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 33
Hot Barrel
Modifies Blunderbuss
Blunderbuss deals Fire damage instead of Water damage.
Also works with Rogue 2.68 · Modifies Blunderbuss
Blunderbuss deals Fire damage instead of Water damage.
Implosion
Modifies Pulsar
Pulsar attracts toward the centre of its area by 1 cell instead of pushing back 2 cells.
Also works with Rogue 2.68 · Modifies Pulsar
Pulsar attracts toward the centre of its area by 1 cell instead of pushing back 2 cells.
Reverse Kick
Modifies Kickback
Kickback attracts by 1 cell instead of pushing back: your Bombs, like everyone else in its area, are drawn one cell toward the targeted cell instead of being kicked away from it.
Also works with Rogue 2.68 · Modifies Kickback
Kickback attracts by 1 cell instead of pushing back: your Bombs, like everyone else in its area, are drawn one cell toward the targeted cell instead of being kicked away from it.
Rifled Barrel
Modifies Carbine
Carbine hits and pushes back only its target, and gains 8 base damage.
Also works with Rogue 2.68 · Modifies Carbine
Carbine hits and pushes back only its target, and gains 8 base damage.
Hip Fire
Modifies Arquebus
Arquebus no longer has to be cast in a straight line, but loses 2 Range.
Also works with Rogue 2.68 · Modifies Arquebus
Arquebus no longer has to be cast in a straight line, but loses 2 Range.
Lobbed Charge
Modifies Resilient Grenado
Resilient Grenado no longer needs a line of sight, but loses 1 Range.
Also works with Rogue 2.68 · Modifies Resilient Grenado
Resilient Grenado no longer needs a line of sight, but loses 1 Range.
Quick Reprieve
Modifies Remission
Remission's recast interval is 1 turn shorter, but the damage reduction it gives your Bombs lasts 2 turns instead of 3.
Also works with Rogue 2.68 · Modifies Remission
Remission's recast interval is 1 turn shorter, but the damage reduction it gives your Bombs lasts 2 turns instead of 3.
Delivery
Modifies Stolen Goods
Stolen Goods no longer attracts its target toward you: the enemy it targets is attracted 2 cells toward your nearest Elemental Bomb instead.
Also works with Rogue 2.68 · Modifies Stolen Goods
Stolen Goods no longer attracts its target toward you: the enemy it targets is attracted 2 cells toward your nearest Elemental Bomb instead.
Long Toss
Modifies Resilient Explobomb
Resilient Explobomb's range becomes 2 to 8 instead of 1 to 6.
Also works with Rogue 2.68 · Modifies Resilient Explobomb
Resilient Explobomb's range becomes 2 to 8 instead of 1 to 6.
Slipstream
Modifies Resilient Grenado
Resilient Grenado also gives you and your allies within 2 cells of the Bomb's cell 1 MP for 1 turn.
Also works with Rogue 2.68 · Modifies Resilient Grenado
Resilient Grenado also gives you and your allies within 2 cells of the Bomb's cell 1 MP for 1 turn.
Incendiary Rounds
Modifies Carbine
Carbine deals Fire damage instead of Air damage.
Also works with Rogue 2.68 · Modifies Carbine
Carbine deals Fire damage instead of Air damage.
Repulsor
Modifies Magnet
Magnet pushes away from the centre of its area instead of attracting toward it, by the same number of cells; your Bombs still gain their Combo when they move.
Also works with Rogue 2.68 · Modifies Magnet
Magnet pushes away from the centre of its area instead of attracting toward it, by the same number of cells; your Bombs still gain their Combo when they move.
Tripwire Swap
Modifies Dirty Trick
Dirty Trick also removes 1 MP (dodgeable) from enemies within 1 cell of its target cell.
Also works with Rogue 2.68 · Modifies Dirty Trick
Dirty Trick also removes 1 MP (dodgeable) from enemies within 1 cell of its target cell.
Siphon Hose
Modifies Extraction
Extraction no longer has to be cast in a straight line, but loses 2 Range.
Also works with Rogue 2.68 · Modifies Extraction
Extraction no longer has to be cast in a straight line, but loses 2 Range.
Open Shelter
Modifies Remission
The ranged damage reduction of Remission now works on any ally you cast it on, you included, not only on your Bombs.
Also works with Rogue 2.68 · Modifies Remission
The ranged damage reduction of Remission now works on any ally you cast it on, you included, not only on your Bombs.
Sleight of Wind
Modifies Deception
Deception deals Air damage instead of Water damage.
Also works with Rogue 2.68 · Modifies Deception
Deception deals Air damage instead of Water damage.
Unwinding Shot
Modifies Arquebus
Arquebus reduces the duration of the target's effects by 2 turns instead of 1.
Also works with Rogue 2.68 · Modifies Arquebus
Arquebus reduces the duration of the target's effects by 2 turns instead of 1.
Cold Extraction
Modifies Extraction
Extraction deals Water damage.
Also works with Rogue 3.7 · Modifies Extraction
Extraction deals Water damage.
Focused Barrel
Modifies Carbine
Carbine hits a single target and gains 10 base damage.
Also works with Rogue 3.7 · Modifies Carbine
Carbine hits a single target and gains 10 base damage.
Bent Blade
Modifies Boomerang Daggers
Boomerang Daggers no longer has to be cast in a straight line, but it no longer applies Erosion.
Also works with Rogue 3.7 · Modifies Boomerang Daggers
Boomerang Daggers no longer has to be cast in a straight line, but it no longer applies Erosion.
Loose Powder
Modifies Deception
Deception no longer removes AP but gains 8 base damage.
Also works with Rogue 3.7 · Modifies Deception
Deception no longer removes AP but gains 8 base damage.
Short Musket
Modifies Musket
Musket costs 1 AP less (minimum 1) but loses 3 Range.
Also works with Rogue 3.7 · Modifies Musket
Musket costs 1 AP less (minimum 1) but loses 3 Range.
Long Rifle
Modifies Arquebus
Arquebus gains 2 Range and no longer has to be cast in a straight line, but its base damage is reduced by 15%.
Also works with Rogue 3.7 · Modifies Arquebus
Arquebus gains 2 Range and no longer has to be cast in a straight line, but its base damage is reduced by 15%.
Hot Rifle
Modifies Arquebus
Arquebus deals Fire damage instead of Earth damage.
Also works with Rogue 3.7 · Modifies Arquebus
Arquebus deals Fire damage instead of Earth damage.
Light Casing
Modifies Resilient Grenado
Resilient Grenado gains 2 Range, but its Bomb gains 20% Vitality instead of 40%.
Hot Shrapnel
Modifies Shrapnel
Shrapnel deals Fire damage instead of Water damage.
Also works with Rogue 3.7 · Modifies Shrapnel
Shrapnel deals Fire damage instead of Water damage.
Long Crossing
Modifies Crossing
Crossing gains 2 Range.
Also works with Rogue 3.7 · Modifies Crossing
Crossing gains 2 Range.
Padded Swap
Modifies Dirty Trick
Dirty Trick also gives you a shield worth 10% of your max HP for 1 turn.
Also works with Rogue 3.7 · Modifies Dirty Trick
Dirty Trick also gives you a shield worth 10% of your max HP for 1 turn.
Bedrock Casing
Modifies Resilient Seismobomb
Resilient Seismobomb's Bomb is Unmovable for 2 turns.
Also works with Rogue 3.7 · Modifies Resilient Seismobomb
Resilient Seismobomb's Bomb is Unmovable for 2 turns.
Long Hook
Modifies Stolen Goods
Stolen Goods attracts 2 more cells, but loses 1 Range.
Also works with Rogue 3.7 · Modifies Stolen Goods
Stolen Goods attracts 2 more cells, but loses 1 Range.
Undertow Beat
Modifies Cadence
Cadence deals Water damage instead of Air damage.
Also works with Rogue 3.7 · Modifies Cadence
Cadence deals Water damage instead of Air damage.
Thick Plating
Modifies Remission
Remission's damage reduction is 10 higher.
Also works with Rogue 3.7 · Modifies Remission
Remission's damage reduction is 10 higher.
Long Con
Modifies Imposture
Imposture gains 2 Range.
Also works with Rogue 3.7 · Modifies Imposture
Imposture gains 2 Range.
Uncommon 30
Receiver's Cut
Modifies Stolen Goods
Stolen Goods steals life instead of dealing damage; its attraction is unchanged.
Also works with Rogue 2.68 · Modifies Stolen Goods
Stolen Goods steals life instead of dealing damage; its attraction is unchanged.
Overclocked Bot
Modifies Boombot
Boombot's robot has 2 more AP and 2 more MP.
Also works with Rogue 2.68 · Modifies Boombot
Boombot's robot has 2 more AP and 2 more MP.
Mired Ground
Modifies Cadence
Cadence removes 2 MP instead of 1 around your Bombs in its area.
Also works with Rogue 2.68 · Modifies Cadence
Cadence removes 2 MP instead of 1 around your Bombs in its area.
Quickstep
Modifies Ruse
Ruse costs 1 AP instead of 2 and gains 1 Range.
Also works with Rogue 2.68 · Modifies Ruse
Ruse costs 1 AP instead of 2 and gains 1 Range.
Magnetic Plating
Modifies Magnet
Magnet also gives each of your Elemental Bombs in its area a shield worth 10% of your max HP for 2 turns.
Also works with Rogue 2.68 · Modifies Magnet
Magnet also gives each of your Elemental Bombs in its area a shield worth 10% of your max HP for 2 turns.
Hardened Casing
Modifies Resilient Explobomb
Resilient Explobomb's Bombs have 50% more HP and deal 20% more damage.
Also works with Rogue 2.68 · Modifies Resilient Explobomb
Resilient Explobomb's Bombs have 50% more HP and deal 20% more damage.
Earthworks
Modifies Resilient Seismobomb
At the end of each of your turns, each Bomb of Resilient Seismobomb gives allies within 2 cells of it a shield worth 5% of your max HP for 1 turn.
Also works with Rogue 2.68 · Modifies Resilient Seismobomb
At the end of each of your turns, each Bomb of Resilient Seismobomb gives allies within 2 cells of it a shield worth 5% of your max HP for 1 turn.
Bleeding Shards
Modifies Shrapnel
Shrapnel steals life instead of dealing damage.
Also works with Rogue 2.68 · Modifies Shrapnel
Shrapnel steals life instead of dealing damage.
Steel Toecap
Modifies Kickback
The shield Kickback gives your Bombs is 50% stronger and lasts 3 turns instead of 2.
Also works with Rogue 2.68 · Modifies Kickback
The shield Kickback gives your Bombs is 50% stronger and lasts 3 turns instead of 2.
Fence Network
Modifies Stolen Goods
Each cast of Stolen Goods on another enemy than the previous one gains 4 more base damage than it, up to 12; the same enemy again starts over.
Also works with Rogue 2.68 · Modifies Stolen Goods
Each cast of Stolen Goods on another enemy than the previous one gains 4 more base damage than it, up to 12; the same enemy again starts over.
Short Cut
Modifies Crossing
Crossing costs 1 AP instead of 2.
Also works with Rogue 2.68 · Modifies Crossing
Crossing costs 1 AP instead of 2.
Fortified Rewind
Modifies Strategy
The shield Strategy gives the Bomb it teleports is 150% stronger.
Also works with Rogue 2.68 · Modifies Strategy
The shield Strategy gives the Bomb it teleports is 150% stronger.
Ammo Dump
Modifies Bunker
Bunker adds 2 Combos to the Bomb instead of 1.
Also works with Rogue 2.68 · Modifies Bunker
Bunker adds 2 Combos to the Bomb instead of 1.
Light Load
Modifies Shot Pellets
Shot Pellets costs 3 AP instead of 4.
Also works with Rogue 2.68 · Modifies Shot Pellets
Shot Pellets costs 3 AP instead of 4.
Second Wind
Modifies Last Breath
Last Breath also gives you a shield worth 20% of your max HP for 2 turns.
Also works with Rogue 2.68 · Modifies Last Breath
Last Breath also gives you a shield worth 20% of your max HP for 2 turns.
Measured Kick
Modifies Kickback
Kickback pushes back 2 more cells, and your bombs in its area get a shield worth 12% of your max HP for 1 turn.
Also works with Rogue 3.7 · Modifies Kickback
Kickback pushes back 2 more cells, and your bombs in its area get a shield worth 12% of your max HP for 1 turn.
Soft Magnet
Modifies Magnet
Magnet gives your bombs in its area a shield worth 12% of your max HP for 1 turn.
Also works with Rogue 3.7 · Modifies Magnet
Magnet gives your bombs in its area a shield worth 12% of your max HP for 1 turn.
Reinforced Shell
Modifies Remission
Remission's protection lasts 1 more turn, its retaliation pushes back 1 more cell, and its target gets a shield worth 10% of your max HP for 1 turn.
Also works with Rogue 3.7 · Modifies Remission
Remission's protection lasts 1 more turn, its retaliation pushes back 1 more cell, and its target gets a shield worth 10% of your max HP for 1 turn.
Lightweight Bot
Modifies Boombot
Boombot's summon has 3 more MP, 2 more AP and 50% more final damage.
Also works with Rogue 3.7 · Modifies Boombot
Boombot's summon has 3 more MP, 2 more AP and 50% more final damage.
Fast Decoy
Modifies Roguery
Roguery gives its bomb a shield worth 15% of your max HP for 1 turn and you 2 MP on your next turn, and its recast interval is 1 turn shorter.
Also works with Rogue 3.7 · Modifies Roguery
Roguery gives its bomb a shield worth 15% of your max HP for 1 turn and you 2 MP on your next turn, and its recast interval is 1 turn shorter.
Fence
Modifies Stolen Goods
Stolen Goods steals life instead of dealing damage.
Also works with Rogue 3.7 · Modifies Stolen Goods
Stolen Goods steals life instead of dealing damage.
Clinging Casing
Modifies Grenado
Grenado's Bombs gain 50 Lock.
Also works with Rogue 3.7 · Modifies Grenado
Grenado's Bombs gain 50 Lock.
Second Fuse
Modifies Resilient Explobomb
The first time an enemy kills a Bomb of Resilient Explobomb, it comes back at the start of your next turn with 50% of its life. Once per fight.
Also works with Rogue 3.7 · Modifies Resilient Explobomb
The first time an enemy kills a Bomb of Resilient Explobomb, it comes back at the start of your next turn with 50% of its life. Once per fight.
Burning Siphon
Modifies Pulsar
Pulsar steals life instead of dealing damage.
Also works with Rogue 3.7 · Modifies Pulsar
Pulsar steals life instead of dealing damage.
Recoil Charge
Modifies Carbine
Carbine pushes back 2 more cells.
Also works with Rogue 3.7 · Modifies Carbine
Carbine pushes back 2 more cells.
Light Walker
Modifies Walking Bomb
Walking Bomb costs 1 AP less, and its Bomb gains 40 Dodge.
Also works with Rogue 3.7 · Modifies Walking Bomb
Walking Bomb costs 1 AP less, and its Bomb gains 40 Dodge.
Lifebuoy
Modifies Resilient Water Bomb
Resilient Water Bomb also gives you and your allies within 2 cells of the Bomb a shield worth 10% of your max HP for 1 turn.
Also works with Rogue 3.7 · Modifies Resilient Water Bomb
Resilient Water Bomb also gives you and your allies within 2 cells of the Bomb a shield worth 10% of your max HP for 1 turn.
Serrated Edges
Modifies Boomerang Daggers
Boomerang Daggers applies 7% more Erosion.
Also works with Rogue 3.7 · Modifies Boomerang Daggers
Boomerang Daggers applies 7% more Erosion.
Lead Spray
Modifies Shot Pellets
Shot Pellets also removes 1 MP (dodgeable) from enemies in its area.
Also works with Rogue 3.7 · Modifies Shot Pellets
Shot Pellets also removes 1 MP (dodgeable) from enemies in its area.
Mirror Step
Modifies Deception
After Deception damages an enemy, you gain 60 Dodge for 1 turn, once per turn.
Also works with Rogue 3.7 · Modifies Deception
After Deception damages an enemy, you gain 60 Dodge for 1 turn, once per turn.
Rare 29
Rewound Charge
Modifies Strategy
Strategy also adds 1 Combo to the Elemental Bomb it targets.
Also works with Rogue 2.68 · Modifies Strategy
Strategy also adds 1 Combo to the Elemental Bomb it targets.
Quick Switch
Modifies Dirty Trick
Dirty Trick's recast interval is 2 turns shorter, and after it moves you, you gain 2 MP for the turn, once per turn.
Also works with Rogue 2.68 · Modifies Dirty Trick
Dirty Trick's recast interval is 2 turns shorter, and after it moves you, you gain 2 MP for the turn, once per turn.
Hailstorm
Modifies Shrapnel
Shrapnel can be cast once more per turn and gains 5 base damage.
Also works with Rogue 2.68 · Modifies Shrapnel
Shrapnel can be cast once more per turn and gains 5 base damage.
Restless Fuse
Modifies Walking Bomb
Walking Bomb's recast interval is 1 turn shorter, and its Bomb has twice the HP and 2 more MP.
Also works with Rogue 2.68 · Modifies Walking Bomb
Walking Bomb's recast interval is 1 turn shorter, and its Bomb has twice the HP and 2 more MP.
Tailwind
Modifies Grenado
Grenado's Bombs deal 35% more damage, and casting it gives you 1 MP for the turn, once per turn.
Also works with Rogue 2.68 · Modifies Grenado
Grenado's Bombs deal 35% more damage, and casting it gives you 1 MP for the turn, once per turn.
Double Bluff
Modifies Imposture
Imposture can be cast twice per turn.
Also works with Rogue 2.68 · Modifies Imposture
Imposture can be cast twice per turn.
Lit and Run
Modifies Fuze
Fuze no longer needs a line of sight, and casting it gives you 2 MP for the turn, once per turn.
Also works with Rogue 2.68 · Modifies Fuze
Fuze no longer needs a line of sight, and casting it gives you 2 MP for the turn, once per turn.
Stellar Charge
Modifies Pulsar
Pulsar first adds 1 Combo to each of your Elemental Bombs in its area, before it hits and pushes. A Bomb gains this Combo once per turn (shared with Musket's).
Also works with Rogue 2.68 · Modifies Pulsar
Pulsar first adds 1 Combo to each of your Elemental Bombs in its area, before it hits and pushes. A Bomb gains this Combo once per turn (shared with Musket's).
Blast Dive
Modifies Ruse
Ruse also puts you in the Kaboom state for 1 turn: your Bombs do not hurt you, and their explosions near you give you their Kaboom bonus.
Also works with Rogue 2.68 · Modifies Ruse
Ruse also puts you in the Kaboom state for 1 turn: your Bombs do not hurt you, and their explosions near you give you their Kaboom bonus.
Belt Feed
Modifies Machine Gun
Machine Gun costs 4 AP for its first cast of the turn, 3 AP for the second and 2 AP for the third.
Also works with Rogue 2.68 · Modifies Machine Gun
Machine Gun costs 4 AP for its first cast of the turn, 3 AP for the second and 2 AP for the third.
Return Trip
Modifies Boomerang Daggers
After Boomerang Daggers damages an enemy, the blades come back: its first damage line strikes again every other enemy within 2 cells of you.
Also works with Rogue 2.68 · Modifies Boomerang Daggers
After Boomerang Daggers damages an enemy, the blades come back: its first damage line strikes again every other enemy within 2 cells of you.
Point Blank
Modifies Blunderbuss
Blunderbuss gains 15 base damage when its target cell is 2 cells or less from you.
Also works with Rogue 2.68 · Modifies Blunderbuss
Blunderbuss gains 15 base damage when its target cell is 2 cells or less from you.
Live Ordnance
Modifies Walking Bomb
Walking Bomb's Bomb deals 40% more damage and has 60% more HP, and the spell it uses to copy another Bomb gains 3 Range.
Wellspring
Modifies Resilient Water Bomb
Resilient Water Bomb's Bombs have 50% more HP, and at the end of each of your turns, each of them heals allies within 2 cells of it for 5% of their max HP.
Also works with Rogue 2.68 · Modifies Resilient Water Bomb
Resilient Water Bomb's Bombs have 50% more HP, and at the end of each of your turns, each of them heals allies within 2 cells of it for 5% of their max HP.
Wide Blunderbuss
Modifies Blunderbuss
Blunderbuss's area grows by 1 cell, but its Erosion is halved.
Also works with Rogue 3.7 · Modifies Blunderbuss
Blunderbuss's area grows by 1 cell, but its Erosion is halved.
Safe Exchange
Modifies Dirty Trick
Dirty Trick gains 3 Range, its recast interval is 1 turn shorter, and each time it moves you, you gain 2 MP.
Also works with Rogue 3.7 · Modifies Dirty Trick
Dirty Trick gains 3 Range, its recast interval is 1 turn shorter, and each time it moves you, you gain 2 MP.
Powder Insurance
Modifies Powder
Powder gives the targeted bomb a shield worth 20% of your max HP for 1 turn and 20% final damage for 2 turns, and its recast interval is 1 turn shorter.
Long Fuse
Modifies Ruse
Ruse gains 3 Range and costs 1 AP less (minimum 1).
Also works with Rogue 3.7 · Modifies Ruse
Ruse gains 3 Range and costs 1 AP less (minimum 1).
Measured Crossing
Modifies Crossing
Your summons in Crossing's area take 30% less damage for 1 turn.
Also works with Rogue 3.7 · Modifies Crossing
Your summons in Crossing's area take 30% less damage for 1 turn.
Buckshot
Modifies Shot Pellets
Shot Pellets gains 10 base damage and can be cast once more per turn.
Also works with Rogue 3.7 · Modifies Shot Pellets
Shot Pellets gains 10 base damage and can be cast once more per turn.
Sleight
Modifies Imposture
Imposture costs 1 AP less (minimum 1) and can be cast once more per turn.
Also works with Rogue 3.7 · Modifies Imposture
Imposture costs 1 AP less (minimum 1) and can be cast once more per turn.
Smelling Salts
Modifies Fuze
Fuze gains 2 Range, and when its cast kills one of your Bombs, allies within 2 cells of it heal 10% of your max HP.
Also works with Rogue 3.7 · Modifies Fuze
Fuze gains 2 Range, and when its cast kills one of your Bombs, allies within 2 cells of it heal 10% of your max HP.
Spring-Loaded
Modifies Kickback
Kickback also adds 1 Combo to each of your Bombs in its area.
Also works with Rogue 3.7 · Modifies Kickback
Kickback also adds 1 Combo to each of your Bombs in its area.
Double Dash
Modifies Ruse
Ruse can be cast twice per turn.
Also works with Rogue 3.7 · Modifies Ruse
Ruse can be cast twice per turn.
Lodestone
Modifies Magnet
Magnet also attracts enemies in its area by 2 cells toward its centre.
Also works with Rogue 3.7 · Modifies Magnet
Magnet also attracts enemies in its area by 2 cells toward its centre.
Lead Boots
Modifies Weigh Down
Weigh Down also removes 2 MP (dodgeable) from its target and gains 1 Range.
Also works with Rogue 3.7 · Modifies Weigh Down
Weigh Down also removes 2 MP (dodgeable) from its target and gains 1 Range.
Retreat Plan
Modifies Strategy
Strategy gains 2 Range, and each cast gives you 1 MP, twice per turn.
Also works with Rogue 3.7 · Modifies Strategy
Strategy gains 2 Range, and each cast gives you 1 MP, twice per turn.
Primed Powder
Modifies Powder
Powder also adds 2 Combos to the targeted Bomb right away.
Also works with Rogue 3.7 · Modifies Powder
Powder also adds 2 Combos to the targeted Bomb right away.
Armour Breaker
Modifies Arquebus
Arquebus also makes its target take 12% more damage for 2 turns.
Also works with Rogue 3.7 · Modifies Arquebus
Arquebus also makes its target take 12% more damage for 2 turns.
Epic 27
Scorched Earth
Modifies Explobomb
Explobomb's Bombs deal 40% more damage and have 50% more HP. Where one dies, it leaves embers within 2 cells for 1 turn: an enemy that starts its turn in your embers takes 24 to 28 Fire damage, once per turn.
Also works with Rogue 2.68 · Modifies Explobomb
Explobomb's Bombs deal 40% more damage and have 50% more HP. Where one dies, it leaves embers within 2 cells for 1 turn: an enemy that starts its turn in your embers takes 24 to 28 Fire damage, once per turn.
Last Spark
Modifies Last Breath
Last Breath also gives you 30% final damage for 2 turns, and its recast interval is 1 turn shorter.
Also works with Rogue 2.68 · Modifies Last Breath
Last Breath also gives you 30% final damage for 2 turns, and its recast interval is 1 turn shorter.
Safe Room
Modifies Bunker
Bunker makes any ally Invulnerable for 1 turn, not only your Bombs, and can now be cast on yourself.
Ballast
Modifies Weigh Down
Weigh Down's direct hit gains 5 base damage for each of your Elemental Bombs on the field.
Also works with Rogue 2.68 · Modifies Weigh Down
Weigh Down's direct hit gains 5 base damage for each of your Elemental Bombs on the field.
Sandbags
Modifies Resilient Seismobomb
Resilient Seismobomb's Bombs have twice the HP, and the nearest of them within 3 cells of you takes your place against the first ranged attack an enemy lands on you each round.
Also works with Rogue 2.68 · Modifies Resilient Seismobomb
Resilient Seismobomb's Bombs have twice the HP, and the nearest of them within 3 cells of you takes your place against the first ranged attack an enemy lands on you each round.
Wide Mouth
Modifies Blunderbuss
Blunderbuss's area grows by 1 cell (damage and Erosion) and it gains 5 base damage.
Also works with Rogue 2.68 · Modifies Blunderbuss
Blunderbuss's area grows by 1 cell (damage and Erosion) and it gains 5 base damage.
Smoke Screen
Modifies Roguery
Roguery also gives you a shield worth 30% of your max HP for 1 turn.
Also works with Rogue 2.68 · Modifies Roguery
Roguery also gives you a shield worth 30% of your max HP for 1 turn.
Metronome
Modifies Cadence
Cadence can be cast 3 times per turn instead of 2, and the MP it removes around your Bombs reaches 2 cells from each of them instead of 1.
Also works with Rogue 2.68 · Modifies Cadence
Cadence can be cast 4 times per turn instead of 3, and the MP it removes around your Bombs reaches 2 cells from each of them.
Minefield
Modifies Magnetic Trap
When the trap of Magnetic Trap goes off, it leaves a 2-cell glyph for 2 turns: an enemy entering it takes 24 to 28 damage in your best element, once per enemy per turn.
Also works with Rogue 2.68 · Modifies Magnetic Trap
When the trap of Magnetic Trap goes off, it leaves a 2-cell glyph for 2 turns: an enemy entering it takes 24 to 28 damage in your best element, once per enemy per turn.
Blast Suits
Modifies Kaboom
Allies in the area of Kaboom (Elemental Bombs excluded) also gain 15% resistance to every element for 2 turns.
Also works with Rogue 2.68 · Modifies Kaboom
Allies in the area of Kaboom (Elemental Bombs excluded) also gain 15% resistance to every element for 2 turns.
Con Artist
Modifies Imposture
Casting Imposture gives you 25% final damage until the start of your next turn, once per turn.
Also works with Rogue 2.68 · Modifies Imposture
Casting Imposture gives you 25% final damage until the start of your next turn, once per turn.
Powder Train
Modifies Powder
Powder affects all your Bombs within 2 cells of the targeted Bomb, not only that one: each becomes Unmovable and gets its 2 Combos.
Also works with Rogue 2.68 · Modifies Powder
Powder affects all your Bombs within 2 cells of the targeted Bomb, not only that one: each becomes Unmovable and gets its 2 Combos.
Mega Splash
Modifies Megabomb
Megabomb's summon hits enemies in a 1-cell circle with its Neutral attack instead of a single target, and that attack no longer hits allies.
Polarity Trap
Modifies Magnetic Trap
Magnetic Trap pushes back instead of attracting, and deals 27 to 35 damage in your best element to enemies before moving them.
Also works with Rogue 3.7 · Modifies Magnetic Trap
Magnetic Trap pushes back instead of attracting, and deals 27 to 35 damage in your best element to enemies before moving them.
Firebreak
Modifies Explobomb
Explobomb's bombs deal 50% more damage and have 50% more HP, and leave embers within 2 cells of where they die for 1 turn: an enemy starting its turn in them takes 27 to 35 Fire damage.
Also works with Rogue 3.7 · Modifies Explobomb
Explobomb's bombs deal 50% more damage and have 50% more HP, and leave embers within 2 cells of where they die for 1 turn: an enemy starting its turn in them takes 27 to 35 Fire damage.
Gale Line
Modifies Grenado
Grenado's bombs deal 40% more damage and have 50% more HP, and placing one gives you 2 MP, once per turn.
Also works with Rogue 3.7 · Modifies Grenado
Grenado's bombs deal 40% more damage and have 50% more HP, and placing one gives you 2 MP, once per turn.
Deep Charges
Modifies Water Bomb
Water Bomb's bombs deal 40% more damage and have 50% more HP, and placing one gives your bombs within 2 cells a shield worth 12% of your max HP for 1 turn.
Also works with Rogue 3.7 · Modifies Water Bomb
Water Bomb's bombs deal 40% more damage and have 50% more HP, and placing one gives your bombs within 2 cells a shield worth 12% of your max HP for 1 turn.
Seismic Charge
Modifies Seismobomb
Seismobomb's bombs deal 50% more damage and have 50% more HP, and placing one removes 2 MP (dodgeable) from adjacent enemies.
Also works with Rogue 3.7 · Modifies Seismobomb
Seismobomb's bombs deal 50% more damage and have 50% more HP, and placing one removes 2 MP (dodgeable) from adjacent enemies.
Grapeshot
Modifies Machine Gun
Machine Gun no longer has to be cast in a straight line and gains 10 base damage.
Scattergun
Modifies Arquebus
Arquebus's damage hits a 1-cell radius around the target.
Also works with Rogue 3.7 · Modifies Arquebus
Arquebus's damage hits a 1-cell radius around the target.
Breakwater
Modifies Water Bomb
At the end of each of your turns, each Bomb of Water Bomb gives you and your allies within 2 cells of it 15% resistance to every element for 1 turn.
Also works with Rogue 3.7 · Modifies Water Bomb
At the end of each of your turns, each Bomb of Water Bomb gives you and your allies within 2 cells of it 15% resistance to every element for 1 turn.
Lucky Bot
Modifies Boombot
Boombot's recast interval is 1 turn shorter, and at the start of each of your turns its robot gives allies within 3 cells of it 1 AP, 1 MP or 100 Power for the turn, at random.
Also works with Rogue 3.7 · Modifies Boombot
Boombot's recast interval is 1 turn shorter, and at the start of each of your turns its robot gives allies within 3 cells of it 1 AP, 1 MP or 100 Power for the turn, at random.
Barrage
Modifies Bombard
Bombard's area grows by 1 cell for its damage and its pushback, and it pushes back 1 more cell.
Hunker Down
Modifies Bunker
Bunker also gives you a shield worth 35% of your max HP for 1 turn.
Also works with Rogue 3.7 · Modifies Bunker
Bunker also gives you a shield worth 35% of your max HP for 1 turn.
Kick of the Gun
Modifies Blunderbuss
Blunderbuss also pushes back enemies in its area 2 cells and removes 1 AP (dodgeable) from them, and hitting an enemy gives you 2 MP, once per turn.
Also works with Rogue 3.7 · Modifies Blunderbuss
Blunderbuss also pushes back enemies in its area 2 cells and removes 1 AP (dodgeable) from them, and hitting an enemy gives you 2 MP, once per turn.
Glue Siphon
Modifies Sticky Bomb
Sticky Bomb gains 2 Range, and you heal 50% of the damage its explosion deals to enemies, up to 10% of their life per Bomb.
Also works with Rogue 3.7 · Modifies Sticky Bomb
Sticky Bomb gains 2 Range, and you heal 50% of the damage its explosion deals to enemies, up to 10% of their life per Bomb.
Flint and Powder
Modifies Musket
Musket also deals 12 to 14 Fire damage to the enemy it hits.
Also works with Rogue 3.7 · Modifies Musket
Musket also deals 12 to 14 Fire damage to the enemy it hits.
Legendary 23
Twin Fuse
Modifies Fuze
Fuze can be cast twice per turn.
Also works with Rogue 2.68 · Modifies Fuze
Fuze can be cast twice per turn.
Blast Party
Modifies Kaboom
Kaboom's state lasts 3 turns instead of 2, its recast interval is 1 turn shorter, and allies in its area (Elemental Bombs excluded) gain 20% final damage for 2 turns.
Also works with Rogue 2.68 · Modifies Kaboom
Kaboom's state lasts 3 turns instead of 2, its recast interval is 1 turn shorter, and allies in its area (Elemental Bombs excluded) gain 20% final damage for 2 turns.
Carom Fire
Modifies Machine Gun
After Machine Gun damages an enemy, its damage strikes again every other enemy within 2 cells of your Elemental Bomb nearest to that enemy.
Also works with Rogue 2.68 · Modifies Machine Gun
After Machine Gun damages an enemy, its damage strikes again every other enemy within 2 cells of your Elemental Bomb nearest to that enemy.
Big Bertha
Modifies Megabomb
The summon of Megabomb deals twice the damage, has twice the HP and 2 more MP.
Also works with Rogue 2.68 · Modifies Megabomb
The summon of Megabomb deals twice the damage, has twice the HP and 2 more MP.
Ticking Gift
Modifies Sticky Bomb
Sticky Bomb can be cast twice per turn, and a Sticky Bomb it gives an enemy goes off by itself at the end of that enemy's next turn.
Also works with Rogue 2.68 · Modifies Sticky Bomb
Sticky Bomb can be cast twice per turn, and a Sticky Bomb it gives an enemy goes off by itself at the end of that enemy's next turn.
Encore
Modifies Roguery
Roguery no longer ends your turn, and its recast interval is 1 turn shorter.
Also works with Rogue 2.68 · Modifies Roguery
Roguery no longer ends your turn, and its recast interval is 1 turn shorter.
Live Coals
Modifies Explobomb
At the end of each of your turns, each Bomb of Explobomb deals 14 to 16 Fire damage to enemies within 1 cell of it.
Also works with Rogue 2.68 · Modifies Explobomb
At the end of each of your turns, each Bomb of Explobomb deals 14 to 16 Fire damage to enemies within 1 cell of it.
Safe Harbour
Modifies Water Bomb
At the end of each of your turns, each Bomb of Water Bomb puts you and your allies within 2 cells of it (Elemental Bombs excluded) in the Kaboom state for 2 turns.
Also works with Rogue 2.68 · Modifies Water Bomb
At the end of each of your turns, each Bomb of Water Bomb puts you and your allies within 2 cells of it (Elemental Bombs excluded) in the Kaboom state for 2 turns.
Broadside
Modifies Musket
Musket's area grows by 1 cell, for the damage and the Combo. Cast on an enemy carrying a Sticky Bomb, it also gives a Sticky Bomb to the 2 nearest enemies within 3 cells of it that have none.
Also works with Rogue 2.68 · Modifies Musket
Musket's area grows by 1 cell, for the damage and the Combo. Cast on an enemy carrying a Sticky Bomb, it also gives a Sticky Bomb to the 2 nearest enemies within 3 cells of it that have none.
Aftershock
Modifies Obliteration
Every enemy Obliteration damages carries a Megaexplosion until the start of its next turn, when it explodes: 16 to 18 Earth damage to your enemies within 2 cells of it.
Also works with Rogue 2.68 · Modifies Obliteration
Every enemy Obliteration damages carries a Megaexplosion until the start of its next turn, when it explodes: 16 to 18 Earth damage to your enemies within 2 cells of it.
Demolition Drone
Modifies Boombot
Boombot's robot adds 2 Combos instead of 1 when it sets off a Bomb, and can set off Bombs 3 times per turn instead of 2.
Shaped Charge
Modifies Sticky Bomb
The explosion of a Sticky Bomb from Sticky Bomb deals 12 more base damage and its damage reaches 3 cells instead of 2.
Also works with Rogue 2.68 · Modifies Sticky Bomb
The explosion of a Sticky Bomb from Sticky Bomb deals 12 more base damage and its damage reaches 3 cells instead of 2.
Measured Last Breath
Modifies Last Breath
Last Breath no longer lowers your Vitality, and its recast interval is 1 turn shorter.
Also works with Rogue 3.7 · Modifies Last Breath
Last Breath no longer lowers your Vitality, and its recast interval is 1 turn shorter.
Protective Kaboom
Modifies Kaboom
Kaboom gives allies in a 2-cell cross around the target a shield worth 15% of your max HP for 1 turn and 2 AP on their next turn, and its recast interval is 1 turn shorter.
Also works with Rogue 3.7 · Modifies Kaboom
Kaboom gives allies in a 2-cell cross around the target a shield worth 15% of your max HP for 1 turn and 2 AP on their next turn, and its recast interval is 1 turn shorter.
Beat Drop
Modifies Cadence
Cadence costs 1 AP less (minimum 1), and it gains 15 base damage against a target next to at least 2 of your bombs or summons.
Also works with Rogue 3.7 · Modifies Cadence
Cadence costs 1 AP less (minimum 1), and it gains 15 base damage against a target next to at least 2 of your bombs or summons.
Stored Lead
Modifies Weigh Down
Weigh Down gains 25 base damage and heals the targeted bomb for 25% of its max HP.
Also works with Rogue 3.7 · Modifies Weigh Down
Weigh Down gains 25 base damage and heals the targeted bomb for 25% of its max HP.
Bunker
Modifies Bunker
Bunker can make any ally Invulnerable, not only a bomb, and its recast interval is 1 turn shorter.
Rebuilt Ordnance
Modifies Detonator
When the cast of Detonator kills one of your Bombs, that Bomb comes back on its cell with 50% of its life (one Bomb per cast).
Also works with Rogue 3.7 · Modifies Detonator
When the cast of Detonator kills one of your Bombs, that Bomb comes back on its cell with 50% of its life (one Bomb per cast).
Aftershock
Modifies Seismobomb
Seismobomb's Bombs have 60% more HP, and where one dies it leaves a 2-cell glyph for 2 turns: an enemy starting its turn in it takes 26 to 30 Earth damage.
Also works with Rogue 3.7 · Modifies Seismobomb
Seismobomb's Bombs have 60% more HP, and where one dies it leaves a 2-cell glyph for 2 turns: an enemy starting its turn in it takes 26 to 30 Earth damage.
Doomsday Device
Modifies Megabomb
Megabomb's summon has 80% more HP, and when an enemy kills it, enemies within 3 cells of it take 44 to 48 damage in your best element and are pushed back 2 cells.
Also works with Rogue 3.7 · Modifies Megabomb
Megabomb's summon has 80% more HP, and when an enemy kills it, enemies within 3 cells of it take 44 to 48 damage in your best element and are pushed back 2 cells.
Vanishing Arsenal
Modifies Roguery
Roguery creates 5 illusions instead of 3 and gives you 25% final damage for 2 turns.
Also works with Rogue 3.7 · Modifies Roguery
Roguery creates 5 illusions instead of 3 and gives you 25% final damage for 2 turns.
Siphon Chain
Modifies Extraction
After Extraction hits an enemy, its life steal bounces twice to the nearest enemy within 3 cells of the last one hit, never the same enemy twice.
Also works with Rogue 3.7 · Modifies Extraction
After Extraction hits an enemy, its life steal bounces twice to the nearest enemy within 3 cells of the last one hit, never the same enemy twice.
Endless Breath
Modifies Last Breath
Last Breath no longer takes its 3 Combos back from your Bombs 2 turns later.
Also works with Rogue 3.7 · Modifies Last Breath
Last Breath no longer takes its 3 Combos back from your Bombs 2 turns later.
Prismatic 22
Red Giant
Modifies Pulsar
Pulsar's damage and push hit a 2-cell circle instead of a cross, and it can be cast 3 times per turn instead of 2.
Also works with Rogue 2.68 · Modifies Pulsar
Pulsar's damage and push hit a 2-cell circle instead of a cross, and it can be cast 3 times per turn instead of 2.
Sticky Shot
Modifies Musket
Every enemy Musket damages gets a Sticky Bomb. When your explosions or activation spells set it off, it deals 17 to 19 damage in your best element within 2 cells and makes your Bombs within 2 cells explode.
Also works with Rogue 2.68 · Modifies Musket
Every enemy Musket damages gets a Sticky Bomb. When your explosions or activation spells set it off, it deals 21 to 23 damage in your best element within 2 cells and makes your Bombs within 2 cells explode.
Crater Maker
Modifies Obliteration
Obliteration gains 6 base damage for each of your Elemental Bombs on the field, and with 3 or more of them, its hit strikes enemies in a 1-cell circle.
Also works with Rogue 2.68 · Modifies Obliteration
Obliteration gains 6 base damage for each of your Elemental Bombs on the field, and with 3 or more of them, its hit strikes enemies in a 1-cell circle.
Low Tide
Modifies Water Bomb
Water Bomb's Bombs deal twice the damage and have twice the HP, and at the end of each of your turns, each of them removes 1 AP (dodgeable) from enemies within 2 cells.
Also works with Rogue 2.68 · Modifies Water Bomb
Water Bomb's Bombs deal twice the damage and have twice the HP, and at the end of each of your turns, each of them removes 1 AP (dodgeable) from enemies within 2 cells.
Triple Charge
Modifies Detonator
Detonator adds 3 Combos instead of 1 to the Bomb before it explodes, and gives you 2 AP back instead of 1.
Also works with Rogue 2.68 · Modifies Detonator
Detonator adds 3 Combos instead of 1 to the Bomb before it explodes, and gives you 2 AP back instead of 1.
Mine Layer
Modifies Magnetic Trap
Magnetic Trap can be cast twice per turn, and its trap first deals 26 to 30 damage in your best element to enemies within 3 cells.
Also works with Rogue 2.68 · Modifies Magnetic Trap
Magnetic Trap can be cast twice per turn, and its trap first deals 26 to 30 damage in your best element to enemies within 3 cells.
Daisy Chain
Modifies Detonator
Detonator sets off every one of your Bombs within 2 cells of its target, not only the targeted Bomb.
Also works with Rogue 2.68 · Modifies Detonator
Detonator sets off every one of your Bombs within 2 cells of its target, not only the targeted Bomb.
Eye of the Storm
Modifies Grenado
At the end of each of your turns, each Bomb of Grenado attracts enemies within 3 cells of it by 2 cells toward it, then removes 1 MP (dodgeable) from enemies within 3 cells of it.
Also works with Rogue 2.68 · Modifies Grenado
At the end of each of your turns, each Bomb of Grenado attracts enemies within 3 cells of it by 2 cells toward it, then removes 1 MP (dodgeable) from enemies within 3 cells of it.
Fault Line
Modifies Seismobomb
At the end of each of your turns, each Bomb of Seismobomb makes enemies within 2 cells of it take 8% more damage for 2 turns.
Also works with Rogue 2.68 · Modifies Seismobomb
At the end of each of your turns, each Bomb of Seismobomb makes enemies within 2 cells of it take 8% more damage for 2 turns.
Lead Ricochet
Modifies Weigh Down
After Weigh Down hits an enemy, its hit bounces twice to the nearest enemy within 3 cells of the last one hit, never the same enemy twice.
Also works with Rogue 2.68 · Modifies Weigh Down
After Weigh Down hits an enemy, its hit bounces twice to the nearest enemy within 3 cells of the last one hit, never the same enemy twice.
Shell Shock
Modifies Bombard
Before Bombard hits, each of your Elemental Bombs in its area gains 1 Combo and explodes.
Siege Engine
Modifies Megabomb
Megabomb's summon has twice the HP, 3 more MP, 1 more AP and 60% more final damage.
Also works with Rogue 3.7 · Modifies Megabomb
Megabomb's summon has twice the HP, 3 more MP, 1 more AP and 60% more final damage.
Empty Holster
Modifies Obliteration
Each of Obliteration's damage lines gains 10 base damage, and while you have no living bomb or summon, its main base damage is doubled first.
Also works with Rogue 3.7 · Modifies Obliteration
Each of Obliteration's damage lines gains 10 base damage, and while you have no living bomb or summon, its main base damage is doubled first.
Walking Pulsar
Modifies Pulsar
Every enemy Pulsar damages then releases a second pulse from where it stands: 28 to 30 Fire damage to it and to the enemies around it, with the same 2-cell pushback.
Also works with Rogue 3.7 · Modifies Pulsar
Every enemy Pulsar damages then releases a second pulse from where it stands: 27 to 29 Fire damage to it and to the enemies around it, with the same 2-cell pushback.
Timed Package
Modifies Sticky Bomb
Sticky Bomb's base damage is doubled and then gains 15, it can be cast once more per turn, and a Sticky Bomb still on its target explodes at the end of that target's next turn.
Also works with Rogue 3.7 · Modifies Sticky Bomb
Sticky Bomb's base damage is doubled and then gains 15, it can be cast once more per turn, and a Sticky Bomb still on its target explodes at the end of that target's next turn.
Salvage Shot
Modifies Extraction
Extraction costs 1 AP less (minimum 1), gains 10 base damage and heals your bombs within 2 cells of the target for 25% of their max HP.
Also works with Rogue 3.7 · Modifies Extraction
Extraction costs 1 AP less (minimum 1), gains 10 base damage and heals your bombs within 2 cells of the target for 25% of their max HP.
Chain Fuse
Modifies Fuze
Fuze can be cast once more per turn and gives you 1 more AP.
Also works with Rogue 3.7 · Modifies Fuze
Fuze can be cast once more per turn and gives you 1 more AP.
Chain Charge
Modifies Explobomb
At the end of each of your turns, each Bomb of Explobomb adds 1 Combo to each of your Bombs within 2 cells of it.
Also works with Rogue 3.7 · Modifies Explobomb
At the end of each of your turns, each Bomb of Explobomb adds 1 Combo to each of your Bombs within 2 cells of it.
Twin Obliteration
Modifies Obliteration
Obliteration also deals 30 to 34 Fire damage to its target, and each Seismobomb or Sticky Bomb explosion gives it 20 base damage instead of 10.
Gatling
Modifies Machine Gun
Machine Gun can be cast 3 times per turn instead of 2, and its line reaches 4 cells instead of 2, for its damage and its MP removal.
Also works with Rogue 3.7 · Modifies Machine Gun
Machine Gun can be cast 4 times per turn instead of 3, and its damage and MP removal hit every enemy on a line reaching 4 cells past its target instead of a single cell.
Magnetic Storm
Modifies Magnetic Trap
Magnetic Trap's effects reach 5 cells around the trap instead of 3.
Also works with Rogue 3.7 · Modifies Magnetic Trap
Magnetic Trap's effects reach 5 cells around the trap instead of 3.
Kaboom Party
Modifies Kaboom
Kaboom's area becomes a 3-cell circle for its Kaboom state and its Combos, and it gives you and your allies in that circle 2 MP for 1 turn.
Also works with Rogue 3.7 · Modifies Kaboom
Kaboom's area becomes a 3-cell circle for its Kaboom state and its Combos, and it gives you and your allies in that circle 2 MP for 1 turn.
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.
