Waxmods
Waxmods are items that change one spell of your class. Pick a class to see all of its Waxmods, then filter by kit, rarity or keyword.
On this page
Every Waxmod by class#
Common 34
Cold Fury
Modifies Fury
Fury deals Water damage instead of Air damage.
Also works with Sacrier 2.68 · Modifies Fury
Fury deals Water damage instead of Air damage.
Cauterise
Modifies Gash
Gash deals Fire damage instead of Earth damage.
Also works with Sacrier 2.68 · Modifies Gash
Gash deals Fire damage instead of Earth damage.
Distant Bleed
Modifies Hemorrhage
Hemorrhage gains 2 Range, but no longer reduces the healing its target receives.
Hostile Pull
Modifies Hostility
Hostility attracts instead of pushing back, by the same number of cells.
Also works with Sacrier 2.68 · Modifies Hostility
Hostility attracts instead of pushing back, by the same number of cells.
Short Swap
Modifies Transposition
Transposition costs 1 AP less, but loses 3 Range.
Also works with Sacrier 2.68 · Modifies Transposition
Transposition costs 1 AP less, but loses 3 Range.
Numbing Stasis
Modifies Stase
Stase removes 1 MP (dodgeable) from enemies instead of reducing Critical.
Also works with Sacrier 2.68 · Modifies Stase
Stase removes 1 MP (dodgeable) from enemies instead of reducing Critical.
Shove
Modifies Projection
Projection pushes an enemy target back 2 cells instead of teleporting you to its other side.
Also works with Sacrier 2.68 · Modifies Projection
Projection pushes an enemy target back 2 cells instead of teleporting you to its other side.
Scattered Ruin
Modifies Desolation
Desolation no longer has to be cast in a straight line, but loses 1 Range.
Also works with Sacrier 2.68 · Modifies Desolation
Desolation no longer has to be cast in a straight line, but loses 1 Range.
Arterial Spray
Modifies Hemorrhage
Hemorrhage steals life from its target and from the enemies adjacent to it, never from allies, but its base damage is 8 lower.
Also works with Sacrier 2.68 · Modifies Hemorrhage
Hemorrhage steals life from its target and from the enemies adjacent to it, never from allies, but its base damage is 8 lower.
Converging Spite
Modifies Aversion
Aversion attracts the targets in its area toward its centre instead of pushing them away.
Also works with Sacrier 2.68 · Modifies Aversion
Aversion attracts the targets in its area toward its centre instead of pushing them away.
Clinch
Modifies Transposition
After Transposition, you gain 40 Lock for 1 turn.
Also works with Sacrier 2.68 · Modifies Transposition
After Transposition, you gain 40 Lock for 1 turn.
Inner Vortex
Modifies Condensation
Condensation can only be cast on your own cell, but its area grows by 1 cell (damage and attraction).
Also works with Sacrier 2.68 · Modifies Condensation
Condensation can only be cast on your own cell, but its area grows by 1 cell (damage and attraction).
Held Grudge
Modifies Hostility
Hostility can be cast 3 times on the same target instead of 2, but loses 2 Range.
Also works with Sacrier 2.68 · Modifies Hostility
Hostility can be cast 3 times on the same target instead of 2, but loses 2 Range.
Pound of Flesh
Modifies Pillory
When Pillory's target takes melee damage, Pillory heals you for 20% of your max HP instead of 10%.
Scorched Earth
Modifies Desolation
Desolation removes 4 MP instead of 3, but its base damage is 3 lower.
Also works with Sacrier 2.68 · Modifies Desolation
Desolation removes 4 MP instead of 3, but its base damage is 3 lower.
Earthen Pyre
Modifies Immolation
Immolation deals Earth damage instead of Fire damage.
Also works with Sacrier 2.68 · Modifies Immolation
Immolation deals Earth damage instead of Fire damage.
Drawn by the Bond
Modifies Jashin Ritual
Jashin Ritual also makes you advance up to 3 cells toward its target.
Also works with Sacrier 2.68 · Modifies Jashin Ritual
Jashin Ritual also makes you advance up to 3 cells toward its target.
Hot Blood
Modifies Nervousness
Nervousness deals Fire damage instead of Water damage.
Also works with Sacrier 3.7 · Modifies Nervousness
Nervousness deals Fire damage instead of Water damage.
Long Reach
Modifies Assault
Assault gains 2 Range and no longer swaps places with its target.
Also works with Sacrier 3.7 · Modifies Assault
Assault gains 2 Range and no longer swaps places with its target.
Dry Absorption
Modifies Absorption
Absorption deals damage instead of stealing life, and gains 10 base damage.
Also works with Sacrier 3.7 · Modifies Absorption
Absorption deals damage instead of stealing life, and gains 10 base damage.
Gentle Projection
Modifies Projection
Projection brings you next to its target instead of to the opposite side.
Also works with Sacrier 3.7 · Modifies Projection
Projection brings you next to its target instead of to the opposite side.
Narrow Decimation
Modifies Decimation
Decimation hits a single target and gains 12 base damage.
Also works with Sacrier 3.7 · Modifies Decimation
Decimation hits a single target and gains 12 base damage.
Restless Stasis
Modifies Stase
Stase can be cast once more per target, but loses 1 Range.
Also works with Sacrier 3.7 · Modifies Stase
Stase can be cast once more per target, but loses 1 Range.
Private Bath
Modifies Blood Bath
Blood Bath only hurts enemies, and its base damage increases by 20%.
Also works with Sacrier 3.7 · Modifies Blood Bath
Blood Bath only hurts enemies, and its base damage increases by 20%.
Burning Decimation
Modifies Decimation
Decimation deals Fire damage instead of Earth damage.
Also works with Sacrier 3.7 · Modifies Decimation
Decimation deals Fire damage instead of Earth damage.
Wild Swing
Modifies Clobbering
Clobbering no longer has to be cast in a straight line, but loses 1 Range.
Also works with Sacrier 3.7 · Modifies Clobbering
Clobbering no longer has to be cast in a straight line, but loses 1 Range.
Double Hook
Modifies Attraction
Attraction can be cast twice on the same target instead of once, but loses 1 Range.
Also works with Sacrier 3.7 · Modifies Attraction
Attraction can be cast twice on the same target instead of once, but loses 1 Range.
Sticky Bath
Modifies Blood Bath
Enemies in the area of Blood Bath also lose 1 MP (dodgeable).
Also works with Sacrier 3.7 · Modifies Blood Bath
Enemies in the area of Blood Bath also lose 1 MP (dodgeable).
Shoulder Barge
Modifies Assault
Assault also pushes back the enemy it targets by 1 cell.
Also works with Sacrier 3.7 · Modifies Assault
Assault also pushes back the enemy it targets by 1 cell.
Long Exchange
Modifies Transposition
Transposition gains 2 Range.
Also works with Sacrier 3.7 · Modifies Transposition
Transposition gains 2 Range.
Distant Undertow
Modifies Influx
Influx can be cast up to 3 cells away instead of only on your own cell.
Also works with Sacrier 3.7 · Modifies Influx
Influx can be cast up to 3 cells away instead of only on your own cell.
Ricochet Leap
Modifies Projection
Projection can be cast twice on the same target instead of once.
Also works with Sacrier 3.7 · Modifies Projection
Projection can be cast twice on the same target instead of once.
Barbed Lure
Modifies Thorn Crown
Thorn Crown also attracts enemies within 2 cells of you by 1 cell.
Tidal Carnage
Modifies Carnage
Carnage deals Water damage instead of Air damage.
Also works with Sacrier 3.7 · Modifies Carnage
Carnage deals Water damage instead of Air damage.
Uncommon 30
Blood Undertow
Modifies Influx
Influx steals life instead of dealing damage; its attraction is unchanged.
Also works with Sacrier 2.68 · Modifies Influx
Influx steals life instead of dealing damage; its attraction is unchanged.
Sapping Draw
Modifies Absorption
Absorption reduces the final damage of the enemies it hits by 10% for 1 turn, instead of reducing their Power.
Also works with Sacrier 2.68 · Modifies Absorption
Absorption reduces the final damage of the enemies it hits by 10% for 1 turn, instead of reducing their Power.
Deep Draught
Modifies Libation
Libation's delayed heal is 50% larger: up to 45% of your max HP instead of 30%.
Also works with Sacrier 2.68 · Modifies Libation
Libation's delayed heal is 50% larger: up to 45% of your max HP instead of 30%.
Gorged Blade
Modifies Voracious Sword
Voracious Sword's sword has 50% more HP, 1 more MP and 25% more final damage.
Also works with Sacrier 2.68 · Modifies Voracious Sword
Voracious Sword's sword has 50% more HP, 1 more MP and 25% more final damage.
Iron Collar
Modifies Pillory
Pillory's shield is worth 15% of your max HP instead of 10%, and its recast interval is 1 turn shorter.
Killing Floor
Modifies Decimation
Decimation's area becomes a 3x3 square instead of a diagonal cross (damage and increased damage taken).
Also works with Sacrier 2.68 · Modifies Decimation
Decimation's area becomes a 3x3 square instead of a diagonal cross (damage and increased damage taken).
Lingering Torment
Modifies Torture
Fighters who attack Torture's target heal from the damage they deal for 2 turns instead of 1, and Torture can be cast 3 times on the same target instead of 2.
Also works with Sacrier 2.68 · Modifies Torture
Fighters who attack Torture's target heal from the damage they deal for 2 turns instead of 1, and Torture can be cast 3 times on the same target instead of 2.
Full Circle
Modifies Nervousness
Nervousness's area becomes a full circle of radius 2 instead of a ring.
Also works with Sacrier 2.68 · Modifies Nervousness
Nervousness's area becomes a full circle of radius 2 instead of a ring.
Cold Blood
Modifies Stase
At Suffering 6 or more, the first Stase you cast each turn also gives you a shield worth 10% of your max HP for 1 turn.
Barbed Hook
Modifies Attraction
The enemy Attraction attracts also loses 2 MP (dodgeable).
Also works with Sacrier 2.68 · Modifies Attraction
The enemy Attraction attracts also loses 2 MP (dodgeable).
Sword Waltz
Modifies Dancing Sword
Dancing Sword's sword casts Sword-Dance with 1 more cell of attraction and 4 more base damage.
Quickened Blood
Modifies Fluctuation
Fluctuation gives you and your Swords 1 more MP: 3 instead of 2, or 5 instead of 4 at Suffering 6 or more.
Also works with Sacrier 2.68 · Modifies Fluctuation
Fluctuation gives you and your Swords 1 more MP: 3 instead of 2, or 5 instead of 4 at Suffering 6 or more.
Leeching Leap
Modifies Projection
Projection steals life instead of dealing damage.
Also works with Sacrier 2.68 · Modifies Projection
Projection steals life instead of dealing damage.
Taut Chain
Modifies Blood Ties
Blood Ties makes you advance 2 more cells: 6 instead of 4, or 10 instead of 8 at Suffering 6 or more.
Also works with Sacrier 2.68 · Modifies Riposte
Riposte makes you advance 2 more cells: 6 instead of 4, or 10 instead of 8 at Suffering 6 or more.
Long Penance
Modifies Penitence
Penitence's Penitence states and the position switches they trigger last 2 turns instead of 1.
Short Leash
Modifies Attraction
Attraction costs 1 AP less (minimum 1).
Also works with Sacrier 3.7 · Modifies Attraction
Attraction costs 1 AP less (minimum 1).
Rescue Exchange
Modifies Transposition
Transposition gives the ally you swap with a shield worth 15% of your max HP and 40 Dodge for 1 turn, and its recast interval is 1 turn shorter.
Also works with Sacrier 3.7 · Modifies Transposition
Transposition gives the ally you swap with a shield worth 15% of your max HP and 40 Dodge for 1 turn, and its recast interval is 1 turn shorter.
Clotted Gift
Modifies Transfusion
Transfusion also gives allies within 4 cells a shield worth 10% of your max HP for 1 turn.
Also works with Sacrier 3.7 · Modifies Transfusion
Transfusion also gives allies within 4 cells a shield worth 10% of your max HP for 1 turn.
Slow Libation
Modifies Libation
Libation heals 50% more, and the HP it costs you is a third lower.
Also works with Sacrier 3.7 · Modifies Libation
Libation heals 50% more, and the HP it costs you is a third lower.
Hungry Blade
Modifies Voracious Sword
Voracious Sword's summon has 2 more MP, 50% more HP and 30% more final damage.
Also works with Sacrier 3.7 · Modifies Voracious Sword
Voracious Sword's summon has 2 more MP, 50% more HP and 30% more final damage.
Vampiric Assault
Modifies Assault
Assault steals life instead of dealing damage and gains 6 base damage.
Also works with Sacrier 3.7 · Modifies Assault
Assault steals life instead of dealing damage and gains 6 base damage.
Coagulant
Modifies Perfusion
Perfusion also gives you and your allies in its area a shield worth 10% of your max HP for 2 turns.
Also works with Sacrier 3.7 · Modifies Perfusion
Perfusion also gives you and your allies in its area a shield worth 10% of your max HP for 2 turns.
Far Pyre
Modifies Immolation
Immolation gains 2 Range.
Also works with Sacrier 3.7 · Modifies Immolation
Immolation gains 2 Range.
Parting Edge
Modifies Dancing Sword
When an enemy kills the summon of Dancing Sword, enemies within 2 cells of it take 30 to 34 damage in your best element and are pushed back 2 cells.
Also works with Sacrier 3.7 · Modifies Dancing Sword
When an enemy kills the summon of Dancing Sword, enemies within 2 cells of it take 30 to 34 damage in your best element and are pushed back 2 cells.
Crimson Flash
Modifies Light Speed
Light Speed steals life instead of dealing damage.
Also works with Sacrier 3.7 · Modifies Light Speed
Light Speed steals life instead of dealing damage.
Far Stocks
Modifies Pillory
Pillory gains 2 Range and no longer needs line of sight.
Ready Vein
Modifies Transfusion
Transfusion costs 1 AP less (minimum 1).
Also works with Sacrier 3.7 · Modifies Transfusion
Transfusion costs 1 AP less (minimum 1).
Run Down
Modifies Riposte
The enemy targeted by Riposte also loses 2 MP (dodgeable).
Also works with Sacrier 3.7 · Modifies Blood Ties
The enemy targeted by Blood Ties also loses 2 MP (dodgeable).
Festering Gash
Modifies Gash
Gash also gives the enemy it hits 15% erosion for 2 turns.
Also works with Sacrier 3.7 · Modifies Gash
Gash also gives the enemy it hits 15% erosion for 2 turns.
Long Thirst
Modifies Bloodthirsty Madness
Bloodthirsty Madness gains 2 Range.
Also works with Sacrier 3.7 · Modifies Bloodthirsty Madness
Bloodthirsty Madness gains 2 Range.
Rare 29
Red Streak
Modifies Light Speed
Light Speed gains 2 Range and 6 base damage, and the first time each turn it moves you, you gain 2 MP.
Also works with Sacrier 2.68 · Modifies Light Speed
Light Speed gains 2 Range and 6 base damage, and the first time each turn it moves you, you gain 2 MP.
Searing Focus
Modifies Excruciating Pain
Excruciating Pain gives you 8% final damage for 3 turns instead of 60 Power.
Lifeline
Modifies Transposition
Transposition's recast interval is 2 turns shorter, and an ally you switch places with gains a shield worth 10% of your max HP for 1 turn.
Also works with Sacrier 2.68 · Modifies Transposition
Transposition's recast interval is 2 turns shorter, and an ally you switch places with gains a shield worth 10% of your max HP for 1 turn.
Shared Veins
Modifies Perfusion
Allies other than you in Perfusion's area also gain 20% melee and ranged resistance for 2 turns, and Perfusion gains 2 Range.
Also works with Sacrier 2.68 · Modifies Perfusion
Allies other than you in Perfusion's area also gain 20% melee and ranged resistance for 2 turns, and Perfusion gains 2 Range.
Reckless Charge
Modifies Ravages
Ravages costs 1 AP less and gains 6 base damage.
Also works with Sacrier 2.68 · Modifies Ravages
Ravages costs 1 AP less and gains 6 base damage.
Blood Debt
Modifies Torture
Fighters who attack Torture's target heal 40% of the damage they deal instead of 20%, and Torture gains 1 Range.
Also works with Sacrier 2.68 · Modifies Torture
Fighters who attack Torture's target heal 40% of the damage they deal instead of 20%, and Torture gains 1 Range.
Frenzied Agony
Modifies Excruciating Pain
While you are Berserk, Excruciating Pain's area grows by 1 cell and it gains 8 base damage.
Also works with Sacrier 2.68 · Modifies Excruciating Pain
While you are Berserk, Excruciating Pain's area grows by 1 cell and it gains 8 base damage.
Scab Over
Modifies Mutilation
When you end Mutilation by casting it again, Coagulation also heals you for 15% of your max HP.
Also works with Sacrier 2.68 · Modifies Mutilation
When you end Mutilation by casting it again, Coagulation also heals you for 15% of your max HP.
Pact of Pain
Modifies Blood Pact
Blood Pact also puts you in the Suffering 6+ state for 3 turns: the effects that require Suffering 6 or more apply to you.
Also works with Sacrier 2.68 · Modifies Blood Pact
Blood Pact also puts you in the Suffering 6+ state for 3 turns: the effects that require Suffering 6 or more apply to you.
Gluttonous Steel
Modifies Voracious Sword
At the end of each of your turns, Voracious Sword's sword steals 12 to 14 life in your best element from each enemy within 2 cells of it, and you are the one healed.
Also works with Sacrier 2.68 · Modifies Voracious Sword
At the end of each of your turns, Voracious Sword's sword steals 12 to 14 life in your best element from each enemy within 2 cells of it, and you are the one healed.
Long Charge
Modifies Ravages
Ravages gains 3 Range and makes you advance up to 8 cells instead of 5.
Also works with Sacrier 2.68 · Modifies Ravages
Ravages gains 3 Range and makes you advance up to 8 cells instead of 5.
Call to Blades
Modifies Assault
After Assault damages an enemy, your nearest Sword casts its first spell at it, if the enemy is within its range.
Also works with Sacrier 2.68 · Modifies Assault
After Assault damages an enemy, your nearest Sword casts its first spell at it, if the enemy is within its range.
Baptism of Pain
Modifies Blood Bath
While you have lost at least 10% of your max HP to other fighters since your previous turn ended, Blood Bath can be cast once more per turn.
Also works with Sacrier 2.68 · Modifies Blood Bath
While you have lost at least 10% of your max HP to other fighters since your previous turn ended, Blood Bath can be cast once more per turn.
Bound in Pain
Modifies Punishment
Punishment's recast interval is 1 turn shorter, and the enemies in the 4 cells adjacent to you lose 2 MP (dodgeable) when you cast it.
Selective Sacrifice
Modifies Sacrifice
Sacrifice can be cast 1 to 7 cells away and its recast interval is 1 turn shorter.
Also works with Sacrier 3.7 · Modifies Sacrifice
Sacrifice can be cast 1 to 7 cells away and its recast interval is 1 turn shorter.
Prepared Riposte
Modifies Riposte
Riposte makes you take 20% less damage for 1 turn, and casting it gives you a shield worth 15% of your max HP for 1 turn and 2 MP, once per turn.
Also works with Sacrier 3.7 · Modifies Blood Ties
Blood Ties makes you take 20% less damage for 1 turn, and casting it gives you a shield worth 15% of your max HP for 1 turn and 2 MP, once per turn.
Blood Reservoir
Modifies Perfusion
Perfusion gains 3 Range, and its target takes 25% less damage for 2 turns.
Also works with Sacrier 3.7 · Modifies Perfusion
Perfusion gains 3 Range, and its target takes 25% less damage for 2 turns.
Heavy Penance
Modifies Penitence
Penitence also makes its target take 25% less damage and gives it 2 MP for 1 turn.
Also works with Sacrier 3.7 · Modifies Penitence
Penitence also makes its target take 25% less damage and gives it 2 MP for 1 turn.
Public Pillory
Modifies Pillory
Pillory also makes its target take 25% more damage for 1 turn, and its recast interval is 1 turn shorter.
Rampage
Modifies Ravages
Ravages costs 1 AP less (minimum 1) and no longer has to be cast in a straight line.
Also works with Sacrier 3.7 · Modifies Ravages
Ravages costs 1 AP less (minimum 1) and no longer has to be cast in a straight line.
Bloody Fury
Modifies Fury
Fury steals life instead of dealing damage.
Also works with Sacrier 3.7 · Modifies Fury
Fury steals life instead of dealing damage.
Frayed Nerves
Modifies Nervousness
Nervousness gains 2 Range and no longer needs line of sight, and the enemies in its ring lose 1 MP (dodgeable).
Also works with Sacrier 3.7 · Modifies Nervousness
Nervousness gains 2 Range and no longer needs line of sight, and the enemies in its ring lose 1 MP (dodgeable).
Barren Ground
Modifies Desolation
Desolation costs 1 AP less (minimum 1), and its MP removal lasts 2 turns instead of 1.
Also works with Sacrier 3.7 · Modifies Desolation
Desolation costs 1 AP less (minimum 1), and its MP removal lasts 2 turns instead of 1.
Scarred Hide
Modifies Mutilation
Mutilation costs 1 AP less (minimum 1) and gives you a shield worth 10% of your max HP for 1 turn.
Also works with Sacrier 3.7 · Modifies Mutilation
Mutilation costs 1 AP less (minimum 1) and gives you a shield worth 10% of your max HP for 1 turn.
Momentum
Modifies Ravages
After Ravages hits an enemy, you gain 1 AP for 1 turn, once per turn.
Also works with Sacrier 3.7 · Modifies Ravages
After Ravages hits an enemy, you gain 1 AP for 1 turn, once per turn.
Repelling Burst
Modifies Aversion
Aversion can be cast twice per turn instead of once, and its damage and pushback areas grow by 1 cell.
Also works with Sacrier 3.7 · Modifies Aversion
Aversion can be cast 3 times per turn instead of 2, and its damage and pushback areas grow by 1 cell.
Lasting Tide
Modifies Fluctuation
The MP that Fluctuation gives you last 2 turns instead of 1.
Also works with Sacrier 3.7 · Modifies Fluctuation
The MP that Fluctuation gives you last 2 turns instead of 1.
Ever Penitent
Modifies Penitence
Penitence gains 2 Range and its recast interval is 1 turn shorter.
Also works with Sacrier 3.7 · Modifies Penitence
Penitence gains 2 Range and its recast interval is 1 turn shorter.
Swift Verdict
Modifies Retribution
Retribution costs 1 AP less (minimum 1) and gains 1 Range.
Also works with Sacrier 3.7 · Modifies Retribution
Retribution costs 1 AP less (minimum 1) and gains 1 Range.
Epic 26
Covenant of Rage
Modifies Blood Pact
Blood Pact gives you 25% final damage for 3 turns instead of 100 Power.
Briar Bastion
Modifies Thorn Crown
The shields Thorn Crown gives you are three times as large.
Butcher's Line
Modifies Carnage
Carnage's line reaches 2 cells further, no longer hurts allies, and Carnage gains 6 base damage.
Also works with Sacrier 2.68 · Modifies Carnage
Carnage's line reaches 2 cells further, no longer hurts allies, and Carnage gains 6 base damage.
Wrath Unleashed
Modifies Clobbering
While you have lost at least 15% of your max HP to other fighters since your previous turn ended, Clobbering costs 1 AP less and gains 20 base damage.
Also works with Sacrier 2.68 · Modifies Clobbering
While you have lost at least 15% of your max HP to other fighters since your previous turn ended, Clobbering costs 1 AP less and gains 20 base damage.
Thirst of the Dying
Modifies Bloodthirsty Madness
Bloodthirsty Madness's recast interval is 1 turn shorter, and Bloodthirsty Madness gains 3 base damage for every full 10% of your max HP you are missing (27 at most).
Also works with Sacrier 2.68 · Modifies Bloodthirsty Madness
Bloodthirsty Madness's recast interval is 1 turn shorter, and Bloodthirsty Madness gains 3 base damage for every full 10% of your max HP you are missing (27 at most).
Bloodhound
Modifies Blood Ties
Blood Ties's recast interval is 2 turns shorter, and the first time each turn it moves you, you gain 20% final damage for 1 turn and 2 MP.
Also works with Sacrier 2.68 · Modifies Riposte
Riposte's recast interval is 2 turns shorter, and the first time each turn it moves you, you gain 20% final damage for 1 turn and 2 MP.
Seething Fury
Modifies Fury
Fury gives you 10% final damage for 3 turns instead of 3% (up to 20% when stacked twice).
Open Season
Modifies Decimation
Enemies hit by Decimation take 8% more damage for 3 turns instead of 3% (up to 16% when stacked twice), and allies no longer get that increase.
Twin Flash
Modifies Light Speed
Light Speed can be cast twice per turn instead of once.
Also works with Sacrier 2.68 · Modifies Light Speed
Light Speed can be cast twice per turn instead of once.
No Quarter
Modifies Slaughter
Slaughter's area grows by 1 cell and spares allies, and the enemies it hits receive only 10% of their healing for 1 turn instead of 70%.
Also works with Sacrier 2.68 · Modifies Slaughter
Slaughter's area grows by 1 cell and spares allies, and the enemies it hits receive only 10% of their healing for 1 turn instead of 70%.
Torturer's Cut
Modifies Gash
After Gash, every enemy it damaged also receives your Torture (rank 3): 22 to 26 Earth life steal, and fighters who attack it heal 20% of the damage they deal for 1 turn.
Last Rites
Modifies Libation
Libation also gives you a shield worth 30% of your max HP for 1 turn.
Also works with Sacrier 2.68 · Modifies Libation
Libation also gives you a shield worth 30% of your max HP for 1 turn.
Spreading Frenzy
Modifies Bloodthirsty Madness
Bloodthirsty Madness's area grows by 1 cell, and after it hits an enemy you gain 15% final damage for 1 turn (once per turn).
Also works with Sacrier 2.68 · Modifies Bloodthirsty Madness
Bloodthirsty Madness's area grows by 1 cell, and after it hits an enemy you gain 15% final damage for 1 turn (once per turn).
Controlled Mutilation
Modifies Mutilation
Mutilation gives you 20% final damage instead of 150 Power, and costs you half as much HP.
Also works with Sacrier 3.7 · Modifies Mutilation
Mutilation gives you 20% final damage instead of 150 Power, and costs you half as much HP.
Red Harvest
Modifies Bloodthirsty Madness
Each of Bloodthirsty Madness's damage lines gains 15 base damage, it heals allies within 2 cells of its victim for 8% of their max HP, and its recast interval is 1 turn shorter.
Also works with Sacrier 3.7 · Modifies Bloodthirsty Madness
Each of Bloodthirsty Madness's damage lines gains 15 base damage, it heals allies within 2 cells of its victim for 8% of their max HP, and its recast interval is 1 turn shorter.
Barbed Crown
Modifies Thorn Crown
When cast, Thorn Crown deals 27 to 35 Earth damage to enemies adjacent to you and makes you take 20% less damage for 1 turn; its recast interval is 1 turn shorter.
Concentrated Blood
Modifies Condensation
Condensation attracts 2 more cells and gains 15 base damage.
Also works with Sacrier 3.7 · Modifies Condensation
Condensation attracts 2 more cells and gains 15 base damage.
Chastisement
Modifies Punishment
Punishment's shields are twice as strong, it makes you take 25% less damage for 1 turn, and its recast interval is 1 turn shorter.
Carnage Unbound
Modifies Carnage
Carnage gains 15 base damage and no longer costs you HP.
Also works with Sacrier 3.7 · Modifies Carnage
Carnage gains 15 base damage and no longer costs you HP.
Thumbscrew
Modifies Torture
Torture costs 1 AP less (minimum 1), and the enemy it hits loses 1 AP (dodgeable).
Also works with Sacrier 3.7 · Modifies Torture
Torture costs 1 AP less (minimum 1), and the enemy it hits loses 1 AP (dodgeable).
Undying Hunger
Modifies Voracious Sword
The first time an enemy kills the summon of Voracious Sword, it comes back at the start of your next turn with 60% of its HP and 2 more AP for that turn (once per fight), and its recast interval is 2 turns shorter.
Also works with Sacrier 3.7 · Modifies Voracious Sword
The first time an enemy kills the summon of Voracious Sword, it comes back at the start of your next turn with 60% of its HP and 2 more AP for that turn (once per fight), and its recast interval is 2 turns shorter.
Spite Barrage
Modifies Hostility
Hostility can be cast 4 times per turn instead of 3 and gains 5 base damage.
Also works with Sacrier 3.7 · Modifies Hostility
Hostility can be cast 4 times per turn instead of 3 and gains 5 base damage.
Sapping Grip
Modifies Absorption
Absorption can be cast 3 times on the same target instead of 2, and the enemy it hits loses 1 AP (dodgeable).
Also works with Sacrier 3.7 · Modifies Absorption
Absorption can be cast 3 times on the same target instead of 2, and the enemy it hits loses 1 AP (dodgeable).
Living Rampart
Modifies Sacrifice
Casting Sacrifice gives you a shield worth 25% of your max HP for 2 turns.
Also works with Sacrier 3.7 · Modifies Sacrifice
Casting Sacrifice gives you a shield worth 25% of your max HP for 2 turns.
Swollen Veins
Modifies Blood Pact
Blood Pact gives you 50% Vitality instead of 25%.
Also works with Sacrier 3.7 · Modifies Blood Pact
Blood Pact gives you 50% Vitality instead of 25%.
Lasting Rite
Modifies Jashin Ritual
Jashin Ritual costs 1 AP less (minimum 1), and its link and glyph last 3 turns instead of 2.
Also works with Sacrier 3.7 · Modifies Jashin Ritual
Jashin Ritual costs 1 AP less (minimum 1), and its link and glyph last 3 turns instead of 2.
Legendary 24
Day of Reckoning
Modifies Retribution
Retribution's recast interval is 2 turns shorter, and its Neutral line deals 45% of your eroded HP instead of 35%.
Also works with Sacrier 2.68 · Modifies Retribution
Retribution's recast interval is 2 turns shorter, and its Neutral line deals 45% of your eroded HP instead of 35%.
Blood Banner
Modifies Transfusion
Allies other than you in Transfusion's area also gain 25% final damage for 1 turn.
Willing Martyr
Modifies Sacrifice
Sacrifice's recast interval is 2 turns shorter, and casting it gives you 30% melee and ranged resistance for 2 turns.
Also works with Sacrier 2.68 · Modifies Sacrifice
Sacrifice's recast interval is 2 turns shorter, and casting it gives you 30% melee and ranged resistance for 2 turns.
Offering to Jashin
Modifies Jashin Ritual
Jashin Ritual's target also takes 30% more melee and ranged damage for 2 turns, and the recast interval is 1 turn shorter.
Also works with Sacrier 2.68 · Modifies Jashin Ritual
Jashin Ritual's target also takes 30% more melee and ranged damage for 2 turns, and the recast interval is 1 turn shorter.
Clotted Armour
Modifies Mutilation
When you end Mutilation by casting it again, Coagulation's shield is twice as large (up to 50% of your max HP instead of 25%) and lasts 2 turns instead of 1.
Also works with Sacrier 2.68 · Modifies Mutilation
When you end Mutilation by casting it again, Coagulation's shield is twice as large (up to 50% of your max HP instead of 25%) and lasts 2 turns instead of 1.
Drawn to the Block
Modifies Attraction
Attraction costs 1 AP less, and the enemy it attracts takes 15% more melee and ranged damage for 1 turn.
Also works with Sacrier 2.68 · Modifies Attraction
Attraction costs 1 AP less, and the enemy it attracts takes 15% more melee and ranged damage for 1 turn.
Blood Brotherhood
Modifies Perfusion
You and your allies in Perfusion's area also gain 20% final damage for 2 turns.
Also works with Sacrier 2.68 · Modifies Perfusion
You and your allies in Perfusion's area also gain 20% final damage for 2 turns.
Open Veins
Modifies Transfusion
Transfusion can be cast twice per turn instead of once; its life transfers never take you below 30% of your max HP, and your allies heal twice what you give.
Crimson Crater
Modifies Clobbering
Clobbering hits a 5x5 square instead of 3x3, no longer hurts allies, and gains 2 Range.
Also works with Sacrier 2.68 · Modifies Clobbering
Clobbering hits a 5x5 square instead of 3x3, no longer hurts allies, and gains 2 Range.
Shield of Flesh
Modifies Sacrifice
Sacrifice's area becomes a radius-4 circle instead of radius 2: it intercepts the damage of every ally within 4 cells, and destroys your Swords within 4 cells to give you part of their life.
Also works with Sacrier 2.68 · Modifies Sacrifice
Sacrifice's area becomes a radius-4 circle instead of radius 2: it intercepts the damage of every ally within 4 cells, and destroys your Swords within 4 cells to give you part of their life.
Endless Rage
Modifies Berserk
Berserk also gives you 1 AP for as long as the Berserk state lasts.
Also works with Sacrier 2.68 · Modifies Berserk
Berserk also gives you 1 AP for as long as the Berserk state lasts.
Collective Sentence
Modifies Retribution
Retribution hits its target and every enemy adjacent to it, and no longer hurts allies.
Also works with Sacrier 2.68 · Modifies Retribution
Retribution hits its target and every enemy adjacent to it, and no longer hurts allies.
Measured Berserk
Modifies Berserk
Berserk costs you half as much HP, no longer makes you Unhealable, and its spell damage bonus is doubled.
Blood Oath
Modifies Blood Pact
Blood Pact also gives you a shield worth 30% of your max HP and 30% less damage taken for 1 turn, and its recast interval is 1 turn shorter.
Also works with Sacrier 3.7 · Modifies Blood Pact
Blood Pact also gives you a shield worth 30% of your max HP and 30% less damage taken for 1 turn, and its recast interval is 1 turn shorter.
Dancing Guard
Modifies Dancing Sword
Dancing Sword's summon has twice the HP, 2 more MP, 1 more AP and 50% more final damage, and within 2 cells of you it takes the first 2 ranged enemy attacks of each round in your place.
Also works with Sacrier 3.7 · Modifies Dancing Sword
Dancing Sword's summon has twice the HP, 2 more MP, 1 more AP and 50% more final damage, and within 2 cells of you it takes the first 2 ranged enemy attacks of each round in your place.
Blood Trail
Modifies Light Speed
Light Speed gains 20 base damage and makes the enemies it hits bleed for 27 to 35 Air damage at the start of each of their next 2 turns.
Also works with Sacrier 3.7 · Modifies Light Speed
Light Speed gains 20 base damage and makes the enemies it hits bleed for 27 to 35 Air damage at the start of each of their next 2 turns.
Blood Ritual
Modifies Jashin Ritual
Jashin Ritual's area grows by 1 cell and its recast interval is 2 turns shorter; casting it gives you 25% final damage for 2 turns and heals you for 15% of your max HP, once per turn.
Also works with Sacrier 3.7 · Modifies Jashin Ritual
Jashin Ritual's area grows by 1 cell and its recast interval is 2 turns shorter; casting it gives you 25% final damage for 2 turns and heals you for 15% of your max HP, once per turn.
Blood Bond
Modifies Transfusion
Transfusion also gives allies within 4 cells 20% final damage and a shield worth 10% of your max HP for 1 turn.
Also works with Sacrier 3.7 · Modifies Transfusion
Transfusion also gives allies within 4 cells 20% final damage and a shield worth 10% of your max HP for 1 turn.
Open Artery
Modifies Hemorrhage
After Hemorrhage, every enemy it damaged also receives your Stase (rank 2): 20 to 24 Water damage as life steal and -15% Critical for 1 turn; and after it hits an enemy, you gain 2 MP for 1 turn, once per turn.
Also works with Sacrier 3.7 · Modifies Hemorrhage
After Hemorrhage, every enemy it damaged also receives your Stase (rank 2): 20 to 24 Water damage as life steal and -15% Critical for 1 turn; and after it hits an enemy, you gain 2 MP for 1 turn, once per turn.
Maelstrom
Modifies Condensation
Condensation can be cast 3 times per turn instead of 2, no longer needs line of sight, and the enemies in its area lose 2 MP (dodgeable).
Also works with Sacrier 3.7 · Modifies Condensation
Condensation can be cast 3 times per turn instead of 2, no longer needs line of sight, and the enemies in its area lose 2 MP (dodgeable).
Endless Cleaver
Modifies Slaughter
Slaughter costs 1 AP less (minimum 1) and gains 5 base damage for every full 10% of your max HP you are missing (45 at most).
Also works with Sacrier 3.7 · Modifies Slaughter
Slaughter costs 1 AP less (minimum 1) and gains 5 base damage for every full 10% of your max HP you are missing (45 at most).
Blood Toast
Modifies Libation
Libation also gives you 30% final damage for 2 turns.
Also works with Sacrier 3.7 · Modifies Libation
Libation also gives you 30% final damage for 2 turns.
Melting Point
Modifies Dissolution
Dissolution costs 1 AP less (minimum 1), can be cast 3 times per turn instead of 2, removes 60 Dodge instead of 30, and attracts the enemies in its area 2 cells toward you.
Also works with Sacrier 3.7 · Modifies Dissolution
Dissolution costs 1 AP less (minimum 1), can be cast 3 times per turn instead of 2, removes 60 Dodge instead of 30, and attracts the enemies in its area 2 cells toward you.
Red Mist
Modifies Berserk
Berserk also gives you 20% final damage for as long as the Berserk state lasts.
Also works with Sacrier 3.7 · Modifies Berserk
Berserk also gives you 20% final damage for as long as the Berserk state lasts.
Prismatic 21
Wrath of the Wounded
Modifies Punishment
Punishment hits enemies in a 3x3 square around you instead of the 4 adjacent cells. While you have lost at least 20% of your max HP to other fighters since your previous turn ended, it deals 25% of your HP instead of 15%.
Blood Rapture
Modifies Berserk
Berserk gives 30% spell damage instead of 10%, and no longer reduces the healing you receive.
Reaping Arc
Modifies Gash
Gash gains 10 base damage, and after it damages an enemy, its damage strikes again every other enemy adjacent to you.
Also works with Sacrier 2.68 · Modifies Gash
Gash gains 10 base damage, and after it damages an enemy, its damage strikes again every other enemy adjacent to you.
Berserker's Pyre
Modifies Immolation
Immolation's area grows by 1 cell and no longer hurts allies. While you are Berserk, it also costs 1 AP less and can be cast 3 times per turn.
Also works with Sacrier 2.68 · Modifies Immolation
Immolation's area grows by 1 cell and no longer hurts allies. While you are Berserk, it also costs 1 AP less and can be cast 3 times per turn.
Crimson Tide
Modifies Blood Bath
Blood Bath steals life in a 5x5 square around you instead of 3x3, only from enemies, and gains 8 base damage; its Lock bonus is unchanged.
Also works with Sacrier 2.68 · Modifies Blood Bath
Blood Bath steals life in a 5x5 square around you instead of 3x3, only from enemies, and gains 8 base damage; its Lock bonus is unchanged.
Breaking Chains
Modifies Fluctuation
Fluctuation also gives every other ally 3 MP and makes them Unlockable for 1 turn, and its recast interval is 1 turn shorter.
Also works with Sacrier 2.68 · Modifies Fluctuation
Fluctuation also gives every other ally 3 MP and makes them Unlockable for 1 turn, and its recast interval is 1 turn shorter.
Siphon Chain
Modifies Absorption
Absorption's life steal bounces to up to 2 more enemies, each within 3 cells of the last one hit, never the same enemy twice.
Also works with Sacrier 2.68 · Modifies Absorption
Absorption's life steal bounces to up to 2 more enemies, each within 3 cells of the last one hit, never the same enemy twice.
Event Horizon
Modifies Influx
Influx's area grows by 1 cell, it attracts 4 cells instead of 2, and the enemies in its area lose 2 MP (dodgeable).
Also works with Sacrier 2.68 · Modifies Influx
Influx's area grows by 1 cell, it attracts 4 cells instead of 2, and the enemies in its area lose 2 MP (dodgeable).
Iron Maiden
Modifies Thorn Crown
Thorn Crown reflects 200% of the melee damage you suffer instead of 100%, and its Gravity, shield, Thorn Crown state and reflection last 2 turns instead of 1.
Lifeblood Tide
Modifies Dissolution
Dissolution hits a radius-2 circle instead of a cross, and gains 4 base damage for every full 10% of your max HP you are missing (36 at most).
Also works with Sacrier 2.68 · Modifies Dissolution
Dissolution hits a radius-2 circle instead of a cross, and gains 4 base damage for every full 10% of your max HP you are missing (36 at most).
Blood Price
Modifies Carnage
Carnage gains 5 base damage for every full 10% of your max HP you are missing (45 at most), and at Suffering 6 or more it can be cast once more per turn.
Measured Punishment
Modifies Retribution
Retribution's main base damage is doubled, its damage based on your eroded HP is 50% higher, and its recast interval is 2 turns shorter.
Also works with Sacrier 3.7 · Modifies Retribution
Retribution's main base damage is doubled, its damage based on your eroded HP is 50% higher, and its recast interval is 2 turns shorter.
Overflowing Rage
Modifies Clobbering
While your shield is worth at least 10% of your max HP, Clobbering gains 30 base damage and costs 1 AP less (minimum 1); the shield is not consumed.
Also works with Sacrier 3.7 · Modifies Clobbering
While your shield is worth at least 10% of your max HP, Clobbering gains 30 base damage and costs 1 AP less (minimum 1); the shield is not consumed.
Deep Wound
Modifies Gash
Gash gains 10 base damage and makes its target bleed for 27 to 35 Earth damage at the start of each of its next 2 turns.
Also works with Sacrier 3.7 · Modifies Gash
Gash gains 10 base damage and makes its target bleed for 27 to 35 Earth damage at the start of each of its next 2 turns.
Pain Engine
Modifies Nervousness
After you have lost at least 10% of your max HP to others since your previous turn ended, Nervousness costs 1 AP less (minimum 1), can be cast once more per turn and gains 15 base damage.
Also works with Sacrier 3.7 · Modifies Nervousness
After you have lost at least 10% of your max HP to others since your previous turn ended, Nervousness costs 1 AP less (minimum 1), can be cast once more per turn and gains 15 base damage.
Bloodstorm
Modifies Immolation
Immolation's area grows by 1 cell, it gains 15 base damage and no longer costs you HP.
Also works with Sacrier 3.7 · Modifies Immolation
Immolation's area grows by 1 cell, it gains 15 base damage and no longer costs you HP.
Spreading Agony
Modifies Excruciating Pain
Excruciating Pain can be cast 3 times per turn instead of 2, and its damage bounces to up to 2 more enemies, each within 3 cells of the last one hit, never the same twice.
Also works with Sacrier 3.7 · Modifies Excruciating Pain
Excruciating Pain can be cast 3 times per turn instead of 2, and its damage bounces to up to 2 more enemies, each within 3 cells of the last one hit, never the same twice.
Shared Judgment
Modifies Punishment
Punishment also gives you and your allies within 3 cells of its target cell a shield worth 15% of your max HP and 15% final damage for 1 turn.
Fourfold Cut
Modifies Decimation
Decimation costs 1 AP less (minimum 1), can be cast 4 times per turn instead of 3, and the enemies it hits bleed for 14 to 16 Earth damage at the start of each of their next 2 turns.
Also works with Sacrier 3.7 · Modifies Decimation
Decimation costs 1 AP less (minimum 1), can be cast 3 times per turn instead of 2, and the enemies it hits bleed for 14 to 16 Earth damage at the start of each of their next 2 turns.
Whirling Fury
Modifies Fury
After Fury damages an enemy, every other enemy adjacent to you takes 34 to 38 Air damage, and Fury can be cast 3 times on the same target instead of 2.
Frozen Blood
Modifies Stase
Stase can be cast 4 times per turn instead of 3, and each cast that hits an enemy gives you a shield worth 8% of your max HP for 1 turn.
Also works with Sacrier 3.7 · Modifies Stase
Stase can be cast 4 times per turn instead of 3, and each cast that hits an enemy gives you a shield worth 8% of your max HP 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.
