Waxmod change history
The changes made to Waxmods already in the game, update by update: texts and behaviour, for each kit.
On this page
Reading this history#
- Each date is the update that brought the changes. Only Waxmods already in the game are listed: new Waxmods are announced in the patch notes.
- For each kit concerned: the old text struck through, then the new one. When only the behaviour changed, one sentence says so.
- The Waxmod's name leads to its card on the Waxmods page.
29 October 2026#
Ecaflip: the Sleeve Ace text now says that Rekop can still be cast once per turn.
No change for this class in this update.
26 October 2026#
Forgelance 2.68: the Waxmods work in every stance. A carried summon's aura also reaches the one carrying it.
No change for this class in this update.
25 October 2026#
Prismatic audit: Prismatic designs and their ports fixed to match their text, 13 weak Prismatics redesigned, Depuis l'ombre changed to +20 base damage, and summon aura bonuses last until the end of your next turn.
Assassin's Window
Sram 2.68
Before: Both of Lethal Attack's damage lines gain 20 base damage, and a cast that kills gives you 2 AP, once per turn.
Now: Both of Lethal Attack's damage lines gain 20 base damage, its heavier strike lands on enemies at 50% of their life or less instead of 25%, and every cast that kills gives you back 4 AP.
Sram 3.7
Before: Both of Lethal Attack's damage lines gain 20 base damage, and a cast that kills gives you 2 AP, once per turn.
Now: Both of Lethal Attack's damage lines gain 20 base damage, its heavier strike lands on enemies at 75% of their life or less instead of 50%, and every cast that kills gives you back 4 AP.
Contagious Error
Sram 2.68
Before: Mistake no longer hits allies, and every enemy it damages also receives Epidemic's poison and state: 36 to 40 Air damage at the end of its turn, then the poison spreads to the enemies around it.
Now: Mistake no longer hits allies, and every enemy it damages also receives Epidemic's poison and state: 44 to 48 Air damage at the end of its turn, then the poison spreads to the enemies around it.
Execution Wire
Sram 2.68
Before: Lethal Trap deals 30 more base damage to enemies below 50% HP, and a kill gives you 2 AP on your next turn, once per turn.
Now: Lethal Trap's trap deals 30 more base damage to enemies at 50% of their life or less, and its heavier strike (on enemies at 25% or less) deals double damage. It reels the enemy that triggers it 3 cells toward you, and once per turn a kill by it gives you 2 AP on your next turn.
Sram 3.7
Before: Lethal Trap deals 30 more base damage to enemies below 50% HP, and a kill gives you 2 AP on your next turn, once per turn.
Now: Lethal Trap's trap deals double damage with its heavier strike (on enemies at 50% of their life or less), reels the enemy that triggers it 3 cells toward you, and once per turn a kill by it gives you 2 AP on your next turn.
From the Shadows
Sram 3.7
Before: Lethal Attack's base damage is 40% higher. In a turn in which you are invisible or cast Invisibility, Mist, Double or Plotter, Lethal Attack also costs 3 AP instead of 4, reaches 1-5 instead of 1-2, no longer needs a line of sight and can be cast 4 times per turn instead of 3 and 3 times per target instead of 2.
Now: Both of Lethal Attack's damage lines gain 20 base damage. In a turn in which you are invisible or cast Invisibility, Mist, Double or Plotter, Lethal Attack also costs 3 AP instead of 4, reaches 1-5 instead of 1-2, no longer needs a line of sight and can be cast 4 times per turn instead of 3 and 3 times per target instead of 2.
Sram 2.68
Before: Lethal Attack's base damage is 40% higher. In a turn in which you are invisible or cast Invisibility, Mist, Double or Plotter, Lethal Attack also costs 3 AP instead of 4, reaches 1-5 instead of 1-2, no longer needs a line of sight and can be cast 4 times per turn instead of 3 and 3 times per target instead of 2.
Now: Both of Lethal Attack's damage lines gain 20 base damage. In a turn in which you are invisible or cast Invisibility, Mist, Double or Plotter, Lethal Attack also costs 3 AP instead of 4, reaches 1-5 instead of 1-2, no longer needs a line of sight and can be cast 4 times per turn instead of 3 and 3 times per target instead of 2.
Gallows Row
Sram 2.68
Before: Lethal Trap's trap hits every enemy within 1 cell of it instead of a single cell (39 to 43 Earth damage, 49 to 54 on an enemy above 25% of its life) and no longer hits allies. When it triggers, it also triggers your nearest other trap within 3 cells of it.
Now: Lethal Trap's trap hits every enemy within 1 cell of it instead of a single cell, with both of its Earth damage lines (the heavier one on an enemy at 25% of its life or less), and no longer hits allies. When it triggers, it also triggers your nearest other trap within 3 cells of it.
Sram 3.7
Before: Lethal Trap's trap hits every enemy within 1 cell of it instead of a single cell (39 to 43 Earth damage, 49 to 54 on an enemy above 25% of its life) and no longer hits allies. When it triggers, it also triggers your nearest other trap within 3 cells of it.
Now: Lethal Trap's trap hits every enemy within 1 cell of it instead of a single cell, with both of its Earth damage lines (the heavier one on an enemy at 50% of its life or less), and no longer hits allies. When it triggers, it also triggers your nearest other trap within 3 cells of it.
Grand Larceny
Sram 2.68
Before: Larceny's area becomes a 2-cell circle instead of a 1-cell cross (damage and erosion), it hits only enemies, and it gains 6 base damage.
Now: Larceny's area becomes a 2-cell circle instead of a 1-cell cross (damage and Chance theft), it hits only enemies, and it gains 6 base damage.
Grifter's Round
Sram 2.68
Before: Con gains 4 base damage, and its life steal bounces to up to 2 more enemies at full strength, each within 3 cells of the last one hit, never the same enemy twice.
Now: Con gains 4 base damage, and its damage bounces to up to 2 more enemies at full strength, each within 3 cells of the last one hit, never the same enemy twice.
Nowhere Far Enough
Sram 2.68
Before: Fragmentation Trap's trap first pushes every enemy within 3 cells of it back 1 cell, into its farther rings. Its damage rings deal 30% more base damage, and a new ring 4 cells from the trap deals 57 to 61 Fire damage to enemies.
Now: Fragmentation Trap's trap first pushes the enemies around it, up to 3 cells away, back 1 cell (the damage each one takes still depends on where it stood when the trap went off). Its damage rings deal 30% more base damage, and a new ring 4 cells from the trap deals 57 to 61 Fire damage to enemies.
Sram 3.7
Before: Fragmentation Trap's trap first pushes every enemy within 3 cells of it back 1 cell, into its farther rings. Its damage rings deal 30% more base damage, and a new ring 4 cells from the trap deals 72 to 77 Fire damage to enemies.
Now: Fragmentation Trap's trap first pushes the enemies around it, up to 3 cells away, back 1 cell (the damage each one takes still depends on where it stood when the trap went off). Its damage rings deal 30% more base damage, and a new ring 4 cells from the trap deals 72 to 77 Fire damage to enemies.
Open Secret
Sram 2.68
Behaviour fixed to do what its description says; the text is unchanged.
Patient Blade
Sram 2.68
Before: Perfidy costs 2 AP less (minimum 1) and gains 10 base damage.
Now: In a turn in which you have not walked, Perfidy deals double damage and reaches 1-2 instead of 1.
Sram 3.7
Before: Perfidy costs 2 AP less (minimum 1) and gains 10 base damage.
Now: In a turn in which you have not walked, Perfidy deals double damage and reaches 1-2 instead of 1.
Plague Wind
Sram 3.7
Before: Epidemic's poison gains 10 base damage, and each time it spreads, it also reaches up to 2 more enemies within 3 cells of the carrier (once per carrier per turn).
Now: Epidemic's poison gains 10 base damage, and each time it spreads, it also reaches up to 2 more enemies within 5 cells of the carrier (once per carrier per turn).
Sram 2.68
Before: Epidemic's poison gains 10 base damage, and each time it spreads, it also reaches up to 2 more enemies within 3 cells of the carrier (once per carrier per turn).
Now: Epidemic's poison gains 10 base damage, and each time it spreads, it also reaches up to 2 more enemies within 5 cells of the carrier (once per carrier per turn).
24 October 2026#
Waxmods ported to the other kit and several designs fixed to do what their text says.
Deepening Pit
Sram 2.68
Before: Each cast of Pitfall raises its base damage by 12 instead of 8 (5 times at most). Pitfall can be cast 3 times per turn on the same target instead of 2, and each hit removes 3 MP (dodgeable).
Now: Each of your traps that triggers raises the base damage of Pitfall by 12 instead of 8 (5 times at most). Pitfall can be cast 3 times per turn on the same target instead of 2, and each hit removes 3 MP (dodgeable).
From the Shadows
Sram 3.7
Before: Lethal Attack's base damage is 40% higher. In a turn in which you cast Invisibility, Mist, Double or Plotter, Lethal Attack also costs 3 AP instead of 4, reaches 1-5 instead of 1-2, no longer needs a line of sight and can be cast 4 times per turn instead of 3.
Now: Lethal Attack's base damage is 40% higher. In a turn in which you are invisible or cast Invisibility, Mist, Double or Plotter, Lethal Attack also costs 3 AP instead of 4, reaches 1-5 instead of 1-2, no longer needs a line of sight and can be cast 4 times per turn instead of 3 and 3 times per target instead of 2.
Sram 2.68
Before: Lethal Attack's base damage is 40% higher. In a turn in which you cast Invisibility, Mist, Double or Plotter, Lethal Attack also costs 3 AP instead of 4, reaches 1-5 instead of 1-2, no longer needs a line of sight and can be cast 4 times per turn instead of 3.
Now: Lethal Attack's base damage is 40% higher. In a turn in which you are invisible or cast Invisibility, Mist, Double or Plotter, Lethal Attack also costs 3 AP instead of 4, reaches 1-5 instead of 1-2, no longer needs a line of sight and can be cast 4 times per turn instead of 3 and 3 times per target instead of 2.
23 October 2026#
Iop: every Celestial Sword design gives extra casts per turn (+1, or +2 for Prismatic).
No change for this class in this update.
19 October 2026#
Feca: the glyph Waxmods go off whenever an enemy crosses the glyph's edge, however it moves.
No change for this class in this update.
17 October 2026#
Waxmods with no effect: descriptions corrected, effects that did nothing fixed or replaced, and five Common Waxmods given a real bonus back.
Sleight of Hand
Sram 2.68
Behaviour fixed to do what its description says; the text is unchanged.
Sram 3.7
Behaviour fixed to do what its description says; the text is unchanged.
