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 whether a wand/focus combo or a staff is superior is as old as the game itself.

Damage Stats
The maximum damage range of all wands is 11-22, the same as a staff. Depending on the linked attribute wands deal various damage types. Wands, just like staves, have Recurve Bow range (approx 1.4 aggro circle radius), and attack once every 1.75 seconds.

See wand types below for details on damage types.

Upgrades and Modifiers
Wands may come with non-salvagable magical modifiers, like other weapons, foci, or shields. It is not possible to upgrade a wand with weapon upgrades.

Monk Wands

 * Holy Rod : Fire damage : Divine Favor
 * Smiting Rod : Light damage : Smiting Prayers

Necromancer Wands

 * Truncheon : Dark damage : Blood Magic
 * Deadly Cesta : Cold damage : Death Magic

Mesmer Wands

 * Cane : Chaos damage : Domination Magic or Illusion Magic

Elementalist Wands

 * Air Wand : Lightning damage : Air Magic
 * Fire Wand : Fire damage : Fire Magic
 * Earth Wand : Earth damage : Earth Magic
 * Water Wand : Cold damage : Water Magic

Starter Wands

 * Starter Cane (looks like domination cane) : Chaos damage : none
 * Starter Elemental Rod (looks like Deadly Cesta) : Fire damage : none
 * Starter Holy Rod : Fire damage : none
 * Starter Ritualist's Wand (looks like Deadly Cesta) : Dark damage : none
 * Starter Truncheon : Dark damage : none

Monk Wands

 * Baneful Scepter : Light damage : Smiting Prayers
 * Eternal Flame Wand : Fire damage : Divine Favor
 * Healing Rod2 : Fire damage : Divine Favor
 * Protective Rod2 : Fire damage : Divine Favor

Necromancer Wands

 * Bone Spiral Rod2 : Cold damage : Death Magic
 * Pronged Rod : Dark damage : Blood Magic
 * Spiral Rod : Dark damage : Curses
 * Wailing Wand : Cold damage : Death Magic, Curses (crafter and collector only)

Mesmer Wands

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

Elementalist Wands

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

Ritualist Wands

 * Channeling Rod : Cold, Earth or Fire damage : Channeling Magic
 * Communing Scepter : Dark : Communing
 * Eerie Rod : Lightning damage : Communing
 * Harmonic Rod : Cold, Earth or Fire damage : Communing
 * Ritualist Cane2 : Lightning damage : Channeling Magic
 * Ritualist Wand2 : Dark damage : Communing
 * Ritualist Scepter2 : Lightning Damage : Spawning Power
 * Spawning Wand : Cold, Earth, Fire or Lightning damage : Spawning Power
 * Writhing Cane : (unknown damage type) : Restoration Magic
 * (universal wands) : Cold, Fire and Lightning damage have been confirmed : Restoration Magic

*Universal Wands1

 * Amber Wand : by attribute : any wand attribute
 * Celestial Scepter : by attribute : any wand attribute
 * Jade Wand : by attribute : any wand attribute
 * Jellyfish Wand : by attribute : any wand attribute
 * Koi Scepter : by attribute : any wand attribute
 * Plagueborn Scepter : by attribute : any wand attribute
 * Zodiac Scepter : by attribute : any wand attribute
 * Platinum Wand : by attribute : any wand attribute


 * 1) The universal wands can only be linked to the same attribute and damage type combinations as the normal (non-collector) staves listed above. For example, you will never find a Celestial Scepter with a requirement in Energy Storage.
 * 2) These wands are only available from crafters and collectors