Spellbook: Ranger
Every Ranger 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
- Measured Shot — 1 crystal, Attack. Deals 3 damage and catches your breath: restores 4 crystals to pay for more expensive shots.
- Keen Arrow — 2 crystals, Attack. Deals 6 damage with a precise Arcane Shot.
- Hunter's Mark — 2 crystals, Technique. Applies Hunter's Mark: the 'Hunter's Mark' debuff causes the enemy to take 25 percent more of all damage for 4 turns.
- Go to Ground — 2 crystals, Technique. Enters camouflage: removes all harmful effects (debuffs, curses, bleeds) from you and restores 2 crystals. On an ally, it removes the same harmful effects from them, except those that make them skip turns (stun, fear, polymorph, freeze).
- Poisoned Barb — 3 crystals, Attack. Deals 3 damage and injects venom: the 'Serpent Venom' effect deals an additional 3 damage at the end of each of the enemy's turns for 3 turns.
- Cinder Trap — 3 crystals, Attack. Deals 2 damage and ignites with a trap: the 'Trap Fire' effect deals an additional 4 damage at the end of each of the enemy's turns for 3 turns.
- Weakening Shot — 3 crystals, Attack. Deals 4 damage and concusses the prey: the 'Concussed' debuff causes the enemy to take 20 percent more of all damage for 3 turns (it does not skip their turn).
- Tracker's Guard — 3 crystals, Buff. Assumes a defensive stance, absorbing 12 incoming damage.
- Swift Reload — 3 crystals, Technique. Draws 2 cards from your deck and restores 1 crystal.
- Tainted Arrow — 3 crystals, Attack. Deals 2 damage and embeds a Black Arrow: the 'Black Arrow' effect deals an additional 4 damage at the end of each of the enemy's turns for 3 turns.
- Mending Poultice — 3 crystals, Healing. Restores 10 health to you through a shared breath with your beast.
- Icebind Trap — 4 crystals, Technique. Snaps a Freezing Trap shut: the enemy completely loses 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.
- Steadied Shot — 4 crystals, Attack. Deals 11 damage with a carefully aimed shot.
- Blighted Shot — 4 crystals, Attack. Deals 4 damage and injects Wyvern Venom: the 'Wyvern Venom' effect deals an additional 4 damage at the end of each of the enemy's turns for 3 turns.
- Heavy Shot — 4 crystals, Attack. Deals 11 damage with a heavy Chimera Shot.
- Feral Kinship — 4 crystals, Buff. Summons a beast to your aid: the 'Feral Kinship' buff increases all damage you deal by 30 percent for 3 turns.
- Staggering Shot — 4 crystals, Attack. Deals 3 damage with a Scatter Shot and disorients 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.
- Hail of Arrows — 5 crystals, Attack. Fires a volley of arrows, dealing 7 damage to all enemies on the battlefield.
- Unchained Fury — 5 crystals, Buff. Unleashes the beast's fury: the 'Unchained Fury' buff increases all damage you deal by 50 percent for 2 turns.
- Shrapnel Trap — 5 crystals, Attack. Plants an Explosive Trap, dealing 7 damage to all enemies on the battlefield.
- Iron Rain — 5 crystals, Attack. Unleashes a continuous volley: the 'Volley' effect deals 4 damage to all enemies on the battlefield at the end of each of their turns for 3 turns.
- Hunter's Due — 7 crystals, Attack. A deadly finishing shot, dealing 20 damage with a single release of the bowstring.
Talent cards
- Marked Shot — 3 crystals, Attack. Deals 6 damage and applies 'Hunter's Mark': for 3 turns the enemy takes 20 percent more damage. Talent card: branch 1, row 3, from level 20.
- Hunt Down — 3 crystals, Attack. Deals 6 damage and applies 'Hunted': for 3 turns the enemy takes 20 percent more damage. For talents, 'Hunted' counts the same as 'Concussion' from Weakening Shot. Talent card: branch 2, row 3, from level 20.
- Feign Death — 2 crystals, Buff. Removes all harmful effects from you — poisons, bleeds, burns, weakening effects, curses and frozen cards — and creates a shield that absorbs 10 damage. Cannot be played while stunned, feared or under any other skip-turn effect. On an ally, it removes the same effects from them (skip-turn effects stay), and the shield goes to them. Talent card: branch 3, row 3, from level 20.
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.