Influence
Lvl. 13% Critical Hit
Every sublimation with its effects. Filter by category or by the socket colors of your item.
3% Critical Hit
2% Damage Inflicted on aligned targets 2 or more cells away from the state bearer
-20 Force of Will. Reduces the next AP loss suffered by 1, 1 time(s). The effect is reapplied every turn
If the state bearer does not have any armor at end of turn: 50% of level as Armor
Ending a turn adjacent to an enemy applies -5% Armor received to it (1 turn)
Heal: 10% of HP lost of the caster on killing an enemy (2 activations per turn)
-10% Damage inflicted with a weapon. When inflicting damage on an enemy with a two-handed weapon: Steals 15% of level in Lock (1 turn not stackable)
When inflicting damage on an enemy with a weapon: That enemy reduces their damage on the state bearer by -5 % (1 turn not stackable) The state bearer must have a shield equipped
When the state bearer suffers direct close-combat damage once per turn of the attacker: The state bearer inflicts light damage on the attacker (10% of level)
2% Heals performed on an ally adjacent to another ally
When the state bearer starts their turn with all their WP (or all their QB): 10% Critical Hit (1 turn)
-10% Heals performed. The state bearer is healed by 4 % of heals performed on their allies
The first critical hit in the turn inflicts 6% additional damageThe following ones inflict -3% less damage
When ending turn with less than 50% HP: Heals: 5 % of missing HP
At the start of the first turn if secondary masteries are <= 0: 1 max WP and 1 Range -10% Armor given and received
2% non-critical damage and heals inflicted -2% critical damage and heals inflicted
When the state bearer starts their turn with 50% or less of their WP (or their QB): 3% Critical Damage inflicted (1 turn) 100% of level as Armor
If no other shield dagger or two-handed weapon is equipped at start of fight: 25% of level in Elemental Mastery 2% of Damage inflicted on a target with Armor
When the state bearer suffers direct close-combat damage once per turn of the attacker: The state bearer turns toward them.
Heal 5% of max HP when below 20% max hp (once per fight)
At start of fight: 50% of level as Dodge
3% DMG inflicted on targets exactly 3 cells away
At start of fight: 50% of level as Lock
At start of turn: Converts 10% of current HP into Armor
-20% Heals received. When the bearer inflicts damage in a diagonal line: Steals 4% of damage inflicted
Recover 1 AP when you cause an enemy to lose Armor (2 activations per turn)
3% Armor given
When the bearer removes all of a target's armor: 3% damage inflicted for the rest of the turn 30% maximum
Each time indirect dmg inflicted: -2% Direct dmg +2% Indirect DMG (Max 40%)
Outside of your turn: 3 FoW. During your turn: -4 FoW
-20% Heals performed. For each turn without performing heals: 5% Heals performed Stackable up to 40%
Reduces direct damage received greater than 20% of max HP by 400% of level (once per round)
At end of turn if the state bearer has 2 or more AP: 25 Elemental Resistance (1 turn)
At start of fight: 5% Block (1 turn)
When you inflict direct dmg. Once per turn: Inflict 10% of level as Light damage on enemies aligned with the target
1 mp After dodging with loss (1 max per turn)
3% Damage from behind -2% frontal and side Damage
4% Armor given to an aligned ally at a distance
Gains 50% of level as Flaming on killing an enemy (1 activation per turn)
-10% Damage inflicted with a weapon. When inflicting damage on an enemy with a two-handed weapon: Steals 15% of level in Dodge (1 turn not stackable)
Receive 5% of max HP as Armor when below 20% max hp (once per fight)
Regains 5% of max HP as Armor by killing an enemy (2 activations per turn)
When you cause an enemy to lose armor: inflict 10% of level as dmg on the target. (2 activations per turn)
+ 2% Water dmg when casting a fire/air/earth spell. Stacks up to 30%. consumed on next direct Water dmg.
4% Earth DMG
+ 2% Fire dmg when casting a water/air/earth spell. Stacks up to 30%. consumed on next direct Fire dmg.
4% Air DMG
4% Water DMG
+ 2% Earth dmg when casting a fire/air/water spell. Stacks up to 30%. consumed on next direct Earth dmg.
+ 2% Air dmg when casting a fire/water/earth spell. Stacks up to 30%. consumed on next direct Air dmg.
4% Fire DMG
After suffering a loss of 2 MP: 5 Force of Will (3 turns)
3% to characteristic bonuses received. Affects all characteristic bonuses (Masteries Resistances Armor) received in combat and cast by an entity other than the state bearer.The value is always rounded down.
Recovers 1 MP on killing an enemy (2 activations per turn)
5% Indirect Damage
Receive 20 Resistances when below 20% max hp (once per fight)
Increases Health Steals performed by 5%
Even turns: 10 Force of Will. Odd turns: -10 Force of Will
6% Damage inflicted in a diagonal line
- 1 WP max. + 1 wp at end of turn if you did not spend any WP during the turn
50% Critical Hit -50% Damage and Heals
On the state bearer's first turn:1 WP (non-regenerable)
2% Damage Inflicted on targets in close combat
- 15% indirect Damage received
1% Critical Hits per turn (max 30)
-15% Damage inflicted. At start of turn: 25% Damage inflicted if a single enemy was hit the previous turn
2% Heals performed on an aligned ally at a distance
-20 Damage inflicted with a Weapon. When inflicting damage on an enemy with a two-handed weapon: Incurable (level: AP cost of the weapon) on the enemy and state bearer
Melee damage removes 50% of level in Armor from the target -3% Armor received
2% Damage from behind on even turns. 2% frontal Damage on odd turns
-20 Force of Will. Reduces the next MP loss suffered by 1, 1 time(s). The effect is reapplied every turn
When HP are at less than 50%: 50% of level as Lock
1 AP -150 Elemental Resistance
- 5% to characterstic penalties received. Affects all characterstic penalties (Masteries, Resitances, Armor, Critical Hits, etc.) received in combat and cast by an entity other than the state bearer. The value is always rounded down.
When HP are at less than 50%: 50% of level as Dodge
1 WP -30 Force of Will
-50 Elemental Resistance, -15% Damage received during a Block
Reduces Ranged Damage suffered by 50% of level 2 times per turn
1 Range -300 Lock -300 Dodge
At start of fight 150% of level as Armor
Reduces Melee Damage suffered by 50% of level 2 times per turn
1 MP -20% Damage inflicted
3% Blocks per turn (max 40)
At the start of combat :Any Dodge by the state bearer is converted into Armor, at a rate 1 to 1.Converted Dodge is lost.
20% indirect Damage in even rounds
-20% Damage inflicted. At start of turn:10% Damage inflicted per enemy hit in the previous turn.
When HP are at less than 50%: 5% Block
At start of fight: 5% Critical Hit (1 turn) of 5% level as Critical Mastery (1 turn)
-15% Damage inflicted. At start of turn: 5% Damage inflicted per entity hit in the previous turn.
When healing an ally, if the ally has less than 15% HP: Heal Ally: 7% of HP max of the target enemy
After suffering a loss of 3 AP: 10 Force of Will (3 turns)
At end of turn: Unused AP are carried over to the next turn Max 1 AP
At start of fight: All Masteries: 5% of level. All Resistances: 3
If there are no allies 1 to 4 cells from the bearer: 2% Damage Inflicted
After suffering a loss of 3 MP: 10 Force of Will (3 turns)
3% Armor received
Performing a Block gives Preparation (+1 Lvl.)
At start of fight: Reduces Healing Mastery to 0. 10% Heals performed
At end of turn if a critical hit was performed: Heal: 2% of HP lost of the caster
Recovers 1 AP on killing an enemy (2 activations per turn)
When HP are above 90%: 15% of level in Elemental Mastery
At end of turn: 50% of unused MP are carried over to the next turn Max 1 MP
When HP are at less than 50%: 5% Critical Hit
5% health points (bonus on HP modifier)
4% Damage Inflicted on targets 2 cells away (1 cell between the state bearer and the target)
At start of fight: 3% Critical Hit 3% Block 3 Force of Will
After suffering a loss of 2 AP: 5 Force of Will (3 turns)
At end of turn if the state bearer has 6 or more AP:60 Elemental Resistance (2 turns)
If the bearer has no Armor: 5% Armor given
5 Critical Resistance
3% Block
2% DMG inflicted on targets 5 cells or further away
-6% Damage received when the bearer is not in line of sight 3% Damage received when the bearer is in line of sight
When HP are above 90%: 4% Critical Hit
6% Damage inflicted on a target with armor
Regains 1 AP by removing 1 AP or MP from an enemy (1 max per turn)
For each penalty or loss applied to an enemy: Blood strains +2 lvls (Blood stains: 2% dmg received by the caster. max 40%)
When HP are above 90%: 10% Block
Outside of your turn: -4 FoW. During your turn: 3 FoW
If a non-critical hit is performed with an elemental spell: 5% Critical Hit on the following turn
As long as the bearer has no Armor: 3% Damage inflicted
Each time a non-critical spell is case: 2% Critical Hit. Bonus is lost on next critical spell
After locking an enemy: 50% of level as Armor
At start of turn if HP are above 90%: 1 MP
When you suffer ranged direct dmg: 6% extra DMG inflicted on the attacked. 1 turn Non stackable
At end of turn, per enemy in close combat: 1% DMG inflicted for the following turn.
5 Rear Resistance
Each time a non-critical spell is cast: +6% Critical DMG (Stackable up to 40%). Bonus is lost on next critical spell
At start of turn if HP are above 90%: [X] AP
When performing a block on a direct enemy attack: 2% damage inflicted (1 turn) -10% Block
3% critical damage inflicted if the target has > 50% HP -3% critical damage inflicted if the target has <= 50% HP
At the start of the first turn if secondary masteries are <= 0: 8% damage inflicted
At the start of the first turn if secondary masteries are <= 0: 5% Block
When the bearer starts their turn below 20% HP: 3% Damage inflicted (1 turn) 50% of level as armor
Ending a turn adjacent to an enemy applies -5% Heals performed to it (1 turn)
If there are two or more allies 1 to 4 cells from the bearer: 2% Damage Inflicted
At start of fight: -1 max WP. For each WP spent during the turn: 2% damage inflicted (1 turn) (max 30)
At the start of the first turn if secondary masteries are <= 0: 5% Critical Hit
-1 Range +50% of level as Lock and Dodge
Each time a critical hit is performed (5 activations per turn): Preparation (+2 Lvl.)
4% Damage inflicted on targets without line of sight 3 or more cells away from the state bearer
At start of turn if no WP were used during the previous turn: 4% Damage inflicted 4% Heals performed
-2 max AP 75 Elemental Resistance
-1 max MP 5% Damage inflicted
At the start of combat per MP above 4: 2% Damage inflicted (maximum 24)
At end of turn: Unused AP is carried over to the next turn as Critical Hit: 10% Critical Hit por AP (max 1 AP)
If the bearer uses a spell to move: Preparation + 5 lvl (5% damage inflicted on next damage)
When inflicting single-target damage on an enemy: 3 extra damage infliced on this target on the next turn
When single-target healing an ally: 2 extra heals performed on this target on the next turn
At end of turn, if an enemy is adjacent: 2% of damage inflicted for the following turn
At the start of combat, if the highest Elemental Mastery is greater than the Healing Mastery: -15% damage inflicted 30% heals performed
At the start of combat, if the highest Elemental Mastery is greater than Rear Mastery: -20% damage inflicted 40% damage inflicted from behind
At the start of combat, if the bearer has exactly 0 Range: +20% damage inflicted in melee and area of effect simultaneously
At the start of combat, Elemental Masteries are set to 0. 20% damage inflicted and heals performed
At the start of combat, if the bearer has more Block than Critical Hit: The Block is converted into Critical Hit
At the start of combat, if the state bearer has exactly 1 Range: 15% damage inflicted and heals performed on targets that are 2, 3, or 4 cells away from the caster
At the start of combat, if the state bearer has at least 3 Range: 30% indirect damage inflicted
At the start of combat: 20% damage inflicted and heals performed -30% elemental mastery in the 3 weakest elements
At the start of combat, if the state bearer has 3 equal Elemental Masteries: 20% damage inflicted and heals performed
At the start of combat, if the state bearer has 0 Healing Mastery or less: 30% heals performed
At the start of combat, if the state bearer has an odd number of AP: 250% of level as Lock and Dodge
At the start of combat, if the state bearer has 10 AP or less: 15% damage inflicted 10 Force of Will (if the character is at level 100 or greater)
At the start of combat, if Secondary Masteries are less than or equal to 0: +20% damage inflicted and heals performed
At the start of combat, if the state bearer has 3 range or less: 20 Force of Will
At the start of combat, if the state bearer has 40% Block or greater: 10% Critical Hit 10% damage inflicted on critical hit
At the start of combat, if the state bearer has 50% Critical Hits or more: 20 Block 10 Force of Will
At the start of combat, if the state bearer has 50% Critical Hits or less: 20% damage inflicted on critical hit
At the start of combat, if the state bearer has less that 100% of their level as Dodge: 15% damage inflicted as Berserk 100% of level as Lock
At the start of combat, if the state bearer has 4 Range or greater: 15% damage inflicter as Berserk and Ranged simultaneously 1 Range
At the start of combat, if the state bearer has 50% Block or greater: Bonus to HP modifier +30% -50% Armor Received
At the start of combat, if the state bearer has 50% Block or more: -30% HP +30% in Armor given
At the start of combat, for the state bearer: -30% HP (penalty to the HP modifier) 30% Heals and Armor from fighters received
At the start of combat, if the state bearer has 10% Critical Hit or less: 20% damage inflicted 50 Critical Resistance
At the start of combat, if the state bearer has 10% Critical Hit or less: 40% indirect damage
At the start of combat, if the state bearer has 1 Range or less: 20% heals performed 15% Armor Given and Received
At the start of combat, if the state bearer has at least 40% Critical Hit converts 100% of Critical Mastery to Elemental Mastery
At the start of combat, if the state bearer has 8 WP or greater: 10 Force of Will 15% Block
At the start of combat, if the state bearer has a Dagger equipped: 25% damage inflicted on targets hit from the front 15% from the side -30% from behind
At the start of combat, if the bearer has a Shield equipped: 1 max MP Positive Range is set at 0
50 Elemental Resistance -200 Rear Resistance for the bearer at the start of combat.
At the start of combat, if the state bearer has a Two-Handed Weapon equipped ( maximum 12 AP before the sublimation effect): -2 max MP 2 max AP
If the bearer has only used one element to cause damage during their turn: they gain +20% Damage Inflicted and Heals performed in their other elements
If the bearer inflicts damage in an element: they gain +15% Damage Inflicted and Heals performedy in the other elements for the next spell. Only the first line of damage caused by the spell is taken into account.
At start of turn, with 6 WP or greater: Ancestral Energy Bonus (Max. level: 3): 4% Damage inflicted 15 Elemental Resistance The state is lost if the character starts their turn with less than 6 WP
Steals 25% of melee damage inflicted -100 Elemental Resistance
-50 Elemental Resistance If the state bearer takes damage from an enemy: 100 Resistance in the damage element (1 turn)
If the spell costs 4 AP or more: 15% critical damage. If the spell costs 1 WP or more: 15% critical damage
10% damage inflicted when the bearer meets certain conditions (these change each turn). Turn 1: The bearer is in melee or the spell is single-target Turn 2: The bearer is at a distance or the spell is single-target Turn 3: The bearer is at a distance or the spell is area-of-effect Turn 4: The bearer is in melee or the spell is area-of-effect
25% to area-of-effect spell damage on the spell's direct target -25% to area-of-effect spell damage on other targets
If the bearer inflicted melee damage on an enemy during their turn: 25% Ranged Damage Inflicted for the following turn
If the bearer inflicted melee damage on an enemy during their turn: 10% Ranged Damage Inflicted for the following turn Once per turn, stackable up to 5 times
At end of turn, per adjacent enemy: 5% of max HP as Armor
15% damage inflicted by area-of-effect spells on targets in line with the state bearer
When the bearer heals an ally, 25% of healing is converted into Armor and 25% is lost
If the bearer moves themself using a spell: 1 AP (max 2 per turn)
-10% Damage inflicted Every 10 spells cast, the state bearer gains 100% Damage inflicted for the next spell Spells cast must cost at least 1 AP Once the state is at level 10, the next spell gets the damage bonus
-10% Damage inflicted Every 5 spells cast, the state bearer gains 50% Damage inflicted for the next spell Spells cast must cost at least 1 AP Once the state is at level 5, the next spell gets the damage bonus
At end of turn, if the bearer is facing an adjacent enemy: 10% of max HP as Armor
30% damage inflicted on targets 7 or more cells away otherwise -15%
Flaming (+15 Lvls.) (stackable) for the state bearer, for each damage spell received in melee. 100% of level as Flaming at start of turn if no enemies are adjacent.
-30% damage received during their own turn.
If the bearer moves themself using a spell: 1 MP (max 2 per turn)
In an uneven round: The bearer inflicts 25% more damage, and suffers 15% of the damage they inflict
If the bearer is moved outside of their turn: applies Stabilized at the end of their next turn
If the spell costs 1 WP or more: 5% damage per current WP on the bearer (max. 6)
Damage caused by the bearer's weapon is reduced by 20% and applies a poison (Light Weapon) for three turns (second hand excluded) based on the number of AP used by the weapon.
When suffering damage from the front and in melee, once per round: 10% of missing HP as Armor 40% Armor given (1 turn)
Odd turns, at start of turn: 25% Damage inflicted -25% Heals performed and Armor given Even turns, at start of turn: 25% Heals performed and Armor given -25% Damage inflicted
After inflicting damage on an enemy: -30% damage inflicted and 30% heals performed and Armor given for the following turn. After healing or giving armor to an ally: 30% damage inflicted and -30% heals performed and armor given for the following turn.
After taking damage: 50 Elemental Resistance in this element (1 turn), not stackable A new element replaces the previous one
50 Elemental Resistance if the bearer has no Armor otherwise -100 Elemental Resistance
For each movement, per MP used: +3% Block (max. 18) (1 turn) If the state bearer performs a Block when it's not their turn: The bonus is transformed into Critical Hits on the next turn
-50 Elemental Resistance Once per turn, when falling below 50% HP: 1 MP 15% Damage inflicted 50 Elemental Resistance
100% of level in Barrier against long-range damage (permanent)
At start of turn: 3 Range 15% ranged damage 15% Heals performed The bonus is lost the first time the character moves (MP) or at end of turn
30% of Armor given to allies who do not have Armor -50% Armor to allies who already have Armor
40% Armor given on the first Armor placed on this turn -50% Armor given on all others
The first spell that inflicts damage this turn removes 30% Armor from the target
At start of turn, if the bearer has no Armor: 20% Damage inflicted (1 turn) Otherwise: -10% Damage inflicted (1 turn)
The state bearer increases their damage inflicted by 2% per turn (permanent) (max 20)
Every 3 spells cast Critical Hit is set to 100
30% Block if the bearer did not receive healing in the previous turn.
Each turn steals 50% of damage inflicted by the first spell that inflicts damage -50% Armor received
Even Turn: After using a WP-based spell, the state bearer regains 2 AP (max of 1/turn). Odd Turn: After using a WP-based spell, the state bearer loses 2 AP (max 1/turn).
The state bearer increases their heals performed by 2% per turn (Permanent, max 20%)
At start of turn if there are at least 2 enemies in melee: +1MP +1AP
At start of turn if there are at least 2 allies in melee: +1MP +1AP
When performing a Block: -30% extra damage recieved -100% block
At the start of combat, if Critical Mastery is less than or equal to 0: 30% critical hit
At start of turn, if the state bearer suffered direct damage from an enemy at range on the previous turn: 4% Damage inflicted in melee (1 turn)
At start of combat, if Critical Hits are <= 20: 5% Critical Hit
While the bearer has Armor: 2% Damage inflicted
When the state bearer suffers direct damage in melee: 1 MP (1 activations per turn)
The Sublimations page lists every sublimation in Wakfu with its effect, its socket colors, its rarities and where it drops. Regular sublimations have a pattern of 3 socket colors (red, green, blue): to apply one, your item needs those colors in that order on three consecutive sockets (1-2-3 or 2-3-4), and a white socket counts as any color. Set the four sockets of your item in "Filter by Slots" to see only the sublimations that fit. Most sublimations exist as Rare (I), Mythic (II) and Legendary (III) scrolls, worth 1, 2 and 3 levels; the same sublimation on several items adds up its levels to its maximum, and the level slider on each card shows the effect at every level. Epic and Relic sublimations have no color pattern: they go on your Epic or Relic item, one of each at a time. Search works on names and effects, and the categories (Offensive, Defensive, Support, Stats Increase, Utility, Epic, Relic) narrow the list. The data comes from the official game files and is updated every month.