Magic Wands

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Magic Wand System

File:Magic Wand System.png
The Magic Wand System gives casters their own class of magic loot. A Magic Wand is held in the hand like a spellbook and powers every Magery spell you cast: more damage, fewer fizzles, longer blessings or stronger summons depending on its type. Wands run on charges, drop from monsters alongside magic weapons and armor, and can also be crafted by Tinkers and Scribes working together.

Overview

  • A Magic Wand is a focus item, not a weapon. It sits in your weapon hand, you fight bare handed with Wrestling while holding it, and you can still meditate with it in hand
  • Double-click a wand to equip it. Whatever was in that hand goes back to your backpack
  • A wand must be equipped and attuned (30 seconds after equipping) before its bonuses work
  • Every Magery spell you cast while holding a wand spends one charge unless Inscription saves it
  • There are four wand types: Elementalist, Arcanist, Vitalist and Summoner. Each has a fixed innate property that comes in five strengths
  • Any wand can also carry up to four shared properties: Charges, Damage, Potency and Slayer. Five properties on one wand is very rare
  • Very rarely a wand carries a Spark, a signature effect that fires on its own chance and cooldown
  • Looted wands crumble to dust at zero charges. Crafted wands go dormant and can be repaired by a Scribe
  • Magic Wands do nothing in PvP. The moment you are PvP flagged the wand is decoration: no bonuses, no Sparks, no charges spent

Wand Types

Every wand is one of four types. The type decides the wand's graphic, its name, and its innate property. The innate property is always present and comes in five tiers, shown as a word on the wand.

Picture Type Innate Property Tier Words (1 to 5)
File:Elementalist Wand.png Elementalist Spells of the wand's element (fire, cold or energy) deal +6% / +12% / +18% / +24% / +30% damage Fire: Kindled, Burning, Blazing, Searing, Infernal
Cold: Chilled, Frosted, Frozen, Glacial, Absolute
Energy: Charged, Crackling, Storming, Thundering, Tempest
File:Arcanist Wand.png Arcanist A failed cast has a 5% / 10% / 15% / 20% / 25% chance to be steadied instead of fizzling (the same as +2 to +10 effective Magery) Adept, Scholar, Sage, Magus, Archmage
File:Vitalist Wand.png Vitalist Bless, Agility, Cunning and Strength last +10% to +50% longer. Heal and Greater Heal heal +3% to +15% more and restore 2 to 10 stamina. Cure gains +5 to +25 points of cure chance Soothing, Mending, Restoring, Renewing, Lifegiving
File:Summoner Wand.png Summoner Summons last +12% to +60% longer and arrive with +3% to +15% hits and strength. Your spell damage generates 10% to 50% less threat, so pets and summons hold their target Binding, Commanding, Dominating, Sovereign, Eternal

Elementalist Spell Elements

An Elementalist wand is fixed to one element when it is created. Only spells of that element receive the bonus.

Element Spells
Fire Magic Arrow, Fireball, Explosion, Flamestrike, Meteor Swarm
Cold Harm, Mind Blast
Energy Lightning, Energy Bolt, Chain Lightning

Looted Elementalist wands roll fire, cold or energy evenly. Crafted Elementalist wands let the Scribe choose the element.

Shared Properties

Any wand type can roll these four properties on top of its innate property. Their names appear in the bracketed property line when you single-click an identified wand, exactly as they do on magic weapons.

Charges

The Charges property raises a wand's maximum charges. Looted wands start with a base of 100–150 charges. Crafted wands start with a base of 150.

Tier Word Bonus Charges Looted Wand Total Crafted Wand Total
(none) +0 100–150 150
Durable +100 200–250 250
Substantial +200 300–350 350
Massive +300 400–450 450
Fortified +400 500–550 550
Indestructible +500 600–650 650

Damage

The Damage property multiplies your spell damage against creatures.

Tier Word Spell Damage Bonus
Ruin +5%
Might +10%
Force +15%
Power +20%
Vanquishing +25%

Potency

The Potency property gives each cast a chance to return half of the spell's mana cost. Message: "Your wand returns N mana."

Tier Word Refund Chance Mana Returned
Potent 3% 50% of the spell's mana
Surpassingly Potent 6% 50% of the spell's mana
Eminently Potent 9% 50% of the spell's mana
Exceedingly Potent 12% 50% of the spell's mana
Supremely Potent 15% 50% of the spell's mana
Potency and the Buff System
  • Potency shares the 40% ceiling with the Mana Refund Chance you already get from talismans, crystals, songs and food
  • The buff refund rolls first. The wand only rolls if the buff refund did not already trigger
  • A wand can only fill the room your buffs leave under the ceiling. A player already at 40% Mana Refund Chance gains nothing from Potency

Slayer

A wand can carry a slayer. Against creatures in the slayer's group your spells deal double damage, the same strength as slayer weapons here, and the target flashes the slayer effect.

  • Looted wands can roll any Lesser or Super Slayer. The slayer never runs out on a looted wand
  • Crafted wands receive their slayer from a socketed Slayer Gem (see Slayer Gems on Wands). Gem charges deplete per slayer boosted hit and the gem shatters to dust at zero
  • Looted wands roll a 5% chance at a random slayer. A wand that rolled no other shared property instead has a 5% chance at the slayer matching the creature that dropped it, the same fallback magic weapons use

Sparks

A Spark is a rare extra line on a wand, shown as Spark: Twin Cast and so on. Each Spark fires on its own chance and cooldown while you fight creatures. Sparks never fire on players, their pets or their summons. A wand carries at most one Spark.

Spark Trigger Chance Cooldown Effect
Twin Cast A damaging spell lands 5% 20 seconds The same damage is dealt to the target a second time, at no mana, reagent or charge cost
Overcharge A creature dies to your spell Always 30 seconds Your next damaging spell within 10 seconds deals +50% damage. Message: "Your overcharged spell surges!"
Ember A fire spell lands 10% 10 seconds The target burns for 3 ticks of 8% of the hit as fire damage, 2 seconds apart
Static An energy spell lands 10% 15 seconds The target is paralyzed for 2 seconds. Bosses and Paragons are immune
Echo A damaging spell lands 10% 10 seconds One other hostile creature within 3 tiles takes 30% of the hit in the same element
Leech A damaging spell lands 10% 15 seconds You heal for 10% of the damage dealt
Mana Burst A spell's mana is paid while you are below 20% mana Always 180 seconds Restores 25% of your maximum mana
Second Wind A creature dies to your spell Always 30 seconds Restores 10% of your maximum mana
Obtaining Sparks
  • Only the stronger magic item rolls of higher tier creatures (roughly loot tier 5 and up) and Level 4 treasure chests can produce a Spark, at 0.5% to 1.5% of those wands. Lower rolls never carry one
  • Every wand made with a Runic Scribe's Pen carries a random Spark
  • The Conduit Gem (Talisman) has a chance on cast to reset your wand's Spark cooldown

Equipping and Attunement

  1. Double-click the wand in your backpack. It equips into your weapon hand and anything that was there returns to your pack
  2. You now fight bare handed with Wrestling. A shield may still be worn in the other hand. Two handed weapons cannot be held alongside a wand
  3. 30 seconds after equipping the wand attunes to you. Message: "Your wand attunes to your grip."
  4. From then on every Magery spell you cast draws on the wand
  5. Swapping wands mid fight gains nothing: the new wand must attune again, and charges are still spent during the warm up
Meditation
  • You can meditate while holding a wand, the same as holding a spellbook

Charges

Charge Consumption
  • Every Magery spell cast while a wand is in your hand spends 1 charge, whether or not the wand has attuned yet
  • Only Magery spells spend charges. Other spell schools ignore the wand
  • No charge is spent while you are PvP flagged
Inscription Protection
  • Your Inscription skill gives each cast a chance to spend no charge at all
  • Chance to save the charge = 75% × (Inscription / 100)
  • At 100 Inscription, three casts in four are free
  • At 50 Inscription, roughly one cast in three is free
Charge Warnings
  • The wand warns you at 10 charges, 5 charges and 1 charge. Message: "Your wand is down to N charges."
  • Warnings use the same Durability Warning toggle as armor and weapons in the Menu options
Zero Charges
  • A looted wand crumbles to dust when its last charge is spent. Message: "Your wand crumbles to dust."
  • A crafted wand goes dormant instead. Message: "Your wand falls silent; a scribe can repair it." A dormant wand can still be held but gives no bonuses until repaired
  • Any wand, looted or crafted, can be repaired before it hits zero (see Repairing Wands)
Checking Charges
  • Single-click the wand to see [Charges: current/max]
  • The [Dura window and the [Dur command show wand charges alongside your armor durability

Identifying and Reading a Wand

Looted wands drop unidentified and read "a magic wand [Unidentified]". Crafted wands are always identified.

Identifying a Wand
  • The Item Identification skill
  • An identification wand
  • The crafted Metal Identification Wand
Single-Click Display

An identified wand shows up to five lines:

  1. The wand's name: an elementalist wand, an arcanist wand, a vitalist wand or a summoner wand
  2. [Runic] PvM Spell Bonus: X% on wands made with a Runic Scribe's Pen
  3. The property line, prefixed with "Crafted by Name" if it carries a maker's mark, for example [Exceptional/Silver/Durable/Vanquishing/Surpassingly Potent/Blazing/Spark: Twin Cast]
  4. [Charges: 187/240], plus [Dormant], [Slayer Charges: N] or [Open Slayer Socket] where they apply
  5. The rare hue line if the wand wears a rare weapon dye

Crafted wands that were not made with a runic tool show only Exceptional and the slayer in their property line. Their metal tiers still apply, they are simply hidden, exactly as on crafted weapons.

Combat Mechanics

Damage Stacking
  • The wand multiplies your finished spell damage, so a Vanquishing wand and a Spell Damage Increase build stack with each other rather than diluting each other
  • Order of multipliers: Damage tier, then Slayer (×2), then Elementalist element bonus, then the Runic bonus, then a primed Overcharge
Against Players
  • No wand bonus ever applies against another player, a player's pet or a player's summon, flagged or not
  • While you are PvP flagged the whole wand switches off: no bonuses, no Potency, no Sparks, no charges spent
  • Inside a Free For All zone a wand keeps working against creatures until you are actually flagged
Slayer Gem Charges on Crafted Wands
  • Each slayer boosted spell hit spends 1 gem charge
  • At zero the gem shatters. Message: "Your slayer gem shatters into dust!" Slayer Dust of the gem's type goes to your backpack
  • The socket stays open and can take another gem

Obtaining Magic Wands

Loot Drops
  • Wands drop from the same magic item rolls as magic weapons and armor, in every creature tier. One magic item roll in ten is a wand
  • The creature's tier sets the intensity of the roll, exactly as it does for magic weapons. Tougher creatures roll higher tiers of every property
  • Level 3 and Level 4 treasure chests also drop wands
  • Looted wands always have their innate property. Each shared property is a separate roll: Damage 55%, Potency 45%, Charges 40%, Slayer 5% (or, if nothing else rolled, 5% for the dropping creature's own slayer)
  • A wand with all five properties is roughly one in two hundred
  • Sparks appear only on wands from the stronger rolls of higher tier creatures and Level 4 treasure chests, at 0.5% to 1.5%
Crafting
  • Tinkers make Dormant Wands from ingots and Scribes inscribe them into finished wands (see Crafting Wands)
Requisition Orders
  • Runeweaver Guild requisition orders can ask for wands of any type and metal
  • Gearwright Syndicate requisition orders can ask for Dormant Wands of any metal

Crafting Wands

Crafting a wand takes two crafters. A Tinker makes a Dormant Wand from ingots, and a Scribe inscribes it into one of the four wand types using blank scrolls. The metal of the Dormant Wand decides the hidden properties of the finished wand, the same way better ingots improve crafted weapons.

Dormant Wand (Tinkering)

File:Dormant Wand.png
Found under Tools in the Tinkering menu. The ingot you select in the menu decides the metal.

Item Skill Materials Notes
Dormant Wand Tinkering 60–110 8 ingots of any metal Takes the metal's hue. Can be made Exceptional. Does nothing on its own

Wand Recipes (Inscription)

Found under the new Wands section of the Inscription menu. Pick a recipe, then target a Dormant Wand in your backpack when asked "Which dormant wand will you inscribe?". The Dormant Wand and the blank scrolls are consumed.

Recipe Inscription Skill Materials
Arcanist Wand 65–115 10 blank scrolls + 1 Dormant Wand
Vitalist Wand 70–120 10 blank scrolls + 1 Dormant Wand
Elementalist Wand (fire) 75–125 10 blank scrolls + 1 Dormant Wand
Elementalist Wand (cold) 75–125 10 blank scrolls + 1 Dormant Wand
Elementalist Wand (energy) 75–125 10 blank scrolls + 1 Dormant Wand
Summoner Wand 80–130 10 blank scrolls + 1 Dormant Wand
Exceptional and Maker's Mark
  • An Exceptional wand gains +20% maximum charges and can carry the Scribe's maker's mark, shown as "Crafted by Name"
  • If the Dormant Wand itself was Exceptional, the finished wand gains a further +10% maximum charges
  • Crafted wands are always identified and take the hue of their metal

Metal Table

The Dormant Wand's metal stamps hidden Charges, Damage, Potency and innate tiers onto the finished wand. These always apply, but are only shown on the wand if it was made with a Runic Scribe's Pen.

Metal Charges Tier Damage Tier Potency Tier Innate Tier Max Charges (regular quality)
Iron (none) (none) (none) 1 150
Dull Copper Durable (none) (none) 1 250
Umbra Iron Durable Ruin (none) 1 250
Copper Fortified Ruin Potent 2 550
Bronze Fortified Might Potent 2 550
Gold Indestructible Force Surpassingly Potent 3 650
Lunanite Indestructible Power Eminently Potent 3 650
Duranium Indestructible Power Exceedingly Potent 4 650
Veranium Indestructible Power Supremely Potent 5 650
Zentonium Indestructible Vanquishing Supremely Potent 5 650

Runic Scribe's Pen

File:Runic Scribes Pen.png
A Runic Scribe's Pen is used in place of a normal scribe's pen when inscribing a wand. A wand made with one:

  • Shows all of its metal tier properties on single-click
  • Carries a [Runic] PvM Spell Bonus that multiplies spell damage against creatures, scaling with the pen's metal
  • Gains extra maximum charges, scaling with the pen's metal
  • Always carries a random Spark
  • Always carries the Scribe's maker's mark
Pen Metal PvM Spell Bonus Extra Charges
Iron +2% +5
Dull Copper +4% +8
Umbra Iron +6% +11
Copper +8% +14
Bronze +10% +17
Gold +12% +20
Lunanite +14% +23
Duranium +16% +26
Veranium +18% +29
Zentonium +20% +32

Runic Scribe's Pens are Runeweaver Guild foundation rewards, in the same metals and use counts as runic hammers.

Reward Rarity Pen Metals Uses
Uncommon Iron, Dull Copper 10–30
Rare Umbra Iron, Copper, Bronze, Gold 30–50
Legendary Lunanite, Duranium, Veranium, Zentonium 30–60

Slayer Gems on Wands

Crafted wands can take a Slayer Gem socket, exactly like crafted weapons and instruments. See the Slayer Gem System for gems, dust and reforging.

Arcane Socketing Tools

File:Arcane Socketing Tool.png
Arcane Socketing Tools cut a slayer socket into a player crafted wand of the same metal as the tool, permanently sacrificing 20% of the wand's maximum charges. They are Runeweaver Guild foundation rewards.

Rarity Metals Charges Notes
Uncommon Iron, Dull Copper 2–4 Basic arcane tool
Rare Umbra Iron, Copper, Bronze, Gold 4–6 Mid-tier metals
Legendary Lunanite, Duranium, Veranium, Zentonium 5–8 High-tier metals

Installing a Socket

  1. Double-click an Arcane Socketing Tool
  2. Target a crafted wand in your backpack
  3. Requirements:
    • Wand must be player crafted
    • Wand must be the same metal as the tool
    • Wand cannot already have a slayer
    • Wand cannot already be socketed
  4. The wand's maximum charges are permanently reduced by 20%. Message: "You sacrifice 20% of the wand's charges to cut a socket into it."
  5. The tool loses 1 charge and is destroyed at zero
  6. The wand displays [Open Slayer Socket]

Installing a Gem

  1. Double-click any Slayer Gem (Uncommon, Rare or Legendary)
  2. Target a socketed wand in your backpack
  3. The wand gains the gem's slayer and the gem's charges. The gem is consumed
  4. The wand displays [Slayer Charges: N]
  5. Each slayer boosted spell hit spends 1 gem charge. At zero the gem shatters to Slayer Dust and the socket stays open for the next gem

Repairing Wands

Wands are repaired with Inscription, either from the Repair button in the Inscription menu or with an Inscription Repair Contract. Repair refills the wand to its maximum charges and wakes a dormant wand.

Repair Rules
  • Both looted and crafted wands can be repaired. A looted wand simply has to be repaired before it reaches zero, because it is destroyed at zero
  • Repairs follow the weapon rules. Each repair risks losing maximum charges: 1 at 90+ Inscription, 2 at 70+ Inscription, 3 below 70
  • A wand repaired too many times will eventually be beyond saving
  • Only Inscription repairs wands. Blacksmiths, Carpenters and Tailors cannot
Inscription Repair Contracts
  • A Scribe with 50+ Inscription can write a repair contract by choosing Repair in the Inscription menu and targeting a blank scroll
  • The contract carries the Scribe's skill and works the same as smithing repair contracts. A failed repair destroys the contract

Conduit Gem (Talisman)

File:Conduit Gem.png
The Conduit Gem is a Magic legacy gem for talismans that works through the wand in your hand. It does nothing without a wand.

Trigger Chance Cooldown Effect
On cast, while holding a wand 8% + 1% per gem level 45 seconds Restores 2 charges to the wand (+1 per 5 gem levels), and has a 25% + 1% per gem level chance to reset the wand's Spark cooldown

Message: "Your talisman channels power back into your wand."

Foundations

Runeweaver Guild Rewards

Rarity Rewards
Common Weapon Dye, Arcane Crystal ×1–2
Uncommon Weapon Dye, Runic Scribe's Pen (Iron or Dull Copper), Uncommon Arcane Socketing Tool
Rare Weapon Dye, Runic Scribe's Pen (Umbra Iron to Gold), Rare Arcane Socketing Tool, Title Deed [The Inscriptionist]
Legendary Weapon Dye, Runic Scribe's Pen (Lunanite to Zentonium), Legendary Arcane Socketing Tool, Title Deed [Runeweaver]

Requisition Orders

  • Runeweaver Guild orders can request Elementalist, Arcanist, Vitalist and Summoner wands in any metal, 1 to 5 per order. The metal counts double toward the order's value, due to needing two crafting skills used to craft
  • Gearwright Syndicate orders can request Dormant Wands in any metal
  • Exceptional orders accept Exceptional and Runic wands

Dyes and Appearance

  • Weapon Dyes dye wands
  • Looted wands drop undyed. Crafted wands take the hue of their metal
  • Wand graphics: Elementalist 0x0DF2, Arcanist 0x0DF3, Vitalist 0x0DF4, Summoner 0x0DF5

Magic Wand Lifecycle

  1. Find a wand as a loot drop, or have a Tinker and a Scribe craft one
  2. Identify a looted wand with Item Identification or an identification wand
  3. Double-click the wand to equip it and wait 30 seconds for it to attune
  4. Cast Magery spells at creatures. Each cast spends a charge unless Inscription saves it
  5. Watch the charge warnings at 10, 5 and 1
  6. Have a Scribe repair the wand before it runs dry, or let a looted wand crumble and find the next one
  7. A crafted wand that runs dry goes dormant. Repair it and it is back in service
  8. Crafted wands can be socketed for a Slayer Gem, and re-gemmed each time a gem shatters

Notes

  • A Magic Wand must be equipped and attuned to do anything. A wand in your pack is just an item
  • Charges are spent from the moment the wand is in your hand, even during the 30 second attunement
  • Only Magery spells spend charges or receive bonuses
  • Wands never work in PvP and never give a harmful bonus against a player, a player's pet or a player's summon
  • Looted wands are destroyed at zero charges. Crafted wands go dormant and can be repaired
  • Only one Spark per wand. A Runic Scribe's Pen always adds one
  • Crafted wands always carry their metal's hidden tiers, but only show them if made with a Runic Scribe's Pen
  • Only player crafted wands can be socketed for Slayer Gems, and only with an Arcane Socketing Tool of the same metal
  • The old charge wands (Fireball, Lightning, Heal and the rest) no longer drop or craft. Ones you already own still work until their charges run out