Wands |
Lifesprig - Possibly the most popular weapon for any level-1 Spell caster. It's great with any Spell, but quickly wears off and should be replaced with something better. |
Required Level: 1
Required Intelligence: 14
Damage: 5-9
Attacks per Second: 1.40
Critical Strike Chance: 7.00%
Physical DPS: 9.8
Elemental DPS: N/A
DPS: 9.8
(8-12)% increased Spell Damage
+1 to Level of Socketed Spell Gems
(20-28)% increased Spell Damage
(5-8)% increased Cast Speed
+(15-20) to maximum Life
+(15-20) to maximum Mana
Regenerate (6-8) Life over 1 second when you Cast a Spell
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Abberath's Horn - A good starting weapon for Fire Damage Spell builds, such as Fire Trap or Blazing Salvo. It's better with Hit damage than Ignite but will work fine in both cases. |
Required Level: 6
Required Intelligence: 29
Damage: 9-16
Attacks per Second: 1.20
Critical Strike Chance: 7.00%
Physical DPS: 15.0
Elemental DPS: N/A
DPS: 15.0
Adds (1-2) to (3-4) Fire Damage to Spells and Attacks
(20-30)% increased Fire Damage
Adds (4-6) to (8-12) Fire Damage to Spells
(40-60)% increased Global Critical Strike Chance
Gain 10 Life per Ignited Enemy Killed
25% reduced Ignite Duration on Enemies
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Ashcaller - Enemies Covered in Ash receive increased Fire Damage, and the summoned Raging Spirits deal that type of damage too. It can be used in the early stages of any Fire Damage build, like Volatile Dead. |
Required Level: 12
Required Intelligence: 47
Damage: 9-17 Physical, (20-24) to (38-46) Fire
Attacks per Second: 1.50
Critical Strike Chance: 7.00%
Physical DPS: 19.5
Elemental DPS: (43.5-52.5)
DPS: (63.0-72.0)
(11-15)% increased Spell Damage
25% chance to Trigger Level 10 Summon Raging Spirit on Kill
Adds (20-24) to (38-46) Fire Damage
Adds (20-24) to (38-46) Fire Damage to Spells
10% chance to Cover Enemies in Ash on Hit
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The Poet's Pen - It sits in the spotlight of any build it's in. It has a built-in Trigger-Spell-on-Attack mechanic, whereby attacking 4 times a second you can Cast 4 Spells too, supported by 3 Gems, or even six if combined with The Squire Shield, which is a bright idea. It also upgrades socketed Skills with up to 4 Levels, a major improvement. Another way to trigger Spells on Attack, often with much higher frequency, is by using the Cast on Critical Strike Support Gem, but that requires 100% Crit Chance. This weapon does not, which makes it popular in builds like Corrupting Fever that don't benefit from Critical Strikes. It also can be used alongside the CoC setup, as you don't even have to link your Spell with the Attack you're using, much like with Spellslinger. We have used it in a Soulrend of the Spiral build. |
Required Level: 12
Required Intelligence: 47
Damage: 9-17
Attacks per Second: (1.62-1.68)
Critical Strike Chance: 7.00%
Physical DPS: (21.1-21.8)
Elemental DPS: N/A
DPS: (21.1-21.8)
(11-15)% increased Spell Damage
+1 to Level of Socketed Skill Gems per 25 Player Levels
Trigger a Socketed Spell when you Attack with this Weapon, with a 0.25 second Cooldown
Adds 3 to 5 Physical Damage to Attacks with this Weapon per 3 Player Levels
(8-12)% increased Attack Speed
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Reverberation Rod - It can be used for leveling instead of Tabula Rasa. Socket here a Spell that's not supposed to hit Critically. Controlled Destruction will reduce your Crit Chance. |
Required Level: 24
Required Intelligence: 83
Damage: 12-37
Attacks per Second: 1.30
Critical Strike Chance: 7.00%
Physical DPS: 31.9
Elemental DPS: N/A
DPS: 31.9
Adds (1-2) to (9-11) Lightning Damage to Spells and Attacks
+2 to Level of Socketed Gems
Socketed Gems are Supported by Level 10 Spell Echo
Socketed Gems are Supported by Level 10 Controlled Destruction
Socketed Gems are Supported by Level 10 Arcane Surge
+(10-30) to Intelligence
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Storm Prison - If you're playing as an Occultist or Assassin you may want to start pursuing the maximum Power Charges and Critical Stike Chance gimmick as soon as possible. Dual-wield these Wands for 100% increased Crit Chance via 2 extra Maximum Power Charges, and other benefits like Mana Regeneration. You will replace it later with Rare Wands or Void Batteries. |
Required Level: 24
Required Intelligence: 83
Damage: (16.8-19.2) to (51.8-59.2) Physical, 1 to (35-45) Lightning
Attacks per Second: 1.30
Critical Strike Chance: 7.00%
Physical DPS: (44.6-51.0)
Elemental DPS: (23.4-29.9)
DPS: (68.0-80.9)
Adds (1-2) to (9-11) Lightning Damage to Spells and Attacks
(40-60)% increased Physical Damage
Adds 1 to (35-45) Lightning Damage
(15-25)% increased Mana Regeneration Rate
+1 to Maximum Power Charges
(25-35)% chance to gain a Power Charge on Kill
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Relic of the Pact - Used in Blood Sacrament builds. Such builds require a specific approach to deal proper damage with this Skill, mostly aimed at hoarding Maximum Life. Absent elsewhere. |
Required Level: 30
Required Intelligence: 119
Damage: 23-42
Attacks per Second: 1.20
Critical Strike Chance:8.00%
Physical DPS: 39.0
Elemental DPS: N/A
DPS: 39.0
(17-21)% increased Spell Damage
Grants Level 1 Blood Sacrament Skill
Your Critical Strike Chance is Lucky while on Low Life
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Twyzel - It's a candidate for low-level Kinetic Blast or Kinetic Bolt builds. It's supposed to be used with Attacks rather than Spells. |
Required Level: 30
Required Intelligence: 119
Damage: (50.4-68.2) to (99-129.8)
Attacks per Second: (1.26-1.32)
Critical Strike Chance: (8.80-9.60)%
Physical DPS: (94.1-130.7)
Elemental DPS: N/A
DPS: (94.1-130.7)
(17-21)% increased Spell Damage
Socketed Gems fire an additional Projectile
(80-120)% increased Physical Damage
Adds (5-8) to (13-17) Physical Damage
(5-10)% increased Attack Speed
(10-20)% increased Critical Strike Chance
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Replica Twyzel - Has lower DPS than the original, but causes all your Attacks to fire an additional Projectile. This very low DPS is a huge problem unless you have some other source of it, like Replica Hyrri's Ire or The Covenant, but at the point when you're able to wear them, you should be able to afford a better Wand anyway. This one extra Projectile is not worth it in our opinion, but you may try it with a Kinetic Bolt of Fragmentation - it's where the additional Projectiles affect your single-target damage. |
Required Level: 30
Required Intelligence: 119
Damage: 23-42
Attacks per Second: (1.26-1.32)
Critical Strike Chance: (9.60-11.20)%
Physical DPS: (41.0-42.9)
Elemental DPS: N/A
DPS: (41.0-42.9)
(17-21)% increased Spell Damage
(5-10)% increased Attack Speed
(20-40)% increased Critical Strike Chance
Attacks fire an additional Projectile
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Shade of Solaris - It's a perfect match for Elemental Overload, which is an often-picked Keystone for low-level characters that only becomes obsolete after heavily investing in Crit Chance and Crit Multiplier. You can use it with any Elemental Spell that Hits, preferably one that Hits often to Crit at least once every 8 seconds, like this Storm Brand build. It's not that good in the late game, Critical Strikes are still the best way to scale up your Hit damage. |
Required Level: 30
Required Intelligence: 119
Damage: 23-42
Attacks per Second: 1.20
Critical Strike Chance: 8.00%
Physical DPS: 39.0
Elemental DPS: N/A
DPS: 39.0
(17-21)% increased Spell Damage
Gain (10-20)% of Elemental Damage as Extra Chaos Damage
Critical Strikes deal no Damage
200% increased Spell Damage if you've dealt a Critical Strike in the past 8 seconds
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Eclipse Solaris - Blind is very good, but only with a high Evasion Rating. This Wand is supposed to be used with Attacks due to the extra Damage and Attack Speed. It's not a good weapon, and the stats are not that impressive, but you can try it out with Kinetic Bolt on a Deadeye - it has easy access to various Blind and Evasion passives on a Skill Tree. |
Required Level: 40
Required Intelligence: 131
Damage: 21-38 Physical, (30-45) to (60-80) Fire
Attacks per Second: (1.59-1.65)
Critical Strike Chance: 7.00%
Physical DPS: (46.9-48.7)
Elemental DPS: (71.5-103.1)
DPS: (118.5-151.8)
(22-26)% increased Spell Damage
Adds (30-45) to (60-80) Fire Damage
(6-10)% increased Attack Speed
+(27-33)% to Global Critical Strike Multiplier
20% increased Light Radius
Nearby Enemies are Blinded
(120-140)% increased Critical Strike Chance against Blinded Enemies
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Midnight Bargain - Generally, you don't want to reserve 30% of your Life for more Minion Damage, your DPS should be enough if you're below level 56. Then, you can start using Maata's Teaching. At such an early stage of the game, you should not rely on Energy Shield that much, Life is still the primary defensive layer unless you're wearing Ghostwrithe. |
Required Level: 40
Required Intelligence: 131
Damage: 21-38
Attacks per Second: 1.50
Critical Strike Chance: 7.00%
Physical DPS: 44.2
Elemental DPS: N/A
DPS: 44.2
(22-26)% increased Spell Damage
+(10-20) to Intelligence
Minions have (20-30)% increased Movement Speed
Minions deal (50-70)% increased Damage
+1 to maximum number of Raised Zombies
+1 to maximum number of Skeletons
+1 to maximum number of Spectres
Reserves 30% of Life
Cannot be used with Chaos Inoculation
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Replica Midnight Bargain - It's used in the same situations as the original - with Ghostwrithe and on a low-level character. This one, instead of Spectres, Skeletons, and Zombies, extends the maximum number of Raging Spirits and Phantasms. |
Required Level: 40
Required Intelligence: 131
Damage: 21-38
Attacks per Second: 1.50
Critical Strike Chance: 7.00%
Physical DPS: 44.2
Elemental DPS: N/A
DPS: 44.2
(22-26)% increased Spell Damage
+(10-20) to Intelligence
Minions have (40-50)% increased Movement Speed
Minions deal (50-70)% increased Damage
+6 to maximum number of Raging Spirits
+3 to maximum number of Summoned Phantasms
Reserves 30% of Life
Cannot be used with Chaos Inoculation
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Apep's Rage - Very good in some Poison Spell builds with Eldritch Battery. It has Cast Speed, added Chaos Damage, and an extremely powerful "Poison deal Damage faster" mod. The Mana loss will not affect you if you're using Eldritch Battery for Mana. Popular in Poison Doom Blast builds, where it competes with only the finest Rare Wands. |
Required Level: 53
Required Intelligence: 200
Damage: 33-61
Attacks per Second: 1.20
Critical Strike Chance: 8.00%
Physical DPS: 56.4
Elemental DPS: N/A
DPS: 56.4
(27-31)% increased Spell Damage
Adds (90-130) to (140-190) Chaos Damage to Spells
(25-30)% increased Cast Speed
+(5-10)% to Chaos Resistance
Lose 40 Mana when you use a Skill
Poisons you inflict deal Damage (30-50)% faster
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Moonsorrow - It's bad, but you can try it out in builds with a high Evasion Rating with some kind of Physical Spell or Spellslinging Attack. It's very easy to Blind enemies so it's rather pointless. |
Required Level: 59
Required Intelligence: 188
Damage: (101.5-108.75) to (185.5-198.75)
Attacks per Second: 1.50
Critical Strike Chance: 7.00%
Physical DPS: (215.2-230.6)
Elemental DPS: N/A
DPS: (215.2-230.6)
(33-37)% increased Spell Damage
Socketed Gems are supported by Level 20 Blind
+10 to Intelligence
(30-40)% increased Spell Damage
(250-275)% increased Physical Damage
(20-30)% increased Lightning Damage
10% increased Cast Speed
10% chance to Blind Enemies on hit
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Obliteration - Used in Physical Attack Damage builds that require no good weapon, like Shield Throw, or Physical Spell builds that scale up better with the extra Chaos Damage rather than Skill Gem Levels, Critical Strikes, or generic Spell Damage, such as Blade Vortex Poison Assassin or Cremation Archmage. The explosion on kill will magnify your clear speed significantly. |
Required Level: 59
Required Intelligence: 188
Damage: 29-53
Attacks per Second: 1.50
Critical Strike Chance: 7.00%
Physical DPS: 61.5
Elemental DPS: N/A
DPS: 61.5
(33-37)% increased Spell Damage
Gain (30-40)% of Physical Damage as Extra Chaos Damage
Enemies you Kill have a 20% chance to Explode, dealing a quarter of their maximum Life as Chaos Damage
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Piscator's Vigil - It can be a somewhat good starting weapon for an Attack build with skills like Kinetic Blast on account of the high Attack Speed, extra Accuracy, increased Damage, high Critical Strike Chance, and Elemental Penetration. Just be sure to Convert all damage to Elemental type. It also has no damage on its own - it has to be added with Support Gems and items such as Replica Hyrri's Ire or Replica Covenant. |
Required Level: 59
Required Intelligence: 188
Damage: N/A
Attacks per Second: (1.65-1.77)
Critical Strike Chance: (8.40-9.10)%
Physical DPS: N/A
Elemental DPS: N/A
DPS: N/A
(33-37)% increased Spell Damage
No Physical Damage
(10-18)% increased Attack Speed
(20-30)% increased Critical Strike Chance
+(340-400) to Accuracy Rating
Attacks with this Weapon have (100-115)% increased Elemental Damage
Damage with Weapons Penetrates 5% Elemental Resistances
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Tulborn - It adds quite a lot of Cold Damage to Spells, equal to that of a level 20 Added Cold Damage Support. It also enhances Cold Exposure. The rest of its modifiers are not that significant, rendering this weapon unusable in any proper build, but you may wield it in an underdeveloped one with some kind of Cold Spell. Similar mods for Added Cold Damage and Penetration can be found on Rare Wands too. |
Required Level: 62
Required Intelligence: 212
Damage: 35-65
Attacks per Second: 1.30
Critical Strike Chance: 7.00%
Physical DPS: 65.0
Elemental DPS: N/A
DPS: 65.0
Adds (14-29) to (42-47) Cold Damage to Spells and Attacks
Gain a Power Charge on Killing a Frozen Enemy
+(20-25) Mana gained on Killing a Frozen Enemy
Adds (120-140) to (150-170) Cold Damage to Spells
Cold Exposure you inflict applies an extra -12% to Cold Resistance
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Tulfall - The upgraded version of Tullborn. It adds tons of Cold Damage given you're making use of a lot of Maximum Power Charges, so it's popular among Occultists. Combine it with Ralakesh's Impatience to never lose these Charges, bypassing its downside. Alternatively, you can employ it to generate Frenzy Charges, which a lot of Spell-casters struggle with. We have used one in this Black Zenith Winter Orb Occultist build. |
Required Level: 62
Required Intelligence: 212
Damage: 35-65
Attacks per Second: 1.30
Critical Strike Chance: 7.00%
Physical DPS: 65.0
Elemental DPS: N/A
DPS: 65.0
Adds (14-29) to (42-47) Cold Damage to Spells and Attacks
(10-20)% increased Cast Speed
Gain a Power Charge on Killing a Frozen Enemy
Adds 50 to 70 Cold Damage to Spells per Power Charge
Lose all Power Charges on reaching Maximum Power Charges
Gain a Frenzy Charge on reaching Maximum Power Charges
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Replica Tulfall - It's similar to the original, but doesn't grant you flat Cold Damage per Power Charge - it instead increases your Cold Damage. That makes it much worse in almost any case - even with 10 Power Charges the damage gets increased by 200% - that's only twice as much as one T1 mod on a Rare Wand. It's bad. |
Required Level: 62
Required Intelligence: 212
Damage: 35-65
Attacks per Second: 1.30
Critical Strike Chance: 7.00%
Physical DPS: 65.0
Elemental DPS: N/A
DPS: 65.0
Adds (14-29) to (42-47) Cold Damage to Spells and Attacks
(15-25)% increased Cast Speed
Lose all Power Charges on reaching Maximum Power Charges
Gain a Frenzy Charge on reaching Maximum Power Charges
(15-20)% increased Cold Damage per Frenzy Charge
Gain a Power Charge on Killing a Frozen Enemy
Take 500 Cold Damage on reaching Maximum Power Charges
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Shimmeron - It's another Wand that scales up with Power Charges. It increases Crit Damage, Crit Chance, Lightning Damage, and Spell Block Chance per such Charge. These bonuses are very good, but the self-inflicted Lightning Damage over Time can be hard to deal with. Try using Topaz Flask, and be sure to have a good source of Life/ES Recovery with high Maximum Lightning Resistance. You can use it in any Lightning Spell Damage build, but most players will prefer Void Battery. |
Required Level: 65
Required Intelligence: 212
Damage: 25-75
Attacks per Second: 1.30
Critical Strike Chance: 7.00%
Physical DPS: 65.0
Elemental DPS: N/A
DPS: 65.0
Adds (3-5) to (70-82) Lightning Damage to Spells and Attacks
(30-40)% increased Spell Damage
Adds (26-35) to (95-105) Lightning Damage to Spells
+(6-10)% to Critical Strike Multiplier per Power Charge
+0.3% Critical Strike Chance per Power Charge
+2% Chance to Block Spell Damage per Power Charge
Adds 3 to 9 Lightning Damage to Spells per Power Charge
200 Lightning Damage taken per second per Power Charge if your Skills have dealt a Critical Strike Recently
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Void Battery - It increases Spell Damage per Power Charge, Cast Speed, Crit Chance, and grants you one more Maximum Power Charge which is invaluable in any Power-Charge stacking build. It's one of the most popular Wands, often dual-wielded. We have used it in builds like Cold Snap of Power Occultist or Blade Blast of Unloading Assassin. |
Required Level: 68
Required Intelligence: 245
Damage: 35-64
Attacks per Second: 1.20
Critical Strike Chance: 8.00%
Physical DPS: 59.4
Elemental DPS: N/A
DPS: 59.4
(36-40)% increased Spell Damage
80% reduced Spell Damage
(10-20)% increased Cast Speed
(50-65)% increased Global Critical Strike Chance
+(40-50) to maximum Mana
+1 to Maximum Power Charges
25% increased Spell Damage per Power Charge
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