Class Resources
Rage, Valor and Enlightenment — how each class's resource fills and drains, what actives cost, and how Wrath and the other damage passives stack.
On this page
Every class fuels its active skills with a resource of its own, shown on the bar under your life:
| Class | Resource | Fills from |
|---|---|---|
| Berserker, Duelist | Rage | attacking |
| Sentinel | Valor | attacking — or, while your Taunt holds, the attacks you block or dodge |
| Monk | Enlightenment | itself: it regenerates like mana and never fills from hits |
Each caps at 100, raised by Maximum Rage / Valor / Enlightenment on unique gear. Taking that gear off drops a banked bar to the lower cap. An active costs 20 (a capstone buff 40), committed the moment its cast begins, so nothing is lost mid-cast. A resource affix of another class’s resource is dead on your hero.
Rage (Berserker, Duelist)
Rage fills by 10 per second of attacking — the same for every main skill and every weapon. Each
landed swing pays 10 × its swing time: the weapon’s base interval (before attack-speed gear),
divided by the main skill’s own speed factor. A 2.0 s sword pays 20 per hit, a 1.0 s knife 10, and
Crush (×0.8 speed) on the sword pays 25 per slower swing. Buying attack speed therefore raises your
Rage per second instead of diluting it.
- Multi-hit skills (Zeal, Thousand Cuts) split one swing’s Rage across their hits; a missed hit forfeits its share.
- Dual wielding: each hand pays
×0.50of its own swing, so two hands earn what one weapon would. - Rage on Hit (weapons) adds its value to every landed swing of that weapon, scaled by the same swing time; Rage on Block pays on every block.
- Frenzy (Berserker, Bloodrager) raises every Rage gain by +1.5% → +30% and cuts the fade by 1.5% → 50% (rank 1 → 20).
- Between enemies Rage fades by 5 per second — out of combat and while you wait for a spawn. Reduced Rage Decay (amulets, weapons) and Frenzy cut that, up to 95%.
Valor (Sentinel)
Valor fills like Rage from your hits — 10 per second of attacking — with Valor on Hit in place of Rage on Hit: a weapon swing adds the weapon’s, a shield strike the shield’s own. Shield strikes pay against the shield’s own swing time.
Taunt switches the source. While your Taunt holds on the enemy (30 s, then its rule casts it
again), your hits pay no Valor;
instead every attack you block or dodge pays Taunt’s Valor — 20 at rank 1, 40 at rank 20 —
scaled by how slowly the enemy swings (× enemy attack interval ÷ 2.25 s), plus Valor on Block or
Dodge from your shield. A Sentinel who blocks a lot earns more by taunting; one who rarely blocks
keeps attacking for it.
Between enemies Valor settles at a third of the bar: 33 — out of combat and while you wait for a spawn. Above it, it fades by 5 per second like Rage (Reduced Valor Decay cuts that); below it, it comes back by 5 per second and stops at 33. An idle Sentinel always holds 33, so Taunt is always ready to open the next fight, and a new Sentinel starts with 33. Maximum Valor raises the resting point with the cap (a third of 125 is 41). In a fight nothing changes: Valor only comes from your hits (or your blocks and dodges while Taunt holds), and an active can spend it below 33, where it stays until the next hit or the end of the fight.
Vigilance (Guardian) turns a full bar into protection: up to −15% physical damage taken with the bar full, scaling with the share of it you hold, so the resting 33 already gives a third of it.
Enlightenment (Monk)
Enlightenment works like mana. It regenerates 3 per second on its own — in and out of combat — and never fills from hits. It is full again whenever you enter an area (travel, the next tile of an auto-explore, the start or end of a Delve) and after a death, and a new Monk starts full.
- Enlightenment Regeneration (weapons, amulets, rings) adds +0.5 to +2.5 per second.
- Reduced Enlightenment Cost (amulets, rings) cuts every active’s cost by 5–15%; Inner Peace (Mender) cuts Renewal and Mercy further.
- Still Mind (Iron Fist) restores 0.2 → 5 Enlightenment on every attack you evade or parry.
The Monk’s skill heals are an Enlightenment sink: on yourself, Renewal and Mercy count 50% of their listed value, the heal on hit of Mending Strike and Soothing Palm 25% (the full value is meant for allies later on). Equilibrium turns the part you cannot use — counted from the full heal — into lightning damage on the enemy.
Spending
The Cast Order is strict: the top line whose rule is met gets the resource, and if it can’t pay yet the lines below it wait. Buffs and heals also cast while you wait for the next spawn, so leftover Rage or Valor goes into them instead of fading. The Rage / Valor / Enlightenment at least rule holds a skill until the bar reaches its threshold; a threshold above your cap casts at a full bar. See Active Skills.
The Wrath passive
Wrath (row 1 of the Berserker Bloodrager tree) turns your current Rage into bonus outgoing physical damage: +1.5% at rank 1, +35% at rank 20, both at a full 100-Rage bar. The bonus scales linearly with the Rage you hold — zero at an empty bar, more than +35% with Maximum Rage gear — and it never touches elemental damage.
Wrath bonus = (base + S(rank) × perStep) × current Rage ÷ 100 base = 1.5%, rank 20 = 35%
| Wrath rank | Bonus at 100 Rage |
|---|---|
| 1 | +1.5% physical damage |
| 10 | +13.9% physical damage |
| 20 (max) | +35% physical damage |
Damage passives that stack
Wrath is one of several passives that add up into a single outgoing physical multiplier on a base
of 1.0. Every physical hit you land multiplies its physical portion by it (elemental damage is
untouched):
| Contributor | Class | Condition | Rank 1 → rank 20 |
|---|---|---|---|
| Wrath | Berserker | scales with current Rage | +1.5% → +35% at 100 Rage |
| Apex Predator | Berserker | the enemy is rare, special or a boss | +1.5% → +30% |
| Rampage | Berserker | +1.5% per kill-stack; stacks up to its rank, reset when you stop combat or die | up to +30% |
| Brute Force | Berserker | per 10 Strength above 100 | +0.15% → +2.5% each |
| Finesse | Duelist | per 10 Dexterity above 100 | +0.15% → +2.5% each |
| Overwhelm | Duelist | per 10% bonus attack speed (up to +85% counted) | +0.15% → +1.5% each |
| Opportunist | Duelist | per poison or bleed on the enemy (up to 10) | +0.15% → +2.5% each |
| Iron Rhythm | Monk | always | +1.5% → +40% |
| Unrelenting | Sentinel | weapon hits only (shield hits gain nothing) | +1.5% → +25% |
| Shatterpoint | Monk | the enemy is stunned (and your hits never miss) | +1.5% → +30% |
Worked example. A Berserker with rank-20 Wrath at a full 100 Rage, rank-20 Apex Predator and 20 Rampage stacks, fighting a rare enemy:
1 + 0.35 (Wrath) + 0.30 (Apex) + 0.30 (Rampage) = 1.95
That physical hit lands at 195% before weapon and attribute scaling. Last Stand no longer touches your damage: below 25% life it only cuts the physical damage you take (−0.95% → −25%).