Wand

General
A wand is a right handed, projectile weapon that can require one of a variety of Monk, Mesmer, Elementalist, Necromancer, or Ritualist attributes.

Wands are the one-handed alternative to two handed Staff in combination with a left hand Focus Item. The discussion of whether a wand/focus combo or a staff is superior is as old as the game itself: each has its boons and drawbacks.

Rods and scepters are considered wands.

Inherent stats

 * Ranged weapon
 * Minimum damage range: 3-5
 * Maximum damage range: 11-22
 * Damage type: Depends on linked attribute.  Possibilities: Cold, Earth, Fire, Lightning, Chaos, Dark, or Holy.  (See wand types below for details.)
 * Range: Recurve Bow range (~1.2 aggro circle radii; equivalent to standard casting range; not affected by height, unlike bows)
 * Attack interval: 1.75 seconds
 * Arc size: Small
 * Projectile flight time: ~0.6 seconds at Shortbow range.

Wands with an attribute requirement of 0 have been observed with damage ranges as high as 7-11. Wands with maximum damage from collectors and weaponsmiths always have an attribute requirement of 9.

Upgrades and modifiers
Wands dropped in Nightfall can be upgraded with a Wand Wrapping and an inscription.

Wand Types
Please consult our visual gallery or see them listed by campaign below. A tabular form of this list is also available.

Monk Wands

 * Holy Rod (Divine Favor): Fire damage
 * Smiting Rod (Smiting Prayers): Holy damage

Necromancer Wands

 * Accursed Rod (Curses): Cold damage
 * Crimson Claw Scepter (Soul Reaping): Dark damage
 * Deadly Cesta (Death Magic): Cold damage
 * Truncheon (Blood Magic): Dark damage

Mesmer Wands

 * Arcane Scepter (Fast Casting): Chaos damage
 * Cane (Domination Magic or Illusion Magic): Chaos damage
 * Crystal Wand (Inspiration Magic): Chaos damage

Elementalist Wands

 * Air Wand (Air Magic): Lightning damage
 * Earth Wand (Earth Magic): Earth damage
 * Fire Wand (Fire Magic): Fire damage
 * Water Wand (Water Magic): Cold damage
 * Voltaic Wand (Energy Storage or Air Magic): Chaos damage

Necromancer Wands

 * Deadly Cesta2 (Blood Magic or Curses): Dark damage
 * Truncheon2 (Death Magic): Cold damage

Universal Wands

 * Deldrimor Scepter

Starter Wands

 * Starter Holy Rod (none): Fire damage
 * Starter Truncheon (none): Dark damage
 * Starter Cane (none): Chaos damage
 * Starter Elemental Rod (none): Fire damage
 * Starter Ritualist's Wand (none): Dark damage

Monk Wands

 * Baneful Scepter (Smiting Prayers): Holy damage
 * Eternal Flame Wand (Divine Favor): Fire damage
 * Healing Rod3 (Divine Favor): Fire damage
 * Protective Rod3 (Divine Favor): Fire damage

Necromancer Wands

 * Bone Spiral Rod3 (Death Magic): Cold damage
 * Pronged Rod (Blood Magic): Dark damage
 * Spiral Rod (Curses): Dark damage
 * Truncheon (Curses): Dark damage
 * Wailing Wand (Death Magic, Curses - crafter and collector only): Cold damage

Mesmer Wands

 * Gazing Scepter (Domination Magic): Chaos damage
 * Hypnotic Scepter (Illusion Magic): Chaos damage

Elementalist Wands

 * Dragon's Breath Wand (Fire Magic): Fire damage
 * Golden Pillar (Earth Magic): Earth damage
 * Voltaic Wand (Air Magic): Lightning damage
 * Water Spirit Rod (Water Magic): Cold damage

Ritualist Wands

 * Channeling Rod (Channeling Magic): Cold, Earth and Fire damage have been confirmed
 * Communing Scepter (Communing): Dark damage
 * Eerie Rod (Communing): Cold and Lightning damage have been confirmed
 * Harmonic Rod (Communing): Cold, Earth and Fire damage have been confirmed
 * Ritualist Cane3 (Channeling Magic): Lightning damage
 * Ritualist Wand3 (Communing): Dark damage
 * Ritualist Scepter3 (Spawning Power): Lightning Damage
 * Spawning Wand (Spawning Power): Cold, Earth, Fire or Lightning damage
 * Writhing Cane (Restoration Magic): unknown damage type - existence unconfirmed
 * (universal wands) (Restoration Magic): Cold, Fire and Lightning damage have been confirmed

Universal Wands1

 * Amber Wand
 * Celestial Scepter
 * Jade Wand
 * Jellyfish Wand
 * Koi Scepter
 * Plagueborn Scepter
 * Platinum Wand
 * Serpentine Scepter - Primary spellcasting attribute
 * Wayward Wand
 * Zodiac Scepter

Monk Wands

 * Eternal Flame Wand (Healing Prayers): Holy damage
 * Healing Rod (Healing Prayers): Holy damage
 * Protective Wand (Protection Prayers): Holy damage

Necromancer Wands

 * Blighted Rod (Curses): Dark damage
 * Blood Spore Scepter (Blood Magic): Dark damage
 * Cyclopian Wand (Death Magic): Cold damage
 * Dead Scepter (Soul Reaping): Dark damage

Mesmer Wands

 * Hypnotic Scepter (Illusion Magic): Chaos damage
 * Imposing Scepter (Domination Magic): Chaos damage

Elementalist Wands

 * Blazing Wing Wand (Fire Magic): Fire damage
 * Cloudburst Wand (Air Magic): Lightning damage
 * Guardian Branch (Earth Magic): Earth damage
 * Pyrewood Scepter (Fire Magic): Fire damage
 * Watercrest Wand (Water Magic): Cold damage
 * Whalekin Wand (Water Magic): Cold damage

Ritualist Wands

 * Restoration Focus (Wand)3 (Restoration Magic): Dark damage
 * Shamanic Wand (Restoration Magic): Cold, Earth, Fire or Lightning damage

Universal Wands

 * Boar Scepters
 * Golden Boar Scepter (Unique)
 * Silver Boar Scepter
 * Wooden Boar Scepter
 * Scepter of the Forgotten
 * Tormented Scepter

Universal Wands

 * Asuran Scepter4
 * Charrslayer Scepter4
 * Darkhorn Rod - Primary spellcasting attribute
 * Destroyer Scepter4
 * Frog Scepter (unconfirmed)
 * Norn Scepter4
 * Onyx Scepter - Primary spellcasting attribute
 * Topaz Scepter - Primary spellcasting attribute

Universal Wands

 * Charr Scepter
 * Mursaat Scepter
 * Tengu Scepter
 * Undead Scepter

Salvage
Most wands yield Wood Planks and Iron Ingots when salvaged. Expert Salvage occasionally results in Steel Ingots.