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 35
Knife in the Wind
Modifies Perfidy
Perfidy deals Air damage instead of Earth damage.
Also works with Sram 2.68 · Modifies Perfidy
Perfidy deals Air damage instead of Earth damage.
Come Hither
Modifies Deviousness
Deviousness attracts its target 2 cells instead of pushing it back 3 cells.
Also works with Sram 2.68 · Modifies Tricky Blow
Tricky Blow attracts its target 2 cells instead of pushing it back 3 cells.
Sinkhole
Modifies Drift Trap
Drift Trap's trap attracts entities toward its centre instead of pushing them away, by the same number of cells.
Also works with Sram 2.68 · Modifies Drift Trap
Drift Trap's trap attracts entities toward its centre instead of pushing them away, by the same number of cells.
Lockpick
Modifies Break-In
Break-In steals 30 Lock from enemies for 3 turns instead of 30 Pushback Resistance.
Also works with Sram 2.68 · Modifies Break-In
Break-In steals 30 Lock from enemies for 3 turns instead of 30 Pushback Resistance.
Crooked Dose
Modifies Arsenic
Arsenic no longer has to be cast in a straight line, but loses 2 Range.
Also works with Sram 2.68 · Modifies Insidious Poison
Insidious Poison no longer has to be cast in a straight line, but loses 2 Range.
Honest Mistake
Modifies Mistake
Mistake no longer erodes its targets, but gains 4 base damage.
Also works with Sram 2.68 · Modifies Mistake
Mistake no longer erodes its targets, but gains 4 base damage.
Long Shadow
Modifies Fear
Fear gains 2 Range, but can be cast only twice per turn instead of 3 times.
Also works with Sram 2.68 · Modifies Fear
Fear gains 2 Range, but can be cast only twice per turn instead of 3 times.
Hawk's Eye
Modifies Cruelty
Cruelty gives you 2 Range for 1 turn instead of 1 MP.
Also works with Sram 2.68 · Modifies Cruelty
Cruelty gives you 2 Range for 1 turn instead of 1 MP.
Strongarm Tax
Modifies Gangsterdom
Gangsterdom gives you 3% final damage for 3 turns instead of 80 Power. The target still loses 80 Power.
Stone Shove
Modifies Deviousness
Deviousness deals Earth damage instead of Fire damage.
Also works with Sram 2.68 · Modifies Tricky Blow
Tricky Blow deals Earth damage instead of Fire damage.
Tough Love
Modifies Cruelty
Cruelty no longer damages allies. Cast on an ally, it gives them a shield worth 4% of your max HP for 1 turn instead.
Also works with Sram 2.68 · Modifies Cruelty
Cruelty no longer damages allies. Cast on an ally, it gives them a shield worth 4% of your max HP for 1 turn instead.
Dread Lure
Modifies Frightful Trap
Frightful Trap's trap attracts entities toward its centre instead of pushing them away, by the same number of cells.
Collar Grab
Modifies Shakedown
Shakedown also attracts the enemy it targets 2 cells.
Also works with Sram 2.68 · Modifies Shakedown
Shakedown also attracts the enemy it targets 2 cells.
Slow Bleed
Modifies Larceny
Larceny's erosion is 16% instead of 13% and lasts 3 turns instead of 2.
Quick Fright
Modifies Fear
Fear costs 1 AP instead of 2, but can be cast twice per turn instead of 3 times.
Also works with Sram 2.68 · Modifies Fear
Fear costs 1 AP instead of 2, but can be cast twice per turn instead of 3 times.
Muddy Current
Modifies Drift Trap
Enemies in the area of Drift Trap's trap also lose 1 MP (dodgeable).
Also works with Sram 2.68 · Modifies Drift Trap
Enemies in the area of Drift Trap's trap also lose 1 MP (dodgeable).
Long Con
Modifies Plot
Plot's Dodge and Damage effects last 5 turns instead of 3, but it can be cast once per turn instead of twice.
Tidal Blade
Modifies Furrow
Furrow deals Water damage instead of Fire damage and steals Chance instead of Intelligence, with the same values.
Long Knife
Modifies Tricky Blow
Tricky Blow gains 2 Range but pushes back 1 cell less.
Also works with Sram 3.7 · Modifies Deviousness
Deviousness gains 2 Range but pushes back 1 cell less.
Quiet Theft
Modifies Con
Con no longer has to be cast in a straight line and no longer steals Agility.
Also works with Sram 3.7 · Modifies Con
Con no longer has to be cast in a straight line and no longer steals Agility.
Cheap Snare
Modifies Tricky Trap
Tricky Trap costs 1 AP less (minimum 1), but its trap no longer attracts.
Also works with Sram 3.7 · Modifies Tricky Trap
Tricky Trap costs 1 AP less (minimum 1), but its trap no longer attracts.
Lingering Venom
Modifies Insidious Poison
Insidious Poison's poison lasts 1 more turn, but its base damage is reduced by 25%.
Also works with Sram 3.7 · Modifies Arsenic
Arsenic's poison lasts 1 more turn, but its base damage is reduced by 25%.
Soft Footsteps
Modifies Cruelty
Cruelty no longer gives MP; instead, each cast that hits an enemy gives you 30 Dodge for 1 turn.
Also works with Sram 3.7 · Modifies Cruelty
Cruelty no longer gives MP; instead, each cast that hits an enemy gives you 30 Dodge for 1 turn.
Clean Cut
Modifies Mistake
Mistake no longer applies Erosion, but its base damage increases by 25%.
Also works with Sram 3.7 · Modifies Mistake
Mistake no longer applies Erosion, but its base damage increases by 25%.
Firm Hand
Modifies Fear
Fear gains 2 Range.
Also works with Sram 3.7 · Modifies Fear
Fear gains 2 Range.
Windblade
Modifies Perfidy
Perfidy deals Air damage.
Also works with Sram 3.7 · Modifies Perfidy
Perfidy deals Air damage.
Alley Mugging
Modifies Gangsterdom
Gangsterdom no longer needs a line of sight, but reaches 1-4 instead of 1-6.
Also works with Sram 3.7 · Modifies Gangsterdom
Gangsterdom no longer needs a line of sight, but reaches 1-4 instead of 1-6.
Changing Places
Modifies Con
Con also makes you swap places with the enemy it hits.
Also works with Sram 3.7 · Modifies Con
Con also makes you swap places with the enemy it hits.
Clean Hands
Modifies Larceny
Larceny no longer affects allies, and reaches 0-3 instead of 0-2.
Petty Cruelty
Modifies Cruelty
Cruelty can be cast 3 times per turn instead of 2, but its base damage is reduced by 3.
Also works with Sram 3.7 · Modifies Cruelty
Cruelty can be cast 4 times per turn instead of 3, but its base damage is reduced by 3.
Wide Grave
Modifies Mass Grave
Mass Grave's trap applies Gravity within 3 cells of it instead of 2, but Mass Grave reaches 1-4 instead of 1-6.
Also works with Sram 3.7 · Modifies Mass Grave
Mass Grave's trap applies Gravity within 3 cells of it instead of 2, but Mass Grave reaches 1-4 instead of 1-6.
Spring Mines
Modifies Repelling Trap
Repelling Trap can be cast twice per turn instead of once, but its trap pushes back 1 cell instead of 2.
Also works with Sram 3.7 · Modifies Repelling Trap
Repelling Trap can be cast 3 times per turn instead of 2, but its trap pushes back 1 cell instead of 2.
Spook
Modifies Fear
Fear's range can be modified, and casting it gives you 30 Dodge for 1 turn, once per turn.
Also works with Sram 3.7 · Modifies Fear
Fear's range can be modified, and casting it gives you 30 Dodge for 1 turn, once per turn.
Rat King
Modifies Sickrat Trap
Enemies in Sickrat Trap's trap cross (3 cells per arm) also lose 30 Dodge for 1 turn.
Also works with Sram 3.7 · Modifies Sickrat Trap
Enemies in Sickrat Trap's trap cross (3 cells per arm) also lose 30 Dodge for 1 turn.
Shoulder Barge
Modifies Break-In
Break-In also pushes back an enemy target 1 cell, after lowering its Pushback Resistance.
Also works with Sram 3.7 · Modifies Break-In
Break-In also pushes back an enemy target 1 cell, after lowering its Pushback Resistance.
Uncommon 30
Protection Racket
Modifies Gangsterdom
Gangsterdom steals life instead of dealing damage; its Power theft is unchanged.
Also works with Sram 2.68 · Modifies Gangsterdom
Gangsterdom steals life instead of dealing damage; its Power theft is unchanged.
Dread Spring
Modifies Frightful Trap
Frightful Trap's trap gains 5 base damage and pushes back 1 more cell.
Slow Venom
Modifies Insidious Trap
The end-of-turn poison of Insidious Trap's trap lasts 1 more turn.
Stand-In
Modifies Double
Double's recast interval is 1 turn shorter.
Also works with Sram 2.68 · Modifies Double
Double's recast interval is 1 turn shorter.
Pickpocket's Reach
Modifies Shakedown
Shakedown gains 2 Range and 4 base damage.
Also works with Sram 2.68 · Modifies Shakedown
Shakedown gains 2 Range and 4 base damage.
Leg Irons
Modifies Paralysing Trap
Paralysing Trap's recast interval is 1 turn shorter, and its trap removes 1 more MP.
Also works with Sram 2.68 · Modifies Paralysing Trap
Paralysing Trap's recast interval is 1 turn shorter, and its trap removes 1 more MP.
Tripwire Bell
Modifies Tricky Trap
An enemy that triggers Tricky Trap's trap takes 6% more damage for 2 turns.
Also works with Sram 2.68 · Modifies Tricky Trap
An enemy that triggers Tricky Trap's trap takes 6% more damage for 2 turns.
Long Hook
Modifies Waylaying
Waylaying attracts its target 4 cells instead of 2, toward you or toward your double.
Smash and Grab
Modifies Break-In
Break-In steals life (Fire) instead of dealing Fire damage, and reaches 1-7 instead of 1-6.
Also works with Sram 2.68 · Modifies Break-In
Break-In steals life (Fire) instead of dealing Fire damage, and reaches 1-7 instead of 1-6.
Grave Anchor
Modifies Mass Grave
Mass Grave's trap applies Gravity only to enemies, and the state lasts 2 turns instead of 1.
Also works with Sram 2.68 · Modifies Mass Grave
Mass Grave's trap applies Gravity only to enemies, and the state lasts 2 turns instead of 1.
Smooth Talker
Modifies Con
Con's range can be modified, and it can be cast 3 times per target instead of 2.
Also works with Sram 2.68 · Modifies Con
Con's range can be modified, and it can be cast 3 times per target instead of 2.
Double Dose
Modifies Toxic Injection
Toxic Injection costs 4 AP instead of 5 and removes 2 MP instead of 1.
Rat Run
Modifies Sickrat Trap
Sickrat Trap's trap attracts only enemies, by 4 cells instead of 3.
Also works with Sram 2.68 · Modifies Sickrat Trap
Sickrat Trap's trap attracts only enemies, by 4 cells instead of 3.
Hidden Grave
Modifies Lethal Trap
Lethal Trap no longer has to be cast in a straight line, and reaches 1-9 instead of 1-8.
Also works with Sram 2.68 · Modifies Lethal Trap
Lethal Trap no longer has to be cast in a straight line, and reaches 1-9 instead of 1-8.
Back Door
Modifies Evasion
Evasion's recast interval drops from 3 to 2.
Tether Trap
Modifies Repelling Trap
Repelling Trap attracts toward its centre instead of pushing back, and its hit gains 12 base damage.
Also works with Sram 3.7 · Modifies Repelling Trap
Repelling Trap attracts toward its centre instead of pushing back, and its hit gains 12 base damage.
Decoy Guard
Modifies Double
Double's summon has 100 more Lock and twice the HP.
Also works with Sram 3.7 · Modifies Double
Double's summon has 100 more Lock and twice the HP.
Narrow Snare
Modifies Paralysing Trap
Paralysing Trap removes 2 more MP (dodgeable) and its recast interval is 1 turn shorter.
Also works with Sram 3.7 · Modifies Paralysing Trap
Paralysing Trap removes 2 more MP (dodgeable) and its recast interval is 1 turn shorter.
Sleight of Hand
Modifies Misconstrual
Misconstrual gains 3 Range and no longer has to be cast in a straight line.
Also works with Sram 3.7 · Modifies Misconstrual
Misconstrual gains 3 Range and no longer has to be cast in a straight line.
Cutpurse
Modifies Gangsterdom
Gangsterdom steals life instead of dealing damage.
Also works with Sram 3.7 · Modifies Gangsterdom
Gangsterdom steals life instead of dealing damage.
Blood Money
Modifies Larceny
Larceny steals life instead of dealing damage and no longer steals Chance.
Pocket Fog
Modifies Mist
Mist costs 2 AP instead of 3 and reaches 0-6 instead of 0-3.
Also works with Sram 3.7 · Modifies Mist
Mist costs 2 AP instead of 3 and reaches 0-6 instead of 0-3.
Numbing Toxines
Modifies Toxines
Toxines also removes 1 AP (dodgeable) from an enemy target, and reaches 1-9 instead of 1-7.
Also works with Sram 3.7 · Modifies Toxines
Toxines also removes 1 AP (dodgeable) from an enemy target, and reaches 1-9 instead of 1-7.
Bum's Rush
Modifies Tricky Blow
Tricky Blow pushes back 4 cells instead of 3, and its range can be modified.
Also works with Sram 3.7 · Modifies Deviousness
Deviousness pushes back 4 cells instead of 3, and its range can be modified.
Grudge
Modifies Malevolent Trap
An enemy that triggers Malevolent Trap's trap gets 10% erosion for 2 turns.
Also works with Sram 3.7 · Modifies Malevolent Trap
An enemy that triggers Malevolent Trap's trap gets 10% erosion for 2 turns.
Ploughed Field
Modifies Furrow
Furrow hits every cell 1 to 2 cells from the target instead of only the cells 2 cells away.
Also works with Sram 3.7 · Modifies Furrow
Furrow hits every cell 1 to 2 cells from the target instead of only the cells 2 cells away.
Hex Lingers
Modifies Jinx
Jinx minimises its target's random effects for 2 turns instead of 1, and its life steal gains 5 base damage.
Also works with Sram 3.7 · Modifies Jinx
Jinx minimises its target's random effects for 2 turns instead of 1, and its life steal gains 5 base damage.
Mirror Trick
Modifies Misconstrual
Misconstrual no longer needs a line of sight, and casting it gives you 1 AP, once per turn.
Also works with Sram 3.7 · Modifies Misconstrual
Misconstrual no longer needs a line of sight, and casting it gives you 1 AP, once per turn.
Frisk
Modifies Perquisition
Perquisition attracts its target 2 cells instead of pushing it back, and can be cast 3 times per turn on the same target instead of 2.
Ready to Bolt
Modifies Evasion
Evasion's effects last 2 turns instead of 1.
Rare 28
Shell Game
Modifies Misconstrual
Misconstrual gains 2 Range and no longer has to be cast in a straight line; after Misconstrual moves you, you gain 2 MP, once per turn.
Also works with Sram 2.68 · Modifies Misconstrual
Misconstrual gains 2 Range and no longer has to be cast in a straight line; after Misconstrual moves you, you gain 2 MP, once per turn.
Blood Bounty
Modifies Waylaying
Waylaying gains 5 base damage, and those who attack its target heal 50% of the damage they deal instead of 25%.
Rat's Feast
Modifies Sickrat Trap
Sickrat Trap's trap gains 3 base damage and heals you for 50% of the damage it deals to enemies, up to 15% of your max HP per trap.
Also works with Sram 2.68 · Modifies Sickrat Trap
Sickrat Trap's trap gains 3 base damage and heals you for 50% of the damage it deals to enemies, up to 15% of your max HP per trap.
Open Channel
Modifies Chakra Concentration
The life steal Chakra Concentration triggers when its target suffers trap damage gains 8 base damage, and its recast interval is 1 turn shorter.
Also works with Sram 2.68 · Modifies Chakra Concentration
The life steal Chakra Concentration triggers when its target suffers trap damage gains 8 base damage, and its recast interval is 1 turn shorter.
Hot Needle
Modifies Toxic Injection
Toxic Injection's poison gains 8 base damage on each tick, and its recast interval is 1 turn shorter.
Also works with Sram 2.68 · Modifies Toxic Injection
Toxic Injection's poison gains 8 base damage on each tick, and its recast interval is 1 turn shorter.
Rotten Luck
Modifies Jinx
Jinx gains 2 Range, and its minimisation of random effects works on the same target every turn instead of every other turn.
Lingering Wound
Modifies Cut-Throat
Cut-Throat gains 5 base damage, and its target takes 10% more damage for 2 turns instead of 1.
Evil Eye
Modifies Jinx
Enemies within 1 cell of Jinx's target are also put in the Jinx state: their random effects are minimised and your allies heal when they are hit, as for the target. The life steal still hits the target only.
Wide Contagion
Modifies Epidemic
Each time Epidemic's poison spreads, it reaches enemies up to 3 cells from the carrier instead of 2.
Also works with Sram 2.68 · Modifies Epidemic
Each time Epidemic's poison spreads, it reaches enemies up to 3 cells from the carrier instead of 2.
Switcheroo
Modifies Misconstrual
Misconstrual costs 2 AP instead of 3 and can be cast twice per turn instead of once.
Also works with Sram 2.68 · Modifies Misconstrual
Misconstrual costs 2 AP instead of 3 and can be cast twice per turn instead of once.
Viper Nest
Modifies Insidious Trap
Insidious Trap can be cast twice per turn instead of once.
Also works with Sram 2.68 · Modifies Insidious Trap
Insidious Trap can be cast 3 times per turn instead of 2.
Shaped Charge
Modifies Fragmentation Trap
Fragmentation Trap's trap hits only enemies, and each of its four damage lines gains 5 base damage.
Also works with Sram 2.68 · Modifies Fragmentation Trap
Fragmentation Trap's trap hits only enemies, and each of its four damage lines gains 4 base damage.
Numbers adjusted to this spell.
Riptide Ruin
Modifies Calamity
Each enemy in the 3x3 area of Calamity's trap also loses 2 MP (dodgeable), the enemy that sets it off 4, and the trap steals 40 Dodge instead of 20.
Long Wake
Modifies Mortuary Mark
Mortuary Mark's effects last 3 turns instead of 2, and it can be cast 3 times per turn instead of 2 (still once per target).
Also works with Sram 2.68 · Modifies Mortuary Mark
Mortuary Mark's effects last 3 turns instead of 2, and it can be cast 3 times per turn instead of 2 (still once per target).
Fleeting Shadow
Modifies Invisibility
Invisibility gives 4 MP instead of 2 and its recast interval is 2 turns shorter.
Also works with Sram 3.7 · Modifies Invisibility
Invisibility gives 4 MP instead of 2 and its recast interval is 2 turns shorter.
Smoke Screen
Modifies Mist
Mist's radius increases by 1 cell, allies within 4 cells of the target take 20% less damage for 2 turns, and its recast interval is 1 turn shorter.
Also works with Sram 3.7 · Modifies Mist
Mist's radius increases by 1 cell, allies within 4 cells of the target take 20% less damage for 2 turns, and its recast interval is 1 turn shorter.
Leeching Mud
Modifies Miry Trap
Miry Trap heals you for 50% of the damage it deals to enemies, up to 20% of your max HP per trigger.
Also works with Sram 3.7 · Modifies Miry Trap
Miry Trap heals you for 50% of the damage it deals to enemies, up to 20% of your max HP per trigger.
Focused Ambush
Modifies Mass Trap
Mass Trap's main hit gains 15 base damage.
Also works with Sram 3.7 · Modifies Frightful Trap
Frightful Trap's main hit gains 9 base damage.
Numbers adjusted to this spell.
Stacked Odds
Modifies Jinx
Jinx can be cast 1 to 6 cells away and its recast interval is 1 turn shorter (minimum 1).
Slip Away
Modifies Evasion
Evasion also gives its target 2 MP for 1 turn, and its recast interval is 2 turns shorter.
Bog Down
Modifies Miry Trap
Miry Trap's trap also removes 2 MP and 1 AP (dodgeable) from the enemy it hits.
Also works with Sram 3.7 · Modifies Miry Trap
Miry Trap's trap also removes 2 MP and 1 AP (dodgeable) from the enemy it hits.
Extortion Ring
Modifies Shakedown
Shakedown's damage hits every enemy within 1 cell of the target instead of the target alone, and no longer hits allies. The Strength theft stays on the target.
Also works with Sram 3.7 · Modifies Shakedown
Shakedown's damage hits every enemy within 1 cell of the target instead of the target alone, and no longer hits allies. The Strength theft stays on the target.
Double Drift
Modifies Drift Trap
Drift Trap can be cast twice per turn instead of once, and its trap pushes back 3 cells instead of 2.
Also works with Sram 3.7 · Modifies Drift Trap
Drift Trap can be cast 3 times per turn instead of 2, and its trap pushes back 3 cells instead of 2.
Wide Error
Modifies Mistake
Mistake's area reaches 2 cells from the target instead of 1, for its damage and its erosion.
Also works with Sram 3.7 · Modifies Mistake
Mistake's area reaches 2 cells from the target instead of 1, for its damage and its erosion.
Deep Focus
Modifies Chakra Concentration
Chakra Concentration's effect on its target lasts 2 turns instead of 1: you steal life from it each time it suffers trap damage. Chakra Concentration no longer has to be cast in a straight line.
Also works with Sram 3.7 · Modifies Chakra Concentration
Chakra Concentration's effect on its target lasts 2 turns instead of 1: you steal life from it each time it suffers trap damage. Chakra Concentration no longer has to be cast in a straight line.
Huddle
Modifies Plot
Plot affects every ally within 1 cell of the target instead of the target alone.
Also works with Sram 3.7 · Modifies Plot
Plot affects every ally within 1 cell of the target instead of the target alone.
Killing Rhythm
Modifies Lethal Attack
Lethal Attack costs 4 AP for your first cast of the turn, 3 AP for the second and 2 AP for the third (still 3 casts per turn, 2 per target).
Also works with Sram 3.7 · Modifies Lethal Attack
Lethal Attack costs 4 AP for your first cast of the turn, 3 AP for the second and 2 AP for the third (still 3 casts per turn, 2 per target).
Deep Rot
Modifies Mortuary Mark
Mortuary Mark's erosion is 10% higher at every level (20% to 40% instead of 10% to 30%). Mortuary Mark no longer needs a line of sight and reaches 1-8 instead of 1-6.
Also works with Sram 3.7 · Modifies Mortuary Mark
Mortuary Mark's erosion is 10% higher at every level (20% to 40% instead of 10% to 30%). Mortuary Mark no longer needs a line of sight and reaches 1-8 instead of 1-6.
Epic 26
Smoke and Mirrors
Modifies Evasion
Evasion's target takes 50% of damage instead of 90%, and gains 2 MP instead of 1 each time an enemy attacks it.
Disaster Zone
Modifies Calamity
Calamity's explosion (damage and Dodge theft) hits a 5x5 square instead of a 3x3 square, and gains 5 base damage.
Conspirators' Pact
Modifies Plot
Plot gives you and the targeted ally 10% final damage for 3 turns instead of 20 Damage.
Also works with Sram 2.68 · Modifies Plot
Plot gives you and the targeted ally 10% final damage for 3 turns instead of 20 Damage.
Open Vein
Modifies Cut-Throat
Cut-Throat's target takes 25% more damage for 1 turn instead of 10%.
Gravedigger
Modifies Mass Grave
Mass Grave's trap also deals 30 to 34 damage in your best element to enemies in its area, and its recast interval is 1 turn shorter.
Also works with Sram 2.68 · Modifies Mass Grave
Mass Grave's trap also deals 30 to 34 damage in your best element to enemies in its area, and its recast interval is 1 turn shorter.
Mob Rule
Modifies Malevolent Trap
Malevolent Trap's trap gains twice as much base damage for each enemy around it (40 instead of 20).
Also works with Sram 2.68 · Modifies Malevolent Trap
Malevolent Trap's trap gains twice as much base damage for each enemy around it (40 instead of 20).
Carrier's Kiss
Modifies Arsenic
When Arsenic is cast on an enemy carrying Epidemic, Epidemic's poison and state are also cast on up to 2 of the nearest enemies within 3 cells of it that do not carry it.
Swallowing Fog
Modifies Mist
An enemy that ends its turn in Mist's glyph-aura takes 22 to 26 damage in your best element and is pulled 1 cell toward its centre, once per enemy per turn.
Also works with Sram 2.68 · Modifies Mist
An enemy that ends its turn in Mist's glyph-aura takes 22 to 26 damage in your best element and is pulled 1 cell toward its centre, once per enemy per turn.
Slingshot
Modifies Repelling Trap
Repelling Trap's trap pushes back 4 cells instead of 2. Each ally its trap affects gains 2 MP for 1 turn, once per ally per turn.
Also works with Sram 2.68 · Modifies Repelling Trap
Repelling Trap's trap pushes back 4 cells instead of 2. Each ally its trap affects gains 2 MP for 1 turn, once per ally per turn.
Knife in the Dark
Modifies Perfidy
Perfidy reaches 1-3 instead of 1, and you first lunge up to 2 cells toward the target before the strike lands.
Also works with Sram 2.68 · Modifies Perfidy
Perfidy reaches 1-3 instead of 1, and you first lunge up to 2 cells toward the target before the strike lands.
Frozen Ground
Modifies Paralysing Trap
Paralysing Trap's trap removes MP for 3 turns instead of 2, and enemies within 3 cells of it also lose 2 AP (dodgeable).
Also works with Sram 2.68 · Modifies Paralysing Trap
Paralysing Trap's trap removes MP for 3 turns instead of 2, and enemies within 3 cells of it also lose 2 AP (dodgeable).
Raiding Party
Modifies Raiding
Raiding reaches 1-6 instead of 1-4. Each cast of Raiding this turn on a different enemy than the previous one gains 12 base damage more than it, 24 at most; the same enemy again starts over.
Also works with Sram 2.68 · Modifies Raiding
Raiding reaches 1-6 instead of 1-4. Each cast of Raiding this turn on a different enemy than the previous one gains 12 base damage more than it, 24 at most; the same enemy again starts over.
Battering Ram
Modifies Perquisition
Perquisition hits every enemy within 1 cell of the target instead of the target alone, and pushes the target back 4 cells instead of 2, from you or from your double.
Banked Chakra
Modifies Chakra Concentration
Chakra Concentration also gives you 2 AP on your next turn, and its recast interval is 1 turn shorter.
Also works with Sram 3.7 · Modifies Chakra Concentration
Chakra Concentration also gives you 2 AP on your next turn, and its recast interval is 1 turn shorter.
Delayed Conspiracy
Modifies Plotter
Plotter's summon has 2 more MP and 50% more HP, and its explosion deals twice the base damage.
Also works with Sram 3.7 · Modifies Plotter
Plotter's summon has 2 more MP and 50% more HP, and its explosion deals twice the base damage.
Shrapnel Field
Modifies Fragmentation Trap
Fragmentation Trap leaves a 2-cell-radius field for 2 turns: an enemy that enters it takes 24 to 30 Earth damage, once per enemy in each of your turns.
Also works with Sram 3.7 · Modifies Fragmentation Trap
Fragmentation Trap leaves a 2-cell-radius field for 2 turns: an enemy that enters it takes 30 to 38 Earth damage, once per enemy in each of your turns.
Numbers adjusted to this spell.
Venom Dividend
Modifies Toxic Injection
Toxic Injection's poison deals 15 more base damage per hit, its recast interval is 2 turns shorter, and a cast that kills heals you for 15% of your max HP, once per turn.
Also works with Sram 3.7 · Modifies Toxic Injection
Toxic Injection's poison deals 15 more base damage per hit, its recast interval is 2 turns shorter, and a cast that kills heals you for 15% of your max HP, once per turn.
Cutthroat Rally
Modifies Cut-Throat
Cut-Throat gives you 15% final damage for 2 turns instead of 150 Power.
Grave Robber
Modifies Mass Grave
Mass Grave's trap also deals 30 to 36 damage in your best element, and its recast interval is 1 turn shorter.
Also works with Sram 3.7 · Modifies Mass Grave
Mass Grave's trap also deals 30 to 36 damage in your best element, and its recast interval is 1 turn shorter.
Now You See Me
Modifies Invisibility
Cast on an ally, Invisibility also makes you swap places with them. Its invisibility lasts 3 turns instead of 2.
Also works with Sram 3.7 · Modifies Invisibility
Cast on an ally, Invisibility also makes you swap places with them. Its invisibility lasts 3 turns instead of 2.
Lingering Miasma
Modifies Insidious Trap
Insidious Trap's trap also poisons every enemy within 3 cells of it: 10 to 12 Air damage at the start of each of their turns for 3 turns. The end-of-turn glyph it leaves does the same around each enemy that ends its turn in it.
Also works with Sram 3.7 · Modifies Insidious Trap
Insidious Trap's trap also poisons every enemy within 3 cells of it: 2 to 2 Air damage at the start of each of their turns for 3 turns. The end-of-turn glyph it leaves does the same around each enemy that ends its turn in it.
Numbers adjusted to this spell.
Dragnet
Modifies Waylaying
Waylaying hits and attracts every enemy within 1 cell of the target instead of the target alone, and no longer affects allies.
Distracting Decoy
Modifies Double
At the end of each of your turns, enemies within 2 cells of Double's double lose 1 AP (dodgeable).
Also works with Sram 3.7 · Modifies Double
At the end of each of your turns, enemies within 2 cells of Double's double lose 1 AP (dodgeable).
Fever Pitch
Modifies Epidemic
Each time Epidemic's poison spreads, it deals 30% more base damage. In a turn in which you cast Insidious Poison, Toxines or Toxic Injection, Epidemic also costs 3 AP instead of 4 and no longer has to be cast in a straight line.
Also works with Sram 3.7 · Modifies Epidemic
Each time Epidemic's poison spreads, it deals 30% more base damage. In a turn in which you cast Arsenic, Toxines or Toxic Injection, Epidemic also costs 3 AP instead of 4 and no longer has to be cast in a straight line.
Sitting Ducks
Modifies Paralysing Trap
Enemies within 3 cells of Paralysing Trap's trap also take 12% more damage for 2 turns. Paralysing Trap no longer has to be cast in a straight line.
Also works with Sram 3.7 · Modifies Paralysing Trap
Enemies within 3 cells of Paralysing Trap's trap also take 12% more damage for 2 turns. Paralysing Trap no longer has to be cast in a straight line.
Desperate Measures
Modifies Raiding
When you lost 15% of your HP or more since your previous turn, Raiding can be cast 3 times per turn instead of 2 and gains 10 base damage.
Also works with Sram 3.7 · Modifies Raiding
When you lost 15% of your HP or more since your previous turn, Raiding can be cast 4 times per turn instead of 3 and gains 10 base damage.
Legendary 23
Bottomless Pit
Modifies Pitfall
Pitfall no longer spends the bonus your triggered traps give it: the base damage it gains (8 per trap, up to 5 traps) stays for the rest of the fight.
Also works with Sram 2.68 · Modifies Pitfall
Pitfall no longer spends the bonus your triggered traps give it: the base damage it gains (8 per trap, up to 5 traps) stays for the rest of the fight.
Black Venom
Modifies Toxines
Toxines's poison deals twice its damage, at every stage of its growth.
Also works with Sram 2.68 · Modifies Toxines
Toxines's poison deals twice its damage, at every stage of its growth.
Killing Fog
Modifies Mist
Allies in Mist's glyph-aura also gain 25% final damage, and its recast interval is 2 turns shorter.
Also works with Sram 2.68 · Modifies Mist
Allies in Mist's glyph-aura also gain 25% final damage, and its recast interval is 2 turns shorter.
Cluster Charge
Modifies Fragmentation Trap
Fragmentation Trap can be cast twice per turn.
Also works with Sram 2.68 · Modifies Fragmentation Trap
Fragmentation Trap can be cast twice per turn.
Open Grave
Modifies Mortuary Mark
Each level of Mortuary Mark's vulnerability is 10% higher: its target takes 12% to 20% more damage instead of 2% to 10%.
Unseen Blade
Modifies Invisibility
Invisibility also gives you 30% final damage for 1 turn, and its recast interval is 1 turn shorter.
Also works with Sram 2.68 · Modifies Invisibility
Invisibility also gives you 30% final damage for 1 turn, and its recast interval is 1 turn shorter.
Body Double
Modifies Double
While Double's double stands within 3 cells of you, it takes your place against the first 3 ranged attacks enemies make each round. The double has 2 more MP to stay close.
Also works with Sram 2.68 · Modifies Double
While Double's double stands within 3 cells of you, it takes your place against the first 3 ranged attacks enemies make each round. The double has 2 more MP to stay close.
Sucking Bog
Modifies Miry Trap
Miry Trap's trap hits a 2-cell circle instead of a single cell (damage and MP removal) and affects only enemies. It then attracts every enemy in the circle 1 cell toward the trap.
Chakra Web
Modifies Chakra Concentration
Chakra Concentration also affects enemies within 2 cells of its target: each gets the Chakra Concentration state, and you steal life from each of them when it suffers trap damage. Each of them is also attracted 1 cell toward you.
Also works with Sram 2.68 · Modifies Chakra Concentration
Chakra Concentration also affects enemies within 2 cells of its target: each gets the Chakra Concentration state, and you steal life from each of them when it suffers trap damage. Each of them is also attracted 1 cell toward you.
Smoke Bomb
Modifies Invisibility
Invisibility hits a 2-cell circle: you and every ally in it become invisible for 1 turn and gain 2 MP for 2 turns. It no longer makes enemies invisible.
Also works with Sram 2.68 · Modifies Invisibility
Invisibility hits a 2-cell circle: you and every ally in it become invisible for 1 turn and gain 2 MP for 2 turns. It no longer makes enemies invisible.
Smouldering Furrow
Modifies Furrow
Furrow no longer hits allies, and every enemy in its ring also takes 10 to 12 Fire damage at the start of each of its turns for 3 turns.
Also works with Sram 2.68 · Modifies Furrow
Furrow no longer hits allies, and every enemy in its ring also takes 10 to 12 Fire damage at the start of each of its turns for 3 turns.
Angry Mob
Modifies Malevolent Trap
Malevolent Trap's trap counts the enemies within 4 cells of it instead of 2 for its damage bonus, and its damage no longer hits allies. It leaves a 2-cell field for 2 turns: an enemy entering it takes 16 to 20 Earth damage, once per enemy in each of your turns.
Also works with Sram 2.68 · Modifies Malevolent Trap
Malevolent Trap's trap counts the enemies within 4 cells of it instead of 2 for its damage bonus, and its damage no longer hits allies. It leaves a 2-cell field for 2 turns: an enemy entering it takes 16 to 20 Earth damage, once per enemy in each of your turns.
Patient Zero
Modifies Epidemic
The first time Epidemic spreads in a victim's turn, it also reaches up to 2 other enemies within 3 cells.
Also works with Sram 3.7 · Modifies Epidemic
The first time Epidemic spreads in a victim's turn, it also reaches up to 2 other enemies within 3 cells.
Choking Cloud
Modifies Insidious Trap
Insidious Trap's area grows by 1 cell and its damage gains 15 base damage.
Also works with Sram 3.7 · Modifies Insidious Trap
Insidious Trap's area grows by 1 cell and its damage gains 3 base damage.
Numbers adjusted to this spell.
Escape Route
Modifies Waylaying
Waylaying gains 20 base damage, and hitting an enemy gives you 2 MP, once per turn.
Conspiracy
Modifies Plot
Plot no longer gives damage; instead its target gains 15% final damage and 1 MP for 2 turns. Its Dodge bonus is unchanged.
Also works with Sram 3.7 · Modifies Plot
Plot no longer gives damage; instead its target gains 15% final damage and 1 MP for 2 turns. Its Dodge bonus is unchanged.
Marked for Death
Modifies Mortuary Mark
Mortuary Mark also makes its target take 8% more damage for 2 turns.
Also works with Sram 3.7 · Modifies Mortuary Mark
Mortuary Mark also makes its target take 8% more damage for 2 turns.
Deepening Pit
Modifies Pitfall
Each of your traps that triggers raises the base damage of Pitfall by 12 instead of 8 (5 times at most). Pitfall can be cast 3 times per turn on the same target instead of 2, and each hit removes 3 MP (dodgeable).
Gang Colours
Modifies Cut-Throat
The Power Cut-Throat gives your allies reaches allies within 4 cells of you instead of 2, and lasts 3 turns instead of 2.
Long Snare
Modifies Tricky Trap
Tricky Trap's trap hits and attracts on a cross of 2 cells per arm instead of 1, attracts 2 cells toward its centre instead of 1, and its base damage is 20% higher.
Also works with Sram 3.7 · Modifies Tricky Trap
Tricky Trap's trap hits and attracts on a cross of 2 cells per arm instead of 1, attracts 2 cells toward its centre instead of 1, and its base damage is 20% higher.
Unquenchable Fuse
Modifies Plotter
Plotter's double deals 40% more damage, its explosion included. If an enemy kills the double, it blows anyway: enemies within 2 cells of it take 36 to 40 damage in your best element and are pushed back 2 cells.
Also works with Sram 3.7 · Modifies Plotter
Plotter's double deals 40% more damage, its explosion included. If an enemy kills the double, it blows anyway: enemies within 2 cells of it take 36 to 40 damage in your best element and are pushed back 2 cells.
Overdose
Modifies Toxic Injection
Toxic Injection also deals 56 to 64 Air damage to an enemy target at once, on top of its poison.
Also works with Sram 3.7 · Modifies Toxic Injection
Toxic Injection also deals 56 to 64 Air damage to an enemy target at once, on top of its poison.
Double Disaster
Modifies Calamity
Calamity can be cast twice per turn instead of once. Its trap first attracts every enemy within the 5x5 square around it 1 cell toward its centre, then steals life (Water) instead of dealing Water damage.
Also works with Sram 3.7 · Modifies Calamity
Calamity can be cast twice per turn instead of once. Its trap first attracts every enemy within the 5x5 square around it 1 cell toward its centre, then steals life (Water) instead of dealing Water damage.
Prismatic 23
Sharpened Treachery
Modifies Perfidy
Perfidy no longer spends the discount your triggered traps give it: the AP they take off its cost (1 per trap, up to 4 AP) stay off for the rest of the fight.
Also works with Sram 2.68 · Modifies Perfidy
Perfidy no longer spends the discount your triggered traps give it: the AP they take off its cost (1 per trap, up to 4 AP) stay off for the rest of the fight.
Trap Cascade
Modifies Tricky Trap
When Tricky Trap's trap triggers, it also triggers up to 2 of your nearest other traps within 3 cells of it.
Also works with Sram 2.68 · Modifies Tricky Trap
When Tricky Trap's trap triggers, it also triggers up to 2 of your nearest other traps within 3 cells of it.
Plague Wind
Modifies Epidemic
Epidemic's poison gains 10 base damage, and each time it spreads, it also reaches up to 2 more enemies within 5 cells of the carrier (once per carrier per turn).
Also works with Sram 2.68 · Modifies Epidemic
Epidemic's poison gains 10 base damage, and each time it spreads, it also reaches up to 2 more enemies within 5 cells of the carrier (once per carrier per turn).
Dead Man's Snare
Modifies Lethal Trap
Lethal Trap's trap gains 20 base damage on both its lines, Lethal Trap can be cast 3 times per turn, and once per turn a kill by its trap gives you 2 AP on your next turn.
Also works with Sram 2.68 · Modifies Lethal Trap
Lethal Trap's trap gains 20 base damage on both its lines, Lethal Trap can be cast 3 times per turn, and once per turn a kill by its trap gives you 2 AP on your next turn.
Grifter's Round
Modifies Con
Con gains 4 base damage, and its life steal bounces to up to 2 more enemies at full strength, each within 3 cells of the last one hit, never the same enemy twice.
Also works with Sram 2.68 · Modifies Con
Con gains 4 base damage, and its damage bounces to up to 2 more enemies at full strength, each within 3 cells of the last one hit, never the same enemy twice.
Grand Larceny
Modifies Larceny
Larceny's area becomes a 2-cell circle instead of a 1-cell cross (damage and erosion), it hits only enemies, and it gains 6 base damage.
Also works with Sram 2.68 · Modifies Larceny
Larceny's area becomes a 2-cell circle instead of a 1-cell cross (damage and Chance theft), it hits only enemies, and it gains 6 base damage.
Living Bomb
Modifies Plotter
Plotter's double has 100% more HP, and its explosion hits every enemy within 3 cells of it instead of only adjacent entities. It no longer hits allies.
Also works with Sram 2.68 · Modifies Plotter
Plotter's double has 100% more HP, and its explosion hits every enemy within 3 cells of it instead of only adjacent entities. It no longer hits allies.
From the Shadows
Modifies Lethal Attack
Both of Lethal Attack's damage lines gain 20 base damage. In a turn in which you are invisible or cast Invisibility, Mist, Double or Plotter, Lethal Attack also costs 3 AP instead of 4, reaches 1-5 instead of 1-2, no longer needs a line of sight and can be cast 4 times per turn instead of 3 and 3 times per target instead of 2.
Also works with Sram 2.68 · Modifies Lethal Attack
Both of Lethal Attack's damage lines gain 20 base damage. In a turn in which you are invisible or cast Invisibility, Mist, Double or Plotter, Lethal Attack also costs 3 AP instead of 4, reaches 1-5 instead of 1-2, no longer needs a line of sight and can be cast 4 times per turn instead of 3 and 3 times per target instead of 2.
Contagious Error
Modifies Mistake
Mistake no longer hits allies, and every enemy it damages also receives Epidemic's poison and state: 36 to 40 Air damage at the end of its turn, then the poison spreads to the enemies around it.
Also works with Sram 2.68 · Modifies Mistake
Mistake no longer hits allies, and every enemy it damages also receives Epidemic's poison and state: 44 to 48 Air damage at the end of its turn, then the poison spreads to the enemies around it.
Toxic Cloud
Modifies Toxines
Toxines poisons every enemy within 1 cell of the target instead of the target alone, and no longer needs a line of sight. Each poison grows on its own carrier. Each cast also counts as one of your triggered traps.
Open Pit
Modifies Pitfall
Pitfall hits every enemy within 1 cell of the target instead of the target alone, no longer hits allies, and reaches 1-6 instead of 1-4. Its bonus from your triggered traps applies to every enemy it hits, and every enemy it damages counts as one of your triggered traps.
Also works with Sram 2.68 · Modifies Pitfall
Pitfall hits every enemy within 1 cell of the target instead of the target alone, no longer hits allies, and reaches 1-6 instead of 1-4. Its bonus from your triggered traps applies to every enemy it hits, and every enemy it damages counts as one of your triggered traps.
Execution Wire
Modifies Lethal Trap
Lethal Trap's trap deals 30 more base damage to enemies at 50% of their life or less, and its heavier strike (on enemies at 25% or less) deals double damage. It reels the enemy that triggers it 3 cells toward you, and once per turn a kill by it gives you 2 AP on your next turn.
Also works with Sram 3.7 · Modifies Lethal Trap
Lethal Trap's trap deals double damage with its heavier strike (on enemies at 50% of their life or less), reels the enemy that triggers it 3 cells toward you, and once per turn a kill by it gives you 2 AP on your next turn.
Assassin's Window
Modifies Lethal Attack
Both of Lethal Attack's damage lines gain 20 base damage, its heavier strike lands on enemies at 50% of their life or less instead of 25%, and every cast that kills gives you back 4 AP.
Also works with Sram 3.7 · Modifies Lethal Attack
Both of Lethal Attack's damage lines gain 20 base damage, its heavier strike lands on enemies at 75% of their life or less instead of 50%, and every cast that kills gives you back 4 AP.
Network Junction
Modifies Malevolent Trap
When Malevolent Trap triggers, it also triggers up to 2 of your nearest other traps within 3 cells.
Also works with Sram 3.7 · Modifies Malevolent Trap
When Malevolent Trap triggers, it also triggers up to 2 of your nearest other traps within 3 cells.
Open Secret
Modifies Toxines
Toxines's poison gains 20 base damage per hit and lasts 1 more turn, and its recast interval is 1 turn shorter.
Patient Blade
Modifies Perfidy
In a turn in which you have not walked, Perfidy deals double damage and reaches 1-2 instead of 1.
Also works with Sram 3.7 · Modifies Perfidy
In a turn in which you have not walked, Perfidy deals double damage and reaches 1-2 instead of 1.
Twin Blades
Modifies Furrow
Furrow can be cast once more per turn and gains 15 base damage.
Also works with Sram 3.7 · Modifies Furrow
Furrow can be cast once more per turn and gains 15 base damage.
Minefield
Modifies Tricky Trap
Tricky Trap can be cast 2 more times per turn.
Also works with Sram 3.7 · Modifies Tricky Trap
Tricky Trap can be cast 2 more times per turn.
Neighbourly Dose
Modifies Insidious Poison
Insidious Poison's poison deals 20% more base damage. In a turn in which you cast Epidemic or Toxic Injection, its poison also hits every enemy within 1 cell of the target instead of the target alone, and no longer affects allies.
Also works with Sram 3.7 · Modifies Arsenic
Arsenic's poison deals 20% more base damage. In a turn in which you cast Epidemic or Toxic Injection, its poison also hits every enemy within 1 cell of the target instead of the target alone, and no longer affects allies.
Sinking Ground
Modifies Mass Trap
Mass Trap's trap hits only enemies and its base damage is 30% higher. It leaves a 3-cell field for 2 turns: an enemy entering it takes 22 to 26 Earth damage, once per enemy in each of your turns.
Nowhere Far Enough
Modifies Fragmentation Trap
Fragmentation Trap's trap first pushes the enemies around it, up to 3 cells away, back 1 cell (the damage each one takes still depends on where it stood when the trap went off). Its damage rings deal 30% more base damage, and a new ring 4 cells from the trap deals 57 to 61 Fire damage to enemies.
Also works with Sram 3.7 · Modifies Fragmentation Trap
Fragmentation Trap's trap first pushes the enemies around it, up to 3 cells away, back 1 cell (the damage each one takes still depends on where it stood when the trap went off). Its damage rings deal 30% more base damage, and a new ring 4 cells from the trap deals 72 to 77 Fire damage to enemies.
Numbers adjusted to this spell.
Gallows Row
Modifies Lethal Trap
Lethal Trap's trap hits every enemy within 1 cell of it instead of a single cell, with both of its Earth damage lines (the heavier one on an enemy at 25% of its life or less), and no longer hits allies. When it triggers, it also triggers your nearest other trap within 3 cells of it.
Also works with Sram 3.7 · Modifies Lethal Trap
Lethal Trap's trap hits every enemy within 1 cell of it instead of a single cell, with both of its Earth damage lines (the heavier one on an enemy at 50% of its life or less), and no longer hits allies. When it triggers, it also triggers your nearest other trap within 3 cells of it.
Thrown Knife
Modifies Perfidy
After Perfidy, its damage bounces 2 more times, each time to the nearest enemy within 3 cells of the last one hit, never the same enemy twice.
Also works with Sram 3.7 · Modifies Perfidy
After Perfidy, its damage bounces 2 more times, each time to the nearest enemy within 3 cells of the last one hit, never the same enemy twice.
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.
