Equipment

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.

Sleeve Ace

Ecaflip

Ecaflip 3.7

Before: Rekop no longer discards your hand, so a Winning Hand can be used again; it costs 1 AP less and its damage is increased by 20%.

Now: Rekop no longer discards your hand, so you keep your Winning Hand and can use it again on your next turns (still once per turn); it costs 1 AP less and its damage is increased by 20%.

26 October 2026#

Forgelance 2.68: the Waxmods work in every stance. A carried summon's aura also reaches the one carrying it.

Jackpot

Ecaflip

Ecaflip 3.7

Before: Wheel of Fortune also gives the allies in its circle, you included, 20% final damage for 1 turn, on top of their 999% Critical.

Now: Wheel of Fortune also gives the allies in its circle, you included, 20% final damage for 1 turn, on top of their 50% Critical (100% at Rank X).

Rigged Wheel

Ecaflip

Ecaflip 3.7

Before: Wheel of Fortune only turns your way: allies in its area get 999% Critical now and on the next turn, and enemies in its area have their random effects minimised now and on the next turn.

Now: Wheel of Fortune only turns your way: allies in its area get 50% Critical (100% at Rank X) now and on the next turn, and enemies in its area have their random effects minimised now and on the next turn.

Open Bar

Pandawa

Pandawa 3.7

Before: At the end of each of your turns, Drunkenness's Barrel heals allies within 2 cells of it for 8% of their max HP and gives them 15% final damage until the end of your next turn (you too, unless you carry it).

Now: At the end of each of your turns, Drunkenness's Barrel heals allies within 2 cells of it for 8% of their max HP and gives them 15% final damage until the end of your next turn (you included, even while you carry it).

Pandawa 2.68

Before: At the end of each of your turns, Drunkenness's Barrel heals allies within 2 cells of it for 8% of their max HP and gives them 15% final damage until the end of your next turn (you too, unless you carry it).

Now: At the end of each of your turns, Drunkenness's Barrel heals allies within 2 cells of it for 8% of their max HP and gives them 15% final damage until the end of your next turn (you included, even while you carry it).

Bleeding Iron

Forgelance

Forgelance 2.68

Behaviour fixed to do what its description says; the text is unchanged.

Forgelance 3.7

Behaviour fixed to do what its description says; the text is unchanged.

Double Gale

Forgelance

Forgelance 2.68

Behaviour fixed to do what its description says; the text is unchanged.

Ember Rain

Forgelance

Forgelance 2.68

Behaviour fixed to do what its description says; the text is unchanged.

Forge Heat

Forgelance

Forgelance 2.68

Behaviour fixed to do what its description says; the text is unchanged.

Long Lunge

Forgelance

Forgelance 2.68

Behaviour fixed to do what its description says; the text is unchanged.

Forgelance 3.7

Behaviour fixed to do what its description says; the text is unchanged.

Long Muspel

Forgelance

Forgelance 2.68

Behaviour fixed to do what its description says; the text is unchanged.

Middle Earth

Forgelance

Forgelance 2.68

Behaviour fixed to do what its description says; the text is unchanged.

Safe Exit

Forgelance

Forgelance 2.68

Behaviour fixed to do what its description says; the text is unchanged.

Slow Maelstrom

Forgelance

Forgelance 2.68

Behaviour fixed to do what its description says; the text is unchanged.

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.

Ashfall

Feca

Feca 2.68

Before: Lifelessness can be cast once more per turn, its area becomes a 3x3 square and it gains 5 base damage.

Now: Lifelessness can be cast once more per turn, its area becomes a 3x3 square that only hits enemies, and it gains 5 base damage.

Firewall

Feca

Feca 3.7

Before: Cowbell hits a perpendicular line of 7 cells instead of 3, with its attraction and its state, and gains 5 base damage.

Now: Cowbell hits a perpendicular line of 9 cells instead of 5, with its attraction and its state, and gains 5 base damage.

Glyph Storm

Feca

Feca 2.68

Before: Aggressive Glyph's glyph deals damage in your best element with 15 more base damage and lasts 1 more turn, and laying it no longer prevents another glyph in the same turn.

Now: Aggressive Glyph's glyph deals damage in your best element with 15 more base damage; the glyph and its glyph-aura last 1 more turn, and laying them no longer prevents another glyph in the same turn.

Feca 3.7

Before: Prairie's glyph deals damage in your best element with 15 more base damage and lasts 1 more turn, and laying it no longer prevents another glyph in the same turn.

Now: Prairie's glyph deals damage in your best element with 15 more base damage; the glyph and its glyph-aura last 1 more turn, and laying them no longer prevents another glyph in the same turn.

Star Phalanx

Feca

Feca 2.68

No longer works with this kit.

Tectonic Staff

Feca

Feca 2.68

Before: After Backlash, the ground cracks under every enemy it damaged, as Dirt Floor's glyph does: 29 to 33 Earth damage to that enemy and every enemy within 3 cells of it, with the glyph's effects on your allies there.

Now: After Backlash hits an enemy, the ground cracks under it: 29 to 33 Earth damage to that enemy and every enemy within 3 cells of it.

Alpha Beast

Osamodas

Osamodas 2.68

Before: The summon favoured by Favouritism deals 50% more final damage instead of 15%, takes 45% less damage instead of 20%, and gains 2 AP and 2 MP for the rest of the fight.

Now: The summon favoured by Favouritism deals 35% more final damage at every stage of the favour (50% instead of 15% at first, up to 125% instead of 90%), takes 45% less damage instead of 20%, and gains 2 AP and 2 MP for the rest of the fight.

Dragon Communion

Osamodas

Osamodas 2.68

Behaviour fixed to do what its description says; the text is unchanged.

Feather Flock

Osamodas

Osamodas 2.68

Behaviour fixed to do what its description says; the text is unchanged.

Bank Run

Enutrof

Enutrof 2.68

Before: Bankruptcy steals life instead of dealing damage and gains 15 base damage.

Now: Bankruptcy steals life instead of dealing damage and gains 10 base damage, and each cast on a different enemy than the previous one gains 20 more base damage than it (up to 40); the same enemy again starts over.

Enutrof 3.7

Before: Bankruptcy steals life instead of dealing damage and gains 15 base damage.

Now: Bankruptcy steals life instead of dealing damage and gains 10 base damage, and each cast on a different enemy than the previous one gains 20 more base damage than it (up to 40; not its line against summons); the same enemy again starts over.

Eternal Firedamp

Enutrof

Enutrof 2.68

Before: Firedamp Explosion's recast interval is 2 turns shorter, its blast gains 3 base damage, and the explosions of its state on enemies gain 12 base damage.

Now: Firedamp Explosion has no recast interval and can be cast twice per turn, its blast gains 3 base damage, and the explosions of its state gain 12 base damage.

Firedamp Spark

Enutrof

Enutrof 2.68

Before: Mine Fire costs 3 AP instead of 4, and every enemy it damages sets off a Firedamp Explosion blast around it.

Now: Mine Fire costs 3 AP instead of 4, and every enemy it damages sets off a Firedamp Explosion blast around it: 14 Fire damage to the enemies 1 or 2 cells from it, then 12 to 15, then 8 to 17, three blasts per enemy per turn at most, counting those of Firedamp Explosion's state.

Gallery of the Ancients

Enutrof

Enutrof 2.68

Before: Shovel of the Ancients hits every enemy within 1 cell of the target, and every enemy it damages also takes a Collapse payout.

Now: Shovel of the Ancients hits every enemy within 1 cell of the target, and every enemy it damages also takes a Collapse payout: 12 Earth damage, then 10 to 13, then 6 to 15, three payouts per enemy per turn at most, counting Collapse's own.

Ringing Coin

Enutrof

Enutrof 2.68

Before: Every enemy Coin Throwing damages also takes a Hard Cash payout.

Now: Every enemy Coin Throwing damages also takes a Hard Cash payout: 11 Air damage, then 9 to 12, then 5 to 14, three payouts per enemy per turn at most, counting Hard Cash's own.

Usury

Enutrof

Enutrof 2.68

Behaviour fixed to do what its description says; the text is unchanged.

Assassin's Window

Sram

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

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

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

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

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

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

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

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

Sram 2.68

Behaviour fixed to do what its description says; the text is unchanged.

Patient Blade

Sram

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

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).

Event Horizon

Xelor

Sorcerer

Behaviour fixed to do what its description says; the text is unchanged.

Hoarfrost Engine

Xelor

Xelor 3.7

Behaviour fixed to do what its description says; the text is unchanged.

Perpetual Motion

Xelor

Xelor 2.68

Before: Gear can be cast 3 times per turn: it costs 3 AP for your first cast each turn, then 2 AP.

Now: Gear can be cast 4 times per turn instead of 2, and each of its casts that causes a Telefrag gives you 2 AP, not just your first Telefrag of the turn.

Xelor 3.7

Before: Gear can be cast 3 times per turn: it costs 3 AP for your first cast each turn, then 2 AP.

Now: Gear can be cast 4 times per turn instead of 2, and each of its casts that causes a Telefrag gives you 2 AP, not just your first Telefrag of the turn.

Rising Tide

Xelor

Sorcerer

Before: Water Clock no longer has a recast interval, no longer has to be cast in a straight line and gains 2 Range, and after its damage it attracts its target 2 cells toward you.

Now: Water Clock can be cast twice per turn instead of once, on two different targets, no longer has to be cast in a straight line and gains 2 Range, and after its damage it attracts its target 2 cells toward you.

Zero-Hour Reserve

Xelor

Sorcerer

Before: Zero Hour's mark gains 20 base damage per enemy AP removed instead of 10 (up to 160 instead of 100), it removes 1 more AP (dodgeable), and its recast interval is 2 turns shorter.

Now: Zero Hour's mark gains 20 base damage per enemy AP removed instead of 6 (up to 160 instead of 60), it removes 1 more AP (dodgeable), and its recast interval is 2 turns shorter.

Coin Rhythm

Ecaflip

Eca 2.68

Behaviour fixed to do what its description says; the text is unchanged.

Lucky Streak

Ecaflip

Eca 2.68

Before: Misadventure's base damage increases by 25%, and a critical hit gives you 2 AP, once per turn.

Now: Misadventure can be cast 3 times per turn instead of 2 and its base damage increases by 25%. Each of its critical hits gives you 2 AP and 15% critical chance for the rest of your turn (they add up).

Ecaflip 3.7

Before: Misadventure's base damage increases by 25%, and a critical hit gives you 2 AP, once per turn.

Now: Misadventure can be cast 3 times per turn instead of 2 and its base damage increases by 25%. Each of its critical hits gives you 2 AP and 15% critical chance for the rest of your turn (they add up).

Nine Lives

Ecaflip

Eca 2.68

Before: Pussycat's heals restore 18% of max HP instead of 9% and reach every ally within 2 cells of its target, and only allies.

Now: Pussycat's heals restore 30% of max HP instead of 15% (10% on yourself) and reach every ally within 2 cells of its target, you included, and only allies.

Showstopper

Ecaflip

Eca 2.68

Before: Bravado pushes every enemy in its cross back 2 cells, and its Pushback Damage bonuses are doubled: +200 for you instead of +100, and +200 instead of +100 for each enemy in the cross.

Now: Bravado pushes every enemy in its cross back 2 cells, and doubles the Pushback Damage it gives you for each enemy in its cross: +200 instead of +100, for 2 turns.

Chorus of Scorn

Eniripsa

Eniripsa 3.7

Behaviour fixed to do what its description says; the text is unchanged.

Eniripsa 2.68

Before: Shrill Choir's damage hits every Mocked enemy, wherever they stand; an enemy target that is not Mocked still takes 40 to 44 Fire damage. Its heal is unchanged.

Now: Shrill Choir's damage hits every Mocked enemy, wherever they stand, and no longer hits allies; an enemy target that is not Mocked still takes 40 to 44 Fire damage.

Dancing Words

Eniripsa

Eniripsa 2.68

Before: Turbulent Word attracts instead of pushing back, deals 27 to 35 Fire damage to enemies in a 1-cell cross around the target, and gives allies there 2 MP on their next turn.

Now: Turbulent Word attracts instead of pushing back: at the end of their turn, the fighters it affects attract the fighters up to 3 cells away from them in a straight line. It also deals 27 to 35 Fire damage to enemies in a 1-cell cross around the target, and gives allies there 2 MP on their next turn.

Eniripsa 3.7

Before: Turbulent Word attracts instead of pushing back, deals 27 to 35 Fire damage to enemies in a 1-cell cross around the target, and gives allies there 2 MP on their next turn.

Now: Turbulent Word attracts instead of pushing back: at the end of their turn, the fighters it affects attract the fighters up to 3 cells away from them in a straight line. It also deals 27 to 35 Fire damage to enemies in a 1-cell cross around the target, and gives allies there 2 MP on their next turn.

Echoing Care

Eniripsa

Eniripsa 2.68

Before: Commotion costs 1 AP less (minimum 1), gains 15 base damage, heals 30% more and gives its target a shield worth 10% of your max HP for 1 turn.

Now: Commotion costs 1 AP less (minimum 1), gains 15 base damage, heals 30% more and gives the allies it heals a shield worth 10% of your max HP for 1 turn.

Eniripsa 3.7

Before: Commotion costs 1 AP less (minimum 1), gains 15 base damage, heals 30% more and gives its target a shield worth 10% of your max HP for 1 turn.

Now: Commotion costs 1 AP less (minimum 1), gains 15 base damage, heals 30% more and gives the allies it heals a shield worth 10% of your max HP for 1 turn.

Fairy Grove

Eniripsa

Eniripsa 3.7

Before: Enchanted Thicket gains 12 base damage for each of your living Fairies, and it also heals every Encouraged ally for 5% of their max HP, wherever they stand.

Now: Enchanted Thicket's hit around its target gains 12 base damage for each of your living Fairies (its hits around your Encouraged allies do not), and it also heals every Encouraged ally for 5% of their max HP, wherever they stand.

Eniripsa 2.68

Before: Enchanted Thicket gains 12 base damage for each of your living Fairies, and it also heals every Encouraged ally for 5% of their max HP, wherever they stand.

Now: Enchanted Thicket's hit around its target gains 12 base damage for each of your living Fairies (its hits around your Fairies do not), and it also heals every Encouraged ally for 5% of their max HP, wherever they stand.

Grand Finale

Eniripsa

Eniripsa 2.68

Before: Cast on yourself, Brutal Paintbrush gains 32 base damage for each Painted enemy it hits instead of 8.

Now: Cast on yourself, Brutal Paintbrush gains 24 base damage for each Painted fighter, ally or enemy, instead of 6.

Late Bloom

Eniripsa

Eniripsa 2.68

Before: Flowery Word's heals are doubled, its damage gains 15 base damage, and its target gets a shield worth 10% of your max HP for 1 turn.

Now: Flowery Word's heals are doubled, its damage gains 15 base damage, and allies in its area (the target cell and the four cells diagonal to it) get a shield worth 10% of your max HP for 1 turn.

Eniripsa 3.7

Before: Flowery Word's heals are doubled, its damage gains 15 base damage, and its target gets a shield worth 10% of your max HP for 1 turn.

Now: Flowery Word's heals are doubled, its damage gains 15 base damage, and allies in its area (the target cell and the four cells diagonal to it) get a shield worth 10% of your max HP for 1 turn.

Rallying Roar

Eniripsa

Eniripsa 3.7

Before: War Cry first gives your allies within 3 cells 20% final damage for 1 turn, then strikes with 10 more base damage.

Now: War Cry first gives your allies within 3 cells 25% final damage and 2 MP for 2 turns, no longer pushes them back, and strikes with 10 more base damage.

Eniripsa 2.68

Before: War Cry first gives your allies within 3 cells 20% final damage for 1 turn, then strikes with 10 more base damage.

Now: War Cry first gives your allies within 3 cells 25% final damage and 2 MP for 2 turns, then strikes with 10 more base damage.

Secret Garden

Eniripsa

Eniripsa 2.68

Before: Secret Word's damage and heals increase by 50%.

Now: Secret Word always strikes and heals as if fully charged, and that damage and heal increase by 50% (87 to 93).

Eniripsa 3.7

Before: Secret Word's damage and heals increase by 50%.

Now: Secret Word always strikes and heals as if fully charged, and that damage and heal increase by 50% (87 to 93).

Battle Frenzy

Iop

Iop 2.68

Before: Precipitation also gives its target 25% final damage for 1 turn.

Now: Precipitation no longer removes 3 AP from its target on the following turn, and also gives it 25% final damage, 2 MP and the Unlockable state for 1 turn.

Iop 3.7

Before: Precipitation also gives its target 25% final damage for 1 turn.

Now: Precipitation no longer removes 3 AP from its target on the following turn, and also gives it 25% final damage, 2 MP and the Unlockable state for 1 turn.

Chain of Judgement

Iop

Iop 3.7

Before: Sword of Judgement gains 2 Range. Cast on a Condemned enemy, it also strikes up to 2 other enemies within 3 cells of it that are not Condemned: each takes its hit, its delayed hit and the Condemned state.

Now: Sword of Judgement gains 2 Range. Cast on a Condemned enemy, it also strikes up to 2 other enemies within 3 cells of it that are not Condemned: each takes its hit, its delayed hit and the Condemned state, and each of these strikes gives you the spell's basic shield, which replaces the doubled shield the Condemned target gave you.

Final Judgement

Iop

Iop 2.68

Before: Before its effects, Sword of Judgement puts you in its third judgement state for 1 turn: every cast also strikes its full 3-cell cross (57 to 61 Water damage), on top of its current strike.

Now: Sword of Judgement strikes its full 3-cell cross (57 to 61 Water damage) on every cast, whatever your judgement state; before the third state, this comes on top of its current strike.

Iop 3.7

No longer works with this kit.

Mark of Massacre

Iop

Iop 2.68

Before: Every enemy Chopper damages also receives Massacre: for 2 turns it takes 15% more damage, and 30% of the damage it suffers strikes its allies around it.

Now: Every enemy Chopper damages also receives Massacre: for 2 turns, 75% of the damage it takes from spells also strikes the allies next to it.

Final Judgment

Cra

Cra 2.68

Before: Arrow of Judgement gains 2 Range, and both of its damage lines are 40% stronger against a target at least 8 cells away.

Now: Arrow of Judgement gains 2 Range. Against a target at least 8 cells away, both of its damage lines deal double damage and the arrow pierces: it also strikes the enemies on the 2 cells behind its target.

Cra 3.7

Before: Arrow of Judgement gains 2 Range, and both of its damage lines are 40% stronger against a target at least 8 cells away.

Now: Arrow of Judgement gains 2 Range. Against a target at least 8 cells away, both of its damage lines deal double damage and the arrow pierces: it also strikes the enemies on the 2 cells behind its target.

Redeemer's Volley

Cra

Cra 2.68

Before: Redemption Arrow's life steal bounces to up to 2 more enemies with its base damage (without the bonus from your AP and MP removals), each within 3 cells of the last one hit, never the same enemy twice.

Now: Redemption Arrow's damage bounces to up to 2 more enemies, each within 3 cells of the last one hit, never the same enemy twice.

Ancient Forest

Sadida

Sadida 2.72

Before: Force of Nature costs 1 AP less (minimum 1), its main damage increases by 50%, and it hits a 1-cell radius around the target.

Now: Force of Nature costs 1 AP less (minimum 1), its main damage increases by 50%, and it hits enemies in a 1-cell radius around the target.

Sadida 3.7

Before: Force of Nature costs 1 AP less (minimum 1), its main damage increases by 50%, and it hits a 1-cell radius around the target.

Now: Force of Nature costs 1 AP less (minimum 1), its main damage increases by 50%, and it hits enemies in a 1-cell radius around the target.

Pandemic

Sadida

Sadida 2.72

Before: Contagion no longer has to be cast in a straight line, gains 10 base damage, and its damage hits a 2-cell radius around the target.

Now: Contagion no longer has to be cast in a straight line, gains 10 base damage, and its damage hits enemies in a 2-cell radius around the target.

Patient Zero

Sadida

Sadida 3.7

Behaviour fixed to do what its description says; the text is unchanged.

Sadida 2.72

Behaviour fixed to do what its description says; the text is unchanged.

Plague Garden

Sadida

Sadida 3.7

Behaviour fixed to do what its description says; the text is unchanged.

Sadida 2.72

Behaviour fixed to do what its description says; the text is unchanged.

Plague Hemlock

Sadida

Sadida 2.72

Behaviour fixed to do what its description says; the text is unchanged.

Sadida 3.7

Behaviour fixed to do what its description says; the text is unchanged.

Regrowth

Sadida

Sadida 2.72

Before: Vegetal Altruism regrows up to 2 of the trees it consumed, on their former cells, with 60% of their HP.

Now: Vegetal Altruism heals you 24% of your max HP instead of 8%, and the tree it consumes regrows on its former cell with all of its HP.

Sadida 3.7

Before: Vegetal Altruism regrows up to 2 of the trees it consumed, on their former cells, with 60% of their HP.

Now: Vegetal Altruism heals you 24% of your max HP instead of 8%, and the tree it consumes regrows on its former cell with all of its HP.

Fourfold Cut

Sacrier

Sacrier 2.68

Behaviour fixed to do what its description says; the text is unchanged.

Sacrier 3.7

Behaviour fixed to do what its description says; the text is unchanged.

Both Sides of the Bottle

Pandawa

Pandawa 2.68

Before: Schnaps applies its Sober and Drunk effects together, whatever your state (both damage lines, the AP and MP Reduction removal and the Pushback Resistance reduction), and can be cast once more per turn.

Now: Schnaps applies its Sober and Drunk effects together, whatever your state (both damage lines and the AP and MP Reduction removal), and can be cast once more per turn.

Kindred Spirits

Pandawa

Pandawa 2.68

Before: The recast interval of Spirit Bond is 3 turns shorter, and at the end of each of your turns its Pandawasta gives your allies within 3 cells of it (you included) 15% final damage and 1 MP for 1 turn.

Now: The recast interval of Spirit Bond is 3 turns shorter, and at the end of each of your turns its Pandawasta gives your allies within 3 cells of it (you included) 15% final damage and 1 MP until the end of your next turn.

Pandawa 3.7

Before: The recast interval of Spirit Bond is 3 turns shorter, and at the end of each of your turns its Pandawasta gives your allies within 3 cells of it (you included) 15% final damage and 1 MP for 1 turn.

Now: The recast interval of Spirit Bond is 3 turns shorter, and at the end of each of your turns its Pandawasta gives your allies within 3 cells of it (you included) 15% final damage and 1 MP until the end of your next turn.

Open Bar

Pandawa

Pandawa 3.7

Before: At the end of each of your turns, Drunkenness's Barrel heals allies within 2 cells for 8% of their max HP and gives them 15% final damage for 1 turn.

Now: At the end of each of your turns, Drunkenness's Barrel heals allies within 2 cells of it for 8% of their max HP and gives them 15% final damage until the end of your next turn (you too, unless you carry it).

Pandawa 2.68

Before: At the end of each of your turns, Drunkenness's Barrel heals allies within 2 cells for 8% of their max HP and gives them 15% final damage for 1 turn.

Now: At the end of each of your turns, Drunkenness's Barrel heals allies within 2 cells of it for 8% of their max HP and gives them 15% final damage until the end of your next turn (you too, unless you carry it).

Open Palm

Pandawa

Pandawa 2.68

Before: Pandawa's Hand affects a 1-cell radius around its target, its damage is doubled, and its recast interval is 2 turns shorter.

Now: Pandawa's Hand affects a 1-cell radius around its target (sparing you but not your allies), its damage is doubled, and its recast interval is 2 turns shorter.

Pandawa 3.7

Before: Pandawa's Hand affects a 1-cell radius around its target, its damage is doubled, and its recast interval is 2 turns shorter.

Now: Pandawa's Hand affects a 1-cell radius around its target (sparing you but not your allies), its damage is doubled, and its recast interval is 2 turns shorter.

Perfect Balance

Pandawa

Pandawa 2.68

Behaviour fixed to do what its description says; the text is unchanged.

Pandawa 3.7

Behaviour fixed to do what its description says; the text is unchanged.

Undertow

Pandawa

Pandawa 2.68

Behaviour fixed to do what its description says; the text is unchanged.

Pandawa 3.7

Behaviour fixed to do what its description says; the text is unchanged.

Chain Charge

Rogue

Rogue 3.7

Behaviour fixed to do what its description says; the text is unchanged.

Gatling

Rogue

Rogue 3.7

Before: Machine Gun can be cast 4 times per turn instead of 3, and its damage and MP removal hit a 4-cell line instead of a single cell.

Now: Machine Gun can be cast 4 times per turn instead of 3, and its damage and MP removal hit every enemy on a line reaching 4 cells past its target instead of a single cell.

Kaboom Party

Rogue

Rogue 3.7

Behaviour fixed to do what its description says; the text is unchanged.

Salvage Shot

Rogue

Rogue 2.68

Behaviour fixed to do what its description says; the text is unchanged.

Rogue 3.7

Behaviour fixed to do what its description says; the text is unchanged.

Sticky Shot

Rogue

Rogue 2.68

Before: Every enemy Musket damages gets a Sticky Bomb. When your explosions or activation spells set it off, it deals 17 to 19 damage in your best element within 2 cells and makes your Bombs within 2 cells explode.

Now: Every enemy Musket damages gets a Sticky Bomb. When your explosions or activation spells set it off, it deals 21 to 23 damage in your best element within 2 cells and makes your Bombs within 2 cells explode.

Walking Pulsar

Rogue

Rogue 2.68

Before: Pulsar can be cast 3 times per turn: it costs 3 AP for your first cast each turn, then 2 AP.

Now: Every enemy Pulsar damages then releases a second pulse from where it stands: 28 to 30 Fire damage to it and to the enemies around it, with the same 2-cell pushback.

Rogue 3.7

Before: Pulsar can be cast 3 times per turn: it costs 3 AP for your first cast each turn, then 2 AP.

Now: Every enemy Pulsar damages then releases a second pulse from where it stands: 27 to 29 Fire damage to it and to the enemies around it, with the same 2-cell pushback.

Bleeding Curse

Masqueraider

Masqueraider 3.7

Before: Transfiguration's states and debuffs last 3 turns instead of 2. Each time it applies its debuffs (twice when it lands, then each time a mask change renews them), every Transfigured enemy takes 16 to 18 damage in your best element.

Now: Transfiguration's states and debuffs last 3 turns instead of 2. Each time it applies its debuffs (when it lands, then each time a mask change renews them), every Transfigured enemy takes 16 to 18 damage in your best element; an enemy that was already Transfigured is hit twice when it lands.

Zobal 2.72

Before: Transfiguration's states and debuffs last 3 turns instead of 2. Each time it applies its debuffs (twice when it lands, then each time a mask change renews them), every Transfigured enemy takes 16 to 18 damage in your best element.

Now: Transfiguration's states and debuffs last 3 turns instead of 2. Each time it applies its debuffs (when it lands, then each time a mask change renews them), every Transfigured enemy takes 16 to 18 damage in your best element; an enemy that was already Transfigured is hit twice when it lands.

Mocking Grin

Masqueraider

Masqueraider 3.7

Before: The mask Grimace summons has 40 more Lock, and at the end of each of your turns, the enemies within 2 cells of it take 12% more damage (melee and ranged) for 1 turn.

Now: The mask Grimace summons has 40 more Lock, and at the end of each of your turns, the enemies within 2 cells of it take 12% more damage (melee and ranged) until the end of your next turn.

Zobal 2.72

Before: The mask Grimace summons has 40 more Lock, and at the end of each of your turns, the enemies within 2 cells of it take 12% more damage (melee and ranged) for 1 turn.

Now: The mask Grimace summons has 40 more Lock, and at the end of each of your turns, the enemies within 2 cells of it take 12% more damage (melee and ranged) until the end of your next turn.

Scattered Pins

Masqueraider

Zobal 2.72

Before: Boliche's damage also hits the enemies within 1 cell of its target, and its push also pushes back the fighters within 1 cell of it: every pin is struck and scattered.

Now: Boliche's damage also hits the enemies within 1 cell of its target, and its push also pushes back the other fighters within 1 cell of it, never you: every pin is struck and scattered.

Masqueraider 3.7

Before: Boliche's damage also hits the enemies within 1 cell of its target, and its push also pushes back the fighters within 1 cell of it: every pin is struck and scattered.

Now: Boliche's damage also hits the enemies within 1 cell of its target, and its push also pushes back the other fighters within 1 cell of it, never you: every pin is struck and scattered.

Tireless Troupe

Masqueraider

Masqueraider 3.7

Before: Tireless Mask also gives you and every ally within 2 cells a shield worth 10% of your max HP that lasts until it is broken, and every ally shielded this way deals 15% more final damage for 2 turns.

Now: Tireless Mask also gives you and every ally within 2 cells a shield worth 10% of your max HP that lasts until it is broken, and every ally shielded this way deals 15% more final damage for 2 turns. Putting on a Psychopathic or Cowardly mask ends both, on you and on the allies next to you.

Zobal 2.72

Before: Tireless Mask also gives you and every ally within 2 cells a shield worth 10% of your max HP that lasts until it is broken, and every ally shielded this way deals 15% more final damage for 2 turns.

Now: Tireless Mask also gives you and every ally within 2 cells a shield worth 10% of your max HP that lasts until it is broken, and every ally shielded this way deals 15% more final damage for 2 turns. Putting on a Psychopathic or Cowardly mask ends both, on you and on the allies next to you.

Ballast Field

Foggernaut

Foggernaut 3.7

Before: At the end of each of your turns, Bathyscaphe's turret gives allies within 2 cells of it 12% resistance to every element until the start of your next turn. The turret has 80% more HP, and you keep one at a time: a new one replaces the old.

Now: At the end of each of your turns, Bathyscaphe's turret gives allies within 2 cells of it 12% resistance to every element until the end of your next turn. The turret has 80% more HP, and you keep one at a time: a new one replaces the old.

Foggernaut 2.68

Before: At the end of each of your turns, Bathyscaphe's turret gives allies within 2 cells of it 12% resistance to every element until the start of your next turn. The turret has 80% more HP, and you keep one at a time: a new one replaces the old.

Now: At the end of each of your turns, Bathyscaphe's turret gives allies within 2 cells of it 12% resistance to every element until the end of your next turn. The turret has 80% more HP, and you keep one at a time: a new one replaces the old.

Chain and Wave

Foggernaut

Foggernaut 3.7

Before: Froth can be cast 3 times per turn, and every enemy it damages also takes 17 to 20 Earth damage.

Now: Froth can be cast 3 times per turn, and every enemy it damages also takes 16 to 18 Earth damage and is attracted 2 cells toward you.

The extra hit now uses Mooring's top grade: 16 to 18 damage (it was 14 to 16, not the 17 to 20 the old text said). The 2-cell attraction was already there; the text now says so.

Continuous Upgrade

Foggernaut

Foggernaut 2.68

Behaviour fixed to do what its description says; the text is unchanged.

Engine Room

Foggernaut

Foggernaut 3.7

Before: At the end of each of your turns, Tacturret's turret gives allies within 2 cells of it, you excluded, 1 AP and 1 MP until the start of your next turn. You keep one at a time: a new one replaces the old.

Now: At the end of each of your turns, Tacturret's turret gives allies within 2 cells of it, you excluded, 1 AP and 1 MP until the end of your next turn. You keep one at a time: a new one replaces the old.

Foggernaut 2.68

Before: At the end of each of your turns, Tacturret's turret gives allies within 2 cells of it, you excluded, 1 AP and 1 MP until the start of your next turn. You keep one at a time: a new one replaces the old.

Now: At the end of each of your turns, Tacturret's turret gives allies within 2 cells of it, you excluded, 1 AP and 1 MP until the end of your next turn. You keep one at a time: a new one replaces the old.

Harpoon Battery

Foggernaut

Foggernaut 2.68

Behaviour fixed to do what its description says; the text is unchanged.

Lighthouse

Foggernaut

Foggernaut 3.7

Before: Lifesaver's turret has twice the HP, and at the end of each of your turns it heals allies within 3 cells of it for 10% of their max HP and gives them 15% final damage until the start of your next turn.

Now: Lifesaver's turret has twice the HP, and at the end of each of your turns it heals allies within 3 cells of it for 10% of their max HP and gives them 15% final damage until the end of your next turn.

Foggernaut 2.68

Before: Lifesaver's turret has twice the HP, and at the end of each of your turns it heals allies within 3 cells of it for 10% of their max HP and gives them 15% final damage until the start of your next turn.

Now: Lifesaver's turret has twice the HP, and at the end of each of your turns it heals allies within 3 cells of it for 10% of their max HP and gives them 15% final damage until the end of your next turn.

Return Current

Foggernaut

Foggernaut 2.68

Behaviour fixed to do what its description says; the text is unchanged.

Foggernaut 3.7

Behaviour fixed to do what its description says; the text is unchanged.

Sirocco

Foggernaut

Foggernaut 3.7

Behaviour fixed to do what its description says; the text is unchanged.

Spinning Bore

Foggernaut

Foggernaut 2.68

Before: At the end of each of your turns, Drill's turret deals 30 to 34 best-element damage to every adjacent enemy; it has 2 more MP and 50 more Lock.

Now: At the end of each of your turns, Drill's turret deals 30 to 34 best-element damage to every adjacent enemy.

Foggernaut 3.7

Before: At the end of each of your turns, Drill's turret deals 30 to 34 best-element damage to every adjacent enemy; it has 2 more MP and 50 more Lock.

Now: At the end of each of your turns, Drill's turret deals 30 to 34 best-element damage to every adjacent enemy.

Crowd Preacher

Eliotrope

Eliotrope 2.68

Before: Sermon's damage hits every enemy within 1 cell of its target, it gains 10 base damage, and it can be cast twice on the same target.

Now: Sermon's damage hits every enemy within 1 cell of its target, it gains 10 base damage, and it can be cast 3 times on the same target instead of 2.

Grand Coalition

Eliotrope

Eliotrope 2.68

Before: Coalition affects every ally within 2 cells of the targeted cell (its AP, the Coalition state and its heal when they go through a portal), and it gains 2 Range.

Now: Coalition affects every ally within 2 cells of the targeted cell (its AP), and it gains 2 Range.

Three, Two, One

Eliotrope

Eliotrope 3.7

Before: Offence costs 3 AP for your first cast of the turn, 2 AP for the second and 1 AP for the third, instead of 4 each (any later cast costs 4 AP); it can still be cast 3 times per turn, twice on the same target.

Now: Offence costs 3 AP for your first cast of the turn, 2 AP for the second and 1 AP for the third, instead of 4 each (any later cast costs 4 AP), and it can be cast 3 times per turn instead of once, twice on the same target.

Tidal Drag

Eliotrope

Eliotrope 2.68

Behaviour fixed to do what its description says; the text is unchanged.

Eliotrope 3.7

Behaviour fixed to do what its description says; the text is unchanged.

Twofold Torment

Eliotrope

Eliotrope 3.7

Before: Affliction costs 3 AP instead of 4, its immediate hit now applies without a portal too (it hits now and again at the start of the target's next turn), and it can be cast 3 times per turn on the same target instead of 2.

Now: Affliction costs 3 AP instead of 4, its Water poison now applies without a portal too (it hits now and again at the start of the target's next turn), and it can be cast 3 times per turn on the same target instead of 2.

Breaking Storm

Huppermage

Huppermage 3.7

Behaviour fixed to do what its description says; the text is unchanged.

Wanderlust

Huppermage

Huppermage 3.7

Before: Journey can be cast every turn, once per turn, instead of every third turn, and gains 2 Range.

Now: Journey can be cast every turn, once per turn, without waiting out its recast interval, and gains 2 Range.

Huppermage 2.68

Before: Journey can be cast every turn, once per turn, instead of every third turn, and gains 2 Range.

Now: Journey can be cast every turn, once per turn, without waiting out its recast interval, and gains 2 Range.

Beat the Brush

Ouginak

Ouginak 3.7

Behaviour fixed to do what its description says; the text is unchanged.

Ouginak 2.68

Before: Before it strikes, Tally Ho makes its target and every enemy adjacent to it your Prey for 1 turn. Its Fire life steal and its MP theft on the Prey (2 MP) hit its target and the enemies adjacent to it (no longer allies).

Now: Before it strikes, Tally Ho makes its target and every enemy adjacent to it your Prey for 1 turn. Its Fire damage and its MP theft on the Prey (2 MP) hit its target and the enemies adjacent to it (no longer allies).

Bone to Pick

Ouginak

Ouginak 2.68

Before: Marrow Bone gains 5 base damage and can be cast 3 times per target. Its damage ramp works on every enemy, not only the Prey, and each cast adds twice as much base damage to the following ones (12 instead of 6).

Now: Marrow Bone gains 5 base damage and can be cast 3 times per target. Its damage ramp works on every enemy, not only the Prey, and each cast adds twice as much base damage to the following ones (16 instead of 8).

Relentless Pursuit

Ouginak

Ouginak 3.7

Before: Doggedness makes its prey take 40% more damage instead of 20%, gives you 20% final damage for 1 turn, its recast interval is 1 turn shorter, and up to 3 of your Yappers in reach attack its target.

Now: Doggedness makes its prey take 35% more damage instead of 15%, gives you 20% final damage for 1 turn, its recast interval is 1 turn shorter, and up to 3 of your Yappers in reach attack its target.

Second Quarry

Ouginak

Ouginak 2.68

Before: Venison's Prey state and vulnerability last 2 more turns, and the vulnerability is 8 points higher.

Now: Venison no longer frees your previous Prey, so you can hunt a second one: its Prey state and vulnerability last 2 turns instead of 3, and the Prey takes 20% more damage instead of 7%.

Bronze Monsoon

Forgelance

Forgelance 2.68

Behaviour fixed to do what its description says; the text is unchanged.

Chosen Eclipse

Forgelance

Forgelance 2.68

Before: Eclipse gives allies in its area a shield worth 20% of your max HP for 1 turn and 20% final damage for 2 turns, its Range reduction only affects enemies, its recast interval is 2 turns shorter, and its delayed Mani's Crescent strikes wherever you stand when it resolves.

Now: Eclipse gives allies within 3 cells of the targeted cell a shield worth 20% of your max HP for 1 turn and 20% final damage for 2 turns, its Range reduction only affects enemies, its recast interval is 2 turns shorter, and its delayed Mani's Crescent strikes wherever you stand when it resolves.

Forgelance 3.7

Before: Eclipse gives allies in its area a shield worth 20% of your max HP for 1 turn and 20% final damage for 2 turns, its Range reduction only affects enemies, its recast interval is 2 turns shorter, and its delayed Mani's Crescent strikes wherever you stand when it resolves.

Now: Eclipse gives allies within 3 cells of the targeted cell a shield worth 20% of your max HP for 1 turn and 20% final damage for 2 turns, its Range reduction only affects enemies, its recast interval is 2 turns shorter, and its delayed Mani's Crescent strikes wherever you stand when it resolves.

Earthswallow

Forgelance

Forgelance 2.68

Behaviour fixed to do what its description says; the text is unchanged.

Endless Duel

Forgelance

Forgelance 2.68

Before: Holmgang no longer ends your turn, but moving or teleporting (portals included) still ends all of its effects, its glyph-aura too. While it lasts, you take 40% of ranged damage instead of 65%, and enemies that end their turn inside its glyph-aura take 30 to 36 damage in your best element, then are attracted 1 cell toward its centre (once per enemy per turn). Its recast interval is 2 turns shorter.

Now: Holmgang no longer ends your turn, but moving or teleporting (portals included) still ends all of its effects, its glyph-aura too. While it lasts, you take 25% of ranged damage instead of 50%, and enemies that end their turn inside its glyph-aura take 30 to 36 damage in your best element, then are attracted 1 cell toward its centre (once per enemy per turn). Its recast interval is 2 turns shorter.

Ragnarök

Forgelance

Forgelance 2.68

Before: Maelstrom's detonation makes every enemy carrying Surtr Sparks explode at full power, 41 to 45 Fire damage, however many sparks they carry.

Now: Maelstrom's detonation makes every enemy carrying Surtr Sparks explode at full power, 41 to 45 Fire damage, however many sparks they carry; the sparks of an enemy with fewer than 6 are not used up.

Surt's Furnace

Forgelance

Forgelance 2.68

Behaviour fixed to do what its description says; the text is unchanged.

Surtr's Standard

Forgelance

Forgelance 2.68

Before: While the Lance planted by Oriflamme stands, your allies (not you) in its Standard aura take 70% of damage instead of 93%.

Now: While the Lance planted by Oriflamme stands, you and your allies in its Standard aura take 70% of damage instead of 93%.

Thunderhead

Forgelance

Forgelance 3.7

Before: Noa's area grows from 3x3 to 5x5 cells, for its damage, the Noa state and its pushback trigger, and its recast interval is 1 turn shorter.

Now: Noa's area grows from 3x3 to 5x5 cells, for its damage, the Noa state and its pushback trigger, and its recast interval is 1 turn shorter. The hit the Noa state deals when an enemy takes pushback damage also strikes the 5x5 square around that enemy.

Twin Collapse

Forgelance

Forgelance 2.68

Behaviour fixed to do what its description says; the text is unchanged.

Forgelance 3.7

Behaviour fixed to do what its description says; the text is unchanged.

Undertow

Forgelance

Forgelance 3.7

Before: Biting Trident can be cast 3 times per turn instead of 2, and the enemy it targets is attracted 3 cells toward your Lance. Each cast that damages an enemy also hits the enemies within 1 cell of your Lance that it did not hit, with its own damage.

Now: Biting Trident can be cast 3 times per turn instead of 2, and each cast that damages an enemy also hits the enemies within 2 cells of you that it did not hit, with its own damage.

Forgelance 2.68

Before: Biting Trident can be cast 3 times per turn instead of 2, and the enemy it targets is attracted 3 cells toward your Lance. Each cast that damages an enemy also hits the enemies within 1 cell of your Lance that it did not hit, with its own damage.

Now: Biting Trident can be cast 3 times per turn instead of 2, and each cast that damages an enemy also hits the enemies within 2 cells of you that it did not hit, with its own damage.

World Serpent

Forgelance

Forgelance 2.68

Behaviour fixed to do what its description says; the text is unchanged.

24 October 2026#

Waxmods ported to the other kit and several designs fixed to do what their text says.

Shield Line

Feca

Feca 2.68

Behaviour fixed to do what its description says; the text is unchanged.

Wide Fence

Feca

Feca 2.68

Behaviour fixed to do what its description says; the text is unchanged.

Controlled Blast

Enutrof

Enutrof 3.7

Before: Each of Firedamp Explosion's damage lines gains 36 base damage, and it pushes back enemies within 2 cells of the target by 2 cells.

Now: Each of Firedamp Explosion's damage lines gains 34 base damage, and it pushes back enemies within 2 cells of the target by 2 cells.

Deep Bog

Enutrof

Enutrof 2.68

Before: Peat Bog's damage line reaches 2 cells further, and the base damage bonus it gives itself is 10 instead of 5.

Now: Peat Bog's damage line reaches 2 cells further, and the base damage it gains for each MP you use in the turn is 10 instead of 5.

Gold Rush

Enutrof

Enutrof 3.7

Before: Each of Placer Mining's damage lines gains 16 base damage. When it hits an enemy, you gain 2 MP and a shield worth 10% of your max HP for 1 turn, once per turn.

Now: Each of Placer Mining's damage lines gains 15 base damage. When it hits an enemy, you gain 2 MP and a shield worth 10% of your max HP for 1 turn, once per turn.

Roomy Satchel

Enutrof

Enutrof 2.68

Behaviour fixed to do what its description says; the text is unchanged.

Wide Strap

Enutrof

Enutrof 2.68

Behaviour fixed to do what its description says; the text is unchanged.

Deepening Pit

Sram

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

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.

Hourglass Contagion

Xelor

Xelor 3.7

Before: Cast on an enemy in Telefrag, Xelor's Sandglass also puts the 2 nearest enemies within 2 cells that are not in Telefrag in Telefrag for 1 turn, and its explosion on Telefrag targets gains 6 base damage.

Now: Cast on an enemy in Telefrag, Xelor's Sandglass also puts the 2 nearest enemies within 2 cells that are not in Telefrag in Telefrag for 1 turn, and its explosion gains 6 base damage.

Croupier's Favour

Ecaflip

Ecaflip 3.7

Before: The random effect of Roulette reaches only you and your allies, never enemies; when it is Erosion, it reaches only enemies. Roulette can be cast twice per turn instead of once, and each cast also draws a random card from Ecaflip's Poker.

Now: The random effect of Roulette reaches only you and your allies, never enemies, except Erosion and the effect-duration reduction, which reach only enemies. Roulette can be cast twice per turn instead of once, and each cast also draws a random card from Ecaflip's Poker.

Whispered Line

Eniripsa

Eniripsa 2.68

Behaviour fixed to do what its description says; the text is unchanged.

Storm Chain

Cra

Cra 2.68

Before: Fulminating Arrow rebounds to enemies up to 4 cells away instead of 2, and each target hit adds 30 base damage to the next rebounds instead of 15.

Now: Fulminating Arrow rebounds to enemies up to 4 cells away instead of 2, and each target hit adds 30 base damage to the next rebounds instead of 10.

Tyrant's Wrath

Cra

Cra 2.68

Before: Every hit of Tyrannical Arrow deals twice the damage: the arrow, its poison and its early burst when the target suffers pushback damage.

Now: Every hit of Tyrannical Arrow deals twice the damage: its Fire and Air damage, and for 2 turns its Fire damage when the target suffers pushback damage and its Air damage when the target is pushed.

Black Fetish

Sadida

Sadida 2.72

Behaviour fixed to do what its description says; the text is unchanged.

Rising Wilds

Sadida

Sadida 2.72

Before: Each cast of Force of Nature adds 30 base damage to its later casts instead of 10, and after it damages an enemy, up to 2 of your Madolls and Ultra-Powerfuls in range cast their first spell at it.

Now: Each of your Leafy Trees gives Force of Nature 30 base damage instead of 10, and after it damages an enemy, up to 2 of your Madolls and Ultra-Powerfuls in range cast their first spell at it.

Light Casing

Rogue

Rogue 2.68

Behaviour fixed to do what its description says; the text is unchanged.

Twin Obliteration

Rogue

Rogue 2.68

Before: Obliteration also deals 30 to 34 Fire damage to its target, and each cast gives the next ones 20 base damage instead of 10.

Now: Obliteration also deals 30 to 34 Fire damage to its target, and each Seismobomb or Sticky Bomb explosion gives it 20 base damage instead of 10.

Warp Mend

Eliotrope

Eliotrope 2.68

Behaviour fixed to do what its description says; the text is unchanged.

Spinal Plague

Ouginak

Ouginak 2.68

Behaviour fixed to do what its description says; the text is unchanged.

Surtr's Standard

Forgelance

Forgelance 2.68

Behaviour fixed to do what its description says; the text is unchanged.

23 October 2026#

Iop: every Celestial Sword design gives extra casts per turn (+1, or +2 for Prismatic).

Falling Sky

Iop

Iop 3.7

Before: Celestial Sword's area grows by 1 cell, and it no longer damages allies.

Now: Celestial Sword's area grows by 1 cell, it no longer damages allies, and it can be cast one more time per turn.

Iop 2.68

Before: Celestial Sword's area grows by 1 cell, and it no longer damages allies.

Now: Celestial Sword's area grows by 1 cell, it no longer damages allies, and it can be cast one more time per turn.

Falling Stars

Iop

Iop 2.68

Before: After Celestial Sword, its hit bounces 2 more times to the nearest enemy within 3 cells of the last one hit, never the same enemy twice.

Now: After Celestial Sword, its hit bounces 2 more times to the nearest enemy within 3 cells of the last one hit, never the same enemy twice. Celestial Sword can be cast 2 more times per turn.

Iop 3.7

Before: After Celestial Sword, its hit bounces 2 more times to the nearest enemy within 3 cells of the last one hit, never the same enemy twice.

Now: After Celestial Sword, its hit bounces 2 more times to the nearest enemy within 3 cells of the last one hit, never the same enemy twice. Celestial Sword can be cast 2 more times per turn.

Twice-Falling Sky

Iop

Iop 3.7

Before: Celestial Sword also deals 36 to 40 Air damage to the enemies in its area at the start of their next turn.

Now: Celestial Sword also deals 36 to 40 Air damage to the enemies in its area at the start of their next turn. It can be cast one more time per turn.

Iop 2.68

Before: Celestial Sword also deals 36 to 40 Air damage to the enemies in its area at the start of their next turn.

Now: Celestial Sword also deals 36 to 40 Air damage to the enemies in its area at the start of their next turn. It can be cast one more time per turn.

Wide Sky

Iop

Iop 2.68

Before: Celestial Sword's area grows by 1 cell.

Now: Celestial Sword's area grows by 1 cell, and it can be cast one more time per turn.

Iop 3.7

Before: Celestial Sword's area grows by 1 cell.

Now: Celestial Sword's area grows by 1 cell, and it can be cast one more time per turn.

19 October 2026#

Feca: the glyph Waxmods go off whenever an enemy crosses the glyph's edge, however it moves.

Backdraft

Feca

Feca 2.68

Before: An enemy that walks out of Burning Glyph takes 30 to 36 Fire damage, once per enemy in each of your turns.

Now: An enemy that enters or leaves Burning Glyph in any way (walking, pushed, pulled or teleported) takes 30 to 36 Fire damage, once per enemy in each of your turns.

Feca 3.7

Before: An enemy that walks out of Scorched Dirt takes 30 to 36 Fire damage, once per enemy in each of your turns.

Now: An enemy that enters or leaves Scorched Dirt in any way (walking, pushed, pulled or teleported) takes 30 to 36 Fire damage, once per enemy in each of your turns.

Firewalk

Feca

Feca 3.7

Before: An enemy that walks out of Scorched Dirt's glyphs takes 30 to 34 Fire damage, once per enemy in each of your turns.

Now: An enemy that enters or leaves one of Scorched Dirt's glyphs in any way (walking, pushed, pulled or teleported) takes 30 to 34 Fire damage, once per enemy in each of your turns.

Feca 2.68

Before: An enemy that walks out of Burning Glyph's glyphs takes 30 to 34 Fire damage, once per enemy in each of your turns.

Now: An enemy that enters or leaves one of Burning Glyph's glyphs in any way (walking, pushed, pulled or teleported) takes 30 to 34 Fire damage, once per enemy in each of your turns.

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.

Ashfall

Feca

Feca 3.7

Before: Lifelessness can be cast twice per turn, its area becomes a 3x3 square and it gains 5 base damage.

Now: Lifelessness can be cast once more per turn, its area becomes a 3x3 square and it gains 5 base damage.

Feca 2.68

Before: Lifelessness can be cast twice per turn, its area becomes a 3x3 square and it gains 5 base damage.

Now: Lifelessness can be cast once more per turn, its area becomes a 3x3 square and it gains 5 base damage.

Sleight of Hand

Sram

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.

Brief Lives

Ecaflip

Ecaflip 3.7

Before: Nine Lives's recast interval drops from 3 to 2.

Now: Nine Lives's recast interval is 1 turn shorter.

Eca 2.68

Before: Pussycat's recast interval drops from 3 to 2.

Now: Pussycat's recast interval is 1 turn shorter.

Cat Burglar

Ecaflip

Ecaflip 3.7

Before: Feline Spirit costs 1 AP less (minimum 1) and can be cast once more per target.

Now: Feline Spirit costs 1 AP less (minimum 1) and can be cast once more per turn.

Megaexplosion

Cra

Cra 3.7

Before: Explosive Arrow can be cast twice per turn.

Now: Explosive Arrow hits enemies only (never you or your allies, summons and heroes included) and gains 10 base damage. Every enemy it hits gets Megaexplosion, which does not stack: at the start of that enemy's turn it explodes, dealing 8 base Fire damage to your enemies within 2 cells of it, then Megaexplosion ends.

Cra 2.68

Before: Explosive Arrow can be cast twice per turn.

Now: Explosive Arrow hits enemies only (never you or your allies, summons and heroes included) and gains 10 base damage. Every enemy it hits gets Megaexplosion, which does not stack: at the start of that enemy's turn it explodes, dealing 8 base Fire damage to your enemies within 2 cells of it, then Megaexplosion ends.

Point Blank

Cra

Cra 2.68

Before: Destructive Arrow's minimum range becomes 1, and it loses 2 Range.

Now: Destructive Arrow no longer needs line of sight, but it loses 2 Range.

Restless Stasis

Sacrier

Sacrier 2.68

Before: Stase no longer has to be cast in a straight line, but loses 1 Range.

Now: Stase can be cast once more per target, but loses 1 Range.

Sacrier 3.7

Before: Stase no longer has to be cast in a straight line, but loses 1 Range.

Now: Stase can be cast once more per target, but loses 1 Range.

Bent Blade

Rogue

Rogue 2.68

Before: Boomerang Daggers's minimum range becomes 1, but it no longer applies Erosion.

Now: Boomerang Daggers no longer has to be cast in a straight line, but it no longer applies Erosion.

Rogue 3.7

Before: Boomerang Daggers's minimum range becomes 1, but it no longer applies Erosion.

Now: Boomerang Daggers no longer has to be cast in a straight line, but it no longer applies Erosion.

Hailstorm

Rogue

Rogue 3.7

Before: Shrapnel can be cast 3 times per turn instead of 2 and gains 5 base damage.

Now: Shrapnel can be cast once more per turn and gains 5 base damage.

Rogue 2.68

Before: Shrapnel can be cast 3 times per turn instead of 2 and gains 5 base damage.

Now: Shrapnel can be cast once more per turn and gains 5 base damage.

Soft Foam

Foggernaut

Foggernaut 2.68

Before: Froth's minimum range becomes 1, but it pushes back 1 cell fewer.

Now: Froth no longer has to be cast in a straight line, but it pushes back 1 cell fewer.

Foggernaut 3.7

Before: Froth's minimum range becomes 1, but it pushes back 1 cell fewer.

Now: Froth no longer has to be cast in a straight line, but it pushes back 1 cell fewer.

Safe Odyssey

Eliotrope

Eliotrope 3.7

Behaviour fixed to do what its description says; the text is unchanged.

Close Marrow

Ouginak

Ouginak 2.68

Before: Marrow Bone's minimum range becomes 1, but it loses 1 Range.

Now: Marrow Bone no longer needs line of sight, but it loses 1 Range.

Ouginak 3.7

Before: Marrow Bone's minimum range becomes 1, but it loses 1 Range.

Now: Marrow Bone no longer needs line of sight, but it loses 1 Range.