Rage & Wrath
How rage builds and drains, what active skills cost, and how the Wrath passive turns rage into damage.
On this page
Rage is the resource that powers your active skills. It builds while you fight and drains while you don’t, and it caps at 100.
Building rage
| Source | Rage gained |
|---|---|
| Plain (non-skill) melee attack | 10 per swing, speed-normalised |
| Main skill hits | Each main skill’s own rage-per-hit, speed-normalised |
| Rage-on-Block affix | Rage on each successful block |
Rage gain is speed-normalised against a reference attack interval of 1.0 s: a swing at exactly 1.0 s earns its full nominal rage, slower weapons earn proportionally more per hit, and faster weapons earn less. This keeps rage-per-second roughly equal no matter which weapon you use.
Spending & draining rage
- Active skills cost 20 rage to cast. The rage is committed the moment the cast begins, so it can’t be lost to decay mid-cast.
- Rage decays at 5 per second whenever you’re out of combat or waiting for an enemy to respawn. The Reduced Rage Decay affix cuts this by up to 95%.
- Rage never exceeds its cap of 100.
The Wrath passive
Wrath (Berserker’s Path, unlocks at level 10, max rank 20) converts your current rage into bonus outgoing physical damage. It is a passive skill — no cast, no cost.
Wrath damage bonus = S(rank) × 0.000125 × current rage
S(rank) is the rank’s accumulated effect steps — ranks 1–8 are worth 1 step each, 9–16 are worth 1.5, 17–24 are worth 2, 25+ are worth 2.5, so S(1) = 1, S(10) = 11, S(20) = 28. See Main Skills for the full bracket table. Wrath is a pinned skill: its per-step value was set so the rank-20 endpoint is unchanged, and only the ranks below 20 land lower than the old flat curve.
The physical portion of your hit is multiplied by 1 + Wrath bonus. Because it reads current rage, the bonus scales linearly with rage: it’s zero at 0 rage and peaks at 100 rage, then falls again as rage decays.
| Wrath rank | Effect steps | Bonus at 100 rage |
|---|---|---|
| 1 | 1 | +1.25% physical damage |
| 10 | 11 | +13.75% physical damage |
| 20 (max) | 28 | +35% physical damage |
At rank 20 with a full 100-rage bar that’s 28 × 0.000125 × 100 = 0.35, i.e. +35% physical damage — which is also why keeping rage topped up matters for a Berserker build. Wrath boosts only physical damage; it does not scale your elemental riders.
Rage into damage
Wrath is one of four passives that stack onto a single outgoing physical multiplier. Every physical hit you land multiplies its physical portion by this value (elemental riders are untouched). It’s assembled additively on a base of 1.0 and then clamped to never drop below 0:
outgoing physical × = 1 + Wrath + Apex Predator + Rampage − Last Stand
Three of the four scale with effect steps (S(rank), 28 at rank 20) rather than the raw rank; Rampage is a count and stays linear. All three step-scaled ones are pinned, so their rank-20 values are unchanged from the pre-bracket numbers.
| Contributor | Per effect step | Condition | Rank-20 value |
|---|---|---|---|
| Wrath | +0.000125 × current rage per step | always (scales with current rage) | +35% at 100 rage |
| Apex Predator | +1.79% per step | enemy below 50% HP | +50% |
| Rampage | +1% per kill-stack (stacks = raw rank) | stacks up to its rank, no timer; reset when you stop combat or die | +20% at full stacks |
| Last Stand | −0.89% per step | you are below 25% HP | −25% (a penalty) |
Last Stand is a double-edged trade: below 25% HP it subtracts the same −0.89%/step from both your outgoing physical and the incoming physical you take, so it’s a survival lever, not a damage one.
Worked example. A rank-20 Berserker at a full 100 rage, finishing an enemy that has dropped below 50% HP, with rank-20 Apex Predator and 20 Rampage stacks banked:
1 + 0.35 (Wrath) + 0.50 (Apex) + 0.20 (Rampage) = 2.05
That physical hit lands at 205% before weapon/attribute scaling. Drop below 25% HP with rank-20 Last Stand and you subtract 0.25, bringing it down to 1.80 (180%) — while your incoming physical also falls 25%.
Rage economy in numbers
Gain per landed hit is the skill’s nominal ragePerHit scaled by the weapon’s intrinsic base interval (before any increased-attack-speed gear), against the 1.0 s reference:
rage gained = ragePerHit × (weaponBaseInterval ÷ 1.0 s)
Plain (non-skill) swings use ragePerHit = 10; each main skill carries its own value (Strike 10, Crush 13.5, Berserk 12, Zeal 3.5 per hit). Because the base interval drives the scaling, buying attack speed raises your rage-per-second rather than diluting it.
Spending: every active skill costs a flat 20 rage, committed the instant the cast begins.
Decay applies only out of combat or while waiting for a respawn:
rage lost/sec = 5 × (1 − min(0.95, reducedRageDecay))
With no Reduced Rage Decay, a full 100-rage bar empties in 20 s; at the 95% cap the drain is just 0.25/s (~400 s to empty).
Worked example. A 1.4 s-base weapon running Strike earns 10 × 1.4 = 14 rage per landed hit — roughly 10 rage/s — so a 20-rage cast pays for itself in about two connecting swings.