Waxmods
Waxmods are items that change one spell of your class. Pick a class to see all of its Waxmods, then filter by kit, rarity or keyword.
On this page
Every Waxmod by class#
Common 37
Squall Shell
Modifies Explosive Arrow
Explosive Arrow deals Air damage instead of Fire damage.
Also works with Cra 2.68 · Modifies Explosive Arrow
Explosive Arrow deals Air damage instead of Fire damage.
Grapnel Arrow
Modifies Retreat Arrow
Retreat Arrow attracts its target 2 cells instead of pushing it back 2 cells.
Also works with Cra 2.68 · Modifies Retreat Arrow
Retreat Arrow attracts its target 2 cells instead of pushing it back 2 cells.
Biting Frost
Modifies Frozen Arrow
Frozen Arrow removes 1 AP instead of 2, but the base damage bonus it gives itself after each cast is 4 higher.
Converging Arrow
Modifies Dispersing Arrow
Dispersing Arrow attracts targets toward the centre of its area instead of pushing them away, by the same number of cells.
Wide Step
Modifies Sidestep
Sidestep gains 2 Range, but no longer gives 1 MP on the following turn.
Hobbling Shot
Modifies Slow-Down Arrow
Slow-Down Arrow removes 1 AP and 2 MP instead of 2 AP and 1 MP.
Close Flare
Modifies Radiant Arrow
Radiant Arrow's minimum range drops to 1, but it loses 2 Range.
Mire Arrow
Modifies Plaguing Arrow
Plaguing Arrow's poison deals Earth damage instead of Air damage.
Also works with Cra 2.68 · Modifies Plaguing Arrow
Plaguing Arrow's poison deals Earth damage instead of Air damage.
Snaring Recoil
Modifies Retreat Arrow
Retreat Arrow also removes 1 MP (dodgeable), but its damage is 3 lower.
Also works with Cra 2.68 · Modifies Retreat Arrow
Retreat Arrow also removes 1 MP (dodgeable), but its damage is 3 lower.
Steady Sights
Modifies Distant Shots
Distant Shots no longer raises the minimum range of your spells, but raises their maximum range by 3 instead of 6. Its Range bonus to allies is unchanged.
Undertow Arrow
Modifies Abolition Arrow
Abolition Arrow steals life in the Water element instead of Earth.
Lingering Lash
Modifies Lashing Arrow
Lashing Arrow removes 1 MP for 2 turns instead of 2 MP for 1 turn.
Eye of the Storm
Modifies Raining Arrows
Raining Arrows's MP Parry removal, and the volley it repeats on the following turn, are centred on you (where you stand when they strike) instead of the targeted cell; they never hit you.
Seizing Arrow
Modifies Paralysing Arrow
Paralysing Arrow removes 2 AP and 1 MP instead of 1 AP and 2 MP.
Rearguard Step
Modifies Withdrawal Shot
Withdrawal Shot gives you 4 Range for 1 turn instead of 2, but moves you 1 cell instead of 2.
Thunderclap Arrow
Modifies Fulminating Arrow
Fulminating Arrow and its rebounds deal Air damage instead of Fire damage.
Also works with Cra 2.68 · Modifies Fulminating Arrow
Fulminating Arrow and its rebounds deal Air damage instead of Fire damage.
Pinned Prey
Modifies Immobilising Arrow
Immobilising Arrow can be cast 3 times per target instead of 2, but 3 times per turn instead of 4.
Also works with Cra 2.68 · Modifies Immobilising Arrow
Immobilising Arrow can be cast 3 times per target instead of 2, but 3 times per turn instead of 4.
Tidal Arrow
Modifies Magic Arrow
Magic Arrow deals Water damage.
Cold Fire
Modifies Burning Arrow
Burning Arrow deals Air damage instead of Fire damage.
Heavy Shaft
Modifies Retreat Arrow
Retreat Arrow pushes back 1 more cell, but loses 2 Range.
Also works with Cra 3.7 · Modifies Retreat Arrow
Retreat Arrow pushes back 1 more cell, but loses 2 Range.
Short Bow
Modifies Plaguing Arrow
Plaguing Arrow costs 1 AP less (minimum 1) but loses 3 Range.
Also works with Cra 3.7 · Modifies Plaguing Arrow
Plaguing Arrow costs 1 AP less (minimum 1) but loses 3 Range.
Barbed Fletching
Modifies Immobilising Arrow
Immobilising Arrow no longer steals MP but gains 7 base damage.
Also works with Cra 3.7 · Modifies Immobilising Arrow
Immobilising Arrow no longer steals MP but gains 7 base damage.
Point Blank
Modifies Destructive Arrow
Destructive Arrow no longer needs line of sight, but it loses 2 Range.
Long Venom
Modifies Poisoned Arrow
Poisoned Arrow's poison lasts 1 more turn, but its base damage is reduced by 25%.
Fiery Judgement
Modifies Arrow of Judgement
Arrow of Judgement deals Fire damage.
Also works with Cra 3.7 · Modifies Arrow of Judgement
Arrow of Judgement deals Fire damage.
Tidal Judgement
Modifies Arrow of Judgement
Arrow of Judgement deals Water damage.
Also works with Cra 3.7 · Modifies Arrow of Judgement
Arrow of Judgement deals Water damage.
Frost Burst
Modifies Explosive Arrow
Explosive Arrow deals Water damage instead of Fire damage.
Also works with Cra 3.7 · Modifies Explosive Arrow
Explosive Arrow deals Water damage instead of Fire damage.
Gale Burst
Modifies Explosive Arrow
Explosive Arrow deals Air damage instead of Fire damage.
Also works with Cra 3.7 · Modifies Explosive Arrow
Explosive Arrow deals Air damage instead of Fire damage.
Gale Penance
Modifies Atonement Arrow
Atonement Arrow deals Air damage instead of Water damage.
Also works with Cra 3.7 · Modifies Atonement Arrow
Atonement Arrow deals Air damage instead of Water damage.
Wide Repulsion
Modifies Repulsive Arrow
The perpendicular line of Repulsive Arrow reaches 1 cell further on each side (damage and push), but its damage is 25% lower.
Hawk Sight
Modifies Absolute Acuteness
Absolute Acuteness also gives you 3 Range for 1 turn, but costs 1 more AP.
Also works with Cra 3.7 · Modifies Absolute Acuteness
Absolute Acuteness also gives you 3 Range for 1 turn, but costs 1 more AP.
Selective Blindness
Modifies Bat's Eye
Bat's Eye no longer affects allies: its Range removal, life steal and reveal only hit enemies.
Also works with Cra 3.7 · Modifies Bat's Eye
Bat's Eye no longer affects allies: its Range removal, life steal and reveal only hit enemies.
Featherweight Shaft
Modifies Immobilising Arrow
Immobilising Arrow costs 1 AP instead of 2, but its damage is halved.
Also works with Cra 3.7 · Modifies Immobilising Arrow
Immobilising Arrow costs 1 AP instead of 2, but its damage is halved.
Quick Draw
Modifies Powerful Shooting
The effects of Powerful Shooting last 2 turns instead of 3, but its recast interval drops from 4 to 3.
Tyrant in Hiding
Modifies Tyrannical Arrow
Tyrannical Arrow no longer needs line of sight, but loses 2 Range.
Also works with Cra 3.7 · Modifies Tyrannical Arrow
Tyrannical Arrow no longer needs line of sight, but loses 2 Range.
Grappling Barrage
Modifies Barricade Shot
Barricade Shot attracts its target 2 cells instead of pushing it back 2 cells.
Parting Shot
Modifies Withdrawal Arrow
Withdrawal Arrow also deals 10 to 12 Air damage to its target, but costs 2 AP instead of 1.
Uncommon 30
Bleeding Lash
Modifies Lashing Arrow
Lashing Arrow steals life instead of dealing damage; its MP removal is unchanged.
Weak Point
Modifies Piercing Shot
Piercing Shot increases the damage its target suffers by 10% more, and erodes 10% more.
Tightening Snare
Modifies Immobilising Arrow
The base damage bonus Immobilising Arrow gives itself after each cast is doubled (4 instead of 2).
Blood Feud
Modifies Vendetta
Vendetta's trap gains 8 base damage.
Slippery Shot
Modifies Evasive Arrow
Evasive Arrow moves you back 1 more cell and repels the target 1 more cell.
Battle Rush
Modifies Assailing Arrow
Assailing Arrow gives you 10% final damage for 1 turn instead of 150 Power.
Palisade
Modifies Barricade Arrow
Barricade Arrow's perpendicular line reaches 1 cell further on each side, for its damage and its pushback.
Elusive Flight
Modifies Evasive Arrow
Evasive Arrow also gives you a shield worth 10% of your maximum life for 1 turn.
Light Feet
Modifies Sidestep
Sidestep's recast interval is 1 turn shorter.
Clean Frost
Modifies Slow-Down Arrow
Slow-Down Arrow no longer affects allies (damage, AP and MP removal) and gains 5 base damage.
Also works with Cra 2.68 · Modifies Slow Down Arrow
Slow Down Arrow no longer affects allies (damage, AP and MP removal) and gains 5 base damage.
Slow Burn
Modifies Tyrannical Arrow
Tyrannical Arrow's poison lasts 1 more turn (3 instead of 2), and so do its renewal when the target is moved and its early burst on pushback damage.
Sweetheart's Guard
Modifies Loving Arrows
Loving Arrows also gives its target a shield worth 8% of your maximum life for 1 turn.
Long Night
Modifies Bat's Eye
Bat's Eye's Range removal lasts 2 turns instead of 1.
Also works with Cra 2.68 · Modifies Bat's Eye
Bat's Eye's Range removal lasts 2 turns instead of 1.
Contrition
Modifies Redemption Arrow
Redemption Arrow also removes 1 AP (dodgeable) from its target.
Also works with Cra 2.68 · Modifies Redemption Arrow
Redemption Arrow also removes 1 AP (dodgeable) from its target.
Gnashing Teeth
Modifies Devouring Arrow
Each of Devouring Arrow's life steal lines gains 6 base damage.
Personal Scope
Modifies Distant Shooting
Distant Shooting gives 1 more Range and its bonus lasts 1 more turn.
Steady Aim
Modifies Powerful Shooting
Powerful Shooting's pushback damage bonus is doubled, and it also gives its target 10% critical hit chance for 3 turns.
Narrow Blind
Modifies Bat's Eye
Bat's Eye's area grows by 1 cell, it removes 2 more Range and gains 8 base damage.
Also works with Cra 3.7 · Modifies Bat's Eye
Bat's Eye's area grows by 1 cell, it removes 2 more Range and gains 8 base damage.
Soft Landing
Modifies Dispersing Arrow
Allies in Dispersing Arrow's area gain 2 MP on their next turn and 30 Dodge for 1 turn, and its recast interval is 1 turn shorter.
Trail Marker
Modifies Recall Beacon
Recall Beacon's summon has twice the HP, and casting it gives you a shield worth 12% of your max HP for 1 turn.
Thirsty Arrow
Modifies Plaguing Arrow
Plaguing Arrow steals life instead of dealing damage and gains 5 base damage.
Also works with Cra 3.7 · Modifies Plaguing Arrow
Plaguing Arrow steals life instead of dealing damage and gains 5 base damage.
Lasting Sentence
Modifies Punitive Arrow
Punitive Arrow also applies 15% erosion to its target for 2 turns.
Also works with Cra 3.7 · Modifies Punitive Arrow
Punitive Arrow also applies 15% erosion to its target for 2 turns.
Deep Chill
Modifies Frozen Arrow
Frozen Arrow removes 2 AP instead of 1 and only affects enemies.
Devouring Steal
Modifies Devouring Arrow
Devouring Arrow steals life (Air) instead of dealing Air damage, at every stage.
Hamstring
Modifies Reprisal
Reprisal removes 4 MP for 2 turns instead of 2.
Steady Watch
Modifies Distant Shooting
The recast interval of Distant Shooting drops from 5 to 3.
Blood Oath
Modifies Vendetta
Vendetta gives 25% Critical instead of 15%.
Long Lash
Modifies Lashing Arrow
Lashing Arrow pushes back 4 cells instead of 2.
Atonement Debt
Modifies Redemption Arrow
The base damage bonus Redemption Arrow gives itself for the next turn is 21 instead of 14.
Light Charge
Modifies Fulminating Arrow
Fulminating Arrow costs 3 AP instead of 4.
Also works with Cra 3.7 · Modifies Fulminating Arrow
Fulminating Arrow costs 3 AP instead of 4.
Rare 28
Fleet Foot
Modifies Withdrawal Shot
Withdrawal Shot moves you 1 more cell, and the first time each turn it moves you, you gain 2 MP for 1 turn.
Tidal Verdict
Modifies Arrow of Judgement
Arrow of Judgement deals Water damage instead of Earth damage, and both of its damage lines gain 8 base damage.
Also works with Cra 2.68 · Modifies Arrow of Judgement
Arrow of Judgement deals Water damage instead of Earth damage, and both of its damage lines gain 6 base damage.
Numbers adjusted to this spell.
Mounting Penance
Modifies Punitive Arrow
The base damage bonuses Punitive Arrow gives itself for the next two turns are 12 higher each, and its erosion is doubled.
Swift Absolution
Modifies Atonement Arrow
Atonement Arrow's recast interval is 1 turn shorter, and its target receives only 30% of heals instead of 50%.
Blind Pursuit
Modifies Persecuting Arrow
Persecuting Arrow no longer needs line of sight, and both its life steal and its damage on the following turn gain 6 base damage.
Monsoon
Modifies Raining Arrows
Raining Arrows gains 2 Range, and both its volley and its repeat on the following turn gain 8 base damage.
Corona
Modifies Radiant Arrow
Radiant Arrow's area grows by 1 cell, it pushes targets back 1 more cell, and it gains 5 base damage.
Hoarfrost Burst
Modifies Frozen Arrow
Frozen Arrow's damage hits the enemies in a 1-cell circle around the target instead of the target alone (never allies). Its AP removal stays on the target.
Festering Shaft
Modifies Plaguing Arrow
Plaguing Arrow's poison and its healing reduction last 1 more turn.
Haunting Shaft
Modifies Persecuting Arrow
Persecuting Arrow's damage on the following turn (when the target is out of your line of sight) is doubled.
Disarming Verdict
Modifies Arrow of Judgement
Arrow of Judgement makes its target deal 15% less final damage for 2 turns instead of removing 150 Power.
Blood Debt
Modifies Vendetta
You heal 50% of the damage Vendetta's trap deals to enemies, up to 10% of your maximum life per trap.
Mortar Shell
Modifies Explosive Arrow
Explosive Arrow no longer needs line of sight and gains 6 base damage.
Also works with Cra 2.68 · Modifies Explosive Arrow
Explosive Arrow no longer needs line of sight and gains 6 base damage.
Blast Radius
Modifies Exploding Arrow
Exploding Arrow's explosion reaches enemies 1 cell further away, and its Range removals (on the target and in the explosion) are 1 higher.
Patient Expiation
Modifies Atonement Arrow
Atonement Arrow's charged effects last 1 more turn and it gains 10 base damage.
Also works with Cra 3.7 · Modifies Atonement Arrow
Atonement Arrow's charged effects last 1 more turn and it gains 10 base damage.
Quick Punishment
Modifies Punitive Arrow
Punitive Arrow costs 1 AP less (minimum 1) and its recast interval is 1 turn shorter.
Shared Siphon
Modifies Absorptive Arrow
Absorptive Arrow gains 8 base damage and also heals allies within 3 cells of the target for 6% of their max HP.
Tunnel Vision
Modifies Absolute Acuteness
Absolute Acuteness lasts 1 more turn and its recast interval is 1 turn shorter.
Also works with Cra 3.7 · Modifies Absolute Acuteness
Absolute Acuteness lasts 1 more turn and its recast interval is 1 turn shorter.
Snap Shot
Modifies Lashing Arrow
Lashing Arrow costs 1 AP less (minimum 1) and no longer has to be cast in a straight line.
Sawtooth
Modifies Erosive Arrow
Erosive Arrow's Erosion is doubled and it gains 8 base damage.
Wandering Aim
Modifies Magic Arrow
Each cast of Magic Arrow this turn on a different enemy than the previous one deals 8 more base damage than it, up to +16.
Lingering Flames
Modifies Burning Arrow
Burning Arrow also deals 8 to 10 Fire damage to each enemy hit at the start of its turns, for 2 turns.
Long Freeze
Modifies Slow Down Arrow
The AP removal of Slow Down Arrow lasts 2 turns instead of 1.
Also works with Cra 3.7 · Modifies Slow-Down Arrow
The AP removal of Slow-Down Arrow lasts 2 turns instead of 1.
Bastion
Modifies Sentinel
Sentinel also gives you a shield worth 25% of your maximum life for 1 turn, and its recast interval is 1 turn shorter.
Also works with Cra 3.7 · Modifies Sentinel
Sentinel also gives you a shield worth 25% of your maximum life for 1 turn, and its recast interval is 1 turn shorter.
Wide Blast
Modifies Explosive Arrow
The area of Explosive Arrow grows by 1 cell (radius 4 instead of 3).
Also works with Cra 3.7 · Modifies Explosive Arrow
The area of Explosive Arrow grows by 1 cell (radius 4 instead of 3).
Virulent Arrow
Modifies Poisoned Arrow
The poison of Poisoned Arrow deals 8 more base damage per turn, and the spell removes 4 MP instead of 3.
Blind Verdict
Modifies Arrow of Judgement
Arrow of Judgement no longer needs line of sight and can be cast twice per target.
Also works with Cra 3.7 · Modifies Arrow of Judgement
Arrow of Judgement no longer needs line of sight and can be cast twice per target.
Old Grudge
Modifies Eye for Eye
The effects of Eye for Eye last 1 more turn (mark, retaliation and Range theft), and its recast interval drops from 3 to 2.
Epic 26
Full Draw
Modifies Powerful Shots
Powerful Shots gives you 30% final damage for 2 turns instead of Power.
Last Light
Modifies Survival Beacon
Casting Survival Beacon gives you 50% melee and ranged resistance for 1 turn, and its recast interval is 1 turn shorter.
Killing Field
Modifies Slaughtering Arrow
Slaughtering Arrow's area grows by 1 cell, so its damage bonus counts every fighter in the larger area, and it gains 5 base damage.
Relay Shot
Modifies Piercing Arrow
After Piercing Arrow damages an enemy, its damage strikes again the enemies within 2 cells of your beacon (Tactical or Survival) nearest to the first enemy hit, sparing the ones it already hit.
Powder Keg
Modifies Exploding Arrow
Exploding Arrow gains 5 base damage, and its explosion gains 12 base damage.
Numbing Field
Modifies Paralysing Arrow
Paralysing Arrow's area becomes a 5x5 square (damage, AP and MP removal) and it gains 5 base damage.
Twin Gust
Modifies Dispersing Arrow
Dispersing Arrow can be cast 2 times per turn instead of 1 and gains 2 Range.
Grave Cross
Modifies Reprisal
Reprisal's area grows by 1 cell (Gravity and damage), and it also erodes the enemies in it by 10% for 2 turns.
Follow-Through
Modifies Assailing Arrow
After Assailing Arrow, every enemy it damaged is also hit by a Lashing Arrow from you (15 to 18 Air damage, 2 MP removed for 1 turn).
Bulwark Beacon
Modifies Tactical Beacon
At the end of each of your turns, each beacon summoned by Tactical Beacon gives the allies within 2 cells of it (you included) a shield worth 8% of your maximum life for 1 turn.
Deadeye
Modifies Absolute Acuteness
Absolute Acuteness gives you 30% Critical instead of 15%, and also 20% final damage for 1 turn.
Battering Ram
Modifies Powerful Shots
Powerful Shots doubles its Pushback Damage and Critical bonuses, and no longer reduces your Range on the following turn.
Volley Mark
Modifies Piercing Shot
Piercing Shot hits the enemies in a 1-cell circle around the target instead of the target alone, never allies: each is eroded and takes more damage from its next attack.
Suppressive Shot
Modifies Slow Down Arrow
Slow Down Arrow's area grows by 1 cell.
Also works with Cra 3.7 · Modifies Slow-Down Arrow
Slow-Down Arrow's area grows by 1 cell.
Split Discipline
Modifies Tormenting Arrow
Tormenting Arrow deals Water damage, and each of its damage lines gains 12 base damage.
Bank Shot
Modifies Striking Arrow
Striking Arrow's main hit gains 10 base damage, and hitting an enemy gives you 2 MP on your next turn, once per turn.
Overdraw
Modifies Powerful Shooting
Powerful Shooting gives its target 25% final damage for 3 turns instead of its spell Power bonus; its pushback damage bonus is unchanged.
Paralysing Salvo
Modifies Paralysing Arrow
Paralysing Arrow's area grows by 1 cell and it gains 10 base damage.
Twin Fire
Modifies Burning Arrow
Burning Arrow no longer has to be cast in a straight line and gains 10 base damage.
Close Quarters
Modifies Destructive Arrow
Destructive Arrow deals 60% more damage when its target is 2 cells or closer to you.
Butcher's Rhythm
Modifies Slaughtering Arrow
Slaughtering Arrow no longer needs to be cast in a line or diagonal, and the first time each turn it kills an enemy, you gain 3 AP.
Onslaught
Modifies Assailing Arrow
You advance up to 2 cells toward the target of Assailing Arrow, and its first 2 hits each turn give you 2 AP back.
Shockwave
Modifies Dispersing Arrow
Dispersing Arrow also deals 18 to 22 Air damage to the enemies in its area, and pushes back 3 cells instead of 2.
Also works with Cra 3.7 · Modifies Dispersing Arrow
Dispersing Arrow also deals 18 to 22 Air damage to the enemies in its area, and pushes back 3 cells instead of 2.
Mirror Mark
Modifies Lark Mirror
The enemy that triggers the trap of Lark Mirror takes 15% more damage for 2 turns.
Rust Bloom
Modifies Erosive Arrow
The damage and erosion of Erosive Arrow hit the enemies within 1 cell of its target, and never allies.
Recoil Volley
Modifies Retreat Arrow
Retreat Arrow can be cast once more per turn and once more per target.
Also works with Cra 3.7 · Modifies Retreat Arrow
Retreat Arrow can be cast once more per turn and once more per target.
Legendary 24
Megaexplosion
Modifies Explosive Arrow
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.
Also works with Cra 2.68 · Modifies Explosive Arrow
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.
Gnawing Hunger
Modifies Devouring Arrow
All of Devouring Arrow's Fire damage is doubled: the delayed bite and the bite on the enemies it leaves for another target. Its life steal is unchanged.
Roving Sentry
Modifies Sentinel
Sentinel no longer loses Range or ranged damage when you use MP, and its recast interval is 2 turns shorter.
Archers' Line
Modifies Distant Shots
Distant Shots also gives you and the allies within 2 cells of you 20% final damage for 2 turns.
Death Warrant
Modifies Reprisal
Reprisal deals twice its damage, and its recast interval is 1 turn shorter.
Tyrant's Wrath
Modifies Tyrannical Arrow
Every hit of Tyrannical Arrow deals twice the damage: the arrow, its poison and its early burst when the target suffers pushback damage.
Also works with Cra 2.68 · Modifies Tyrannical Arrow
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.
Wildfire Volley
Modifies Burning Arrows
After Burning Arrows, every enemy it damaged receives Tyrannical Arrow's poison from you: 20 to 22 Fire damage at the end of its turn for 2 turns, renewed when it is moved, and bursting early for 28 to 32 Fire damage if it suffers pushback damage.
Carnage Count
Modifies Slaughtering Arrow
Each fighter in Slaughtering Arrow's area adds 30 base damage to it instead of 10.
Decoy Beacon
Modifies Survival Beacon
The beacon summoned by Survival Beacon has twice the HP and, while it stands within 4 cells of you, takes your place against the first 2 ranged enemy attacks of each round.
Unforgiven
Modifies Atonement Arrow
The base damage bonuses Atonement Arrow gives itself are doubled, and its target can no longer be healed for 1 turn (instead of receiving 50% of heals).
Eagle's Nest
Modifies Sentinel
Sentinel gives you 40% ranged damage instead of 20%, and 20 Range instead of 10.
Wrecking Bolts
Modifies Destructive Bolts
After Destructive Bolts, every enemy it damaged receives an Exploding Arrow from you (14 to 17 Fire damage, Range removed, and its explosion at the end of its turn, or earlier if it suffers pushback damage).
Cluster Arrow
Modifies Explosive Arrow
Each cast of Explosive Arrow sets off a second blast dealing 18 to 20 Fire damage to enemies within 3 cells of the target.
Also works with Cra 3.7 · Modifies Explosive Arrow
Each cast of Explosive Arrow sets off a second blast dealing 18 to 20 Fire damage to enemies within 3 cells of the target.
Starving Arrow
Modifies Devouring Arrow
Devouring Arrow gains 15 base damage, and each cast that hits an enemy gives you a shield worth 5% of your max HP for 1 turn (3 times per turn at most).
Chain Reaction
Modifies Fulminating Arrow
After its last bounce, Fulminating Arrow bounces 2 more times at full strength, to enemies up to 4 cells away and never on the same target twice.
Also works with Cra 3.7 · Modifies Fulminating Arrow
After its last bounce, Fulminating Arrow bounces 2 more times at full strength, to enemies up to 4 cells away and never on the same target twice.
Mobile Sentry
Modifies Sentinel
Sentinel no longer immobilises you.
Pinned Quarry
Modifies Reprisal
Reprisal's target also takes 30% more damage for 2 turns, and its recast interval is 1 turn shorter.
Second Anchor
Modifies Tactical Beacon
Your team can keep 2 Tactical Beacon at a time, each with twice the HP; a new one replaces your oldest.
Sharpshooters
Modifies Distant Shooting
Distant Shooting gives 2 more Range, and allies in its area also gain 15% final damage for 2 turns.
Unfading Skill
Modifies Bow Skill
Bow Skill also gives you 15% final damage for 3 turns, and its recast interval drops from 5 to 3.
Falling Sky
Modifies Crushing Arrow
The area of Crushing Arrow grows from a 3x3 to a 5x5 square (damage and Gravity), and its Gravity lasts 2 turns instead of 1.
Paralysing Burst
Modifies Paralysing Arrow
Paralysing Arrow hits the enemies within 2 cells of its target instead of a 1-cell cross, and no longer affects allies.
Pestilence
Modifies Plaguing Arrow
Plaguing Arrow hits the enemies within 1 cell of its target (never allies), and also deals 5 to 6 Air damage to each of them at the start of their turns, for 2 turns.
Also works with Cra 3.7 · Modifies Plaguing Arrow
Plaguing Arrow hits the enemies within 1 cell of its target (never allies), and also deals 5 to 6 Air damage to each of them at the start of their turns, for 2 turns.
Depth Charge
Modifies Striking Arrow
The burst Striking Arrow sets off at the end of its target's turn reaches 1 cell further (damage and AP removal) and deals 50% more damage.
Prismatic 21
Storm Chain
Modifies Fulminating Arrow
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.
Also works with Cra 2.68 · Modifies Fulminating Arrow
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.
Glass Walls
Modifies Absolute Acuteness
Absolute Acuteness no longer increases your spells' minimum range, and its line-of-sight removal and Critical bonus last 2 turns. Its recast interval is 1 turn shorter.
Redeemer's Volley
Modifies Redemption Arrow
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.
Also works with Cra 2.68 · Modifies Redemption Arrow
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.
Cupid's Quiver
Modifies Loving Arrows
Loving Arrows heals twice as much (16% of max HP instead of 8%) and also gives its target 2 AP for 1 turn.
Total Abolition
Modifies Abolition Arrow
Abolition Arrow can be cast 5 times per turn instead of 3, and each of its damage lines gains 4 base damage.
Watchtower
Modifies Tactical Beacon
At the end of each of your turns, each beacon summoned by Tactical Beacon deals 30 to 34 damage in your best element to enemies within 2 cells of it. The beacons have twice the HP, and the recast interval is 1 turn shorter.
Summary Execution
Modifies Punitive Arrow
Punitive Arrow can be cast 2 times per turn instead of 1, and after each cast every enemy it damaged receives a Reprisal from you (the fighters in a cross around it get Gravity, and the enemies there take Neutral damage worth 20% of their eroded health).
Wallbreaker
Modifies Piercing Arrow
Piercing Arrow no longer needs line of sight, its line reaches 3 cells further (damage and pushback), and both of its damage lines gain 15 base damage.
Endless Boomerang
Modifies Boomerang Arrow
Boomerang Arrow can be cast 4 times per turn, and after it damages an enemy, its damage strikes again the enemies within 2 cells of your Beacon nearest to that enemy (enemies it already hit are spared).
Parting Shots
Modifies Vagabond Arrow
Vagabond Arrow can be cast 3 times per turn instead of 2, and after it damages an enemy, its damage strikes again every other enemy within 2 cells of you once you have moved back.
Blood for Blood
Modifies Eye for Eye
Eye for Eye no longer hits allies and its area grows by 1 cell. If you lost 15% of your life or more to others since your previous turn ended, its damage is doubled.
Final Judgment
Modifies Arrow of Judgement
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.
Also works with Cra 3.7 · Modifies Arrow of Judgement
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.
Walking Barrage
Modifies Barricade Shot
Barricade Shot gains 30 base damage, and casting it gives you 3 MP, once per turn.
Concentrated Fire
Modifies Slaughtering Arrow
Slaughtering Arrow gains 20 base damage, and the bonus it charges for your next turn grows from 22 to 42.
Kiting Master
Modifies Withdrawal Arrow
Withdrawal Arrow no longer has to be cast in a straight line, and each time it makes you retreat, you gain 2 MP and 10% final damage for 1 turn.
Seeking Arrow
Modifies Magic Arrow
Magic Arrow gains 5 base damage and bounces to up to 2 more enemies, each within 3 cells of the last one hit, never the same enemy twice.
Threefold Torment
Modifies Tormenting Arrow
Tormenting Arrow no longer needs to be cast in a line and can be cast 3 times per target. Once you have damaged enemies in 3 elements or more this turn, both of its damage lines deal double damage.
Event Horizon
Modifies Concentration Arrow
The attraction and damage areas of Concentration Arrow grow by 1 cell and it attracts 3 cells instead of 2. Then every enemy it damaged receives a Magic Arrow from you.
Last Gasp
Modifies Absorptive Arrow
Absorptive Arrow deals 5 more base damage for every full 10% of your maximum life you are missing, up to 40, and can be cast 3 times per target.
Poisoned Accomplice
Modifies Conniving Arrow
The area of Conniving Arrow around its target grows by 1 cell. Then every enemy it damaged receives a Poisoned Arrow from you.
Volley Call
Modifies Critical Shooting
Critical Shooting gives its Critical bonus to every ally within 2 cells of the target cell, and gives them 20% final damage for 3 turns instead of 100 Power.
How they work#
- Two Waxmod slots sit at the end of the Dofus row. The Waxmods you wear act in every fight.
- Each Waxmod belongs to a class and a kit. The 3.7 kit is the class's default kit; the 2.68 kits (2.72 for Sadida and Masqueraider), Sorcerer and Light and Darkness are class variants. Only a character of that kit, or of a kit it is ported to, can wear the Waxmod.
- Many Waxmods also work on the same spell of their class's other kit (marked “Also works with”). Their numbers are then sometimes adjusted to that spell.
- You cannot wear the same Waxmod twice. Two different Waxmods can modify the same spell (except those that exclude each other, shown on the card): their different effects add up, but when both change the same thing (damage, cooldown, AP, range, area…), only the stronger change applies. Example: two “double damage” Waxmods give x2, not x4; “cooldown -1” and “cooldown -2” give -2.
- A Waxmod that casts a spell on every enemy hit (Sentence, Massacre…) casts it again on every cast of the modified spell, including the extra casts another Waxmod gives. That spell's lasting effects follow its own rules: Sentence deals its immediate damage every time, but one target only explodes once at the end of its turn.
- Waxmods can be traded and sold in the equipment marketplace, next to the Dofus.
- The dream Waxmods of Infinite Dreams are something else: they last only for one run and act on every spell they can change.
How to get them#
The Mystery Box: Waxmod gives a random Waxmod of the kit of the character who opens it (Waxmods ported to that kit included), with the odds below. The Selection Box lets you choose.
| Rarity | Chance (Mystery Box) |
|---|---|
| Common | 34% |
| Uncommon | 24% |
| Rare | 18% |
| Epic | 12% |
| Legendary | 8% |
| Prismatic | 4% |

Mystery Box: Waxmod
Nayla Downs at the Astrub Zaap: 100 Master Wax Tokens. Dark Evinya: 60 Nightmare Tokens. Wax Pass: one at 10,000 points on both tracks.

Waxmod Selection Box
Pick any Waxmod of your character's kit (or ported to it). The box is used up only once you confirm your choice.
Trade in your Waxmods#
The Void Magician in Astrub [5,-18] takes the Waxmods you do not want, of any class or rarity: every 15 Waxmods give a Selection Box, every 3 of the rest a Mystery Box.
