7. Concerning Iron WolvesThe weakest of the mercenaries in the eyes of most, the iron wolves offer quite the challenge for any employer wishing to use them as protection. In my opinion they do however possess three important qualities that a cunning player should be able to take advantage of.
First, the iron wolves retreat gradually like the rogues and don't rush into enemy mobs like a madman like the barbarians or wander aimlessly like a confused sheep in the manner of a town guard. This behavior can in fact turn out to work very well with an employer who is a ranged combatant and wishes to whittle down the foe with a fighting retreat.
Secondly, the iron wolves do not swing their swords. Why is this ludicrous habit an advantage? Since they never attack with the sword itself, they can dedicate the weapon slot to purely defensive purposes without ruining their attacking power as would be the case if they wielded the weapon. This effectively adds another armor slot.
Thirdly, they are the only mercenary with a shield. While they do not block (which would have been tremendously nice and balanced them with their colleagues), a shield can never the less be a formidable asset.
All in all, the WWW:s future companions must make use of their four armor slots instead of two to compensate for their low life and lack of combat abilities and gear effects that can cripple opponents. With no blocking available, the way to save their red clad hides will be mainly resistances, damage reduction and extra life. Let's take a closer look at what sort of equipment that could be available.
SwordsQuote
Hexfire is the blade for the fire mage, for the coolness factor.
Crescent moon would be equally ideal for a lightning mage, with matching coolness factor.
Lightsabre if one is that lucky.
Djinn Slayer if it has two sockets and 6-7 absorption, if one is that lucky.
Ginthers Rift if it rolls a high MDR.
I should mention Silence too which would be ultimate, but lets be realistic about it.
These are all interesting but mostly theoretical alternatives. Something far more relevant is the common dimensional blade. Dimensional blades can have six sockets, as can the rarer phase blade which is useless overkill. That means six jewels with all sorts of useful bonuses and potentially a Resistant Blade of Absurd Abjuration. At best, jewels can give the wearer the following survivability.
Prefixes:
All resistances +11-15 %.
Resist one element +16-30 %.
Suffixes:
7% Faster Hit Recovery.
+9-20 to life.
ArmorQuote
The Spirit Shroud frees the shield slot from having to be Rhyme while retaining CBF.
Skin of the Vipermagi is sort of ideal for both offense and defense.
The Iron Pelt has a solid mix of damage reduction.
Smokes huge resistances will be very welcome for a mercenary too.
Spirit Forge has two sockets and huge life.
Duriels shell offers life, resistance and CBF.
Shaftstop, being simply excellent.
Guardian Angel if resistances are high enough to take advantage of it. A nearly elemental-immune companion would be awesome indeed.
Natalyas shadow for the very lucky, life and three sockets.
Tal Rashas Guardianship for the insanely lucky.
Prudence, a mal rune is not completely out of the question
Treachery and counting on fade triggering. Even without venom and attack speed it's well worth it for resistances and 15% DR, and not least the etheral look.
Socketed armors of amicae, equivalent to one or two extra sol runes compared to a plain four socket armor.
Sazabis whole set for huge life and endless coolness but again, let's be realistic.
HelmsQuote
Lore, easy to make.
Rockstopper, a reliable mercenary helm.
Blackhorns face, useful for sparky situations in any case.
Vampire gaze if one is that lucky.
Circlet of life everlasting/amicae.
Chromatic/rare circlet for resistances.
Socketed magic helms of amicae, equivalent to one or two extra sol runes compared to a plain three socketed helm.
ShieldsQuote
Mosers blessed circle, resistances and sockets.
Gerkes sanctuary, probably the ideal shield.
Chromatic magic shield of amicae.
Socketed magic shield of amicae.
Possibly rare shield with resistances and sockets.
Rhyme, easy to make and CBF is useful even for a decoy.
Sanctuary if one is lucky with the runes.
The employers will likely rely a lot on rune words, like memory staves and smoke armor, which is great for the iron wolves since they are much likelier to make use of magical or unique items. That leaves socketing from Larzuk to be spent on enhancing a unique or magical armor piece or two. Drill a hole in the iron pelt or two in a magical shield and pile up on damage reduction.
Finally, what can be expected from all this? Assume that a normal monster deal 100 damage. The sorceress has cast the cheap weaken curse from her Smoke armor.
The monster is left dealing 66 damage.
The iron wolf has a 3 sol'd helmet + 4 sol'd armor + 2 sol runes in a socketed shield, with resistances covered by shield magic and weapon socketing, a not unreasonable low end mercenary gear.
63 PDR in total.
The monster deals 3 damage. Case closed.
Now assume a mean monster dealing 200 damage.
Weaken cast from Smoke leaves it dealing 132 damage.
63 PDR in total.
69 damage is inflicted. Ouch, but not catastrophic. The iron wolf can take a few hits before the employer needs to teleport.