Spell Sac AngrrrAngrrr

Class: Sacrier
Unlock/Evolution level: 10/110
Type: Passive

Element NeutralSmall
"A true bloodthirsty warrior, the more hurt the Sacrier, the greater the anger, making the Sacrier more dangerous and less vulnerable to enemy attacks."

Level 1:

Level 2:

  • +2% Final Damage per 20 Angrr
  • At 40% HP:Multi-Arm1
  • At 20% HP:Multi-Arm2
  • At 1 HP:Multi-Arm3
  • Bonus stacks with Strong Blood passive


Every Sacrier has access to Angrrr, even without this passive equipped.

Sacriers start the battle with Angrrr proportional to the amount of HP he/she has. If they take damage the value goes up (the specific amount is based on the amount of HP% lost). If they receive healing, the value goes down.

A Sacrier's Fire spells are designed to increase Angrrr by causing damage to the Sacrier when the spells are cast.

Angrrr is treated as a percentage amount, from 0% when "empty" to 100% when "full". i.e. 1 point of Angrrr is effectively 0.9% of max HP.


  • There is no way to 'spend' Angrrr. Only healing decreases your Angrrr level.
  • Angrrr is based off %HP, reaching its cap at 10% HP


  • While the Angrrr system is unique to Wakfu, Dofus' had an equivalent gameplay design called Punishments (the act of taking damage granted bonuses to the character).

Sacrier Elemental Spells:
Spell Sac AssaultSpell Sac Light SpeedSacrier Spell Motion SicknessSpell Sac RejectattooSpell Sac Spiritual Tempest
Spell Sac ColonnadesSpell Sac InsanitySpell Sac Rocky FootSpell Sac Sacriers FistSpell Sac Smash
Spell Sac Blood RushSpell Sac Bloodthirsty FurySpell Sac Burning BloodSpell Sac Cage of BloodSpell Sac Punishment

Active Support Spells:
Spell Sac AttractionSpell Sac SacrificeSpell Sac Sanguine ArmorSpell Sac Solid as a RockSpell Sac Transposition

Passive Support Spells:
Spell Sac BerserkSpell Sac Blood PactSpell Sac CarrierSpell Sac Clinging to LifeSpell Sac MobilitySpell Sac MoribundSpell Sac Motion Sickness PassiveSpell Sac SmasherSpell Sac Strong BloodSpell Sac Tattooed BloodSpell Sac Transcendence

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