed with swords that harken back to those of the Second Empire: broad, straight blades edged on both sides, designed for both slashing and thrusting, with a strong crossguard above the hilt to enable vigorous parrying in the heat of melee.
Online:Shadowy Suppliers

Shadowy Suppliers
  Shadowy Suppliers are special vendors only available to Dark Brotherhood members with the relevant skill unlocked. They offer free supplies every twenty hours, and can be found in every Outlaws Refuge as well as at the Dark Brotherhood Sanctuary itself. In reality there's only one Shadowy Supplier, an Argonian named Remains-Silent who appears at every service location.
Legends:High Elf

The Altmer have been around for a very long time, and they have picked up a few tricks in that time. They are highly intelligent and skilled in the ways of magic, specializing in spellcasting. When you build a deck around High Elves (who have Intelligence and Willpower attributes), you will gather a lot of magical action cards and creatures that apply damage or health bonuses to the other cards around them. 
 

Main Attributes
 Intelligence
 Willpower

In-Game Description and Bonus
The Altmer are one of the longest-lived and most intelligent races in Tamriel. They have a natural affinity for spells. As a High Elf, you will more quickly collect spell-related cards.

The race's theme is "actions".

Portraits & Dialogue


Cards
Obtainable Cards
 

Created Cards
 

Unobtainable Cards
 

References
Legends:The Fighting Pit

Chapter 1: The Fighting Pit
The Fighting Pit is the first chapter of Legends, and the first battle of Act 1.  You are pitted against a fellow prisoner, a Nord named Tyr. You will fight and eventually decide to work together to take on your mysterious captors.

The Fighting Pit is a tutorial match which introduces gameplay, win/loss conditions, lanes, attacking, and equipping items.

Upon starting the game, you are first welcomed with an introduction screen: Welcome to The Elder Scrolls: Legends. The object of the game is to defeat your opponent. You do this by playing cards from your deck. You are then instructed to: Reduce your opponent's health to zero to win. The match begins with Tyr going first and playing a  . At the start of your turn, you will receive another message: Most games have two lanes. Creatures can only attack enemy creatures in the same lane. You then draw a   which is urged to be played on the board: Choose a lane for your Scuttler. and Place the creature in the lane. When the Scuttler is on the field you are told: Creatures can't attack on the turn they enter play.'' and you have to pass your turn. On Tyr's turn, you get more information about attacking: When creatures fight, they deal damage equal to their power. After this turn you have a bit more freedom where you play your cards and how you attack. However, you are still forced to play all your cards and attack with your creatures. This will make sure you are unable to lose the game. On turn 4 you receive your final instructions: You drew an item. Play   to improve one of your creatures. You can now continue playing until your opponent's health drops to 0.

Dialogue

Pre-Match
:Tyr: "Sorry. Better your blood than..."

During the Match
:Tyr: ''"Why do I have a feeling they're going to kill us either way?"

Post-Match
:Tyr: "You're pretty good with that axe. We work together, we might have a chance."

Your Deck
Because this is a tutorial fight, you are given specific cards to play. They appear in the following order.
 

Tyr's Deck
The opponent draws these cards in the following order.
Legends:The Escape

Chapter 2: The Escape

The Escape is the second chapter of Legends, and the second part of Act 1. You and Tyr work together to fight against your captors, a group of Boethiah cultists, to escape the arena.

The Escape introduces the Shadow Lane, Magicka, Summon Abilities, and Actions.

The match begins with the narrator explaining how to play your cards with magicka: "You will use Magicka to play your cards." You are first and need to play  , the only card with a cost of 1 magicka in your hand, while the concepts of lanes is explained: "''Creatures played to a Shadow lane gain Cover for a turn. Creatures with Cover can't be attacked." The Boethiah Cultists play   to contest your Fiery Imp. At the start of your turn, you are told that: "You magicka increases by one each turn." From now on you need to play cards until your magicka is depleted and attack with all your creatures. On turn 4, you draw a   and you need to "Summon Valenwood Huntsman to take out your opponent's creature." However, you do not have to follow the instructions, as long as you keep playing cards and attack with your creatures. On turn 5 you will draw   and are told that "Actions provide one-shot abilities." You can now continue the game without any more instructions.

Dialogue
Pre-Match
:Tyr: "I'm Tyr. One of the  ."
:Tyr: "Two of us. A dozen of them. It's almost a fair fight."'

Post-Match
:Daedric Cultists: ''"You'll never escape.   will destroy you!"''

Your Deck
You draw cards from your deck in the following order.
 

Daedric Cultists' Deck
The opponent draws their cards in the following order
Legends:Dark Omens

Chapter 3: Dark Omens
Dark Omens''' is the third chapter of Legends, and the third battle of Act 1. You and Tyr fight your captors' leader, a Dremora named Reive.

This match introduces the Ring of Magicka, creatures with Guard, Runes, Prophecies, and Support cards. 

The match begins with the message that "Your opponent comes into battle with defenses ready." This means that Reive starts with a   in each lane to defend against your attacks. You are second and are told that: "When you go second, you start with a Ring of Magicka. Select it when you want to use it for a temporary magicka boost." In contrast to the previous two games, you can now freely play and attack with your creatures. The first time you take damage from Reive, the rune mechanic is explained: "For every 5 damage you lose, you will draw a card." On you second turn the Guard keyword is explained: "Guards must be destroyed before you can attack other enemies in their lane." On Reive's third turn, he will destroy your first rune and the rune mechanic is repeated: "Each time you lose a rune, you draw a card." The turn ends with Tyr giving you a warning that you are outnumbered. On Reive's fourth turn, he will destroy your second rune and you draw your first Prophecy card: "If you draw a Prophecy card when you lose a rune, you may play it for free. Drag the   to a lane." On your fifth turn you draw a Support card and are told that: "Support cards, once played, are permanent and provide ongoing benefits." You can now continue playing until you win or lose the game.

After winning this match, you will be instructed to use the 100 Gold reward to buy your first card pack. You can now make your own decks and freely navigate the main menu to play one of the other game modes or continue the story.

Dialogue
Pre-Match
:Tyr: ''"I'm guessing that's Reive."
:Reive: "These mortals must not be allowed to reveal Lord Naarifin's plans. Destroy them!"

During the Match
:Tyr: "We're outnumbered. Let's take some of them out before they overwhelm us."

Post-Match
:Reive: "You are stronger than I thought, mortal. But you will not be able to prevent  . Blood will flow, and my master will let loose darkness upon the world."''

Your Deck
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
 
Independent of the card order listed above, you are guaranteed to get a   from your second rune break and a   on your fifth turn.

Reive's Deck
Reive draws his cards in a particular order, listed below. Due to differences in what the player does, he may use his cards in a different order, but this list highlights what he can have on any given turn.
Legends:Bandit Ambush

Bandit Ambush may refer to one of two things:

 , an epic Agility Action card
Bandit Ambush (quest), the fourth chapter in the game's Campaign mode
Legends:Bandit Ambush (quest)

Chapter 4: Bandit Ambush
Bandit Ambush''' is the fourth chapter of Legends, and the fourth battle of Act 1. You and Tyr are waylaid by bandits while on the way to meet Tyr's friend Laaneth.

This match introduces Mulligan, Charge, and Lethal.

This is the first story match where you can choose your own deck to defeat the opponent. An unmodified Band of Survivors should be good enough to get through the first acts of the story, but any other deck can suffice. When you begin the match, you get the following introduction: "In this match you use the Mulligan redraw mechanic, and learn about the Charge and Lethal keywords. At the start of every match you can view the top three cards of your deck and decide to keep or redraw certain cards." This is also the first time that the turn order (including the Ring of Magicka) is chosen at random. When the Bandits will play  , you will be told about the Lethal keyword: "Lethal creatures kill any creature they deal damage to." Similarly, when the Bandits play a  , the Charge keyword will be explained: "Charge creatures can attack immediately." You can now continue to play the game as normal.

Dialogue
Pre-Match
:Kellen: ''"The Dremora's words unnerved the hero. They journeyed north to meet Laaneth, a sorceress friend of Tyr's well versed in Daedric matters. But the road ahead was far from clear."
:Bandit: "Look what we have here. Standard fee. Hand over your coin or you die."
:Bandit: "This is our road. Nobody passes here without paying a tribute."
:Tyr: "We haven't got any money. As for taking our lives..."

Post-Match
:Kellen: "The last bandit, seeing his fallen companions, dropped to his knees."
:Kellen: "He said that if the hero spared his life, he would show them where the robbers had hidden their ill-gotten treasure. But the merchant demanded justice."
:Isha: "And what did your hero do?"

:If the player chooses "Spare" and the   card:
::Kellen: "Mercy can be a profitable virtue."

:If the player chooses "Execute" and the   card:
::Kellen: "The bandit's villainous career ended there."

 

Bandits' Deck
The Bandits 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.
Online:Vachel Tanier

Vachel Tanier is a Breton smith from Aldcroft. He can be found wandering the docks south of Aldcroft Anvil & Armor. He is a possible target of the Dark Brotherhood contract for Glenumbra. He has no unique dialogue.
 

Related Quests
Online:AvA Towns

right
AvA Towns are the occupied towns in Cyrodiil which are under the control of one of the three Alliances. Each town has three PvP objective flags, all of which must be captured to gain control of the town for your alliance. The towns also act as quest hubs for a number of repeatable PvE quests in the area; if your alliance does not control the town, it may be more difficult to reach the quest givers.

Every town has a fortified building on the edge of the settlement which acts as a safe house and Transitus Network node for the controlling alliance, and can also be selected as a respawn point after dying a PvP-based death. These safe houses are guarded by NPC soldiers of the controlling alliance. Additionally, the controlling alliance of each town has access to a special quartermaster who sells  -quality set items. The Bruma Quartermaster primarily sells items from medium armor sets, the Cropsford Quartermaster primarily sells light armor set items, and the Vlastarus Quartermaster primarily sells items from heavy armor sets.

To claim a town, the attackers need to capture the three objective flags in the settlement by holding them for a short period of time, after defeating the attendant NPC alliance soldiers. One of the flags, on the outskirts of the town, has no NPC guards; the second, near the quartermaster, has two; while the third, in the center of the settlement, has three. Once a town is claimed, NPCs of the controlling faction will appear by the latter two flags to help guard them. Note that it is possible for an attacking alliance to gain control of a portion of the flags of the settlement, and come back for the rest later; however, any killed guards will respawn if left too long, which will automatically revert the flags they were stationed at to their own alliance.
 
Towns
 
 
 

Notes
The town capture feature was added with Update 11. Prior to this, these towns were Explorable Locations which granted Experience on discovery.
The town safe houses were redesigned and added to the Transitus Network in Update 20, and can now be entered from the outside.
If the nearby keep is owned by a different alliance to the one that controls the town, NPC soldiers from the keep may be found on the roads around the town, occasionally getting into combat with the NPC defenders at the flags.
Online:Dalrithor

Dalrithor is a Wood Elf smith from Woodhearth. He can be found in the middle section on the upper floor of the Thalmor Headquarters. He is a possible target of the Dark Brotherhood contract for Greenshade. He has no unique dialogue.
 

Related Quests
Online:Dro-m'Athra Style

:''"Somewhere, deep in the Dark Behind the World, there are grim forges and bent benches where Lost Cats arm and armor themselves. On those dire times when they appear among us, their outfitting is much alike, implying they are made to certain standards. This one shall sing the song of these standards." –Twilight Cantor Adara'hai
The Dro-m'Athra Style''' is a crafting skill that can only be learned by reading the chapters of the    book. These chapters (or rarely the entire book) can be found by completing the weekly quest to clear the Maw of Lorkhaj. Crafting Dro-m'Athra items requires   . Like all styles, it is purely cosmetic. Items will have the same stats regardless of the style you use.

It was available in the Crown Store for   from January 26 to January 30, 2017.

Sets
The following sets are in the Dro-m'Athra style:
Lunar Bastion
Moondancer
Roar of Alkosh
Twilight Remedy

Armor


Weapons and Shields


Gallery
 

Armor
 
Weapons
Online:Dark Brotherhood Style

The Dark Brotherhood Style is a crafting skill that can only be learned by reading the chapters of the    book. These chapters (or rarely the entire book) can be found by completing Sacraments for the Dark Brotherhood. Crafting Dark Brotherhood items requires   .

Like all styles, it is purely cosmetic. Items will have the same stats regardless of the style you use.

Dark Brotherhood Furnishings
Dark Brotherhood furnishings are acquired by completing Quests and Achievements. They can be found here:

Dark Brotherhood Furnishings

Sets
The following sets are in the Dark Brotherhood style:
Sithis' Touch

Armor


Weapons and Shields

Gallery
Online:Minotaur Style

The Minotaur Style is a crafting skill that can only be learned by reading the chapters of the    book. These chapters (or rarely the entire book) can be found by completing the quest Looming Shadows in the Gold Coast. Crafting Minotaur items requires   , which can be refined from 10 samples of   . Like all styles, it is purely cosmetic. Items will have the same stats regardless of the style you use.

Sets
The following sets are in the Minotaur style:
Hide of Morihaus

Armor


Weapons and Shields

Gallery
 
Armor
 
Weapons and Shields