Wand Enchants
Ancient wands are a PvE-only beam weapon. The beam tears through shades and wraiths, caravans, every boss, all dungeon mobs, and Erebus pit guards — but does nothing to other players. If you want to hit players, that's a job for a sword or axe or a bow.
How wand casting works
A wand is held to channel: keep right-click down and the beam fires repeatedly at your cast rate. You move slower while channeling, so it's a commit, not a tap.
Every beam now lands on a single target, so cast-speed builds genuinely scale your single-target DPS instead of fizzling. One cast still only hits each enemy once — stacking cast speed is how you push damage, not multi-hitting a single mob.
Holding a wand is a deliberate glass-cannon tradeoff: you take +10% damage from all sources while it's in your main hand. That's spelled out on the tooltip, and it's shared with bows — see the glass-cannon tradeoff for the full picture.
The damage scalers
| Enchant | Rarity | Effect |
|---|---|---|
| Arcane Power | Elite | +5% more beam damage per level, up to +25% more at L5 |
| Surge | Elite | Consecutive-hit ramp: +1% more damage per stack per level, up to +30% more at L3 |
Both were rebalanced down in Season 2, with wand base damage raised ~25% to compensate. Arcane Power was previously +12% per level (up to +60% at L5); Surge's ramp was previously +4% per stack. Surge (which also lives on bows) now decays one stack at a time — you lose a single stack per second you stop firing, rather than dropping the whole stack.
The wand enchant lineup
| Enchant | Rarity | What it does |
|---|---|---|
| Rapid Cast | Elite | +10% cast speed per level |
| Arcane Power | Elite | More beam damage (see above) |
| Surge | Elite | More damage as consecutive hits ramp (see above) |
| Ambush | Elite | Bonus on the opening hit |
| Long Shot | Elite | Damage scales with distance |
| Combustion | Elite | Stronger Ignite ailment |
| Soul Eater | Dungeon | Banked-soul stacks add cast speed and damage |
| Phantom Beam | Dungeon | Beam ghosts through terrain |
| Catalyst | Legendary | More damage against ailing targets |
| Executioner | Legendary | More damage on Low Life targets |
| Contagion | Godly | Ailments spread to nearby enemies on death |
| Petrify | Godly | Chance to root a target on hit |
| Boomerang | Godly | The beam returns, piercing for 30% of its damage |
| Repel | Uncommon | Knocks the target back |
Lucky now works on wands too: it boosts the proc chance of your ailment enchants — Ignite, Venom, Shock, and Frostbite — exactly the way it does on other gear.
Customising and augmenting
Wand enchants are applied with Enchant Orbs like any other gear. You can also slot runes into a wand and dress it up with a wand trim, and unlock beam cosmetics to give your casts their own look.
Version history
v2.0.0
- Wands can now be held to channel, and every wand beam lands on a single target — cast-speed builds finally scale single-target DPS.
- Wands now work on all PvE content — every boss, all dungeon mobs, and Erebus pit guards — while staying strictly PvE-only.
- Added the wand enchant lineup: Rapid Cast, Soul Eater, Arcane Power, Catalyst, Executioner, Ambush, Long Shot, Contagion, Combustion, Repel, Petrify, Boomerang, and Phantom Beam.
- Arcane Power and Surge rebalanced down, with wand base damage raised ~25% to compensate.
- Lucky now functions on wands, and holding a wand adds +10% damage taken (glass-cannon).