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Strom'kar is the Arms warrior artifact weapon. Wearing it, or using the transmog appearance for it then entering a Troll instance, will give you a "rage" like buff, increasing your size and causing any Troll NPC's who come too close to get a 2 minute fear debuff. The feared trolls have some unique dialogue they will shout while feared. Strom'kar was originally wielded by King Thoradin. Thoradin was a human warlord of the Arathi tribe who declared himself the first human king, unified the scattered human tribes into the first great nation of Arathor, and founded the capital of Strom. He was a mighty warrior and master strategist who forged an alliance with the high elves during the Troll Wars and went on to play a critical role in the war with his greatsword Strom'kar and his "brothers" Ignaeus and Lordain. After achieving victory in the war, he reigned peacefully as king of Arathor for years. Near the end of his life, his search for the origins of humanity led him to the tomb of Keeper Tyr, where he gave his life to prevent the ancient monstrosity Zakajz from reawakening. *ReShade is a generic post-processing injector for games and video software developed by crosire. Imagine your favorite game with ambient occlusion, real depth of field effects, color correction and more ... ReShade exposes an automated and generic way to access both frame color and depth information (latter is automatically disabled during multiplayer to prevent exploitation) and all the tools to make it happen. The possibilities are endless! Add advanced depth-edge-detection-driven SMAA antialiasing, screen space ambient occlusion, depth of field effects, chromatic aberration, dynamic film grain, automatic saturation and color correction, cross processing, multi-pass blurring ... you name it. ReShade features its very own shading language and transcompiler, called ReShade FX. The syntax is based on HLSL, adding useful features designed for developing post-processing effects: Define and use textures right from the shader code, render to them, change renderstates, retrieve color and depth data, request custom values like timers or key states, ... And that's not it. Write your shaders just once, they'll work everywhere, regardless of your target being Direct3D or OpenGL: ReShade takes care of compiling them to the right shader model and language. https://reshade.me/#:~:text=ReShade%2....