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 51
Kindled Ether
Modifies Ether
Ether deals Fire damage instead of Air damage, and lays a Fire Rune and applies the Fire state instead of the Air ones.
Grounded Wave
Modifies Celestial Wave
Celestial Wave deals Earth damage instead of Air damage, and lays an Earth Rune and applies the Earth state instead of the Air ones.
Lodestone Meteor
Modifies Meteor
Meteor attracts its target instead of pushing it back, by the same number of cells.
Also works with Huppermage 2.68 · Modifies Striking Meteor
Striking Meteor attracts its target instead of pushing it back, by the same number of cells.
Calving
Modifies Glacier
Glacier pushes the targets in its area away from you instead of attracting them, by the same number of cells.
Distant Sun
Modifies Sun Lance
Sun Lance no longer switches places with the target, but gains 2 Range.
Also works with Huppermage 2.68 · Modifies Sun Lance
Sun Lance no longer switches places with the target, but gains 2 Range.
Freehand Stroke
Modifies Burning Stroke
Burning Stroke no longer has to be cast in a straight line, but loses 2 Range.
Also works with Huppermage 2.68 · Modifies Burning Stroke
Burning Stroke no longer has to be cast in a straight line, but loses 2 Range.
Long Icicle
Modifies Stalactite
Stalactite no longer removes MP, but gains 2 Range and its range can be modified.
Also works with Huppermage 2.68 · Modifies Stalactite
Stalactite no longer removes MP, but gains 2 Range and its range can be modified.
Escape Velocity
Modifies Asteroid
Asteroid moves you back 4 cells instead of 2, but loses 2 Range.
Shearing Wind
Modifies Seismic Shockwave
Seismic Shockwave deals Air damage instead of Earth damage, and lays an Air Rune and applies the Air state instead of the Earth ones; its MP reduction is unchanged.
Searing Mark
Modifies Flamethrower
Flamethrower no longer removes AP; instead its target takes 6% more damage for 1 turn.
Also works with Huppermage 2.68 · Modifies Flamethrower
Flamethrower no longer removes AP; instead its target takes 6% more damage for 1 turn.
Telluric Field
Modifies Telluric Lances
Telluric Lances also lays its Earth Rune and applies its Earth state on every enemy within 1 cell of its target, but loses 2 Range.
Twin Gust
Modifies Celestial Wave
Celestial Wave can hit the same enemy twice per turn instead of once, but loses 1 Range.
Also works with Huppermage 2.68 · Modifies Celestial Wave
Celestial Wave can hit the same enemy twice per turn instead of once, but loses 1 Range.
Sudden Drain
Modifies Elemental Drain
Elemental Drain steals three times as much of the characteristic (600 at its last grade), but for 1 turn instead of 3.
Also works with Huppermage 2.68 · Modifies Elemental Drain
Elemental Drain steals three times as much of the characteristic (600 at its last grade), but for 1 turn instead of 3.
Blind Current
Modifies Quadramental Current
Quadramental Current no longer needs line of sight, but loses 2 Range.
Flash Flood
Modifies Flood
Flood moves you 6 cells closer to the target instead of 4, but loses 1 Range.
Also works with Huppermage 2.68 · Modifies Flood
Flood moves you 6 cells closer to the target instead of 4, but loses 1 Range.
Spark Rite
Modifies Runification
Runification costs 1 AP instead of 2, but can be cast only once per turn instead of twice.
Also works with Huppermage 2.68 · Modifies Runification
Runification costs 1 AP instead of 2, but can be cast only once per turn instead of twice.
Strong Poles
Modifies Polarity
Polarity pushes back and attracts 1 more cell, but loses 1 Range.
Also works with Huppermage 2.68 · Modifies Polarity
Polarity pushes back and attracts 1 more cell, but loses 1 Range.
Frost Flame
Modifies Flamethrower
Flamethrower deals Water damage instead of Fire damage.
Also works with Huppermage 3.7 · Modifies Flamethrower
Flamethrower deals Water damage instead of Fire damage.
Dry Stalagmite
Modifies Stalagmite
Stalagmite deals Earth damage instead of Water damage.
Also works with Huppermage 3.7 · Modifies Stalagmite
Stalagmite deals Earth damage instead of Water damage.
Dense Aether
Modifies Ether
Ether loses 2 Range but gains 8 base damage.
Also works with Huppermage 3.7 · Modifies Ether
Ether loses 2 Range but gains 8 base damage.
Wide Tremor
Modifies Telluric Wave
Telluric Wave's damage hits a 3-cell line perpendicular to the cast, but its base damage is reduced by 25%.
Also works with Huppermage 3.7 · Modifies Seismic Shockwave
Seismic Shockwave's damage hits a 3-cell line perpendicular to the cast, but its base damage is reduced by 25%.
Short Brand
Modifies Burning Stroke
Burning Stroke costs 1 AP less (minimum 1) and no longer has to be cast in a straight line, but loses 2 Range.
Also works with Huppermage 3.7 · Modifies Burning Stroke
Burning Stroke costs 1 AP less (minimum 1) and no longer has to be cast in a straight line, but loses 2 Range.
Gentle Gust
Modifies Transfixing Gust
Transfixing Gust's minimum range becomes 1, but it loses 1 Range.
Thick Ice
Modifies Icy Shards
Icy Shards no longer attracts but gains 10 base damage.
Also works with Huppermage 3.7 · Modifies Avalanche
Avalanche no longer attracts but gains 10 base damage.
Burning Aether
Modifies Ether
Ether deals Fire damage instead of Air damage; its state and rune stay Air.
Also works with Huppermage 3.7 · Modifies Ether
Ether deals Fire damage instead of Air damage; its state and rune stay Air.
Long Flame
Modifies Flamethrower
Flamethrower must be cast in a straight line, but gains 2 Range.
Also works with Huppermage 3.7 · Modifies Flamethrower
Flamethrower must be cast in a straight line, but gains 2 Range.
Polar Step
Modifies Polarity
The first time each turn Polarity moves you, you gain 1 MP.
Also works with Huppermage 3.7 · Modifies Polarity
The first time each turn Polarity moves you, you gain 1 MP.
Light Journey
Modifies Journey
Journey costs 1 AP less, but each of its damage lines deals 25% less base damage.
Also works with Huppermage 3.7 · Modifies Journey
Journey costs 1 AP less, but each of its damage lines deals 25% less base damage.
Far Ward
Modifies Elemental Shield
Elemental Shield gains 3 Range and no longer needs line of sight.
Also works with Huppermage 3.7 · Modifies Elemental Shield
Elemental Shield gains 3 Range and no longer needs line of sight.
Mudslide
Modifies Flood
Flood deals Earth damage instead of Water damage; its rune and its state stay Water.
Also works with Huppermage 3.7 · Modifies Flood
Flood deals Earth damage instead of Water damage; its rune and its state stay Water.
Stride Mark
Modifies Imprint
Imprint also gives you 1 MP.
Spin Cycle
Modifies Elemental Cycle
Elemental Cycle can be cast 5 times per turn instead of 4, and 4 times per target instead of 3.
Also works with Huppermage 3.7 · Modifies Elemental Cycle
Elemental Cycle can be cast 5 times per turn instead of 4, and 4 times per target instead of 3.
Healing Tithe
Modifies Tribute
Tribute also heals you for 5% of your max HP.
Freeform Torrent
Modifies Arcane Torrent
Arcane Torrent no longer has to be cast in a straight line, but loses 2 Range.
Also works with Huppermage 3.7 · Modifies Arcane Torrent
Arcane Torrent no longer has to be cast in a straight line, but loses 2 Range.
Moonlit Daybreak
Modifies Daybreak
Daybreak deals Fire damage, places Dark runes and adds Duskblade instead of Lightbringer.
Sunlit Edge
Modifies Night's Edge
Night's Edge deals Air damage, places Light runes and adds Lightbringer instead of Duskblade.
Still Trigger
Modifies Trigger
Trigger no longer teleports you: it detonates the enemies on the line between you and the target cell.
Patient Eclipse
Modifies Eclipse
Eclipse never detonates: a target taken to 20 stacks or more keeps its charge. Its recast interval is 1 turn shorter.
Narrow Sunfall
Modifies Sunfall
Sunfall costs 2 AP but only affects enemies within 3 cells.
Gentle Dusk
Modifies Dusk
Dusk no longer inverts charges; it adds 3 stacks of your attuned side to every enemy within 6 cells.
Short Hop
Modifies Void Teleport
Void Teleport's recast interval drops from 5 to 3 turns, but it no longer deals damage on landing.
Radiant Attraction
Modifies Radiant Repulse
Radiant Repulse pulls 2 cells instead of pushing.
True Prism
Modifies Prismatic Lance
Prismatic Lance deals damage in your best element instead of Air.
Crooked Lance
Modifies Night's Lance
Night's Lance no longer needs to be cast in a line, but its maximum range is 2 lower.
Duskfall
Modifies Sunfall
Sunfall places Dark runes instead of Light ones.
Close Flare
Modifies Solar Flare
Solar Flare's minimum range drops from 3 to 1, and its maximum range is 2 lower.
Pinning Needle
Modifies Night Needle
Night Needle no longer takes 3 Range from the enemy; it attempts to remove 1 MP instead.
Sudden Pit
Modifies Umbral Pit
Umbral Pit's resistance malus is -20% instead of -10%, but it lasts 1 turn instead of 3.
Black Glare
Modifies Glare
Glare deals Fire damage and adds Duskblade instead of Lightbringer.
Lingering Nocturne
Modifies Nocturne
Nocturne lasts 4 turns instead of 3, final damage included, but its recast interval is 1 turn longer.
Gathering Zenith
Modifies Zenith
Zenith attracts 3 cells instead of 2, from up to 4 cells in line around the target instead of 3.
Uncommon 45
Vampire Wind
Modifies Hurricane
Hurricane steals life instead of dealing damage; its AP reduction is unchanged.
Clear Cycle
Modifies Elemental Cycle
Elemental Cycle no longer needs line of sight and gains 2 Range.
Also works with Huppermage 2.68 · Modifies Elemental Cycle
Elemental Cycle no longer needs line of sight and gains 2 Range.
Magma Chamber
Modifies Volcano
Volcano gains 3 base damage, and its target takes 8% more damage instead of 4%.
Also works with Huppermage 2.68 · Modifies Volcano
Volcano gains 3 base damage, and its target takes 8% more damage instead of 4%.
Tidal Rush
Modifies Flood
Flood gains 2 Range, and the first time each turn it moves you, you gain a shield worth 8% of your max HP for 1 turn.
Also works with Huppermage 2.68 · Modifies Flood
Flood gains 2 Range, and the first time each turn it moves you, you gain a shield worth 8% of your max HP for 1 turn.
Lasting Charge
Modifies Polarity
Polarity no longer removes the target's elemental state, and gains 1 Range.
Bedrock Runes
Modifies Telluric Lances
The Earth Runes laid by Telluric Lances last 1 more turn, and their life steal and damage gain 4 base damage when they are triggered.
Drawing Torrent
Modifies Cataract
Cataract also attracts its target 2 cells toward you.
Also works with Huppermage 2.68 · Modifies Cataract
Cataract also attracts its target 2 cells toward you.
Hungry Snow
Modifies Avalanche
Avalanche steals life instead of dealing damage; its attraction is unchanged.
Also works with Huppermage 2.68 · Modifies Icy Shards
Icy Shards steals life instead of dealing damage; its attraction is unchanged.
Sheltering Sun
Modifies Sun Lance
Cast on an ally, Sun Lance also gives that ally a shield worth 15% of your max HP for 1 turn.
Also works with Huppermage 2.68 · Modifies Sun Lance
Cast on an ally, Sun Lance also gives that ally a shield worth 15% of your max HP for 1 turn.
Kickback Rock
Modifies Asteroid
Asteroid also pushes its target back 2 cells.
Icicle Theft
Modifies Stalactite
Each time Stalactite hits an enemy, you gain 1 MP, twice per turn at most.
Also works with Huppermage 2.68 · Modifies Stalactite
Each time Stalactite hits an enemy, you gain 1 MP, twice per turn at most.
Smouldering Vent
Modifies Volcano
Volcano's target takes more damage for 2 turns instead of 1, and Volcano no longer has to be cast in a straight line.
Also works with Huppermage 2.68 · Modifies Volcano
Volcano's target takes more damage for 2 turns instead of 1, and Volcano no longer has to be cast in a straight line.
Gaping Breach
Modifies Breach
Breach also applies 10% erosion to its target for 2 turns.
Also works with Huppermage 2.68 · Modifies Tectonic Breach
Tectonic Breach also applies 10% erosion to its target for 2 turns.
Ripple Effect
Modifies Propagation
Propagation's effects and the elemental states it spreads reach enemies within 4 cells instead of 3.
Strong Current
Modifies Convection
Convection moves you 5 cells instead of 3 when it moves you away from or closer to the target.
Fragile Prism
Modifies Elemental Shield
Elemental Shield's resistance bonus is 40% higher and its effects last 1 more turn, and its target gets a shield worth 10% of your max HP for 1 turn.
Also works with Huppermage 3.7 · Modifies Elemental Shield
Elemental Shield's resistance bonus is 40% higher and its effects last 1 more turn, and its target gets a shield worth 10% of your max HP for 1 turn.
Slow Mend
Modifies Runic Treatment
Runic Treatment also heals its target for 5% of its max HP and gives it a shield worth 10% of your max HP for 1 turn.
Soft Polarity
Modifies Polarity
Polarity gains 2 Range and can be cast once more per turn.
Also works with Huppermage 3.7 · Modifies Polarity
Polarity gains 2 Range and can be cast once more per turn.
Temporary Creation
Modifies Creation
Creation gains 3 Range and its effects last 1 more turn.
Measured Cycle
Modifies Elemental Cycle
Casting Elemental Cycle gives you 50 Dodge for 1 turn and 2 MP, once per turn.
Also works with Huppermage 3.7 · Modifies Elemental Cycle
Casting Elemental Cycle gives you 50 Dodge for 1 turn and 2 MP, once per turn.
Leech Dart
Modifies Stinger
Stinger steals life instead of dealing damage.
Also works with Huppermage 3.7 · Modifies Telluric Lances
Telluric Lances steals life instead of dealing damage.
Swift Manifestation
Modifies Manifestation
Manifestation costs 1 AP less.
Also works with Huppermage 3.7 · Modifies Manifestation
Manifestation costs 1 AP less.
Split Bedrock
Modifies Tectonic Breach
Tectonic Breach can be cast twice per turn on the same target, and its minimum range becomes 1.
Numbing Icicle
Modifies Stalactite
Stalactite no longer hits allies, and it also removes 1 AP from its target (can be dodged).
Also works with Huppermage 3.7 · Modifies Stalactite
Stalactite no longer hits allies, and it also removes 1 AP from its target (can be dodged).
Burnout
Modifies Deflagration
Deflagration shortens its target's effects by 2 turns instead of 1, and gains 2 Range.
Lasting Offering
Modifies Contribution
Contribution's AP and MP bonuses last 1 more turn, and Contribution gains 2 Range.
Also works with Huppermage 3.7 · Modifies Contribution
Contribution's AP and MP bonuses last 1 more turn, and Contribution gains 2 Range.
Twin Creation
Modifies Creation
Creation can be cast twice per turn.
Sunstep
Modifies Sun Lance
Sun Lance no longer needs line of sight, and the first time each turn it moves you, you gain 10% final damage for 1 turn.
Also works with Huppermage 3.7 · Modifies Sun Lance
Sun Lance no longer needs line of sight, and the first time each turn it moves you, you gain 10% final damage for 1 turn.
Light Touch
Modifies Runic Treatment
Runic Treatment costs 1 AP less and no longer needs line of sight.
Wide Snare
Modifies Elemental Trap
When Elemental Trap is triggered, its effects reach enemies within 3 cells instead of 2, and Elemental Trap gains 2 Range.
Bright Radiance
Modifies Daybreak
Daybreak's Radiance lasts 3 turns instead of 2 and caps at +60% final damage instead of +50%.
Deep Needle
Modifies Night Needle
Night Needle steals life.
Wide Aegis
Modifies Dawn Aegis
Dawn Aegis's shields are worth 30% of your max HP instead of 20% and last 3 turns instead of 2.
Far Inscription
Modifies Inscription
Inscription gains 3 range and can be cast 3 times a turn.
Long Mark
Modifies Mark of Zenith
Mark of Zenith's Primed effect lasts 3 turns and it adds 5 stacks instead of 3.
Soft Landing
Modifies Phantom Teleport
Phantom Teleport's recast interval drops from 5 to 3 turns, and an enemy you swap with gains 5 stacks instead of 3.
Rekindling Burst
Modifies Sunburst
An enemy already standing on one of your runes when Sunburst hits it has that rune pulse instead of being replaced by a new one.
Thirsting Dusk
Modifies Dusk
Dusk's Fire hit steals life, and both its hits deal 30 damage instead of 20.
Guardian Swap
Modifies Phantom Teleport
An ally you swap places with using Phantom Teleport first gets a shield worth 15% of your max HP for 1 turn.
Solar Gale
Modifies Radiant Repulse
Radiant Repulse pushes 4 cells instead of 2.
Ravenous Shade
Modifies Hungering Shade
Hungering Shade adds 3 Duskblade stacks instead of 2, and pulses your rune under the enemy whatever its colour, not only a Dark one.
Rising Resolve
Modifies Dawn Aegis
Dawn Aegis gives you and the ally 1 more AP (2/2/3 by spell level) for its 2 turns.
Hunting Pact
Modifies Pact of Dusk
The ally Pact of Dusk targets also gains 1 MP for 2 turns.
Shadow Stride
Modifies Rune Step
On a Dark rune, Rune Step gives 2 MP instead of 1 and adds 4 Duskblade stacks to the adjacent enemies instead of 2.
Longest Day
Modifies Solstice
Solstice gives 2 more Range (3/4 by spell level).
Rare 42
Starstep
Modifies Astral Blade
Astral Blade gains 2 Range and no longer needs line of sight, and the first time each turn it moves you, you gain 2 MP.
Also works with Huppermage 2.68 · Modifies Astral Blade
Astral Blade gains 2 Range and no longer needs line of sight, and the first time each turn it moves you, you gain 2 MP.
Thirsting Drain
Modifies Elemental Drain
Elemental Drain gains 2 Range, and against an enemy without an elemental state it steals 23 to 26 life in your best element.
Also works with Huppermage 2.68 · Modifies Elemental Drain
Elemental Drain gains 2 Range, and against an enemy without an elemental state it steals 23 to 26 life in your best element.
Elemental Contagion
Modifies Propagation
Propagation also deals 10 to 12 damage to each enemy within 3 cells of its target, the target included, in the element of the elemental state that enemy carries once the states have spread.
Deep Confluence
Modifies Cataract
When the Water state of Cataract completes an elemental combination, the combination's effect on the enemy is doubled: Stymation removes 6 MP, Boiling Point 120 Dodge and Crystallisation 30% final damage.
Also works with Huppermage 2.68 · Modifies Cataract
When the Water state of Cataract completes an elemental combination, the combination's effect on the enemy is doubled: Stymation removes 6 MP, Boiling Point 120 Dodge and Crystallisation 30% final damage.
Steady Current
Modifies Convection
Convection no longer removes the target's elemental state, gains 2 Range and can be cast once more per turn.
Guardian's Answer
Modifies Deflagration
Deflagration gains 5 base damage, and after it is cast on an enemy, your Elemental Guardian casts Quadramental Radius at that enemy if it is within its range.
Also works with Huppermage 2.68 · Modifies Deflagration
Deflagration gains 5 base damage, and after it is cast on an enemy, your Elemental Guardian casts Quadramental Radius at that enemy if it is within its range.
Falling Star
Modifies Meteor
Against a target 5 or more cells away from you, Meteor's base damage is 40% higher.
Also works with Huppermage 2.68 · Modifies Striking Meteor
Against a target 5 or more cells away from you, Striking Meteor's base damage is 40% higher.
Grinding Cycle
Modifies Elemental Cycle
Before turning its target's elemental state, Elemental Cycle deals it 8 to 10 damage in the element of that state.
Also works with Huppermage 2.68 · Modifies Elemental Cycle
Before turning its target's elemental state, Elemental Cycle deals it 8 to 10 damage in the element of that state.
Comet's Wake
Modifies Comet
The first time each turn Comet moves you, you gain 1 AP; when it moves you away from a target in close combat, you retreat 5 cells instead of 3.
Retribution Ward
Modifies Elemental Shield
While Elemental Shield protects an ally, every enemy that hits that ally with Earth, Fire, Water or Air damage also takes 12 to 14 damage in your best element.
Also works with Huppermage 2.68 · Modifies Elemental Shield
While Elemental Shield protects an ally, every enemy that hits that ally with Earth, Fire, Water or Air damage also takes 12 to 14 damage in your best element.
Prismatic Resonance
Modifies Runic Prism
After Runic Prism, you stay in its prism state until the start of your next turn: every rune you trigger in that time, with any spell, also spreads its area effect and elemental state as Runic Prism does.
Rune Burst
Modifies Manifestation
Manifestation also deals 12 to 14 damage in your best element to enemies within 1 cell of the targeted cell.
Also works with Huppermage 2.68 · Modifies Manifestation
Manifestation also deals 12 to 14 damage in your best element to enemies within 1 cell of the targeted cell.
Smouldering Return
Modifies Deflagration
Deflagration's target also burns: it takes 7 to 9 Fire damage at the start of each of its next 2 turns.
Also works with Huppermage 2.68 · Modifies Deflagration
Deflagration's target also burns: it takes 7 to 9 Fire damage at the start of each of its next 2 turns.
Stifling Wind
Modifies Hurricane
Hurricane removes 2 AP instead of 1.
Also works with Huppermage 2.68 · Modifies Hurricane
Hurricane removes 2 AP instead of 1.
Shared Drain
Modifies Elemental Drain
Each of Elemental Drain's damage lines gains 8 base damage, and allies within 2 cells of the target gain 10% final damage for 2 turns.
Also works with Huppermage 3.7 · Modifies Elemental Drain
Each of Elemental Drain's damage lines gains 8 base damage, and allies within 2 cells of the target gain 10% final damage for 2 turns.
Safe Passage
Modifies Journey
Each of Journey's damage lines gains 15 base damage, each time it moves you, you gain a shield worth 15% of your max HP for 1 turn, and its recast interval is 1 turn shorter.
Also works with Huppermage 3.7 · Modifies Journey
Each of Journey's damage lines gains 15 base damage, each time it moves you, you gain a shield worth 15% of your max HP for 1 turn, and its recast interval is 1 turn shorter.
Deep Imprint
Modifies Imprint
Imprint's effects last 2 more turns and its recast interval is 1 turn shorter (minimum 1).
Controlled Propagation
Modifies Propagation
Propagation also deals 27 to 35 damage in your best element to enemies within 2 cells of the target.
Comet Trail
Modifies Comet
Comet costs 1 AP less (minimum 1).
Also works with Huppermage 3.7 · Modifies Comet
Comet costs 1 AP less (minimum 1).
Tectonic Leech
Modifies Tectonic Breach
Tectonic Breach gains 10 base damage and can be cast once more per turn.
Also works with Huppermage 3.7 · Modifies Breach
Breach gains 10 base damage and can be cast once more per turn.
Mire Sting
Modifies Stinger
The Stymation that Stinger triggers removes 5 MP instead of 3, for 2 turns instead of 1.
Also works with Huppermage 3.7 · Modifies Telluric Lances
The Stymation that Telluric Lances triggers removes 5 MP instead of 3, for 2 turns instead of 1.
Volatile Morph
Modifies Morph
Morph's base damage bonus to itself is 20 instead of 10, and Morph can be cast 3 times per turn on the same target instead of 2.
Bloodstone Blade
Modifies Telluric Blade
Telluric Blade steals life instead of dealing damage, and its first critical hit each turn gives you 15% final damage for 1 turn.
Charged Current
Modifies Quadramental Current
Before consuming its target's elemental state, Quadramental Current deals 16 to 18 damage in that state's element (Earth, Fire, Water or Air).
Magma Pulse
Modifies Volcano
Each time Volcano hits an enemy, you gain 6% final damage for 1 turn, twice per turn at most.
Also works with Huppermage 3.7 · Modifies Volcano
Each time Volcano hits an enemy, you gain 6% final damage for 1 turn, twice per turn at most.
Triple Overload
Modifies Runic Overcharge
Runic Overcharge can be cast 3 times per turn instead of 2 and no longer needs line of sight.
Crystal Gale
Modifies Transfixing Gust
Transfixing Gust no longer hits allies. Before its elemental combination resolves, each enemy in its area receives the Water state, once per enemy per turn, so every enemy it puts in the Air state triggers a Crystallisation.
Shooting Star
Modifies Comet
Comet can be cast 3 times per turn on the same target instead of 2, and no longer needs line of sight.
Blinding Flare
Modifies Solar Flare
Solar Flare gains 6 base damage, removes 1 more MP, and its bonus against a target on a Light rune becomes 5 stacks instead of 3.
Long Lance
Modifies Prismatic Lance
Prismatic Lance's range becomes modifiable and grows by 2, and it gains 8 base damage.
Deep Drain
Modifies Hungering Shade
Hungering Shade can be cast 3 times a turn and gains 8 base damage.
Runic Stride
Modifies Rune Step
Rune Step's recast interval drops from 3 to 2 turns, and its Light rune shield is worth 15% of your max HP instead of 8%.
Fast Eclipse
Modifies Eclipse
Eclipse's recast interval drops from 3 to 2 turns and it gains 2 range.
Deep Pit
Modifies Umbral Pit
Umbral Pit pulls 3 cells instead of 2, removes 1 more MP and its recast interval is 1 turn shorter.
Long Fuse
Modifies Trigger
Trigger gains 3 range and its range can be modified.
Void Sprint
Modifies Void Teleport
Void Teleport gains 2 range, and after casting it you gain 2 MP for the turn.
Leeching Tether
Modifies Umbral Tether
Umbral Tether steals life, and an enemy it pulls next to you gains 4 extra Duskblade stacks instead of 2.
Zenith Brand
Modifies Mark of Zenith
Mark of Zenith's Primed bonus is 15 points higher (30/35/40% by spell level), and the Primed detonation splashes all of its damage onto the enemies within 2 cells instead of half.
Deep Etching
Modifies Inscription
An enemy Inscription detonates on one of your runes takes 50% of the detonation instead of 20%, and still keeps its stacks.
Mass Exile
Modifies Transposition Sigil
Transposition Sigil also sends the enemies and allies adjacent to its target (never you) onto your nearest free runes, and searches within 6 cells instead of 4.
Umbral Prism
Modifies Prism Lattice
After Prism Lattice, every enemy its beams damaged feels a Dark rune pulse: -10% resistance in every element for 1 turn and 2 Duskblade stacks.
Hallowed Ground
Modifies Sanctuary
An ally starting its turn in Sanctuary's glyph (or standing in it when it is laid, you included) also heals 5% of its max HP.
Epic 40
Elemental Bastion
Modifies Elemental Shield
Elemental Shield's resistance bonus is tripled but lasts 1 turn instead of 2, it no longer weakens when its target is hit, and its recast interval is 1 turn shorter.
Also works with Huppermage 2.68 · Modifies Elemental Shield
Elemental Shield's resistance bonus is tripled but lasts 1 turn instead of 2, it no longer weakens when its target is hit, and its recast interval is 1 turn shorter.
Rune Cascade
Modifies Runification
Each rune that Runification triggers also triggers up to 2 of your other runes within 2 cells of it, and Runification gains 2 Range.
Also works with Huppermage 2.68 · Modifies Runification
Each rune that Runification triggers also triggers up to 2 of your other runes within 2 cells of it, and Runification gains 2 Range.
Tidal Tithe
Modifies Tribute
On an enemy in any elemental state, Tribute also gives you 25% final damage for 2 turns, on top of that state's bonus, but it no longer gives 150 Power in the Water state.
Great Whirlwind
Modifies Flurry
Flurry's area grows from a radius of 2 cells to 3 (teleport, life steal, rune and Air state), and it gains 5 base damage.
Also works with Huppermage 2.68 · Modifies Transfixing Gust
Transfixing Gust's area grows from a radius of 2 cells to 3 (teleport, life steal, rune and Air state), and it gains 5 base damage.
Frozen Fangs
Modifies Stalagmite
Stalagmite's target deals 20% less final damage instead of 4%, for 2 turns instead of 1; Stalagmite gains 2 Range and its range can be modified.
Also works with Huppermage 2.68 · Modifies Stalagmite
Stalagmite's target deals 20% less final damage instead of 4%, for 2 turns instead of 1; Stalagmite gains 2 Range and its range can be modified.
Exposed Core
Modifies Sublimation
Sublimation's target also takes 20% more damage for 1 turn, and Sublimation's recast interval is 1 turn shorter.
Spreading Embers
Modifies Ember
Ember can hit the same enemy twice per turn, and cast on an enemy already in the Fire state, it also gives the Fire state to up to 3 enemies within 3 cells of it that are not in it, which triggers a combination on those in another elemental state.
Indelible Imprint
Modifies Imprint
Imprint no longer consumes the elemental states it turns into runes, and can be cast 3 times per turn instead of 2.
Runic Bulwark
Modifies Runic Repulsion
If you have lost 25% of your life or more since the end of your previous turn, Runic Repulsion also heals you for 25% of your max HP and gives you 2 MP.
Also works with Huppermage 2.68 · Modifies Runic Repulsion
If you have lost 25% of your life or more since the end of your previous turn, Runic Repulsion also heals you for 25% of your max HP and gives you 2 MP.
Ardent Offering
Modifies Contribution
Contribution also gives its target 30% final damage for 2 turns, and no longer gives Power for enemies in the Water state.
Also works with Huppermage 2.68 · Modifies Contribution
Contribution also gives its target 30% final damage for 2 turns, and no longer gives Power for enemies in the Water state.
Elemental Gale
Modifies Flurry
If you have already damaged enemies in 2 or more elements this turn, Flurry's base damage is doubled.
Also works with Huppermage 2.68 · Modifies Transfixing Gust
If you have already damaged enemies in 2 or more elements this turn, Transfixing Gust's base damage is doubled.
Guardian's Thunder
Modifies Storm
After Storm damages an enemy, its damage also strikes the enemies within 2 cells of your Elemental Guardian, except those it already hit.
Also works with Huppermage 2.68 · Modifies Storm
After Storm damages an enemy, its damage also strikes the enemies within 2 cells of your Elemental Guardian, except those it already hit.
Lasting Vapour
Modifies Sublimation
Sublimation's Gravity and Sublimation states last 2 turns instead of 1, and the characteristic bonus each attacker gains from its target lasts 3 turns instead of 2.
Local Contribution
Modifies Contribution
Contribution's bonuses reach every ally within 2 cells of its target.
Also works with Huppermage 3.7 · Modifies Contribution
Contribution's bonuses reach every ally within 2 cells of its target.
Runic Detonation
Modifies Runification
Runification also deals 25 to 30 damage in your best element to enemies within 3 cells of you.
Also works with Huppermage 3.7 · Modifies Runification
Runification also deals 25 to 30 damage in your best element to enemies within 3 cells of you.
Stable Morph
Modifies Morph
Morph's base damage increases by 20% and its Range bonus is doubled.
Resonant Trap
Modifies Elemental Trap
The first time an enemy triggers Elemental Trap, it takes 30 to 38 damage in your best element and you gain 2 AP on your next turn.
Magnetic Runes
Modifies Runic Repulsion
Runic Repulsion attracts toward you instead of pushing away, and deals 20 to 25 damage in your best element to enemies in its area.
Also works with Huppermage 3.7 · Modifies Runic Repulsion
Runic Repulsion attracts toward you instead of pushing away, and deals 20 to 25 damage in your best element to enemies in its area.
Prism Ward
Modifies Elemental Shield
Elemental Shield also gives its target a shield worth 15% of your max HP and 30% less damage taken for 1 turn, and its recast interval is 1 turn shorter.
Also works with Huppermage 3.7 · Modifies Elemental Shield
Elemental Shield also gives its target a shield worth 15% of your max HP and 30% less damage taken for 1 turn, and its recast interval is 1 turn shorter.
Telluric Sweep
Modifies Telluric Blade
Telluric Blade no longer has to be cast in a straight line and gains 10 base damage.
Scalding Falls
Modifies Cataract
Cataract also deals 12 to 14 Water damage to its target at the start of each of its next 2 turns, and Cataract can be cast twice per turn on the same target.
Also works with Huppermage 3.7 · Modifies Cataract
Cataract also deals 12 to 14 Water damage to its target at the start of each of its next 2 turns, and Cataract can be cast twice per turn on the same target.
Siphoned Fury
Modifies Elemental Drain
Elemental Drain also gives you 15% final damage for 2 turns, and Elemental Drain can be cast 3 times per turn instead of 2.
Also works with Huppermage 3.7 · Modifies Elemental Drain
Elemental Drain also gives you 15% final damage for 2 turns, and Elemental Drain can be cast 4 times per turn instead of 3.
Branding Stroke
Modifies Burning Stroke
The damage, Fire state, Fire Rune and elemental combination of Burning Stroke reach a line of 7 cells instead of 5, and every enemy on that line takes 10% more damage for 1 turn.
Also works with Huppermage 3.7 · Modifies Burning Stroke
The damage, Fire state, Fire Rune and elemental combination of Burning Stroke reach a line of 7 cells instead of 5, and every enemy on that line takes 10% more damage for 1 turn.
Warding Recoil
Modifies Runic Repulsion
If you have lost at least 15% of your max HP since your previous turn, casting Runic Repulsion gives you a shield worth 30% of your max HP for 1 turn.
Also works with Huppermage 3.7 · Modifies Runic Repulsion
If you have lost at least 15% of your max HP since your previous turn, casting Runic Repulsion gives you a shield worth 30% of your max HP for 1 turn.
Sworn Guardian
Modifies Elemental Guardian
While it stands within 3 cells of you, the Elemental Guardian summoned by Elemental Guardian takes your place against the first ranged enemy attack of each round, and the recast interval of Elemental Guardian is 1 turn shorter.
Also works with Huppermage 3.7 · Modifies Elemental Guardian
While it stands within 3 cells of you, the Elemental Guardian summoned by Elemental Guardian takes your place against the first ranged enemy attack of each round, and the recast interval of Elemental Guardian is 1 turn shorter.
Rolling Contagion
Modifies Propagation
Propagation can be cast twice per turn instead of once, and the first cast of Propagation each turn gives you back 1 AP.
Eye of the Hurricane
Modifies Hurricane
The life steal, Air state, Air Rune and elemental combination of Hurricane hit every enemy within 1 cell of the target. Allies are never hit.
Also works with Huppermage 3.7 · Modifies Hurricane
The life steal, Air state, Air Rune and elemental combination of Hurricane hit every enemy within 1 cell of the target. Allies are never hit.
Broad Trigger
Modifies Trigger
Trigger also detonates the enemies adjacent to the cells it crosses, and its recast interval drops from 3 to 2 turns.
Solar Detonation
Modifies Sunfall
The runes Sunfall detonates deal 30 Air damage instead of 15 and add 5 Lightbringer instead of 3, and its recast interval is 1 turn shorter.
Hard Glare
Modifies Glare
Glare gains 10 base damage, and its final-damage malus is doubled (-30%, -60% on a Light rune) and lasts 2 turns.
Bright Aegis
Modifies Dawn Aegis
You and the ally Dawn Aegis targets also take 30% less damage for 2 turns, and its recast interval drops from 5 to 4 turns.
Voracious Nadir
Modifies Nadir
Nadir's bonus becomes 10% per Duskblade stack instead of 5%, and it gains 2 range.
Overflowing Lattice
Modifies Prism Lattice
Prism Lattice's beams connect runes up to 8 cells apart, deal 20 more base damage and add 2 stacks instead of 1, up to 5 beams fire instead of 3, and its recast interval is 1 turn shorter.
Penumbra Bloom
Modifies Area Eclipse
Before Area Eclipse doubles the charges, every enemy within 3 cells gains 3 stacks of the side it carries most (your attuned side if it carries none, or as many of each).
Last Shadow
Modifies Umbral Mantle
If you have lost 25% of your life or more since your previous turn, Umbral Mantle also gives you and the ally it targets a shield worth 35% of your max HP for 1 turn.
Signal Fire
Modifies Beacon of Dawn
Beacon of Dawn also affects the allies adjacent to its target (not you), and its final damage bonus grows by 10 points (16/18/20% by spell level).
Night Over the Runes
Modifies Nightfall
If 3 or more of your runes lie within 2 cells of the target cell, the runes Nightfall detonates deal triple damage and add 6 Duskblade stacks instead of 3.
Contagion
Modifies Creeping Dark
Creeping Dark's curse also lands on the enemies adjacent to its target, and lasts 3 turns instead of 2.
True Equinox
Modifies Equinox
If you have dealt both Air and Fire damage this turn, Equinox detonates three charge bands higher instead of one.
Gravity Well
Modifies Singularity
Singularity draws in the enemies within 5 cells of its target instead of 3, and pulls them 3 cells instead of 2.
Legendary 34
Rooting Quake
Modifies Seismic Shockwave
Seismic Shockwave also deals 12 to 14 Water damage, then applies the Water state to every enemy it damaged, which triggers a Stymation on an enemy still in the Earth state.
Shared Offering
Modifies Contribution
Contribution's bonuses go to every ally instead of only its target.
Also works with Huppermage 2.68 · Modifies Contribution
Contribution's bonuses go to every ally instead of only its target.
Radiant Guardian
Modifies Elemental Guardian
The Elemental Guardian summoned by Elemental Guardian has 50% more HP, and at the end of each of your turns it deals 22 to 26 damage in your best element to enemies within 2 cells of it.
Also works with Huppermage 2.68 · Modifies Elemental Guardian
The Elemental Guardian summoned by Elemental Guardian has 50% more HP, and at the end of each of your turns it deals 22 to 26 damage in your best element to enemies within 2 cells of it.
Chain Overload
Modifies Runic Overcharge
Enemies within 2 cells of Runic Overcharge's target are overcharged too: each rune it triggers also deals its damage to them. Runic Overcharge gains 2 Range.
Blazing Fan
Modifies Flamethrower
Flamethrower hits every enemy within 1 cell of the target: each one takes its damage and AP reduction, and receives a Fire Rune and the Fire state. Allies are never hit.
Also works with Huppermage 2.68 · Modifies Flamethrower
Flamethrower hits every enemy within 1 cell of the target: each one takes its damage and AP reduction, and receives a Fire Rune and the Fire state. Allies are never hit.
Whirlpool Current
Modifies Quadramental Current
Quadramental Current affects every enemy within 1 cell of its target, not only the target: each one's elemental state turns, and you are refunded 1 AP the first time each of them changes state.
Common Purse
Modifies Tribute
Tribute's bonus goes to every ally instead of only you: 1 AP (Air state), 1 MP (Earth state) or its shield (Fire state) for 2 turns. On an enemy in any elemental state, it also gives every ally 10% final damage for 2 turns, and it no longer gives 150 Power (Water state).
Astral Sweep
Modifies Astral Blade
After Astral Blade damages an enemy, its damage also strikes every other enemy within 2 cells of you, where it has moved you.
Also works with Huppermage 2.68 · Modifies Astral Blade
After Astral Blade damages an enemy, its damage also strikes every other enemy within 2 cells of you, where it has moved you.
Combustion Path
Modifies Journey
Journey also deals 30 to 33 damage in your best element to the enemies in its area without an elemental state; then every enemy it damaged receives the Air state, which triggers a combination on those in the Earth, Fire or Water state.
Quadramental Tempest
Modifies Elemental Guardian
The Quadramental Radius of the Elemental Guardian summoned by Elemental Guardian strikes every enemy within 1 cell of its target, each in the element of its own elemental state, and each of its damage lines gains 6 base damage.
Residual Surge
Modifies Runic Overcharge
Runic Overcharge's overcharge no longer ends with the cast: you and its target stay overcharged until the start of your next turn, so every rune you trigger in that time, with any spell, also deals its overcharge damage to the target. Runic Overcharge costs 2 AP instead of 3.
Also works with Huppermage 2.68 · Modifies Runic Overcharge
Runic Overcharge's overcharge no longer ends with the cast: you and its target stay overcharged until the start of your next turn, so every rune you trigger in that time, with any spell, also deals its overcharge damage to the target. Runic Overcharge costs 2 AP instead of 3.
Collapsing Star
Modifies Supernova
Every enemy Supernova damages carries a fuse until the start of its next turn, when it explodes: 20 to 24 damage in your best element to that enemy and to your enemies within 2 cells of it.
Patient Guardian
Modifies Elemental Guardian
Elemental Guardian's summon has twice the HP, 3 more MP, 1 more AP and 50% more final damage.
Also works with Huppermage 3.7 · Modifies Elemental Guardian
Elemental Guardian's summon has twice the HP, 3 more MP, 1 more AP and 50% more final damage.
Fourfold Current
Modifies Quadramental Current
If you have damaged enemies in Earth, Fire, Water and Air this turn, Quadramental Current also gives you 2 AP and 2 MP for this turn.
Stored Overload
Modifies Runic Overcharge
Runic Overcharge also deals 48 damage in your best element to its target.
Also works with Huppermage 3.7 · Modifies Runic Overcharge
Runic Overcharge also deals 48 damage in your best element to its target.
Equal Tribute
Modifies Tribute
Tribute's AP, MP and shield bonuses are doubled, and it gives you 20% final damage for 2 turns instead of Power.
Grand Contribution
Modifies Contribution
Contribution gives its target 25% final damage for 2 turns instead of 150 Power.
Also works with Huppermage 3.7 · Modifies Contribution
Contribution gives its target 25% final damage for 2 turns instead of 150 Power.
Woven Ether
Modifies Ether
Ether can be cast 4 times per turn instead of 3, and each cast of it this turn on another enemy than the previous one gains 8 base damage more than that cast, up to 24; a cast on the same enemy again starts over.
Also works with Huppermage 3.7 · Modifies Ether
Ether can be cast 4 times per turn instead of 3, and each cast of it this turn on another enemy than the previous one gains 8 base damage more than that cast, up to 24; a cast on the same enemy again starts over.
Rune Chorus
Modifies Runification
The first Runification of each turn gives every ally, you included, 15% final damage and 1 MP for 1 turn.
Also works with Huppermage 3.7 · Modifies Runification
The first Runification of each turn gives every ally, you included, 15% final damage and 1 MP for 1 turn.
Frostbitten Fury
Modifies Stalagmite
Stalagmite gains 6 base damage for every full 10% of your max HP you are missing, up to 36, and each time it hits an enemy you gain a shield worth 6% of your max HP for 1 turn, 3 times per turn at most.
Also works with Huppermage 3.7 · Modifies Stalagmite
Stalagmite gains 6 base damage for every full 10% of your max HP you are missing, up to 36, and each time it hits an enemy you gain a shield worth 6% of your max HP for 1 turn, 3 times per turn at most.
Smothering Embers
Modifies Ember
Ember can be cast 3 times per turn instead of 2 and twice per target instead of once, and after it, every enemy it damaged suffers a Carbonisation: it loses 2 AP, and you gain 50 Power and an Arcane Torrent charge.
Also works with Huppermage 3.7 · Modifies Ember
Ember can be cast 3 times per turn instead of 2 and twice per target instead of once, and after it, every enemy it damaged suffers a Carbonisation: it loses 2 AP, and you gain 50 Power and an Arcane Torrent charge.
Astral Lunge
Modifies Astral Blade
Astral Blade first carries you up to 5 cells toward its target, can be cast from 1 cell away instead of 3, can be cast 3 times per turn instead of 2, and its damage deals 10% more base damage.
Crater
Modifies Striking Meteor
The damage, Earth state, Earth Rune and elemental combination of Striking Meteor hit every enemy within 1 cell of the target, and Striking Meteor gains 8 base damage. Only the target is pushed back.
Zenith Unbound
Modifies Zenith
Zenith can be cast 3 times a turn instead of 2, gains 15 base damage, and its bonus becomes 8% per Lightbringer stack instead of 5%.
The Sun Never Sets
Modifies Solstice
Solstice lasts 5 turns instead of 3, damage reduction included, its recast interval drops from 5 to 3 turns, and it gives you 20% final damage while it lasts.
Eternal Night
Modifies Nocturne
Nocturne heals 50% of your Duskblade detonations instead of 25%, gives 2 MP instead of 1 and 30% final damage instead of 15%, and its recast interval is 2 turns shorter.
Grand Sanctuary
Modifies Sanctuary
Sanctuary's glyph reaches 3 cells and lasts 4 turns; inside it allies take 40% less damage and enemies lose 20% resistance; its recast interval is 1 turn shorter.
Umbral Feast
Modifies Pact of Dusk
Pact of Dusk also affects every ally within 3 cells of its target, and its heal becomes 20% of the damage dealt instead of 10%.
Blood Moon
Modifies Night's Edge
Night's Edge can be cast 3 times a turn instead of 2, and its Fire hit gains 5 base damage for every full 10% of your max life you are missing (40 at most).
Corona
Modifies Eclipse
Eclipse affects every enemy within 2 cells of its target: each has its Lightbringer and Duskblade stacks doubled, and each side at 20 stacks or more detonates.
Undying Glow
Modifies Afterglow
Afterglow's effect lasts 1 turn longer, it adds 5 stacks instead of 3 to each side a charged enemy carries, and it gives you 20% final damage for 2 turns.
Sigil of Ruin
Modifies Twilight Sigil
Twilight Sigil detonates the enemy it targets even when it does not stand on one of your runes (your rune under it detonates too), and its flip reaches your runes within 3 cells instead of 2 and gives 4 stacks instead of 2.
Abyssal Chain
Modifies Nadir
After Nadir, its first hit bounces to 2 more enemies, each the nearest within 3 cells of the last one hit, never the same enemy twice. A bounce repeats that hit, Duskblade bonus included.
Moonlit Muster
Modifies Veil of Night
Veil of Night's glyph reaches 3 cells instead of 2, and an ally starting its turn in it (or standing in it when it is laid, you included) also gains 1 AP for 1 turn.
Prismatic 33
Endless Torrent
Modifies Arcane Torrent
Arcane Torrent no longer loses its combination charges when you cast it, and its recast interval is 1 turn shorter.
Also works with Huppermage 2.68 · Modifies Arcane Torrent
Arcane Torrent no longer loses its combination charges when you cast it, and its recast interval is 1 turn shorter.
Starburst
Modifies Supernova
The best-element and worst-element hits of Supernova strike every enemy within 1 cell of the target, each of them receives its elemental states and its rune, and the best-element hit gains 5 base damage.
Erupting Sky
Modifies Storm
Storm's damage, Earth Rune and Earth state reach a cross of 2 cells instead of 1, then every enemy it damaged receives the Fire state, which triggers an Eruption on an enemy still in the Earth state.
Elemental Canopy
Modifies Elemental Shield
Elemental Shield protects every ally at once: each one gains its resistance bonus and the Elemental Shield state.
Also works with Huppermage 2.68 · Modifies Elemental Shield
Elemental Shield protects every ally at once: each one gains its resistance bonus and the Elemental Shield state.
Wanderlust
Modifies Journey
Journey can be cast every turn, once per turn, without waiting out its recast interval, and gains 2 Range.
Also works with Huppermage 2.68 · Modifies Journey
Journey can be cast every turn, once per turn, without waiting out its recast interval, and gains 2 Range.
Rune Constellation
Modifies Runic Prism
The rune that Runic Prism triggers also triggers up to 4 of your other runes within 4 cells of it, each with the effect and state of its own element, and Runic Prism gains 2 Range.
Feedback Torrent
Modifies Arcane Torrent
After Arcane Torrent, every enemy it damaged receives the Earth state, then the Fire state: each one goes through at least one elemental combination (an Eruption on an enemy without a state), and each combination charges the next Arcane Torrent.
Crystal Vortex
Modifies Glacier
Glacier's area grows from a radius of 3 cells to 4 (attraction, life steal, rune and Water state), then every enemy it damaged receives the Air state, which triggers a Crystallisation (15% less final damage dealt) on each enemy still in the Water state.
Leaping Zephyr
Modifies Ether
After Ether, its damage leaps to up to 2 more enemies, each the nearest within 3 cells of the last one hit, never the same enemy twice.
Also works with Huppermage 2.68 · Modifies Ether
After Ether, its damage leaps to up to 2 more enemies, each the nearest within 3 cells of the last one hit, never the same enemy twice.
Icicle Cascade
Modifies Stalagmite
Stalagmite can be cast 5 times per turn instead of 3 and 3 times per target instead of 2; each turn it costs 3 AP, then 2 AP, then 1 AP for every further cast.
Also works with Huppermage 2.68 · Modifies Stalagmite
Stalagmite can be cast 5 times per turn instead of 3 and 3 times per target instead of 2; each turn it costs 3 AP, then 2 AP, then 1 AP for every further cast.
Twin Brand
Modifies Burning Stroke
Burning Stroke can be cast twice per turn instead of once, and every enemy in its area burns: it takes 8 to 10 Fire damage at the start of each of its next 2 turns.
Also works with Huppermage 2.68 · Modifies Burning Stroke
Burning Stroke can be cast twice per turn instead of once, and every enemy in its area burns: it takes 8 to 10 Fire damage at the start of each of its next 2 turns.
Arcane Circuit
Modifies Arcane Torrent
After you have produced 3 different elemental combinations this turn, Arcane Torrent costs 2 AP less (minimum 1), each of its damage lines gains 15 base damage, and its recast interval is 1 turn shorter.
Also works with Huppermage 3.7 · Modifies Arcane Torrent
After you have produced 3 different elemental combinations this turn, Arcane Torrent costs 2 AP less (minimum 1), each of its damage lines gains 15 base damage, and its recast interval is 1 turn shorter.
Solar Battery
Modifies Sun Lance
Sun Lance gains 40 base damage against a target with at least 3 of your runes within 3 cells.
Also works with Huppermage 3.7 · Modifies Sun Lance
Sun Lance gains 40 base damage against a target with at least 3 of your runes within 3 cells.
Double Manifestation
Modifies Manifestation
Manifestation also activates up to 2 of your other runes within 2 cells of the first one, at full strength, and can be cast once more per turn.
Also works with Huppermage 3.7 · Modifies Manifestation
Manifestation also activates up to 2 of your other runes within 2 cells of the first one, at full strength, and can be cast once more per turn.
Overflowing Deluge
Modifies Flood
Flood costs 1 AP less (minimum 1) and gains 10 base damage, and hitting an enemy gives you a shield worth 15% of your max HP for 1 turn, once per turn.
Also works with Huppermage 3.7 · Modifies Flood
Flood costs 1 AP less (minimum 1) and gains 10 base damage, and hitting an enemy gives you a shield worth 15% of your max HP for 1 turn, once per turn.
Elemental Memory
Modifies Flamethrower
Flamethrower gains 10 base damage. When it hits an enemy, you gain 20% final damage for 1 turn (once per turn) and 1 AP (twice per turn at most).
Also works with Huppermage 3.7 · Modifies Flamethrower
Flamethrower gains 10 base damage. When it hits an enemy, you gain 20% final damage for 1 turn (once per turn) and 1 AP (twice per turn at most).
Firestorm
Modifies Deflagration
Deflagration's damage hits a 1-cell radius around the target and gains 15 base damage.
Also works with Huppermage 3.7 · Modifies Deflagration
Deflagration's damage hits a 1-cell radius around the target and gains 15 base damage.
Breaking Storm
Modifies Storm
Storm can be cast twice per turn instead of once. Before its elemental combination reaches an enemy, that enemy and every enemy within 3 cells of it that is not in the Fire state receive it, once per enemy per turn: every enemy Storm puts in the Earth state triggers an Eruption and takes 15% more damage for 1 turn.
Also works with Huppermage 3.7 · Modifies Storm
Storm can be cast twice per turn instead of once. Before its elemental combination reaches an enemy, that enemy and every enemy within 3 cells of it that is not in the Fire state receive it, once per enemy per turn: every enemy Storm puts in the Earth state triggers an Eruption and takes 15% more damage for 1 turn.
Rolling Tremor
Modifies Telluric Wave
Telluric Wave gains 6 base damage and can be cast 3 times per turn on the same target instead of 2; after each cast of Telluric Wave that damages an enemy, its damage strikes again every other enemy within 3 cells of you.
Also works with Huppermage 3.7 · Modifies Seismic Shockwave
Seismic Shockwave gains 6 base damage and can be cast 3 times per turn on the same target instead of 2; after each cast of Seismic Shockwave that damages an enemy, its damage strikes again every other enemy within 3 cells of you.
Ice Age
Modifies Glacier
Glacier can be cast twice per turn instead of once and no longer hits allies, and each enemy 1 to 2 cells from you loses 2 MP (can be dodged).
Meridian
Modifies Celestial Wave
The damage, Air and Earth states, Earth Rune and elemental combinations of Celestial Wave hit every enemy on the target's cell and on the 4 cells behind it in the cast direction; allies are never hit. Its damage lines deal 25% more base damage.
Shatterstorm
Modifies Icy Shards
Icy Shards deals 20% more base damage, and after it, its hit bounces to up to 3 more enemies, each the nearest within 3 cells of the last one hit, never the same enemy twice.
Also works with Huppermage 3.7 · Modifies Avalanche
Avalanche deals 20% more base damage, and after it, its hit bounces to up to 3 more enemies, each the nearest within 3 cells of the last one hit, never the same enemy twice.
Supernova
Modifies Equinox
Equinox detonates two charge bands higher instead of one, its Neutral hit and its echo deal 60 more base damage, and its recast interval drops from 5 to 3 turns.
Event Horizon
Modifies Singularity
Singularity's detonation multiplier is x2 instead of x1.5, its extra Neutral damage grows by 40, and its recast interval drops from 5 to 3 turns.
Total Eclipse
Modifies Area Eclipse
Area Eclipse triples charges instead of doubling them, so a target at 7 stacks detonates, and its recast interval is 1 turn shorter.
Dawn Cannon
Modifies Prismatic Lance
Prismatic Lance's line grows to 5 cells, it gains 20 base damage and can be cast 3 times a turn.
Night Everlasting
Modifies Night's Lance
Night's Lance costs 3 AP, and instead of stealing Power it gives you 20% final damage per enemy hit for 2 turns, up to 60%.
Twin Suns
Modifies Sunburst
Sunburst has no recast interval, can be cast twice a turn, gains 15 base damage, affects enemies within 4 cells and adds 2 Lightbringer instead of 1.
Dawnflood
Modifies Daybreak
Daybreak's area grows from 1 to 2 cells, for its damage, its runes, its stacks and its Radiance. Every enemy it damages then feels a Light rune pulse: an attempt to remove 2 MP and 2 more Lightbringer stacks.
Remote Detonator
Modifies Area Trigger
Area Trigger can be cast up to 5 cells away: it detonates the enemies within 3 cells of the target cell. Its recast interval is 1 turn shorter, and its detonations deal x1.6 damage at every charge band instead of x1 to x1.5.
Eclipsing Strike
Modifies Eclipse Strike
After Eclipse Strike, every enemy it damaged is struck by Eclipse: its Lightbringer and Duskblade stacks double, and each side at 20 stacks or more detonates.
Falling Sky
Modifies Starfall
Starfall's recast interval drops from 2 turns to 1, and after it damages an enemy its Air hit also falls on the enemies within 2 cells of you that it did not hit.
Primed Collapse
Modifies Collapse
Collapse's rune blasts deal twice their damage (50 base instead of 25), and every enemy they damage is then struck by Mark of Zenith: Primed for 2 turns (its next detonation deals 15% more and splashes half of it onto the enemies within 2 cells) and 3 stacks of your attuned side.
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.
