Eight Paths To Choose From
The Iron Wolf is home to eight distinct races, each race very different from the other, and each with pros and cons to play. Each race has a rich background lore, and each come with unique traits, and different base resistances. – The races are grouped into two groups:
Group #1: The Inhabitants – This group of races are the main inhabitants of the realm, they are many in numbers, well known and widely spread. If you choose to play one of the Inhabitant races you can enjoy access to all skills, all spells, all abilities and almost all items (armors, weapons, potions, etc.) the game has to offer (excepted the unique racial skills and abilities, these are not shared across the races)
Group #2: The Deviants – This group of races are creatures of myth, they are not many in numbers but they come with mythical abilities. If you choose to play one of the Deviants, you will have restrictions, these restrictions may be which skills, spells, abilities and armors they may use, but on the other hand Deviants also come with large benefits which often outweights the restrictions. Some have 100% natural resistance to certain damage types, others may gain skills at double speed, and so forth.
The Inhabitants ———————————————————-
Humans
A most capable and versatile race, blessed with brute force and survivability. A good all-round choice for the brave adventurer, trader and craftsman. Humans excel in almost everything they do, and they spread as the plague, especially battle and war is a segment in which they are most effective thanks to their unmatched sturdiness.
- Racial Skill: Camping
- Racial Ability: +1 Extra log when lumber-jacking
- Racial Resistance: +4 Fire Resistance
The camping skill is a powerful survival skill which incorporates both foraging for otherwise unobtainable food and resources, but it also lets you craft a multitude of usable campfires which can help you battle the environment or sooth you and your parties wounds.
Elves
A noble race, eternal and undying, age is but only the increase of wisdom to them, and not the coming of the end. The elves have the strongest bond to nature of any race in the realm and can therefore control otherwise uncontrollable pets. Some say that the elves were created by mother nature herself, to watch over her lands as she left this realm with the coming of men
- Racial Skill: Advanced Taming
- Racial Ability: Legendary Archers.
- Racial Resistance: +4 Energy Resistance
The Elves are the only race able to tame Greater Beasts and monsters, like Dragons & Drakes, etc. Which in return gives them a rare trading commodity, furthermore their Legendary Archer trait randomly may refill their ammo when using ranged weapons.
Dwellers
Considered descendants of the mighty Dwarves, yet Dwellers stand as tall as a Human, but as robust and long-lived as a Dwarf. Some say they are the result of generations of Human and Dwarf breeding, some say they were there alongside the mighty Dwarves at the begining of the realm, the only thing we know for sure is that they prefer the darkness of their mighty undercities and they have inherited their ancestors greed for gold and supreme craftsmanship.
- Racial Skill: Salvaging
- Racial Ability: +1 Extra ore when mining
- Racial Resistance: +4 Cold Resistance
The Salvaging skill is a skill utilized via the mighty salvaging hammer which a Dweller always holds handy. As the Salvaging skill increases a Dweller can salvage any item no matter complexity or rarity into its core resources without much loss, making a Dweller able to collect resources otherwise unobtainable, thereby offering a very profitable way of living.
Soulless
Not dead, also not fully alive, yet far from undead. The Soulless is an echo of a great civilization that once was. A race very similar to humans, their entire legacy however brought to ruin, by cruel ambitions driven by greed and hopes of power and glory. A pact was made, using dark magic, trading in their souls for treasures now lost in time. Death is however the one thing they fear above all else, for death is the gateway to hell, that is the price they accepted when the deal was struck. So they stay alive, ageless, restless, endless unles slain.
Their endless amount of time, their obsession with the dark arts, and their fear of death has granted them some rare and particular skills. Able to temporary raise undead armies, transform themselves, and even self-ressurect are just some of the abilities these eternals master, all fueled by the sacrificing of lost souls they constantly attract. Some say it is their eternal search for their own soul that drives this dark ability
- Racial Skill: Necromancy
- Racial Ability: Legion
- Racial Resistance: +4 Poison Resistance
The Necromancy skill allows the Soulless to summon forth powerful allies from the netherworld as well as transform into a mighty being with increased stats and resistances. Necromancy is fueled by the racial skill: “Legion” which passively attracts souls, this happens rather slowly, except when in areas where Death resides (like graveyards & dungeons). The Legion skill however is also triggered actively every time the Soulless takes a live (makes a kill). Legion furthermore heals the Soulless +5 health every time souls attach to him/her.
The Deviants ————————————————————
Vampires
We all heard the stories, we all know the myths, but only recently have they proven to really exist. The Vampires have surfaced from the dark and entered our cities and communities, living alongside of us. Some are good, some are evil, but all are very different from the usual inhabitants of the realm, they are undead and are therefore not effected at all by cold nor poison, but they seem to loathe the sun.
Vampires take damage from eating normal food, walking in sunlight, getting healed via spells or potions, and they also take damage if they try to cast any spells requering garlic as a regent (and they will fizzle). But fear not, the Vampire had centeries to find solutions to theese issues. – Enter the Blood Bottle.
- Racial Skill: Blood Bottle
- Racial Ability: Being Undead
- Racial Resistance: +100% Poison and Cold Resistance
- Racial Restriction: Cannot eat food or gain food bonusses.
- Racial Restriction: Cannot walk in sunlight without protective Vampire Shroud
- Racial Restriction: Cannot use spells or potions that contain Garlic
The Vampiric Blood bottle holds 4 sips of blood, before it needs to be filled with fresh blood, drained from a slain foe (or friend). Every sip will ensure nightsight, food and a refresh of Health, Stamina and Mana. The rate of the sustenance (healing and refresh) depends on the level of your flask. A flask at max level should easily be able to refresh around 60 pts. pr. sip, and remember, there are 4 sipts in a bottle, and no cooldown between sips. Thats a minimum of 60 life, 60 mana, 60 stamina, everything times 4.