Mechanic

Rage

Rage is a combat resource that inherently grants 1% more Attack Damage per point. Characters have 30 maximum Rage by default. Rage generation is limited to one Hit every 0.5 seconds, and inherent Rage loss begins after four seconds without gaining Rage or taking damage.
0.5.4d
Current data

Catalog version 0.5.4d

No direct 0.5 patch change is linked to this page. The displayed values are current for catalog version 0.5.4d.

What Rage does

Current rules

At the default maximum of 30 Rage, the inherent benefit is 30% more Attack Damage. Gain modifiers that match the same eligible Hit can contribute together, but additional Hits inside the 0.5 second gain interval do not generate Rage. After the four-second grace period, inherent loss removes 5 Rage per second unless an effect pauses, slows, prevents, or replaces that loss.

Each Rage grants more Attack Damage
The inherent effect is 1% more Attack Damage per Rage. Because it is more damage, it multiplies the applicable Attack Damage calculation rather than joining the additive increased Attack Damage total. It does not inherently grant Spell Damage.
The default maximum is 30
A character can hold 30 Rage by default. Maximum Rage modifiers change the cap, while effects that grant Rage only change the current amount up to that cap unless they explicitly say otherwise.
Hit generation has a 0.5 second gate
Only one Hit every 0.5 seconds can cause the character to gain Rage. Faster multi-hit Skills therefore do not generate Rage on every Hit. Matching Rage-on-Hit sources can contribute to the eligible gain event, but the shared Hit gate still applies.
Decay waits four seconds
Inherent Rage loss is paused for four seconds after gaining Rage or taking damage. After that grace period, the default inherent loss is 5 Rage per second, shown by the keyword tooltip as 1 Rage every 0.2 seconds.
Regeneration pauses inherent loss
Rage regeneration pauses inherent Rage loss under the current 0.4.0 behavior. Modifiers that say No Inherent loss of Rage disable the built-in decay but do not necessarily prevent Skills or other effects from spending or removing Rage.
Rage can be spent or used as a cost
Some Skills and Supports spend Rage for an effect, while other Skills have a Rage cost. A cost can be modified by matching cost modifiers. Wording that simply spends Rage is not automatically the same as a Skill cost.
Every Rage also grants adds new benefits
Items and passives can make every Rage also grant Armour, Stun Threshold, Spell Damage, Minion Damage, or another stat. These are additional effects and do not replace the inherent Attack Damage benefit unless the effect explicitly removes Rage effect.
Maximum Rage events are separate
Reaching maximum Rage can trigger an item or build Glory, but merely remaining at maximum does not repeatedly count as reaching it. Hateforge, for example, triggers when maximum Rage is reached and then removes all Rage.

Current Rage interactions

7 cases
01
Rage on Hit

Horns of Bynden, Wings of Caelyn, Boar Idol, and many passive modifiers grant Rage on a qualifying Melee Hit. Hook Axe and other sources may use broader Hit wording. The 0.5 second Rage gain gate still applies.

Currency: Boar IdolRelated: Horns of Bynden, Wings of Caelyn, Hit
02
Rage when Hit

Bristleboar grants Rage when the wearer is Hit and a larger amount when Critically Hit. Blood of the Warrior grants Rage when Hit during its flask effect. These are incoming-Hit conditions rather than Rage on the player's outgoing Hits.

Related: Bristleboar, Blood of the Warrior
03
Decay control

Death Articulated regenerates Rage and removes inherent Rage loss. Blood of the Warrior removes inherent loss during its effect. These prevent the built-in decay but do not make Rage immune to explicit spending or removal.

Related: Death Articulated, Blood of the Warrior
04
05
Additional per-Rage effects

Horns of Bynden adds Armour per Rage, Wings of Caelyn adds Stun Threshold, Spiteful Floret adds Life Recoup for each five Rage, and some current modifiers add Spell or Minion benefits.

Related: Horns of Bynden, Wings of Caelyn, Spiteful Floret, Recouped
06
Spending and maximum events

Rageforged I spends Rage when possible to grant more Damage. Hateforge grants a Charge when maximum Rage is reached, subject to its cooldown, then removes all Rage. Ngamahu's Chosen fills Rage to its maximum on use.

Related: Rageforged I, Hateforge, Ngamahu's Chosen
07
Shapeshift and Glory

Current Shapeshift Skills and passives can generate, spend, regenerate, or scale Rage. Walking Calamity builds Glory by gaining Rage while already at maximum Rage, so its Glory condition is not the same as merely holding maximum Rage.

Related: Shapeshift, Glory

Limits and exceptions

5 rules
  • Rage inherently scales Attack Damage, not every kind of damage.
  • Only one Hit every 0.5 seconds can cause Rage gain.
  • No inherent Rage loss does not prevent explicit Rage costs, spending, or removal.
  • Reaching maximum Rage is an event and is different from remaining at maximum Rage.
  • Rage on your Hit and Rage when you are Hit are different conditions.