Spellbook: Warlock
Every Warlock card in Zarhold: class cards, talent cards and legendary relics — description, crystal cost, role and how to get each one.
Class cards — always in the deck
- Sanguine Gift — 1 crystal, Technique. Draws 2 cards from your deck into your hand and restores 2 mana.
- Trench Spike — 2 crystals, Spell. Deals 6 Shadow damage with a Trench Spike.
- Vex — 2 crystals, Spell. Inflicts a curse of agony: the "Curse of Agony" effect deals 3 Shadow damage at the end of each of the enemy's turns for 3 turns.
- Soulskin — 2 crystals, Buff. Creates a shield of stolen souls that absorbs 18 incoming damage.
- Leeching Thread — 2 crystals, Spell. Afflicts the enemy with 'Leeching Thread', dealing 3 damage at the end of each of their turns for 3 turns, and grants you 'Leeching Thread', healing 4 health at the end of each of your turns for 3 turns.
- Creeping Rot — 3 crystals, Spell. Infects the enemy with corruption: the "Corruption" effect deals 4 Shadow damage at the end of each of their turns for 3 turns.
- Scorching Curse — 3 crystals, Spell. Deals 3 Fire damage and ignites the enemy: the "Incinerate" effect deals an additional 3 damage at the end of each of their turns for 3 turns.
- Sunder Ward — 3 crystals, Spell. Deals 3 Shadow damage and inflicts a curse of elements: the "Curse of Elements" debuff causes the enemy to take 40 percent more of any damage for 3 turns.
- Festering Hex — 3 crystals, Spell. Inflicts an unstable curse: the "Unstable Curse" effect deals 5 Shadow damage at the end of each of the enemy's turns for 3 turns.
- Sap Vigor — 3 crystals, Spell. Inflicts a curse of weakness: the "Curse of Weakness" debuff reduces all damage dealt by the enemy by 25 percent for 3 turns.
- Umbral Carapace — 3 crystals, Buff. Clads you in demonic armor that absorbs 14 incoming damage.
- Malefic Surge — 3 crystals, Buff. Applies 'Malefic Emanation' for 3 turns, increasing all damage you deal by 22 percent for each of your corruption effects on the enemy.
- Vitality Siphon — 4 crystals, Spell. Siphons life: deals 8 Shadow damage and restores 9 health to you.
- Pact with the Abyss — 4 crystals, Buff. Summons a terror from the depths: the "Summoned Terror" buff increases all damage you deal by 30 percent for 3 turns.
- Void Snare — 4 crystals, Spell. Banishes the enemy: they completely lose the ability to play cards and act for 2 turns. Only the target can break it — with a racial ability or item that cleanses itself; Morven keeps the turn but has just one crystal.
- Void Rupture — 4 crystals, Spell. Deals 18 Shadow damage with a Chaos Bolt.
- Devour Anima — 4 crystals, Spell. Drains soul: deals 7 Shadow damage, restores 4 health to you, and restores 2 mana.
- Abyssal Bargain — 4 crystals, Buff. Forges a demonic pact: the "Demonic Pact" buff increases all damage you deal by 50 percent for 2 turns.
- Life-Ember — 4 crystals, Healing. Shatters a soulstone and restores 12 health to you.
- Blight Bloom — 5 crystals, Spell. Plants a seed of corruption in all enemies: the "Seed of Corruption" effect deals 4 Shadow damage at the end of each of their turns for 3 turns.
- Pyre of Souls — 5 crystals, Spell. Unleashes hellfire and deals 7 Shadow damage to all enemies on the battlefield.
- Cinderfall — 5 crystals, Spell. Rains down fire: the "Rain of Fire" effect deals 4 Fire damage to all enemies on the battlefield at the end of each of their turns for 3 turns.
- Void Horror — 5 crystals, Spell. Deals 3 Shadow damage, restores 4 health to you, and seizes the enemy with a terror of the void: they completely lose the ability to play cards and act for 2 turns. Only the target can break it — with a racial ability or item that cleanses itself; Morven keeps the turn but has just one crystal.
- Soul Eruption — 8 crystals, Spell. A devastating finishing blow that deals 32 Shadow damage in a single blast.
Talent cards
- Haunt — 3 crystals, Spell. Afflicts the enemy with 'Nightmare: Terror' (4 damage at the end of their turn) and 'Nightmare: Rot' (3 damage at the end of their turn) for 3 turns, and grants you 'Nightmare', healing 2 health at the end of each of your turns for 3 turns. Talent card: branch 1, row 5, from level 30.
- Reap — 4 crystals, Spell. Deals 10 damage, increased by 8 for each of your corruption effects on the target, and restores 12 health to you. Talent card: branch 1, row 5, from level 30.
- Felguard — 4 crystals, Technique. Summons a Felguard for 4 turns: when your turn begins, it deals 4 damage to the first living enemy. The Felguard cannot be attacked. Talent card: branch 2, row 5, from level 30.
- Metamorphosis — 3 crystals, Buff. Applies 'Metamorphosis' to you, increasing all damage you deal by 25 percent for 3 turns, and creates a shield that absorbs 18 incoming damage. Talent card: branch 2, row 5, from level 30.
- Shadowburn — 3 crystals, Spell. Deals 18 damage with a searing burst of shadow. Talent card: branch 3, row 5, from level 30.
- Chaos Nova — 6 crystals, Spell. Deals 24 damage and brands the enemy with 'Seal of Chaos', causing them to take 25 percent more of all damage for 2 turns. Talent card: branch 3, row 5, from level 30.
Legendary relics
- Seal of the Eternal Flame — 7 crystals, Attack. Deals 12 damage and ignites the target with the Eternal Flame: the fire burns for 4 damage at the end of each of its turns UNTIL THE END OF BATTLE and can never expire on its own. Feat “Heart of the Depths”: clear all 32 dungeons and raids.
- Collector's Relic — 5 crystals, Technique. Draw 2 cards — BOTH drawn cards cost 2 less mana for the rest of the battle. A collector knows the price of every card. Feat “Legend of Zarhold”: complete all five capstones.
- Breath of the Unbroken — 6 crystals, Technique. Removes ALL harmful effects from you — curses, bleeds, poisons, everything. While the Unbroken stands with you, the first killing blow does not land at all; only the next action may finish you. On an ally, it removes the same harmful effects from them, except those that make them skip turns (stun, fear, polymorph, freeze). Feat “Immortal”: 500 flawless victories and a streak of 100.
- Seal of Zarhold — 10 crystals, Attack. The ultimate seal for 10 crystals. Against a FOE — a crushing 30-point strike. On YOURSELF or an ally — 30 points of healing; at full health the power spills into a shield. The top of the Battle Pass premium track, level 50.
- Wanderer's Cry — 7 crystals, Attack. Deals 18 damage to the foe and grants you a shield of 6. If you have already played an attack card this battle, the shield doubles: the Wanderer stands firmer on a trodden path. Battle Pass free track reward, level 42.
- Blade of a Thousand Victories — 8 crystals, Attack. Deals 22 damage. If this strike FINISHES the foe — the Blade returns to your hand and its next play is free: the execution continues. Achievement “A Thousand Victories”: 1000 PvP wins.
- Rolling Thunder — 6 crystals, Attack. Lightning for 14 against the target — 25 percent stronger if the target is under a harmful effect. The chain strikes every other foe for 3. Battle Pass premium track reward, level 30.
- Call of the Deep Grove — 5 crystals, Healing. Heals you for 12 and grows the Wild Bloom: 4 more healing at the end of each of your turns, for 3 turns. Overflow spills into a shield. Battle Pass premium track reward, level 48.
Racial abilities
- Resourcefulness — race Velion, PvE, 1 crystal. Draw 2 cards and gain +1 resource this turn — flood your hand to quickly burn down the mob.
- Diplomacy by Force — race Velion, PvP, 2 crystals. Remove ALL harmful effects from yourself — even while stunned — then +15% damage for 2 turns: break the enemy’s control and press the attack.
- Mountain Form — race Durgar, PvE, 2 crystals. Absorb shield scaling with Power, and −25% incoming damage for 2 turns — absorbs a boss hit and half of the next.
- Unyielding — race Durgar, PvP, 1 crystal. −40% incoming damage for 1 turn — the enemy's 'all-in' shatters against stone.
- Lunar Volley — race Selenar, PvE, 2 crystals. Damage to 3 targets (scales with Power) + 2 damage/turn for 2 turns to each — mows down packs and adds.
- Fade into Shadow — race Selenar, PvP, 2 crystals. Remove ALL harmful effects from yourself (not just DoTs) — even while stunned — and gain a shield (scales with Power): the ultimate counter to poison builds.
- Overdrive — race Kogran, PvE, 1 crystal. +2 resources immediately and +20% damage for 2 turns — a burst window for casters to burn through boss phases.
- Pocket Bomb — race Kogran, PvP, 2 crystals. Damage (scales with Power) and the target loses their next turn — the race’s only pure stun. Only the target can break it — with a racial ability or item that cleanses itself; Morven keeps the turn.
- Blood Hunger — race Grumak, PvE, 1 crystal. +25% damage dealt for 2 turns; immediately draw 1 card — a power-spike turn to demolish the boss.
- Blood Strike — race Grumak, PvP, 2 crystals. Damage (scales with Power) + the target takes −50% incoming healing for 2 turns ("Deep Wound") — the bane of healers.
- Devour Flesh — race Morven, PvE, 2 crystals. Deals damage to the target (scales with Power) and heals yourself for the same amount—the boss's endless gnawing.
- Will of the Forsaken — race Morven, PvP, 1 crystal. Remove ALL harmful effects from yourself (DoT, healing reduction, “Weakening Will”) and gain +1 resource — a mass break-free.
- Thunderstomp — race Gartan, PvE, 2 crystals. Deals damage to ALL enemies (scales with Power) and −20% enemy damage for 1 turn—blunts the peak of a mob wave.
- War Cry — race Gartan, PvP, 2 crystals. Heals yourself (scales with Power) and −15% incoming damage for 2 turns—a tank's second wind.
- Blood Frenzy — race Nakar, PvE, 2 crystals. +30% damage for 2 turns at the cost of −10% self-healing for the duration—take this when you need to push through a boss phase.
- Voodoo Mire — race Nakar, PvP, 2 crystals. Instant damage (scales with Power) + 5 damage/turn for 3 turns + target deals −25% damage for 2 turns—wearing down defenses.
- Rocket Booster — race Grikx, PvE, 1 crystal. Draw 2 cards and +15% damage for 1 turn—a cheap engine so the goblin never has an idle turn.
- Binding Trap — race Grikx, PvP, 2 crystals. Deals damage (scales with Power), the target loses 2 resource crystals immediately, and their next card costs 1 more.
- Adaptation — race Vaerin, PvE, 2 crystals. Choose on cast: +25% damage OR +25% to the healing you receive for 2 turns — one button for any role.
- Blood of Two Clans — race Vaerin, PvP, 2 crystals. Heal yourself (scales with Power), remove ALL harmful effects from yourself — even while stunned — and gain +10% damage for 2 turns: the answer to any situation.
- Veil Tear — race Shaydar, PvE, 3 crystals. Deals damage to the target (scales with Power) + 4 damage/turn for 3 turns (Shadow DoT)—the ultimate racial single-target nuke.
- Step Through the Veil — race Shaydar, PvP, 2 crystals. −50% incoming damage for 1 turn (a shimmer) and remove ALL harmful effects from yourself — even while stunned: survive the enemy’s decisive burst.