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Wand Enchants

Ancient wands are a PvE-only beam weapon. The beam tears through shades and wraiths, every boss, 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. Wands no longer slow you down while you fire — holding right-click streams beams at full walking and sprinting speed, the same as a bow. A single click still fires exactly one cast.

Each beam lands on a single target, so cast-speed builds genuinely scale your single-target DPS instead of fizzling. A cast only ever hits a given enemy once — stacking cast speed is how you push damage, not multi-hitting one mob. To cover a pack you reach for the enchants that add beams or bounce them: Prism, Chain, Pierce and Spell Echo.

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% increased beam damage per level, up to +25% increased at L5
Surge Legendary Consecutive-hit ramp: +1% increased damage per stack per level, up to 10 stacks

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) decays one stack at a time — you lose a single stack per second you stop firing, rather than dropping the whole stack.

Both are increased damage, so they sum into one additive pool with your other increased-damage sources rather than multiplying on top of them. The conditional scalers — Executioner, Ambush and Long Shot — are more damage instead, and each multiplies with the others.

The wand enchant lineup

Enchant Rarity Max Slot Exactly what it does
Lucky Legendary 3 Any armour + Pickaxe, Sword, Axe, Wand, Bow 10% increased proc rate per level for enchants on THIS item (Feed, Shatter, Super Breaker, Shard Discovery, Transfuse, weapon procs, etc.). Caps at level 4 (up to 40% increased). Each piece's Lucky boosts only its own procs. Pickaxes, gear, weapons and bows; Lvl 4 via orb only.
Monster Hunter Elite 5 Sword, Axe, Wand, Bow 10% more damage/level (50% more at L5) to shades, wraiths, and Erebus Guards. Does NOT affect bosses, cell guards, or stationary guards.
Cannibalism Uncommon 4 Sword, Axe, Wand 2% + 2%/level to proc. On proc: restore 1 hunger/level (up to 4 at L4) and +1 saturation/level (up to 4 at L4).
Chain Godly 2 Wand On beam hit, the strike chains to +1 nearby enemy per level (up to 2 at L2) within 10 blocks, dealing 60% of the hit's damage each. Chaining range scales with % increased chaining range.
Pierce Elite 3 Wand The projectile pierces +1 enemy per level, passing through them to keep going (up to 3 at L3). Pierce resolves before Fork & Chain.
Prism Godly 2 Wand, Bow Fires 1 extra beam or arrow per level, spread in a fan (up to 3 at level 2). Each one hits and rolls its damage independently.
Spell Echo Godly 1 Wand Each shot echoes — firing a second time shortly after for free (no extra energy).
Reduced Cost Uncommon 5 Wand, Bow -10% Ancient Energy cost per shot per level (up to -50% at L5).
Far Reach Uncommon 3 Wand 15% increased beam range and chaining range per level (up to 45% at L3).
Ignite Elite 3 Wand, Bow 30% chance on hit to ignite, burning the enemy for 25% of the hit's damage per second per level, for 3s.
Frostbite Elite 3 Wand, Bow 30% chance on hit to chill: slows the enemy down. 30% of chills freeze the enemy solid.
Shock Elite 3 Wand, Bow 30% chance on hit to shock: the enemy takes 8% increased damage per level (up to 24% at level 3) for 4s. Pairs well with Chain.
Venom Elite 3 Wand, Bow 30% chance on hit to poison, dealing 15% of the hit's damage per second per level for 5s. Great vs tanky enemies.
Detonate Godly 5 Sword, Axe, Wand, Bow 10% + 5%/level chance, on a kill, to explode the corpse for 25% of its max health to nearby enemies within 3.5 blocks. Mobs killed by the blast can chain-explode. The blast is base damage — it scales with your damage bonuses.
Surge Legendary 3 Wand, Bow Each consecutive hit grants a stack: 1% increased damage per stack per level (up to 10 stacks). Decays if you stop firing.
Velocity Uncommon 3 Wand, Bow 25% increased projectile speed per level (up to 75% at L3).
Rapid Cast Elite 5 Wand 10% increased cast speed per level (up to 50% at level 5). Hold right-click to channel the beam continuously.
Soul Eater Godly 1 Wand, Bow Each kill banks a soul: 1% increased cast speed and 1% increased damage per soul (up to 100 souls). Each soul fades 60s after its kill — new souls never refresh old ones.
Arcane Power Elite 5 Wand 5% increased beam damage per level (up to 25% increased at level 5).
Catalyst Legendary 3 Wand, Bow Your ailments (Ignite, Venom, ...) deal 20% more damage per level (up to 60% more at level 3).
Executioner Legendary 3 Wand, Bow 8% more damage per level against enemies on low life (below 50% HP) (up to 24% more at level 3).
Ambush Elite 3 Wand, Bow Your first hit on a full-health enemy deals 10% more damage per level (up to 30% more at level 3).
Long Shot Elite 3 Wand, Bow Up to 6% more damage per level based on distance to the target (up to 18% more at max range, level 3).
Contagion Godly 2 Wand When an enemy dies with your ailments, they spread to up to 2 nearby enemies per level within 4 blocks.
Combustion Elite 3 Wand, Bow Your Ignite burns for 15% more fire damage per level (up to 45% more at level 3).
Repel Uncommon 3 Wand, Bow Your shots knock enemies back, with more force at higher levels.
Petrify Godly 2 Wand 16% chance on hit (per level) to petrify an enemy, rooting it in place for 1.25s (per level). PVE only.
Boomerang Godly 1 Wand Your beam flies back to you after reaching its end, piercing enemies on the way back for 30% of its damage.
Phantom Beam Godly 3 Wand The beam ghosts through terrain to hit enemies behind walls and cover. L1: 50% chance to pass. L2: always passes. L3: always; its chains and forks pass through too.

Lucky works on wands: it boosts the proc chance of the wand's own enchants by 10% per level, up to 40% increased at L4. Cavern Luck, its Calcite upgrade, can now be applied to wands as well.

Ailment stacking

Wand ailments follow the same limits the bow does, including the copies Contagion spreads to nearby enemies:

  • Ignite does not stack — a new proc replaces the live one only when it is stronger, and refreshes its timer.
  • Venom stacks up to 3 times on a target. At the cap, a new proc replaces the shortest-remaining stack.

Each caster keeps their own instance, so two players wanding the same boss never overwrite each other.

Repel

Repel knocks enemies back 3.5x less per hit at every level than it used to. Because a channelled beam applies it several times a second, the old value launched anything you looked at out of the fight.

Customising and augmenting

Wand enchants are applied with Enchant Orbs like any other gear. You can also dress a wand up with a wand trim, and unlock beam cosmetics to give your casts their own look.

Version history

v3.0.0

  • Wands no longer slow you down while you fire. Holding right-click streams beams at full walking and sprinting speed, the same as a bow.
  • Soul Eater, Spell Echo, Chain and Phantom Beam are now Godly enchants and roll from Mystery Godly Enchant Orbs, alongside Prism, Contagion, Petrify, Boomerang and Detonate.
  • Executioner, Ambush and Long Shot now grant more damage instead of increased damage, and their values were cut to 8%, 10% and 6% per level to match.
  • Shock damage now scales with its level, at 8% increased damage taken per level for 24% at level 3.
  • Frostbite no longer makes chilled enemies take increased damage. It is pure control now: the chill slow and the freeze sub-roll are unchanged.
  • Monster Hunter now works on every enemy that is not a player, and grants increased damage rather than a separate multiplier.
  • Repel now knocks enemies back 3.5x less per hit at every level.
  • Wand Ignite and Venom now follow the same stacking limits as the bow, including the copies Contagion spreads to nearby enemies.
  • Cavern Luck can now be applied to wands, and boosts the proc rate of the wand's enchants.
  • Fixed calcite enchant levels showing as a number instead of a roman numeral on wands.

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).