Equipment

Waxpassives

Waxpassives are endgame passives. Each character can wear two of them, in the Waxpassive slots of the inventory, left of the Dofus. Below them, the third slot of the column takes a Prysmaradite (see Prysmaradites).

On this page

The items#

Waxpassive Mystery Box

Demineur, Antinau Sea Islands: 10 Color of Lumina

When opened, gives one of the 25 Waxpassives, each with the same chance. A duplicate is still given.

Waxpassive

25 different passives, level 200

Worn in one of the 2 Waxpassive slots. Its effect works in every fight.

Color of Lumina

Nevrons of the Antinau Sea Islands (0.1%) and the Prismatic Crusher

The Prismatic Crusher, next to Sandy on the island, crushes Prismatic equipment: 3 Color of Lumina per item. It takes hats, cloaks, amulets, rings, belts, boots, shields, weapons, Dofus and trophies that dropped or were crafted Prismatic, not ones made Prismatic by a rarity potion, nor resources, consumables, appearances, living objects, pets, mounts, Waxpassives or items that are always Prismatic. It also crushes the items only the Nevrons drop, whatever their rarity: 1 Color of Lumina for 2 items.

Rules#

  • Two Waxpassive slots at most, and never the same passive twice.
  • Waxpassives are put on and taken off outside fights only.
  • Waxpassives and the box can be traded and sold.
  • An "attack" is a spell or weapon hit you cast during your turn. Glyphs, traps, poisons and reflected damage are not attacks.
  • Distances are counted in cells, like spell ranges.
  • Extra final damage adds to the character's other "% final damage".
  • Each trigger shows a small effect and the passive's name on the fighter it affects.

The 25 Waxpassives#

WaxpassiveFamilyEffect
Last StandOffenseWhile your life is below 25%, +25% final damage.
Searing FlamesElementFire attacks burn the target: at the start of each of its next 2 turns it takes 2% of its max life as fire damage (at most 30,000 per tick). A new burn refreshes the old one.
RiptideElementWater attacks soak the target: it takes 8% more damage from every source for 1 turn. Does not stack.
QuicksandElementEarth attacks remove 1 MP from the target for 1 turn (once per target per turn).
TailwindElementEach air attack gives you +1 MP for the rest of your turn (at most +2 per turn).
Void EdgeElementNeutral attacks ignore 20% of the target's resistances.
PrismElement+4% final damage for each different element you have dealt damage with this turn (at most +16%).
Coup de GrâceTempoKilling an enemy gives you back 2 AP (once per turn).
Wax LeechDefenseYou heal for 4% of the final damage you deal.
Opening ActOffense+30% final damage during your first turn of each fight.
MomentumOffense+3% final damage for each consecutive turn in which you dealt damage (at most +15%). A turn without damage resets it.
Titan SlayerOffense+12% damage against bosses.
Lone WolfGroup+15% final damage while no ally is within 3 cells of you.
Pack TacticsGroup+3% final damage for each ally within 3 cells of you (at most +12%).
SniperOffense+12% final damage on attacks against targets 6 or more cells away.
BrawlerOffense+12% final damage on attacks against adjacent targets.
Critical EchoTempoA critical hit gives you back 1 AP (once per turn).
OverchargeOffenseSpells that cost 5 AP or more deal +15% final damage.
Static DischargeElementEvery 3rd damaging spell you cast in a turn arcs to the nearest other enemy within 4 cells, for 40% of its damage (air).
RetaliationDefenseEach hit you take gives you +3% final damage until the end of your next turn (stacks up to 5 times, +15%).
Wax ShellDefenseThe first hit you take each round deals 30% less damage.
BulwarkDefenseAt the start of your turn, gain a shield worth 5% of your max life for 1 turn.
Second WindDefenseThe first time your life drops below 50%, heal 20% of your max life (once per fight).
Guardian AngelGroupWhen an ally within 3 cells drops below 20% life, they get a shield worth 15% of your max life (once per ally per fight).
Summoner's BondGroupYour summons deal +25% final damage and have +25% vitality.