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Wanderers. Pilgrims. Pathfinders.

These gruff rangers can often be found haunting taverns in the small settlements that dot the periphery of the Prime Zone. Solitary and taciturn, they know the many paths that wend their way through that dangerous territory, but seldom are they willing to share their knowledge with others. Thanks to the innumerable treasures it holds, the Prime Zone has no love for uninvited guests.

Only one story is gladly told there: the tale of the first Wanderer. He was serving as the first falconer of a minor lord when a grave disaster struck the village. One night a horde of the Touched emerged from a neighboring forest. Hideous satyrs and ravenous sirens attacked the peasants, and the small contingent of local guards was powerless to stop them. At the head of the horde stood a terrible Amanita, a giant covered in moss and mold, wielding a tree ripped up by the roots as a club.

The falconer fought alongside the guardsmen, but he knew that the battle was hopeless. That was when destiny brought him face to face with the horde's leader. The falconer dodged a blow from the great club and plunged his sword into the monster's breast. The brave warrior was covered from head to toe in blood steeped in prime, and it awoke the power of the hero within him. The Amanita fell, and the attacking Touched flew in terror without their leader.

Many of the peasants were so desperate that they forgot the danger before them and, inspired by the Wanderer's example, threw themselves upon the Touched battlemasters. A few of them survived, and so the ranks of the Wanderers grew.

They left their catalysts with their lords and swore an oath to come to their aid in times of great danger. And so they disappeared into the ruins of the Prime Zone, hoping to make their way further into the depths of the cursed forest and prevent future attacks on local villages. For the hero's true duty lies not in satisfying the whims of lords, but in serving the people—both Dokhts and Adornians.

But when war broke out, the Wanderers began to return to their lords to keep their vows and aid them in their quest for victory.



When the Wanderer takes damage equal to a certain percent of his maximum Health, his Stamina and Will are increased for a couple of seconds. The effect can be stacked up several times.

Decisive Attack

The Wanderer moves toward the selected location, dealing damage to all the enemies in the vicinity. The hero can use this talent again over the course of the next several seconds. Once the upgrading Challenge talent has been learned, the Wanderer urges all affected enemies to attack him for several seconds and receives additional Heroism points. The upgrading Battle Fervor talent allows Decisive Attack to be used three time.


For several seconds, this talent redirects most damage dealt to the selected allied hero back to the user and sends a hawk that speeds up the target. Damage received as a result of using the Bodyguard talent gives more Heroism points. When used on an ally from Native Terrain, several Heroism points are received immediately. Once the upgrading Inspired talent has been learned, the Wanderer himself is also sped up for several seconds.

Second Wind

The hero’s Health is restored. The more Heroism points he has accumulated, the more Health points will be restored. The Wanderer expends all Heroism points.

Punishing Blow

Transfers to selected target, deals damage, and stuns it. Once the upgrading Revenge talent has been learned, the target receives a huge part of the basic damage that they had dealt over the next couple of seconds.


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