Krogs were formerly Ogres, that have been radically changed. Stripped of the runes from their bodies, the Ziguranth have managed to prevent the Krog from dying by injecting them with a concoction of natural infusions and drake blood. The Krog are entirely devoted to the anti-magic cause and seemingly know of nothing else in their lives. They possess the Wrath of the Wilds talent which allows them to stun/daze their foes.
- Brass Lantern
- Infusion: Regeneration
- Infusion: Wild
- Infusion: Healing (in inventory)
|Wrath of the Wilds|
|Description|| You unleash the wrath of the wilds for 5 turns.
When you deal damage to a creature while wrath is active you have 7–20cSS:Con chance (100% for the first creature hit) to stun them for 3 turns.
This effect is only checked once per creature per turn.
Chance scales with your Constitution and apply power is the highest or your physical or mind power.
|Description|| Since ziguranth removed those filthy magic runes from your body you have needed an alternative form of power to sustain your body. Thanks to drake blood you have found that power.
You can activate this talent to change which drake aspect to bring forth, altering the elemental type of the bonus.
The resistance and damage scales with your Willpower.
Changing your aspect requires combat experience, you may only do so after slaying 100 enemies.
When you learn this talent you become so strong you can wield any type of one handed weapon in your offhand.
|Description|| Your body is used to pain. When you take a hit of 20% or more of your max life one of your inscriptions is taken off cooldown and infusion saturation is removed.
This effect has a cooldown of 25–10cTL:8 turns.
|Description|| You were created by ziguranth for one purpose only, to wage war on magic!
Strike your target dealing 150–300%cTWD [dragon element] weapon damage and silencing them for 3 turns. The damage type will change with your drake aspect. The chance to silence will increase with the highest of your physical or mind power.