Rage
Tier: 1
Level: (1–3)
Support Requirements: +5 Str
Supports Melee Attacks, causing them to grant Rage on Hit.
Supported Skills grant (–3) Rage on Melee Hit
Place into a Skill's Support Gem socket in the Skills Panel to apply its effects to that Skill. You cannot have multiple copies of the same Support Gem socketed at the same time.
Version 0.1.0
Rage
Tier: 1
Level: (1–3)
Supports Melee Attacks, causing them to grant Rage on Hit.
Supported Skills grant (–3) Rage on Melee Hit
Place into a Skill's Support Gem socket in the Skills Panel to apply its effects to that Skill. You cannot have multiple copies of the same Support Gem socketed at the same time.
Level Effect /3
Implicit
Cost Multiplier: 100%
LevelRequires LevelStrBase Damage
106100%, 100%
2310100%, 100%
3615100%, 100%
Attribute /4

Rage

KeyValue
BaseType Rage
Class Support Gems
BuffIcon
ItemTypeMetadata/Items/Gems/SupportGemRage
Rage
Tier: 1
Level: (1–3)
Support Requirements: +5 Str
Supports Melee Attacks, causing them to grant Rage on Hit.
Supported Skills grant (–3) Rage on Melee Hit
Place into a Skill's Support Gem socket in the Skills Panel to apply its effects to that Skill. You cannot have multiple copies of the same Support Gem socketed at the same time.
Supported Gem /50
  • Allow Type: Melee
  • Leap Slam
    Jump into the air, damaging and Knocking Back enemies with your mace where you land. Enemies you would land on are pushed out of the way.
    Shield Charge
    Channel to charge in the target direction. You will crash into enemies on your path, stopping your charge and dealing damage to enemies in an area, and extra damage to the enemies you collided with. While charging, your Shield is raised and you will Block all incoming Blockable hits.
    Flicker Strike
    Teleport to a enemy and Strike them. Consumes Power Charges to perform additional teleporting Strikes on nearby enemies.
    Armour Breaker
    Strike with a forceful blow, knocking enemies back and weakening their Armour.
    Falling Thunder
    Infuse your Quarterstaff with electrical energy, then Slam the ground to deal damage in a large cone in front of you. Consumes your Power Charges to fire Lightning Projectiles forwards from the impact.
    Earthquake
    Smash the ground, dealing damage in an area and leaving behind Jagged Ground that slows enemies. The Jagged Ground erupts in a powerful Aftershock after a duration. Cannot create Jagged Ground on top of an existing patch, or if you already have the maximum number of active patches.
    Sunder
    Slam the ground, creating a roiling fissure that damages enemies in a sequence of areas in front of you. A number of enemies hit by the wave will release a shockwave, damaging other enemies.
    Earthshatter
    Slam the ground, sending out a fissure that deals area damage to enemies it passes under and thrusts a spike from the ground when it ends. Warcries performed near the spike will cause it to shatter, damaging surrounding enemies.
    Boneshatter
    Attack enemies with a melee Strike. The Strike will cause a Heavy Stun on enemies that are Primed for Stun. Upon causing a Heavy Stun it will also create a Shockwave, dealing a large amount of damage in an area.
    Volcanic Fissure
    Slam the ground, creating a winding fissure that deals damage as it travels and remains for a duration. Using a different Slam on a fissure will cause an Aftershock, which spreads to all connected fissures.
    Rapid Assault
    Perform a series of six rapid stabs. The final stab inflicts Bleeding and leaves a spearhead stuck in the target, Maiming them for a duration. Detonator Skills will cause the stuck spearheads to explode, dealing further damage to the target and other nearby enemies.
    Disengage
    Jump back as you rupture the earth in front of you with spearpoints, damaging enemies. Consumes the Parried Debuff on Hitting enemies to release a shockwave and grant you a Frenzy Charge. This skill can be used while using other skills, and causes Strikes and Projectiles to miss you while jumping. This skill cannot be Ancestrally Boosted.
    Blood Hunt
    Lunge at a target and skewers them. Hitting an enemy that has suffered Blood Loss will cause a blood explosion and also Consume Bleeding. This skill cannot be Ancestrally Boosted.
    Whirling Slash
    Perform a circular slash that kicks up a Whirlwind around you, Slowing enemies and Blinding them in its area of effect. Leaving the area collapses the storm, dealing damage and causing Knockback.
    Spearfield
    Stab the ground causing multiple spears to burst out of the ground in front of you in a large area. The spears remain for a duration, or explode when enemies touch them, damaging and Maiming them.
    Whirling Assault
    Advance while hitting enemies around you with a series of spinning Strikes.
    Rolling Slam
    Slam the ground to Stun enemies and knock them away, then continue forward and perform a devastating second Slam. Holding down the skill input allows you to change direction as you move.
    Supercharged Slam
    Channel to charge up a heavy swing, drawing earth from the ground to enlarge your mace. Release to Slam the ground, dealing damage in an area around the impact, followed by Aftershocks dealing damage in a larger area.
    Wind Blast
    Batter enemies at range by generating a gust of wind as you swing. Enemies will be Knocked Back based on how close they are to you.
    Wave of Frost
    Flip backwards and send forth a Freezing wave in front of you.
    Ice Strike
    Perform a fast icy Strike. Using this Attack three times in quick succession causes a final strike that is slower and more powerful.
    Glacial Cascade
    Sweep your Quarterstaff upwards, releasing an icy fissure which deals damage in a series of bursts culminating in a large spike. Frozen enemies hit by the final spike are dealt heavy damage but the Freeze is Consumed. Ice Crystals hit by the final spike explode.
    Killing Palm
    Dash to an enemy and Strike them with an unarmed Attack, Culling enemies if their life is low enough. Each enemy killed by this strike grants a Power Charge. Enemies around you that can be Culled will be highlighted. This skill always Strikes with your bare fist, even if you have a Quarterstaff equipped.
    Shattering Palm
    Dash to an enemy and Strike them with an Unarmed Attack that manifests a wave of cold, coating nearby enemies in shards of ice. Dealing enough damage to these enemies will shatter the shards, causing an icy explosion that deals Attack damage. This skill always Strikes with your bare fist, even if you have a Quarterstaff equipped.
    Tempest Flurry
    Perform a series of aggressive Strikes. When used in quick succession, the third use Strikes three times, and the fourth use performs a Final Strike that calls down a powerful Shocking bolt.
    Siphoning Strike
    Dash to a target and Strike them with your Quarterstaff. If the target is Shocked, consumes their Shock to release a Lightning shockwave around the target and grant you a Power Charge. This skill cannot be Ancestrally Boosted.
    Tempest Bell
    Build Combo by successfully Striking Enemies with other skills. After reaching maximum Combo, use this skill to cause the Bell on your staff to grow to massive size as you drop it on the ground. The Bell damages enemies on impact and can be Hit by your skills, creating a damaging shockwave. Elemental Ailments applied to the Bell cause its shockwaves to deal extra damage of the corresponding type, and Hits which would have caused Knockback increase the area of effect of the shockwaves.
    Frozen Locus
    Leap backward and crack the ground with your staff to call forth an Ice Crystal, which creates Chilled Ground around it and can be damaged by you and enemies. If the Crystal is destroyed it causes an icy explosion that deals Attack damage but does not use your weapon's damage. This skill can be used while using other skills.
    Perfect Strike
    Charge up your weapon while channelling. Releasing the moment you fully charge will release a wave of Fire.
    Raise Shield
    Raise your Shield to Block all incoming Blockable hits. Release immediately after Blocking to perform a Shield Bash that damages and Stuns enemies. While your Shield is raised you cannot be Light Stunned by hits you Block, but Blocking too much damage may Heavy Stun you. You cannot Evade while your Shield is raised, but Evasion instead grants an equal chance to avoid this Heavy Stun buildup.
    Resonating Shield
    Repeatedly hammer your Shield with your weapon causing damaging shockwaves in an area around you. Enemies hit by the shockwave lose Armour for a duration. While using Resonating Shield, your Shield is raised and you will Block all incoming Blockable hits.
    Thunderous Leap
    Leap into the air and plunge your Spear into the ground at the target location, emitting a Lightning-charged shockwave.
    Hammer of the Gods
    Build Glory by Heavy Stunning enemies. When you have maximum Glory you may entreat the Ancestors to crush your enemies, manifesting a massive hammer that falls from the sky onto your target, Slamming into the ground after a short duration and dealing immense damage based on your weapon.
    Stampede
    Charges forward, cracking the earth and leaving a patch of Jagged Ground with every footstep. At the end of your charge, a massive leaping Slam damages enemies and causes all nearby patches of Jagged Ground to explode, damaging enemies standing on them.
    Shield Wall
    Ram your Shield into the ground, throwing up a semi-circular wall of earth. Enemies can attack the walls and your Slams or Warcries will instantly destroy them. Each wall segment explodes when destroyed, damaging enemies around it.
    Punch
    Perform an Unarmed Strike.
    Quarterstaff Strike
    Strike with your Quarterstaff.
    Mace Strike
    Strike with your Mace.
    Mace Strike
    Strike with your Maces.
    Mace Strike
    Strike with your Mace.
    Vaulting Impact
    Leap forward and Slam the ground, sending out a Stunning shockwave that is especially potent against Dazed enemies.
    Storm Wave
    Sweep your Quarterstaff, projecting a bolt of Lightning through the ground in a long fissure ahead of you.
    Gathering Storm
    Flip backward and Channel to charge your Quarterstaff with Lightning. Releasing dashes towards the target location, damaging enemies along the way. Releasing with perfect timing performs a Lightning-infused dash that releases shockwaves from enemies you dash through and leaves a trail of Shocked Ground in your wake. This skill cannot be Ancestrally Boosted.
    Primal Strikes
    Perform a Lightning-charged stab that can be chained into a combination of up to three attacks. The first two attacks conjure a charging Wildwood spirit if they Hit a Shocked enemy and refresh Shock duration. The third attack is a large swipe that inflicts Lightning Exposure, and can Consume Shock to conjure a stampede of spirits.
    Cull The Weak
    Dash to an enemy and run them through, Culling enemies if their life is low enough. If this Attack kills at least one enemy, it grants you a Frenzy Charge. Enemies around you that can be Culled will be highlighted.
    Fangs of Frost
    Perform an icy stab that exploits enemies who are already off balance. Hitting a Parried target Consumes the Debuff to cause a nova of frost and leave Chilled Ground.
    Wind Serpent's Fury
    Consume all Frenzy Charges to perform a gigantic spear thrust that Knocks Back enemies. For each Frenzy Charge consumed, a Wind Serpent follows in the spear's wake. Each Serpent also damages and Knocks Back enemies, and knocking an Enemy into terrain or another larger Enemy will cause a shockwave.
    Rake
    Dash towards an enemy and perform a lacerating slash, inflicting Bleeding on all enemies struck.
    Parry
    Ready your Buckler to parry the next Strike or Projectile that would Hit you, Blocking the Hit and retaliating with a quick sweep that leaves enemies off balance, causing them to take massively increased Attack damage for a short duration. Parrying causes you to accumulate Heavy Stun buildup. You cannot Evade a Hit you could parry, but Evasion instead grants an equal chance to avoid this Heavy Stun buildup.
    Elemental Sundering
    Plunge your Spear into the ground to emit a pulse that Consumes Freeze, Shock and Ignite on a number of nearby enemies, Allies and Corpses. The pulse itself deals no damage, but each Ailment Consumed causes an explosion of the corresponding elemental damage type.
    Rage
    You gain more Attack Damage.

    You lose 1 Rage every 0.1 seconds if you have not been Hit or gained Rage in the last 2 seconds.
    current_rage
    Attribute /5

    rage

    KeyValue
    BuffIcon
    IsCharged1
    BuffGroupsID29
    IsBuffDefinition1
    BuffMergeModesID4
    Codevirtual maximum rage
    IsPublic1
    IsLocal0
    IsWeaponLocal0
    IsProxied
    IsParty1
    IsVirtual1
    IsScalable1
    StatSemanticsDiscrete
    Codecurrent rage
    IsPublic0
    IsLocal0
    IsWeaponLocal0
    IsProxied
    IsParty1
    IsVirtual0
    IsScalable1
    StatSemanticsDiscrete
    Rage
    Demon
    SpectreY
    TagsClaw_onhit_audio, demon, fast_movement
    Packs
  • Rage, Turmoil
  • Life
    130%
    Resistance
    0 0 0 0
    Damage
    130%
    Accuracy
    100%
    Critical Hits Chance
    5%
    Critical Damage Bonus
    +30%
    Attack Distance
    5 ~ 12
    Attack Time
    1.665 Second
    Damage Spread
    ±20%
    Experience
    130%
    Model Size
    120%
    Type
    DeliriumMinion1
    Metadata
    DeliriumMinion1
    Level
    68
    Life
    10,084
    Armour
    2,413
    Evasion Rating
    477
    Damage
    303
    Spell Damage
    303
    Accuracy
    2,180
    Attack Time
    1.665
    Experience
    37,224
    Minion Life
    9,009
    Minion Damage
    1,259
    Minion Armour
    2,413
    MeleeAtAnimationSpeed
    Attack, RangedAttack, MirageArcherCanUse, Projectile, MeleeSingleTarget, Melee, ProjectilesFromUser
    Basic Attack
    Base Damage: 242–364
    Critical Hit Chance: 5%
    Attack Time: 1.665 sec
    action attack or cast time uses animation length [1]
    projectile uses contact position [1]
    skill can fire wand projectiles [1]
    use scaled contact offset [1]
    DeliriumMinionLeapSlam
    Attack, Area, Melee, Slam, Totemable, Travel, Jumping, ConsumesFullyBrokenArmour
    Leap Slam
    Base Damage: 242–364
    Critical Hit Chance: 5%
    Attack Damage: 125%
    Attack Time: 1.665 sec
    Cooldown Time: 15 sec
    Jump into the air, damaging and Knocking Back enemies with your mace where you land. Enemies you would land on are pushed out of the way.
    Deals 25% more Attack Damage
    action attack or cast time uses animation length [1]
    cast time overrides attack duration [1]
    is area damage [1]

    Object Type

    version 2
    extends "Metadata/Monsters/Monster"
    
    Stats
    {
    	set_base_heavy_stun_duration_ms = 3300
    }

    Object Type Codes

    version 2
    extends "Metadata/Monsters/Monster"
    -- src\Data\Spectres.lua
    minions["Metadata/Monsters/LeagueDelirium/DeliriumMinion1"] = {
        name = "Rage",
        life = 1.3,
        fireResist = 0,
        coldResist = 0,
        lightningResist = 0,
        chaosResist = 0,
        damage = 1.3,
        damageSpread = 0.2,
        attackTime = 1.665,
        attackRange = 12,
        accuracy = 1,
        skillList = {
            "MeleeAtAnimationSpeed",
            "DeliriumMinionLeapSlam",
        },
        modList = {
        },
    }
    -- src\Data\Skills\spectre.lua
    skills["MeleeAtAnimationSpeed"] = {
        name = "Basic Attack",
        hidden = true,
        color = ,
        baseEffectiveness = 0,
        incrementalEffectiveness = 0,
        skillTypes = {
            [SkillType.Attack] = true,
            [SkillType.RangedAttack] = true,
            [SkillType.MirageArcherCanUse] = true,
            [SkillType.Projectile] = true,
            [SkillType.MeleeSingleTarget] = true,
            [SkillType.Melee] = true,
            [SkillType.ProjectilesFromUser] = true,
        },
        statDescriptionScope = "skill_stat_descriptions",
        castTime = 1,
        baseFlags = {
            attack = true,
            melee = true,
            projectile = true,
        },
        baseMods = {
        },
        qualityStats = {
        },
        stats = {
            "skill_can_fire_arrows",
            "skill_can_fire_wand_projectiles",
            "action_attack_or_cast_time_uses_animation_length",
            "projectile_uses_contact_position",
            "use_scaled_contact_offset",
        },
        levels = {
            [1] = {levelRequirement = 1, statInterpolation = {},  cost = { }, },
        },
    }
    -- src\Data\Skills\spectre.lua
    skills["DeliriumMinionLeapSlam"] = {
        name = "Leap Slam",
        hidden = true,
        color = ,
        baseEffectiveness = 0,
        incrementalEffectiveness = 0,
        description = "Jump into the air, damaging and [Knockback|Knocking Back] enemies with your mace where you land. Enemies you would land on are
    pushed out of the way.",
        skillTypes = {
            [SkillType.Attack] = true,
            [SkillType.Area] = true,
            [SkillType.Melee] = true,
            [SkillType.Slam] = true,
            [SkillType.Totemable] = true,
            [SkillType.Travel] = true,
            [SkillType.Jumping] = true,
            [SkillType.ConsumesFullyBrokenArmour] = true,
        },
        statDescriptionScope = "leap_slam",
        castTime = 1.57,
        baseFlags = {
            attack = true,
            area = true,
            melee = true,
        },
        baseMods = {
        },
        qualityStats = {
        },
        stats = {
            "is_area_damage",
            "cast_time_overrides_attack_duration",
            "action_attack_or_cast_time_uses_animation_length",
        },
        levels = {
            [1] = {baseMultiplier = 1.25, levelRequirement = 1, statInterpolation = {},  cost = { }, },
        },
    }
    
    Rage
    Demon
    SpectreY
    TagsClaw_onhit_audio, demon, fast_movement
    Life
    130%
    Resistance
    0 0 0 0
    Damage
    130%
    Accuracy
    100%
    Critical Hits Chance
    5%
    Critical Damage Bonus
    +30%
    Attack Distance
    5 ~ 12
    Attack Time
    1.665 Second
    Damage Spread
    ±20%
    Experience
    130%
    Model Size
    120%
    Type
    DeliriumMinion1
    Metadata
    DeliriumMinionEssence1
    Level
    68
    Life
    10,084
    Armour
    2,413
    Evasion Rating
    477
    Damage
    303
    Spell Damage
    303
    Accuracy
    2,180
    Attack Time
    1.665
    Experience
    37,224
    Minion Life
    9,009
    Minion Damage
    1,259
    Minion Armour
    2,413
    MeleeAtAnimationSpeed
    Attack, RangedAttack, MirageArcherCanUse, Projectile, MeleeSingleTarget, Melee, ProjectilesFromUser
    Basic Attack
    Base Damage: 242–364
    Critical Hit Chance: 5%
    Attack Time: 1.665 sec
    action attack or cast time uses animation length [1]
    projectile uses contact position [1]
    skill can fire wand projectiles [1]
    use scaled contact offset [1]
    DeliriumMinionLeapSlam
    Attack, Area, Melee, Slam, Totemable, Travel, Jumping, ConsumesFullyBrokenArmour
    Leap Slam
    Base Damage: 242–364
    Critical Hit Chance: 5%
    Attack Damage: 125%
    Attack Time: 1.665 sec
    Cooldown Time: 15 sec
    Jump into the air, damaging and Knocking Back enemies with your mace where you land. Enemies you would land on are pushed out of the way.
    Deals 25% more Attack Damage
    action attack or cast time uses animation length [1]
    cast time overrides attack duration [1]
    is area damage [1]

    Object Type

    version 2
    extends "Metadata/Monsters/Monster"
    
    Stats
    {
    	set_base_heavy_stun_duration_ms = 3300
    }

    Object Type Codes

    version 2
    extends "Metadata/Monsters/Monster"
    -- src\Data\Spectres.lua
    minions["Metadata/Monsters/LeagueDelirium/DeliriumMinionEssence1"] = {
        name = "Rage",
        life = 1.3,
        fireResist = 0,
        coldResist = 0,
        lightningResist = 0,
        chaosResist = 0,
        damage = 1.3,
        damageSpread = 0.2,
        attackTime = 1.665,
        attackRange = 12,
        accuracy = 1,
        skillList = {
            "MeleeAtAnimationSpeed",
            "DeliriumMinionLeapSlam",
        },
        modList = {
        },
    }
    -- src\Data\Skills\spectre.lua
    skills["MeleeAtAnimationSpeed"] = {
        name = "Basic Attack",
        hidden = true,
        color = ,
        baseEffectiveness = 0,
        incrementalEffectiveness = 0,
        skillTypes = {
            [SkillType.Attack] = true,
            [SkillType.RangedAttack] = true,
            [SkillType.MirageArcherCanUse] = true,
            [SkillType.Projectile] = true,
            [SkillType.MeleeSingleTarget] = true,
            [SkillType.Melee] = true,
            [SkillType.ProjectilesFromUser] = true,
        },
        statDescriptionScope = "skill_stat_descriptions",
        castTime = 1,
        baseFlags = {
            attack = true,
            melee = true,
            projectile = true,
        },
        baseMods = {
        },
        qualityStats = {
        },
        stats = {
            "skill_can_fire_arrows",
            "skill_can_fire_wand_projectiles",
            "action_attack_or_cast_time_uses_animation_length",
            "projectile_uses_contact_position",
            "use_scaled_contact_offset",
        },
        levels = {
            [1] = {levelRequirement = 1, statInterpolation = {},  cost = { }, },
        },
    }
    -- src\Data\Skills\spectre.lua
    skills["DeliriumMinionLeapSlam"] = {
        name = "Leap Slam",
        hidden = true,
        color = ,
        baseEffectiveness = 0,
        incrementalEffectiveness = 0,
        description = "Jump into the air, damaging and [Knockback|Knocking Back] enemies with your mace where you land. Enemies you would land on are
    pushed out of the way.",
        skillTypes = {
            [SkillType.Attack] = true,
            [SkillType.Area] = true,
            [SkillType.Melee] = true,
            [SkillType.Slam] = true,
            [SkillType.Totemable] = true,
            [SkillType.Travel] = true,
            [SkillType.Jumping] = true,
            [SkillType.ConsumesFullyBrokenArmour] = true,
        },
        statDescriptionScope = "leap_slam",
        castTime = 1.57,
        baseFlags = {
            attack = true,
            area = true,
            melee = true,
        },
        baseMods = {
        },
        qualityStats = {
        },
        stats = {
            "is_area_damage",
            "cast_time_overrides_attack_duration",
            "action_attack_or_cast_time_uses_animation_length",
        },
        levels = {
            [1] = {baseMultiplier = 1.25, levelRequirement = 1, statInterpolation = {},  cost = { }, },
        },
    }
    
    Rage
    Rage grants 1% more Attack damage per 1 Rage gained, to a maximum of 30. You lose 1 Rage every 0.1 seconds if you have not taken damage or gained Rage in the last 2 seconds.

    Only one Hit every 0.5 seconds can cause you to gain Rage.
    Skill Gem /3
    Skill Gem Quality /2
    ItemStats
    Skeletal ReaverMinions have (0–20)% increased effect of Rage
    BerserkGrants (0–10)% increased Rage effect
    Misc mods /4
    NameLevelDomainPre/SufDescriptionWeight
    Angry1JewelPrefix+1 to Maximum Rage
    of Raging1JewelSuffixGain 1 Rage on Melee Hit
    of Retribution1JewelSuffixGain (1–3) Rage when Hit by an Enemy
    of Retribution1JewelSuffixGain (1–2) Rage when Hit by an Enemy
    Item /1
    Hook Axe
    Physical Damage: 5-14
    Critical Hit Chance: 5%
    Attacks per Second: 1.45
    Weapon Range: 1.1
    Requires: Level 4, 10 Str
    Gain 1 Rage on Hit
    Unique /6
    50% reduced Evasion Rating
    +(40–60) to maximum Life
    (3–5) Life Regeneration per second
    Gain 5 Rage when Hit by an Enemy
    Gain 10 Rage when Critically Hit by an Enemy
    +20 to Armour
    (5–15)% increased Rarity of Items found
    +(20–30) to Dexterity
    Gain 1 Rage on Melee Hit
    Every Rage also grants 1% increased Stun Threshold
    (50–80)% increased Armour
    Gain (1–3) random Charge on reaching Maximum Rage
    Lose all Rage on reaching Maximum Rage
    (-10–10) to Maximum Rage
    +20 to Armour
    (5–15)% increased Rarity of Items found
    +(20–30) to Strength
    Every Rage also grants 1% increased Armour
    Gain 1 Rage on Melee Hit
    (100–150)% increased Armour and Evasion
    (5–10)% increased Attack Speed
    +(17–23)% to Chaos Resistance
    Lose 5% of maximum Life per second
    Regenerate 5 Rage per second
    No Inherent loss of Rage
    Used when you take Fire damage from a Hit
    (30–40)% increased Charges
    Grants up to your maximum Rage on use
    Passive /7
    +10 to Maximum Rage while wielding an Axe
    Gain 3 Rage when Hit by an Enemy
    Every Rage also grants 2% increased Stun Threshold
    +8 to Maximum Rage
    Inherent loss of Rage is 25% slower
    +4 to Maximum Rage
    Inherent Rage Loss starts 1 second later
    Every Rage also grants 1% increased Armour
    Gain 5 Rage when Hit by an Enemy
    3% chance that if you would gain Rage on Hit, you instead gain up to your maximum Rage
    Timeless Jewel Passive /2
    Chainbreaker
    Karui Keystone
    Mana Recovery from Regeneration is not applied
    1 Rage Regenerated for every 25 Mana Regeneration per Second
    Skills Cost +3 Rage
    No man may enslave you, for you have a secret: you're always angry.
    Vorana's Fury
    Kalguuran Notable
    40% increased Projectile Damage
    Gain 1 Rage on Melee Hit
    Edit

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