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 34
Silt Fork
Modifies Trident
Trident deals Earth damage instead of Air damage.
Condenser
Modifies Valve
Valve deals Water damage instead of Fire damage, including the area hit around a turret.
Also works with Foggernaut 2.68 · Modifies Valve
Valve deals Water damage instead of Fire damage, including the area hit around a turret.
Crow's Nest
Modifies Spyglass
Spyglass no longer needs line of sight, but loses 2 Range.
Also works with Foggernaut 2.68 · Modifies Spyglass
Spyglass no longer needs line of sight, but loses 2 Range.
Ebb
Modifies Backwash
Backwash attracts instead of pushing back, by the same 2 cells.
Also works with Foggernaut 2.68 · Modifies Backwash
Backwash attracts instead of pushing back, by the same 2 cells.
Long Stroke
Modifies Piston
Piston gains 2 Range, but moves you back 1 cell less.
Hard to Port
Modifies Rudder
Rudder no longer has to be cast in a line or diagonal, but loses 2 Range.
Barnacle Crust
Modifies Corrosion
Corrosion removes 1 MP (dodgeable) from enemies instead of reducing Pushback Resistance.
Cross Winch
Modifies Capstan
Capstan's damage area becomes a 2-cell cross instead of a 3x3 square.
Rusted Ram
Modifies Corrosion
Corrosion also pushes the enemy it targets back 1 cell, after lowering its Pushback Resistance.
Also works with Foggernaut 2.68 · Modifies Corrosion
Corrosion also pushes the enemy it targets back 1 cell, after lowering its Pushback Resistance.
Long Wake
Modifies Torpedo
Torpedo pushes the target back 2 more cells (5 instead of 3), but loses 1 Range.
Also works with Foggernaut 2.68 · Modifies Torpedo
Torpedo pushes the target back 2 more cells (5 instead of 3), but loses 1 Range.
Momentum
Modifies Grapnel
After Grapnel moves you, you gain 8% final damage for 1 turn, once per turn.
Also works with Foggernaut 2.68 · Modifies Grapnel
After Grapnel moves you, you gain 8% final damage for 1 turn, once per turn.
Mudspout
Modifies Turbine
Turbine deals Earth damage instead of Fire damage.
Light Plating
Modifies Armour-Plating
Armour-Plating no longer makes its target Unmovable, but gains 3 Range (0-10).
Quick Draw
Modifies Ambush
Ambush costs 3 AP instead of 4, but each of its four damage lines deals 1 less.
Wide Dive
Modifies Dive
Dive's MP removal hits enemies in a 1-cell circle around the target, but the spell loses 2 Range (0-4).
Triage Ring
Modifies Rescue
Rescue heals allies in a 1-cell circle around the target, for 6% of their max HP instead of 8% (8% instead of 10% on a critical hit).
Also works with Foggernaut 2.68 · Modifies Rescue
Rescue heals allies in a 1-cell circle around the target, for 6% of their max HP instead of 8% (8% instead of 10% on a critical hit).
Deep Set
Modifies Anchor
Anchor removes 2 MP for 2 turns instead of 3 MP for 1 turn.
Water Anchor
Modifies Anchor
Anchor deals Water damage instead of Earth damage.
Also works with Foggernaut 3.7 · Modifies Anchor
Anchor deals Water damage instead of Earth damage.
Dry Powder
Modifies Pilfer
Pilfer deals damage instead of stealing life, and gains 9 base damage.
Focused Steam
Modifies Vapour
Vapour hits a single target and gains 12 base damage.
Also works with Foggernaut 3.7 · Modifies Vapour
Vapour hits a single target and gains 12 base damage.
Soft Foam
Modifies Froth
Froth no longer has to be cast in a straight line, but it pushes back 1 cell fewer.
Also works with Foggernaut 3.7 · Modifies Froth
Froth no longer has to be cast in a straight line, but it pushes back 1 cell fewer.
Salt Spray
Modifies Surge
Surge's damage hits a 3-cell line perpendicular to the cast, but its damage reduction on the target is halved.
Long Backwash
Modifies Backwash
Backwash pushes back 1 more cell, but loses 1 Range.
Also works with Foggernaut 3.7 · Modifies Backwash
Backwash pushes back 1 more cell, but loses 1 Range.
Gentle Current
Modifies Torrent
Torrent attracts 1 more cell, but loses 1 Range.
Also works with Foggernaut 3.7 · Modifies Torrent
Torrent attracts 1 more cell, but loses 1 Range.
Wet Steam
Modifies Vapour
Vapour deals Water damage instead of Fire damage.
Also works with Foggernaut 3.7 · Modifies Vapour
Vapour deals Water damage instead of Fire damage.
Weighing Line
Modifies Anchor
Anchor also pulls its target 1 cell toward you, but loses 2 Range.
Also works with Foggernaut 3.7 · Modifies Anchor
Anchor also pulls its target 1 cell toward you, but loses 2 Range.
Slack Mooring
Modifies Mooring
Mooring no longer needs to be cast in a line, but deals 2 less damage.
Seized Gears
Modifies Corrosion
Corrosion removes 2 AP (dodgeable) instead of 3 MP.
Tight Hull
Modifies Covering
Covering's states reach a 2-cell circle instead of 3, and its recast interval drops by 1 turn.
Long Tube
Modifies Periscope
Periscope gains 2 Range but deals 3 less damage.
Also works with Foggernaut 3.7 · Modifies Periscope
Periscope gains 2 Range but deals 3 less damage.
Quick Rescue
Modifies Rescue
Rescue costs 3 AP instead of 4 but heals 20% less.
Also works with Foggernaut 3.7 · Modifies Rescue
Rescue costs 2 AP instead of 3 but heals 20% less.
Deep Ping
Modifies Sonar
Sonar gains 2 Range, but its pushback moves 1 cell instead of 2.
Also works with Foggernaut 3.7 · Modifies Sonar
Sonar gains 2 Range, but its pushback moves 1 cell instead of 2.
Dead Reckoning
Modifies Compass
Compass no longer needs line of sight, but loses 2 Range.
Also works with Foggernaut 3.7 · Modifies Compass
Compass no longer needs line of sight, but loses 2 Range.
Long Rod
Modifies Piston
Piston reaches 2 cells away, but pushes 1 cell less.
Uncommon 30
Bilge Pump
Modifies Mooring
Mooring steals life instead of dealing damage; its attraction is unchanged.
Also works with Foggernaut 2.68 · Modifies Mooring
Mooring steals life instead of dealing damage; its attraction is unchanged.
Throw Ring
Modifies Rescue
Rescue heals 50% more and gains 2 Range.
Also works with Foggernaut 2.68 · Modifies Rescue
Rescue heals 50% more and gains 2 Range.
Sick Bay
Modifies Lifesaver
Lifesaver's turret has twice the HP, and its heals are 50% stronger.
Also works with Foggernaut 2.68 · Modifies Lifesaver
Lifesaver's turret has twice the HP, and its heals are 50% stronger.
Undercurrent
Modifies Torrent
Torrent gains 6 base damage and can be cast 3 times per turn on the same target.
Also works with Foggernaut 2.68 · Modifies Torrent
Torrent gains 6 base damage and can be cast 3 times per turn on the same target.
Deep Dive
Modifies Dive
Dive removes 1 more MP and gains 2 Range.
Murky Depths
Modifies Submersion
Submersion removes 2 more Range and also removes 1 AP (dodgeable) from enemies.
Hawser
Modifies Mooring
Mooring attracts 1 cell more (3 instead of 2), and cast on a turret it gives back 2 AP instead of 1.
Bloodwake
Modifies Rudder
Rudder steals life: its Earth damage becomes Earth life steal.
Spare Harpoon
Modifies Harpooner
The first time an enemy destroys Harpooner's turret, it comes back at the start of your next turn with 60% of its HP and 1 more AP for that turn. Once per fight.
Also works with Foggernaut 2.68 · Modifies Harpooner
The first time an enemy destroys Harpooner's turret, it comes back at the start of your next turn with 60% of its HP and 1 more AP for that turn. Once per fight.
Recoil
Modifies Piston
Cast on an enemy, Piston also pushes it back 2 cells after moving you away.
Clean Prongs
Modifies Trident
Trident gains 5 base damage, and its pushback no longer moves allies.
Live Wire
Modifies Short-Circuit
The 100% Critical that Short-Circuit gives its turret lasts 2 turns instead of 1.
Fog Bank
Modifies Submersion
Submersion's Range removal hits enemies in a 1-cell circle around the target and lasts 2 turns instead of 1.
Lifeline
Modifies Assistance
Before Assistance moves the ally, it gives that ally a shield worth 12% of your max HP for 1 turn.
Also works with Foggernaut 2.68 · Modifies Assistance
Before Assistance moves the ally, it gives that ally a shield worth 12% of your max HP for 1 turn.
Sea Spray
Modifies Froth
Froth gains 2 Range (1-8), and enemies in its cone lose 1 MP (dodgeable).
Also works with Foggernaut 2.68 · Modifies Froth
Froth gains 2 Range (1-8), and enemies in its cone lose 1 MP (dodgeable).
Light Diving Suit
Modifies Scaphander
Scaphander gives 1 more MP and twice the damage bonus, and allies in its area also gain 10% final damage for 2 turns.
Salt Cocoon
Modifies Salt Armour
Salt Armour's ranged damage reduction is doubled and lasts 1 more turn, and its target gets a shield worth 10% of your max HP for 1 turn.
Emergency Assistance
Modifies Assistance
Assistance heals your turret for 50% of its max HP instead of 25% and gives it 2 Range for 1 turn, and its recast interval is 1 turn shorter.
Also works with Foggernaut 3.7 · Modifies Assistance
Assistance heals your turret for 50% of its max HP instead of 25% and gives it 2 Range for 1 turn, and its recast interval is 1 turn shorter.
Thin Plating
Modifies Armour-Plating
Armour-Plating costs 1 AP less (minimum 1), and its target also gets a shield worth 12% of your max HP (20% on a turret) for 1 turn.
Also works with Foggernaut 3.7 · Modifies Armour-Plating
Armour-Plating costs 1 AP less (minimum 1), and its target also gets a shield worth 12% of your max HP (20% on a turret) for 1 turn.
Leech Line
Modifies Mooring
Mooring steals life instead of dealing damage.
Also works with Foggernaut 3.7 · Modifies Mooring
Mooring steals life instead of dealing damage.
Salvage
Modifies Valve
Valve gains 8 base damage and its heal bonus is doubled.
Dead Weight
Modifies Scuttle
Scuttle also removes 2 MP (dodgeable) from its target.
Also works with Foggernaut 3.7 · Modifies Hoofbeat
Hoofbeat also removes 2 MP (dodgeable) from its target.
Boarding Plate
Modifies Grapnel
After Grapnel moves you, you gain a shield worth 10% of your max HP for 1 turn, once per turn.
Also works with Foggernaut 3.7 · Modifies Grapnel
After Grapnel moves you, you gain a shield worth 10% of your max HP for 1 turn, once per turn.
Cutlass Run
Modifies Pilfer
Each time Pilfer hits an enemy, you gain 1 MP, up to twice per turn.
Brine Crust
Modifies Salt Armour
Salt Armour also gives its target 8% resistance to every element for 2 turns.
Fresh Orders
Modifies Assistance
Assistance first gives the ally or turret it moves 15% final damage for 1 turn.
Also works with Foggernaut 3.7 · Modifies Assistance
Assistance first gives the ally or turret it moves 15% final damage for 1 turn.
Hull Patch
Modifies Armour-Plating
Armour-Plating cast on a turret also heals it for 20% of its max HP.
Also works with Foggernaut 3.7 · Modifies Armour-Plating
Armour-Plating cast on a turret also heals it for 20% of its max HP.
Lingering Salt
Modifies Surge
Surge's damage reduction on its target lasts 2 turns instead of 1.
Steady Pressure
Modifies Valve
Valve can be cast 3 times per target and its heal bonus lasts 3 turns instead of 2.
Leech Shell
Modifies Nautilus
Nautilus steals life instead of dealing damage.
Rare 29
Grappling Line
Modifies Grapnel
Grapnel costs 1 AP less, and after it moves you, you gain 2 MP, once per turn.
Also works with Foggernaut 2.68 · Modifies Grapnel
Grapnel costs 1 AP less, and after it moves you, you gain 2 MP, once per turn.
Whaling Gun
Modifies Harpooner
Harpooner's turret has twice the HP and 50% more final damage, and its attack gains 2 Range.
Wet Warhead
Modifies Torpedo
Torpedo deals Water damage instead of Air damage and gains 8 base damage.
Also works with Foggernaut 2.68 · Modifies Torpedo
Torpedo deals Water damage instead of Air damage and gains 8 base damage.
Wide Angle
Modifies Periscope
Periscope's area becomes a 3x3 square instead of a cross, for all its effects, and it gains 6 base damage.
Also works with Foggernaut 2.68 · Modifies Periscope
Periscope's area becomes a 3x3 square instead of a cross, for all its effects, and it gains 6 base damage.
Pressure Bubble
Modifies Bathyscaphe
Bathyscaphe's turret has twice the HP, and at the end of each of your turns it gives allies within 2 cells of it a shield worth 8% of your max HP for 1 turn.
Also works with Foggernaut 2.68 · Modifies Bathyscaphe
Bathyscaphe's turret has twice the HP, and at the end of each of your turns it gives allies within 2 cells of it a shield worth 8% of your max HP for 1 turn.
Tugboat
Modifies Assistance
Assistance's recast interval is 1 turn shorter, and the ally it moves gains 2 MP for 1 turn.
Also works with Foggernaut 2.68 · Modifies Assistance
Assistance's recast interval is 1 turn shorter, and the ally it moves gains 2 MP for 1 turn.
Blow-Off Valve
Modifies Valve
Cast on a turret, Valve's area hit around it gains 8 base damage and reaches 1 cell farther (4, 3 or 2 cells by Evolution).
Scrap Value
Modifies Hoofbeat
Each evolved turret in Hoofbeat's area adds twice as much base damage (18 instead of 9 at the top grade).
Twin Wrenches
Modifies Evolution
Evolution can be cast twice per turn instead of once.
Also works with Foggernaut 2.68 · Modifies Evolution
Evolution can be cast twice per turn instead of once.
Lifeguard
Modifies Lifesaver
Lifesaver's turret, while within 3 cells of you, takes your place against the first 2 ranged enemy attacks of each round.
Also works with Foggernaut 2.68 · Modifies Lifesaver
Lifesaver's turret, while within 3 cells of you, takes your place against the first 2 ranged enemy attacks of each round.
Target Lock
Modifies Sonar
The enemy Sonar targets takes 15% more damage for 1 turn.
Pinball
Modifies Recursiveness
Recursiveness's first pushback moves the target 6 cells instead of 4, and its recast interval drops from 2 to 1.
Also works with Foggernaut 2.68 · Modifies Recursiveness
Recursiveness's first pushback moves the target 6 cells instead of 4, and its recast interval drops from 2 to 1.
Boxing the Compass
Modifies Compass
Compass can be cast twice per turn instead of once, and each cast gives you 1 MP (2 per turn at most).
Also works with Foggernaut 2.68 · Modifies Compass
Compass can be cast twice per turn instead of once, and each cast gives you 1 MP (2 per turn at most).
Lodestone
Modifies Compass
Compass reaches 1-4 instead of 1-1, and after it moves you, you gain 2 MP, once per turn.
Long Suction
Modifies Grapnel
Grapnel gains 3 Range and costs 1 AP less (minimum 1).
Also works with Foggernaut 3.7 · Modifies Grapnel
Grapnel gains 3 Range and costs 1 AP less (minimum 1).
Sniper Turret
Modifies Harpooner
Harpooner's turret has 3 more Range, twice the HP and 50% more final damage.
Also works with Foggernaut 3.7 · Modifies Harpooner
Harpooner's turret has 3 more Range, twice the HP and 50% more final damage.
Field Hospital
Modifies Lifesaver
Lifesaver's turret has twice the HP, and its heals are 40% stronger.
Also works with Foggernaut 3.7 · Modifies Lifesaver
Lifesaver's turret has twice the HP, and its heals are 40% stronger.
Transport Hub
Modifies Tacturret
Tacturret's turret has 2 more Range and twice the HP, and casting it gives allies within 3 cells of the target 2 MP for 1 turn.
Also works with Foggernaut 3.7 · Modifies Tacturret
Tacturret's turret has 2 more Range and twice the HP, and casting it gives allies within 3 cells of the target 2 MP for 1 turn.
Remote Clinic
Modifies First Aid
First Aid gains 3 Range and heals 40% more.
Also works with Foggernaut 3.7 · Modifies First Aid
First Aid gains 3 Range and heals 40% more.
Focused Lens
Modifies Spyglass
Spyglass gains 15 base damage, and each cast that hits an enemy gives you 2 Range for 1 turn (twice per turn at most).
Also works with Foggernaut 3.7 · Modifies Spyglass
Spyglass gains 15 base damage, and each cast that hits an enemy gives you 2 Range for 1 turn (twice per turn at most).
Riptide
Modifies Tide
Tide costs 1 AP less (minimum 1) and can be cast once more per turn.
Overclocked Transfer
Modifies Transition
Transition gives its target 20% final damage for 2 turns instead of 150 Power.
Headwind
Modifies Harmattan
Harmattan also pushes its target back 2 cells after lowering its Pushback Resistance, and can be cast 3 times per target.
Life Raft
Modifies Lifesaver
At the end of each of your turns, Lifesaver's turret gives allies within 2 cells a shield worth 8% of your max HP for 1 turn.
Also works with Foggernaut 3.7 · Modifies Lifesaver
At the end of each of your turns, Lifesaver's turret gives allies within 2 cells a shield worth 8% of your max HP for 1 turn.
Double Breaker
Modifies Backwash
Backwash costs 2 AP instead of 3 and can be cast twice on the same target.
Also works with Foggernaut 3.7 · Modifies Backwash
Backwash costs 2 AP instead of 3 and can be cast twice on the same target.
Spring Tide
Modifies Tide
Tide gains 2 Range and after it you gain 2 MP, once per turn.
Choking Steam
Modifies Vapour
Enemies in Vapour's area also lose 1 AP (dodgeable), and Vapour no longer needs to be cast in a line.
Gun Platform
Modifies Torpedo
If you have not moved yourself this turn, Torpedo deals 35% more damage.
Also works with Foggernaut 3.7 · Modifies Torpedo
If you have not moved yourself this turn, Torpedo deals 35% more damage.
Recoil Mark
Modifies Recursiveness
Recursiveness reaches 3 cells away, and the enemy it moves first takes 10% more damage for 1 turn.
Also works with Foggernaut 3.7 · Modifies Recursiveness
Recursiveness reaches 3 cells away, and the enemy it moves first takes 10% more damage for 1 turn.
Epic 26
Watertight Hull
Modifies Armour-Plating
Armour-Plating's target also takes 50% less damage for 1 turn, and the spell's recast interval is 1 turn shorter.
Also works with Foggernaut 2.68 · Modifies Armour-Plating
Armour-Plating's target also takes 50% less damage for 1 turn, and the spell's recast interval is 1 turn shorter.
Boarding Party
Modifies Pilfer
Pilfer's hit also strikes enemies adjacent to its target, and no longer hits allies.
Seawall
Modifies Breakwater
Breakwater's recast interval is 2 turns shorter, and allies within 1 cell of its target, the target included, take 30% less melee and ranged damage for 2 turns.
Also works with Foggernaut 2.68 · Modifies Breakwater
Breakwater's recast interval is 2 turns shorter, and allies within 1 cell of its target, the target included, take 30% less melee and ranged damage for 2 turns.
Redline
Modifies Hypertension
Hypertension's recast interval is 1 turn shorter, and the turret it targets gains 40% final damage for 2 turns.
Also works with Foggernaut 2.68 · Modifies Hypertension
Hypertension's recast interval is 1 turn shorter, and the turret it targets gains 40% final damage for 2 turns.
Spindrift
Modifies Froth
Froth's cone grows by 1 cell, for all its effects, and it gains 8 base damage.
Also works with Foggernaut 2.68 · Modifies Froth
Froth's cone grows by 1 cell, for all its effects, and it gains 8 base damage.
Demolition Crew
Modifies Hoofbeat
Hoofbeat's area becomes a 3-cell circle instead of a 2-cell one, for all its effects (the turrets it counts included), and it gains 6 base damage.
Wide Lens
Modifies Spyglass
Spyglass's damage and its High Tide MP removal hit enemies in a 1-cell circle around the target.
Also works with Foggernaut 2.68 · Modifies Spyglass
Spyglass's damage and its High Tide MP removal hit enemies in a 1-cell circle around the target.
Rough Seas
Modifies Periscope
Periscope's Seasickness lasts 3 turns instead of 2, and each time an affected enemy is attracted, pushed or transposed it loses 2 MP instead of 1.
Crew Rotation
Modifies Tide
When Tide switches places with an ally, that ally gains 20% final damage and 2 MP for 1 turn.
Scalding Steam
Modifies Vapour
Enemies in Vapour's cross also burn for 9 to 11 Fire damage at the start of each of their next 2 turns.
Also works with Foggernaut 2.68 · Modifies Vapour
Enemies in Vapour's cross also burn for 9 to 11 Fire damage at the start of each of their next 2 turns.
Diving Bell
Modifies Scaphander
Scaphander also gives you a shield worth 35% of your max HP for 1 turn.
Bollard
Modifies Capstan
Cast on a turret, Capstan also puts it in the Automatic state for 2 turns: it intercepts close-combat damage dealt to adjacent allies and fires back when they take ranged damage.
Switchyard
Modifies Signal Box
Signal Box no longer has a recast interval (it was 2 turns), and it reaches 0-3 instead of 0-1.
Barbed Net
Modifies Trident
Trident gains 10 base damage, and hitting an enemy poisons it for 24 to 30 Earth damage at the start of each of its next 2 turns, once per turn.
Pressure Cabin
Modifies Bathyscaphe
Bathyscaphe's summon has twice the HP and 1 more AP; casting it gives it a shield worth 15% of your max HP and 50 Dodge for 1 turn, and 2 MP on its next turn.
Also works with Foggernaut 3.7 · Modifies Bathyscaphe
Bathyscaphe's summon has twice the HP and 1 more AP; casting it gives it a shield worth 15% of your max HP and 50 Dodge for 1 turn, and 2 MP on its next turn.
Dredging Line
Modifies Trawler
Trawler's turret has twice the HP, 100 more Lock and 2 more MP, and casting it removes 2 MP (dodgeable) from enemies within 2 cells of the target.
Also works with Foggernaut 3.7 · Modifies Trawler
Trawler's turret has twice the HP, 100 more Lock and 2 more MP, and casting it removes 2 MP (dodgeable) from enemies within 2 cells of the target.
Scuttle
Modifies Scuttle
Scuttle's damage hits a 1-cell radius around the target.
Also works with Foggernaut 3.7 · Modifies Hoofbeat
Hoofbeat's damage hits a 1-cell radius around the target.
Bulkhead
Modifies Armour-Plating
Armour-Plating also gives its target a shield worth 25% of your max HP and 30% less damage taken for 1 turn, and its recast interval is 1 turn shorter.
Also works with Foggernaut 3.7 · Modifies Armour-Plating
Armour-Plating also gives its target a shield worth 25% of your max HP and 30% less damage taken for 1 turn, and its recast interval is 1 turn shorter.
Open Foam
Modifies Froth
Froth no longer has to be cast in a straight line and gains 10 base damage.
Also works with Foggernaut 3.7 · Modifies Froth
Froth no longer has to be cast in a straight line and gains 10 base damage.
Trawl Net
Modifies Trawler
At the end of each of your turns, enemies within 2 cells of Trawler's turret lose 2 MP (dodgeable).
Also works with Foggernaut 3.7 · Modifies Trawler
At the end of each of your turns, enemies within 2 cells of Trawler's turret lose 2 MP (dodgeable).
Power Surge
Modifies Hypertension
Hypertension also gives allies within 2 cells of its target, the turret included, 2 AP for 1 turn.
Also works with Foggernaut 3.7 · Modifies Hypertension
Hypertension also gives allies within 2 cells of its target, the turret included, 2 AP for 1 turn.
Ballast Tanks
Modifies Bathyscaphe
At the end of each of your turns, Bathyscaphe's turret gives allies within 2 cells, except you, 2 MP for 1 turn.
Also works with Foggernaut 3.7 · Modifies Bathyscaphe
At the end of each of your turns, Bathyscaphe's turret gives allies within 2 cells, except you, 2 MP for 1 turn.
Skipping Shot
Modifies Spyglass
After Spyglass hits an enemy, its shot bounces once to the nearest other enemy within 3 cells.
Also works with Foggernaut 3.7 · Modifies Spyglass
After Spyglass hits an enemy, its shot bounces once to the nearest other enemy within 3 cells.
Adrenaline Shot
Modifies First Aid
First Aid also gives the ally or turret it targets 1 AP for 1 turn.
Also works with Foggernaut 3.7 · Modifies First Aid
First Aid also gives the ally or turret it targets 1 AP for 1 turn.
Ironclad
Modifies Dreadnaut
Dreadnaut also gives allies in its area a shield worth 15% of your max HP for 1 turn.
Dry Dock
Modifies Breakwater
Breakwater also gives its turret a shield worth 25% of your max HP for 2 turns.
Also works with Foggernaut 3.7 · Modifies Breakwater
Breakwater also gives its turret a shield worth 25% of your max HP for 2 turns.
Legendary 23
Perpetual Drill
Modifies Drill
Drill's turret has twice the HP, 2 more AP and 50% more final damage, and its attack can be cast 4 times per turn instead of 3.
Diving Crew
Modifies Scaphander
Scaphander also gives every ally 20% final damage and a shield worth 10% of your max HP for 2 turns.
Fire Control
Modifies Sonar
Sonar gains 6 base damage, and when it damages an enemy, your nearest offensive turret that has that enemy in range attacks it.
Overclock
Modifies Evolution
On an ally other than a turret, Evolution gives 20% final damage for 2 turns instead of 100 Power.
Also works with Foggernaut 2.68 · Modifies Evolution
On an ally other than a turret, Evolution gives 20% final damage for 2 turns instead of 100 Power.
Anchor Chain
Modifies Anchor
Anchor gains 5 base damage and can be cast 3 times per turn, and it gives back 2 AP instead of 1 when a turret is in its area.
Whirlpool Engine
Modifies Turbine
Turbine gains 6 base damage and can be cast 3 times per turn.
Overload
Modifies Hypertension
Hypertension also brings your oldest other turret that is not at Evolution III yet to Evolution III. On an ally other than a turret, it gives 30% final damage for 1 turn instead of 200 Power.
Boring Head
Modifies Drill
Drill's turret's attack also hits enemies adjacent to its target. The first time an enemy destroys the turret, it comes back at the start of your next turn with all its HP and 2 more AP for that turn. Once per fight.
Ballast Field
Modifies Bathyscaphe
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.
Also works with Foggernaut 2.68 · Modifies Bathyscaphe
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.
Undertow Crew
Modifies Backwash
When Backwash hits an enemy, your nearest Harpooner or Drill turret advances up to 2 cells toward it and attacks it if it is in range, up to 3 times per turn.
Also works with Foggernaut 2.68 · Modifies Backwash
When Backwash hits an enemy, your nearest Harpooner or Drill turret advances up to 2 cells toward it and attacks it if it is in range, up to 3 times per turn.
Field Hospital
Modifies First Aid
First Aid heals every ally in a 2-cell circle around the target, no longer enemies, and gives them 15% final damage for 1 turn.
Also works with Foggernaut 2.68 · Modifies First Aid
First Aid heals every ally in a 2-cell circle around the target, no longer enemies, and gives them 15% final damage for 1 turn.
Harbour Watch
Modifies Breakwater
Breakwater's Automatic state, its interception and its ranged activation last 4 turns instead of 2, and the turret guards the allies within 2 cells of it instead of the adjacent ones.
Distributed Evolution
Modifies Evolution
Evolution also heals all your turrets for 30% of their max HP, gives all your summons 20% final damage for 2 turns, and evolves your oldest other turret not yet evolved to its second stage.
Also works with Foggernaut 3.7 · Modifies Evolution
Evolution also heals all your turrets for 30% of their max HP, gives all your summons 20% final damage for 2 turns, and evolves your oldest other turret not yet evolved to its second stage.
Focused Drill
Modifies Drill
Drill's turret has twice the HP, 1 more AP and 60% more final damage.
Also works with Foggernaut 3.7 · Modifies Drill
Drill's turret has twice the HP, 1 more AP and 60% more final damage.
Overpressure
Modifies Hypertension
The turret boosted by Hypertension is no longer destroyed at the end of the turn and keeps its evolution; only the spell's temporary bonuses wear off.
Living Breakwater
Modifies Breakwater
Breakwater's target takes 25% less damage for 2 turns and its recast interval is 1 turn shorter; casting it gives you a shield worth 20% of your max HP for 1 turn, once per turn.
Also works with Foggernaut 3.7 · Modifies Breakwater
Breakwater's target takes 25% less damage for 2 turns and its recast interval is 1 turn shorter; casting it gives you a shield worth 20% of your max HP for 1 turn, once per turn.
Deep Pressure
Modifies Scaphander
Scaphander also gives allies in its area 20% final damage for 2 turns, and its recast interval is 1 turn shorter.
Workshop Sweep
Modifies Evolution
Evolution affects every turret in a 2-cell circle around its target: it evolves them and repairs them.
Also works with Foggernaut 3.7 · Modifies Evolution
Evolution affects every turret in a 2-cell circle around its target: it evolves them and repairs them.
Deep Crew
Modifies Scaphander
Scaphander also gives allies in its area 1 AP for 2 turns, and its pushback damage bonus is doubled.
Fire Director
Modifies Tacturret
At the end of each of your turns, Tacturret's turret gives allies within 2 cells 12% final damage and 2 Range for 1 turn.
Also works with Foggernaut 3.7 · Modifies Tacturret
At the end of each of your turns, Tacturret's turret gives allies within 2 cells 12% final damage and 2 Range for 1 turn.
Turret Salvo
Modifies Ambush
Every enemy Ambush damages is also hit for 38 to 43 best-element life steal, and its effects lose 1 turn.
Barbed Spread
Modifies Trident
Trident's damage and its pushback damage effect hit enemies in a 1-cell circle around the target, no longer allies.
Undertow
Modifies Torrent
Torrent also attracts every fighter next to its target, then its hit strikes again every other enemy within 1 cell of you.
Also works with Foggernaut 3.7 · Modifies Torrent
Torrent also attracts every fighter next to its target, then its hit strikes again every other enemy within 1 cell of you.
Prismatic 22
Fleet Salvo
Modifies Torpedo
Torpedo gains 5 base damage, plus 4 per turret you have on the field; with 3 or more turrets, its damage hits enemies in a 1-cell circle around the target.
Also works with Foggernaut 2.68 · Modifies Torpedo
Torpedo gains 5 base damage, plus 4 per turret you have on the field; with 3 or more turrets, its damage hits enemies in a 1-cell circle around the target.
Twin Harpoons
Modifies Harpooner
Harpooner's recast interval drops to 1 turn and you can keep two of its turrets at once (a third replaces the oldest). Its turrets have 50% more HP and 30% more final damage.
Also works with Foggernaut 2.68 · Modifies Harpooner
Harpooner's recast interval drops to 1 turn and you can keep two of its turrets at once (a third replaces the oldest). Its turrets have 50% more HP and 30% more final damage.
Four-Gun Salute
Modifies Ambush
Ambush's four damage lines are doubled and hit enemies in a 1-cell circle around the target, no longer allies.
Tidal Bore
Modifies Tide
Tide's damage also hits enemies adjacent to the target and gains 15 base damage, and the spell no longer has to be cast in a line or diagonal.
Arc Flash
Modifies Short-Circuit
Short-Circuit can be cast twice per turn, and its explosion around the turret gains 6 base damage and reaches 4 cells instead of 3.
Lighthouse
Modifies Lifesaver
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.
Also works with Foggernaut 2.68 · Modifies Lifesaver
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.
Dragnet
Modifies Trawler
Trawler's turret's net reaches 2 cells farther, and at the end of each of your turns the turret deals 20 to 24 damage in your best element to enemies within 2 cells of it.
Powder Keg
Modifies Pilfer
Pilfer's Pilfer state no longer ends when it bursts: for its 2 turns, every pushback damage the target takes sets off the Air burst around it again, and the burst gains 8 base damage.
Engine Room
Modifies Tacturret
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.
Also works with Foggernaut 2.68 · Modifies Tacturret
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.
Riptide Relay
Modifies Torrent
After Torrent damages an enemy, its hit strikes again every other enemy within 1 cell of your turret nearest to that enemy.
Also works with Foggernaut 2.68 · Modifies Torrent
After Torrent damages an enemy, its hit strikes again every other enemy within 1 cell of your turret nearest to that enemy.
Sirocco
Modifies Harmattan
Harmattan's rebound reaches entities up to 2 cells away in a straight line instead of only adjacent ones, and every enemy the gale strikes burns for 12 to 14 Air damage at the start of each of its next 2 turns.
Rust Bloom
Modifies Corrosion
Corrosion's damage hits enemies in a 1-cell radius around the target.
Also works with Foggernaut 3.7 · Modifies Corrosion
Corrosion's damage hits enemies in a 1-cell radius around the target.
Synchronized Ambush
Modifies Ambush
Ambush's base damage is doubled and each of its four damage lines then gains 5, and up to 2 of your Drill and Harpooner turrets in range attack its target.
Continuous Upgrade
Modifies Transition
Transition costs 2 AP less (minimum 1) and gives all your summons 20% final damage for 2 turns.
Short Circuit
Modifies Short-Circuit
Casting Short-Circuit on your last living turret gives you 3 AP and 30% final damage for 1 turn, once per turn.
Return Current
Modifies Recursiveness
On an ally, Recursiveness gives 2 AP and 2 MP on its next turn; on an enemy, it deals 35 to 42 damage in your best element.
Also works with Foggernaut 3.7 · Modifies Recursiveness
On an ally, Recursiveness gives 2 AP and 2 MP on its next turn; on an enemy, it deals 35 to 42 damage in your best element.
Anchor Cable
Modifies Anchor
Anchor gains 25 base damage and attracts its enemy target 2 cells toward your nearest turret.
Also works with Foggernaut 3.7 · Modifies Anchor
Anchor gains 25 base damage and attracts its enemy target 2 cells toward your nearest turret.
Harpoon Battery
Modifies Harpooner
Harpooner's turret arrives at Evolution III, and its harpoons strike every enemy in a 1-cell circle around their target.
Tesla Coil
Modifies Short-Circuit
Short-Circuit no longer destroys its turret, and its area damage gains 10 base damage.
Chain and Wave
Modifies Froth
Froth can be cast 3 times per turn, and every enemy it damages also takes 17 to 20 Earth damage.
Also works with Foggernaut 3.7 · Modifies Froth
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.
Boarding Cannons
Modifies Seizing
Seizing hits a 3-cell circle instead of 2 and gains 6 base damage per living turret you have.
Spinning Bore
Modifies Drill
At the end of each of your turns, Drill's turret deals 30 to 34 best-element damage to every adjacent enemy.
Also works with Foggernaut 3.7 · Modifies Drill
At the end of each of your turns, Drill's turret deals 30 to 34 best-element damage to every adjacent enemy.
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.
