PropertyValue
rdf:type
rdfs:label
  • Wand
  • Wand
  • WAND
  • Wand
  • Wand
rdfs:comment
  • Arcane short staff that never fails to dazzle and mazzle.
  • There are 13 different wands in the game. They are found throughout the dungeon, often on pedestals, or in chests, and have a wide variety of abilities.Each type of wand has varying degree of probability for being generated.Wands typically take 40 turns to recharge one use. The number of turns to recharge varies for Mages.Wands have a maximum charge of 9, so upgrading them past +7 (or +6 for Wand of Magic Missile) will not increase their maximum charges any further (but the power of their effect still increases).Most wands can be used on the Hero/ine, by standing close to a wall and zapping the wand against it.A wand can be easily obtained from the Old wandmaker by retrieving his requested quest item for him.A wand becomes fully identified after zapping it 40 times.
  • One of the most common mistakes in making a wand is to make it too long. For example, Harry Potter's original wand was only 11 inches long. (For safety purposes, keep this in mind. Do you really want a bunch of 7 year olds running around in the dark with long sticks?) Traditional wands were made of wood. A wooden dowel can be shortened to the right length and stained or painted the preferred color. Wands can also be made out of ivory, or the modern versions, plastic. If you don't want to make your own, there are commercial sites where you can buy a wand.
  • Contrary to Melee and Ranged weapons, there are no off-hand wands: this role is fulfilled by magical orbs and books. Either can be used with a wand to dual-wield as a mage. Staves are the two-handed counterpart to wands. Staves cast at Average speed, rather than Fastest, but each hit is stronger. The damage per second is equal between staves and dual-wield, but dual-wielding allows use of the ability Concentrated Blast, while staves offer the ability Sonic Wave.
  • Another noteworthy feature of the destructo wand is its ability to knock players back if they are being a nuisance.
  • WAND, virtual channel 17, is an NBC-affiliated television station serving theDecatur–Springfield–Champaign area. It is owned by Block Communications. It broadcasts on digital UHF channel 18 from a transmitter near Argenta, with a translator, W31BX-D, in Danville.
  • Wands are generally used in ritual work to point and move energies. Many traditions use wands in casting a circle for ritual work.
  • A Wand (ワンド, Wando) is what is used for focusing Magoi and magic attacks. Wand's are essential to Magicians, if they want to use their Magic, because without a wand, Magicians can't send orders to the Rukh properly, thus their Magic won't work properly. When a wand is broken or damaged, it is still able to perform magic, but it is quite unstable and not even the Magician using it knows what will happen if any attempt to cast spells.
  • Wands are spell-casting implements commonly used by artificers, bards, warlocks, and wizards alike. Constructed from wood most commonly wands typically have arcane energies of their own. Sometimes this energy allows the caster to simply empower their spells, while other wands possess the ability to cast their own.
  • The Wand produces massive bursts of ice and cold when used, and it has both melee and ranged modes. In the concept art released for this weapon, the color of the attack changes between the modes, being green in melee and light blue in ranged.
  • A wand, is a tool used by witches and wizards to channel their magical energy and conduct spells. The Wand always chooses it's master/owner though it isn't understood why or even how this occurs. Most magic is done through wands. Magic without a wand is sometime reffered to as improper magic.
  • Wands are one of the primary means of focusing magical powers. They tend to be suited to the individual wizards, though in extremis one can use another's wand. No two wands are exactly alike. Wands tend to be made from wood with a core of some magical material, usually unicorn hairs, phoenix tail feathers, or the heart strings of dragons.
  • Wand may refer to: * A Part of the boss Lord's Ghost * A Part of the boss Mage King
  • Wand are a type of weapon equipment, which occupy the Right-hand Slots.
  • The ability to control Shinsoo is very rare, and most Regulars and Rankers use special items when they wish to manipulate larger amounts of Shinsoo. These items are called Wands.
  • A rough-hewn wand that's effective enough for the casting of magic spells.
  • The wand has been used in magical and religious rites throughout history.The wand is a symbol of masculine fertility and is a phallic symbol. In modern witchcraft, the wand is associated with the South, the element of Spirit, and the qualities of Will and Desire. Along with the athame, it is one of the tools that can be used to symbolically represent to God in the Great Rite. According to Gerald Gardner, the wand is one of the three working tools that a witch must have in every operation.
  • Wands are weapons used to train the magic skill. File:Wand.gifUncharged wands can be requested from Endorra. An uncharged wand is useless until someone uses a gem to charge it.
  • A wand is a thin stick used in some continua, such as the Potterverse, to perform magic. Where wands are generally required to perform magic, not using one may be a charge. The wand chooses the wizard, and the wood reflects something about the owner's personality. The term may also refer to other things of similar dimensions, but this really isn't the time or place for that sort of thing, now, is it?
  • Wands are a kind of weapon. Wands can be crafted by a Carver (See Carver/Recipes) and maged by a Carvmagus. All Wands also have >1 minimum range to attack with, so they can be difficult to use.
  • In the main series wand have a weak attack power, but it enhance magician's magic power. In Suikoden Tierkreis It has a high attack power and can also enhance playable characters magic power.
  • A Wand, also known as a staff is the main weapon of the Mage. It can not be used as a melee weapon, since the mage's default attack consists of casting Energy Bolt. Wands almost always have the word "Orb" in their name. Nearly every, if not all of the staves provide Concentration.
  • Wand is the main magical weapon in Onigiri. It is designed to deal massive magical damage at high range. It is far better than Staff for dealing killing magic and is second to Bow in terms of attack range. Like staffs, wands can recharge SP. In addition, they are also able to block attacks from monsters. * Long ranged [Max 14m] * Single-Targeted Basic Attack; may do splash damage to nearby enemies * Skill - Single, Single+AoE, AoE * Medium Attack Speed * Low Basic Attack Power * High AOE spell damage Wand skills are mainly based on WIS stat.
  • thumb|Benny Russell schreibt auf der Wand Eine Wand ist eine Begrenzung eines Raumes. 2374 meint B'Elanna Torres zu Seven of Nine, dass ihre Kritik an Sevens unhöflichem Benehmen sinnlos sei und sie genauso gut mit einer Wand reden könne. (VOY: ) In einer Vision von den Pah-Geistern sieht Benjamin Sisko Benny Russell in einem Zimmer auf der Isolierstation eines Krankenhauses. Da er kein Papier bekommt, schreibt er seine Story über Deep Space 9 mit Bleistift an die Wand. (DS9: )
  • Wandit (taikasauvat) ovat nopeita erillaisia fire, holy,arcane, frost tai shadow ammuksia ampuvia keppejä. nopeus vaihtelee 1.50 -2.50
  • Wands are limited-use magical devices. Any character can zap a wand, but all wands have a specific number of charges. When all charges have been used, the wand will either do nothing or function one last time and then turn to dust (1/121 chance). This is known as "wresting" a last charge out of the wand. A wand can also be recharged. A wand's effect is not known before it is identified: they only appear by description, such as "an ivory wand" (see Appearance). All wands have a weight of 7.
  • A wand is a rod that contains an enchantment for casting magic spell(s). Unlike scrolls, wands often have multiple charges (possibly even unlimited). Their use are generally limited to creatures of the qualified class, or those with sufficient UMD skill. The Craft Wand feat allows a spellcaster to enchant a bone wand with any spell (up to 4th level) they know. This cannot be used with spell-like abilities or invocations.
  • A Magic Wand is a magical item that allows a Witch to harness the power of nature to control objects through telekinesis. However, heavy objects can not be controlled by a wand.
  • A wand is a quasi-sentient magical instrument through which a witch or wizard channels her or his magical powers to centralise the effects for more complex results. Most spells are done with the aid of wands, but spells can be cast without the use of wands. Wandless magic is, however, very difficult and requires much concentration and incredible skill; advanced wizards and some magical creatures such as house elves are known to perform such magic.
  • File:Wand Type.gif Wands can be naturally wielded by Shamans and Wizards. In Aeria Game's version, Witch Doctors could naturally equip Wands as well. Wands require Equip Wand from the Shaman passive skill set to be equipped on other jobs. Shaman Seasonal Magic and Wizard Scrollcasting skills can only be used while a Wand is equipped. All Wands add MP and magic accuracy. The normal attack of Wands use the magic attack stat. Note: Elements only applies to physical attacks, not magical.
  • Wands are easily accessed by having a Sim open the box left by the Mystery Man, as the box contains a wand and a Spellbound Wand Charger, which is also a wand dispenser. The Spellbound Wand Charger can also be bought in Buy mode, as can the MagiCo NeoMagical Newt, which dispenses wands for children. Sims who go to Magic Town can buy wands from the Mystery Man for §50. Many spells will backfire if cast on a Sim who has a wand. All the townies of Magic Town have them.
  • A wand is a weapon that causes Arcane, Fire, Frost, Nature, Shadow or (in rare cases) Holy or Physical damage. They may be used by Priests, Mages and Warlocks. There is no restriction on the damage type that can be wielded and used; you can use wands outside your native damage capabilities. No class that can use wands needs to train to use them. (See the Per Class Proficiencies table for who can use what weapons.)
  • A wand is a symbol of masculinity, as opposed to the cauldron's association with femininity, and is used in similar ways to the athamé. Its purpose is for the direction of energy and will, and considered more "global" than an athamé, which is usually used in the altar space. Rituals affecting large groups of people frequently employ a wand instead of an athamé. The physical appearance of a wand has no set guidelines; in parts of Wales, wands are usually equated with staffs and can be up to eight feet long. In Germany, broom handles may also be used as wands. For modern Wiccans, however, the wand is a much shorter length of wood (or metal) that fits easily into the hand. One wand per practitioner is another rule of thumb, but, as with all things phallic, this isn't true for all Wiccans. A s
  • A wand is an item for storing many (up to 50) copies of a single spell. Their usage is often restricted to the classes that can cast that spell normally. Wands cannot be equipped, but are instead activated from a character's inventory. They can also be assigned to a quickslot for faster access. When a wand's remaining charges are reduced below the number needed for the spell, the item is destroyed.
  • A wand is a ranged weapon that causes Arcane, Fire, Frost, Nature, Shadow or (in rare cases) Holy or Physical damage. They may be used by priests, mages, and warlocks. There is no restriction on the damage type that can be wielded and used; you can use wands outside your native damage capabilities. No class that can use wands needs to train to use them. Wands can autoshoot, but unlike a melee auto-attack, a wand attack can be interrupted by certain disabling offensive strikes and will not re-engage until the player activates it again.
  • A Wand is a type of Magical Item which can be equipped on any Hero possessing an appropriate slot. The bonuses on the Wand will enhance that Hero's performance, particularly his/her Ranged Attack. As with any Magical Item, Wands can have a total mix of up to 4 different bonuses and/or Item Powers. Wands are normally very poor in terms of available bonuses, mostly improving the Hero's File:Icon Ranged Magic.png and spell-casting properties. Wands are generally inferior to Staves, but are somewhat less expensive to make.
  • A Wand is a weapon used by Magicians, Psykeepers, and (although they cannot cast any of their spells with it) Elementors. Wands deal less damage then staves, but only require one hand, allowing wand-users to hold a shield in their other hand. Contrary to the Staff's melee combat, wands have a very unique attack: they strike with a bolt of energy, which can be charged up over time for greater power. This attack acts almost like a very weak spell that costs no MP. It is not uncommon to see an AoE Psykeeper use their wand to gather mobs instead of using a spell. Rare Wands: Lightened Wand (lvl 15)
owl:sameAs
Level
  • 1
  • 2
  • 10
  • 20
  • 30
  • 40
  • 42
  • 45
  • 50
  • 55
  • 60
  • 70
  • 75
  • 80
  • 85
  • 90
  • 92
dcterms:subject
Race Only
  • Qsiti
PC Mystic Attack
  • 91
PC Attack Rating
  • 88
Live Image Caption
  • Wand
mats
  • -
Icon Image
  • Wand Icon.png
Mystic Attack
  • 73
PC Defense
  • 38
macc
  • 150
  • 160
  • 191
  • 202
  • 316
  • 454
  • 628
  • 668
  • 732
  • 850
  • 983
  • 1132
  • 1486
  • 1694
  • 1924
  • 2178
  • 2458
  • 2577
Modifier
  • Bludgeon
item1value
  • 1
  • 2
Tradeable
  • yes
Sell
  • 200
  • 1250
item2value
  • 1
  • 4
Weapon Type
  • Staff
Obtention
  • Friend Points
Customize
  • Champion's Rod
  • Optimal Tambo
Physical
  • 6
  • 23
  • 29
  • 36
  • 42
  • 48
Weapon Size
  • Small
Attack Rating
  • 70
item3value
  • 2
PC Eva
  • 13
PC Mystic Defense
  • 38
Mystic Defense
  • 26
inv
  • yes
Selling Price
  • 2805
Art Modifier
  • str
Quest Item
  • no
Item
  • Necrotic Metal
  • Sapphire Crystal
  • Divine Dragonyte
  • Dragonicle Ore
  • Emerald Crystal
  • Ruby Crystal
  • Snowy Crystal
  • Voltaic Crystal
  • Jhana Hipbone
  • Ancient Carapace
  • Primordial Alloy
  • Tough Killer Insect Husk
Burden
  • 50
Rarity
  • 1
Patch Introduced
Buy
  • 2500
Live Image
  • Wand Live.jpg
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Prayer
  • 3
Defense
  • 29
Special
  • None
  • Qsiti specific
Element
  • None
Speed
  • Fastest
ge
  • Abyssal wand
  • Batwing wand
  • Master wand
  • Teacher wand
  • Crystal wand
  • Attuned crystal wand
  • Imp horn wand
  • Wizard wand
  • Ahrim's wand
  • Apprentice wand
  • Bat wand
  • Beginner wand
  • Blisterwood wand
  • Grifolic wand
  • Mystic wand
  • Seasinger kiba
  • Seismic wand
  • Spider wand
  • Splitbark wand
  • Virtus wand
  • Wand of the Cywir elders
  • Wand of the praesul
  • Wand of treachery
CD
  • 40
Slot
Name
Type
  • None
  • One-Handed Staff
Value
  • 200
Caption
  • The weapon's info window.
List
  • {{:Wooden Wand
mstyle
  • None
weapon source
  • -
recipe source
  • -
Base value
  • /
Equip items
  • no
  • yes
  • at level 45
  • at level 75
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dbkwik:quickipedia/property/wikiPageUsesTemplate
Weight
  • 40
Price
  • 1
  • 250
  • 1403
  • 84480
  • 108680
  • 111600
  • 114400
  • 117280
  • 120120
  • yes
  • ge
  • Obtained by making with attuned crystal weapon seed
  • Made from an attuned crystal weapon seed
  • Obtained from Player-owned port
  • Obtained from Treasure Hunter
  • Obtained from a player-owned port
  • Reward from the Demon Slayer quest
Title
  • Wand
Manufacturer
  • *Antioch Peverell *Ollivander family *Mykew Gregorovitch *Jimmy Kiddell *Arturo Cephalopos *Death *Violetta Beauvais *Johannes Jonker *Thiago Quintana *Shikoba Wolfe *James Steward *Various other wandmakers around the world
Skill
  • Magic
Class
  • magic
CO
  • 25
Description
  • Arcane short staff that never fails to dazzle and mazzle.
JPName
  • ワンド
dbkwik:flyff/property/wikiPageUsesTemplate
Image
  • Wand melee.png
  • Wand ranged.png
Character
  • None
Owners
  • Most school-age and older witches and wizards who have not had their wand broken or made unusable for any given reason.
switch
  • Melee
  • Ranged
Style
  • Magical
Target
  • Caustic Wand
  • Flame Wand
  • Frost Wand
  • Poison Wand
  • Storm Wand
  • Superior Wand
Effects
  • 25
  • 45
  • +1 INT
Source
  • Weapon Dealers, Peco Peco , Goblin Warrior (Mace)
Usage
  • Channelling magic
Custom
  • Advanced
  • Intermediate
Effect
  • None
Size
  • 250
wikipage disambiguates
Artes
  • 14
  • 55
  • 70
  • 84
  • 99
  • 113
abstract
  • Arcane short staff that never fails to dazzle and mazzle.
  • There are 13 different wands in the game. They are found throughout the dungeon, often on pedestals, or in chests, and have a wide variety of abilities.Each type of wand has varying degree of probability for being generated.Wands typically take 40 turns to recharge one use. The number of turns to recharge varies for Mages.Wands have a maximum charge of 9, so upgrading them past +7 (or +6 for Wand of Magic Missile) will not increase their maximum charges any further (but the power of their effect still increases).Most wands can be used on the Hero/ine, by standing close to a wall and zapping the wand against it.A wand can be easily obtained from the Old wandmaker by retrieving his requested quest item for him.A wand becomes fully identified after zapping it 40 times.
  • One of the most common mistakes in making a wand is to make it too long. For example, Harry Potter's original wand was only 11 inches long. (For safety purposes, keep this in mind. Do you really want a bunch of 7 year olds running around in the dark with long sticks?) Traditional wands were made of wood. A wooden dowel can be shortened to the right length and stained or painted the preferred color. Wands can also be made out of ivory, or the modern versions, plastic. If you don't want to make your own, there are commercial sites where you can buy a wand.
  • Contrary to Melee and Ranged weapons, there are no off-hand wands: this role is fulfilled by magical orbs and books. Either can be used with a wand to dual-wield as a mage. Staves are the two-handed counterpart to wands. Staves cast at Average speed, rather than Fastest, but each hit is stronger. The damage per second is equal between staves and dual-wield, but dual-wielding allows use of the ability Concentrated Blast, while staves offer the ability Sonic Wave.
  • A wand is a symbol of masculinity, as opposed to the cauldron's association with femininity, and is used in similar ways to the athamé. Its purpose is for the direction of energy and will, and considered more "global" than an athamé, which is usually used in the altar space. Rituals affecting large groups of people frequently employ a wand instead of an athamé. The physical appearance of a wand has no set guidelines; in parts of Wales, wands are usually equated with staffs and can be up to eight feet long. In Germany, broom handles may also be used as wands. For modern Wiccans, however, the wand is a much shorter length of wood (or metal) that fits easily into the hand. One wand per practitioner is another rule of thumb, but, as with all things phallic, this isn't true for all Wiccans. A smaller percentage prepares wands for specific purposes and may own nine or more, combining different woods, colours, crystals, and runes for a single desire, such as healing. As they are considered highly personal items, each practitioner symbolizes their goals on their wands with knotted strings, symbols and others. It may take an entire lifetime to create a wand. In fact, one Welsh poem tells of a young druidess growing a tree for her wand's wood. As the wood used was deadfall, the girl was quite old before she even began the wand.
  • Another noteworthy feature of the destructo wand is its ability to knock players back if they are being a nuisance.
  • WAND, virtual channel 17, is an NBC-affiliated television station serving theDecatur–Springfield–Champaign area. It is owned by Block Communications. It broadcasts on digital UHF channel 18 from a transmitter near Argenta, with a translator, W31BX-D, in Danville.
  • Wands are generally used in ritual work to point and move energies. Many traditions use wands in casting a circle for ritual work.
  • A Wand (ワンド, Wando) is what is used for focusing Magoi and magic attacks. Wand's are essential to Magicians, if they want to use their Magic, because without a wand, Magicians can't send orders to the Rukh properly, thus their Magic won't work properly. When a wand is broken or damaged, it is still able to perform magic, but it is quite unstable and not even the Magician using it knows what will happen if any attempt to cast spells.
  • Wands are spell-casting implements commonly used by artificers, bards, warlocks, and wizards alike. Constructed from wood most commonly wands typically have arcane energies of their own. Sometimes this energy allows the caster to simply empower their spells, while other wands possess the ability to cast their own.
  • The Wand produces massive bursts of ice and cold when used, and it has both melee and ranged modes. In the concept art released for this weapon, the color of the attack changes between the modes, being green in melee and light blue in ranged.
  • A wand, is a tool used by witches and wizards to channel their magical energy and conduct spells. The Wand always chooses it's master/owner though it isn't understood why or even how this occurs. Most magic is done through wands. Magic without a wand is sometime reffered to as improper magic.
  • Wands are one of the primary means of focusing magical powers. They tend to be suited to the individual wizards, though in extremis one can use another's wand. No two wands are exactly alike. Wands tend to be made from wood with a core of some magical material, usually unicorn hairs, phoenix tail feathers, or the heart strings of dragons.
  • A wand is a ranged weapon that causes Arcane, Fire, Frost, Nature, Shadow or (in rare cases) Holy or Physical damage. They may be used by priests, mages, and warlocks. There is no restriction on the damage type that can be wielded and used; you can use wands outside your native damage capabilities. No class that can use wands needs to train to use them. Wands can autoshoot, but unlike a melee auto-attack, a wand attack can be interrupted by certain disabling offensive strikes and will not re-engage until the player activates it again. Wands will work at both ranged and melee distance. They are fast and will often outperform a caster's melee weapons at melee range. Wands are not affected by Disarm. Shooting a wand does not require ammo or mana, and it does not count as casting, which means that mana regeneration occurs normally. This also means that they do not receive benefit from spell power. They are typically used as a back-up for when the player runs out of mana, or as minor damage dealing without generating too much Threat. For low-level casters, a wand is often considered an effective means of killing a mob while saving their smaller mana pool for other spells, such as crowd control or healing. The listed DPS on a wand will always be greater than on other weapons of comparable level. However, other weapon attacks benefit from statistics like attack power, while wands do not. It is always a significant DPS loss to use a wand instead of casting a damage spell.
  • A wand is a weapon that causes Arcane, Fire, Frost, Nature, Shadow or (in rare cases) Holy or Physical damage. They may be used by Priests, Mages and Warlocks. There is no restriction on the damage type that can be wielded and used; you can use wands outside your native damage capabilities. No class that can use wands needs to train to use them. (See the Per Class Proficiencies table for who can use what weapons.) Before the 1.5 patch, wands were often berated by the caster community, who felt they were basically useless thanks to low damage per second. But with 1.5, wand wielders gained the ability to autoshoot wands, increasing their DPS to the amount listed in the tooltip. This greatly improved their utility -- but now you must stop autoshoot (see below) before casting spells.
  • Wand may refer to: * A Part of the boss Lord's Ghost * A Part of the boss Mage King
  • Wands are easily accessed by having a Sim open the box left by the Mystery Man, as the box contains a wand and a Spellbound Wand Charger, which is also a wand dispenser. The Spellbound Wand Charger can also be bought in Buy mode, as can the MagiCo NeoMagical Newt, which dispenses wands for children. Sims who go to Magic Town can buy wands from the Mystery Man for §50. A wand must be charged to be usable. A wand can be charged with a spell by placing the correct ingredients into the wand charger or NeoMagical Newt. Each spell has its own combination of ingredients, which must be inserted in the correct order to be effective. Many spells will backfire if cast on a Sim who has a wand. All the townies of Magic Town have them.
  • Wand are a type of weapon equipment, which occupy the Right-hand Slots.
  • The ability to control Shinsoo is very rare, and most Regulars and Rankers use special items when they wish to manipulate larger amounts of Shinsoo. These items are called Wands.
  • A wand is an item for storing many (up to 50) copies of a single spell. Their usage is often restricted to the classes that can cast that spell normally. Wands cannot be equipped, but are instead activated from a character's inventory. They can also be assigned to a quickslot for faster access. When a wand's remaining charges are reduced below the number needed for the spell, the item is destroyed. Wands can be created with the craft wand feat, which gives a wand usable only by arcane or divine casters (matching the class used to cast the spell that created the wand). Such wands are often used to augment a character's spell slots, either by providing a spell that is used often (more times between rests than the character has available spell slots), or one that is used seldom (so seldom that it is not worth reserving a spell slot for that spell on the off chance it will be useful).
  • A rough-hewn wand that's effective enough for the casting of magic spells.
  • The wand has been used in magical and religious rites throughout history.The wand is a symbol of masculine fertility and is a phallic symbol. In modern witchcraft, the wand is associated with the South, the element of Spirit, and the qualities of Will and Desire. Along with the athame, it is one of the tools that can be used to symbolically represent to God in the Great Rite. According to Gerald Gardner, the wand is one of the three working tools that a witch must have in every operation.
  • Wands are weapons used to train the magic skill. File:Wand.gifUncharged wands can be requested from Endorra. An uncharged wand is useless until someone uses a gem to charge it.
  • A wand is a quasi-sentient magical instrument through which a witch or wizard channels her or his magical powers to centralise the effects for more complex results. Most spells are done with the aid of wands, but spells can be cast without the use of wands. Wandless magic is, however, very difficult and requires much concentration and incredible skill; advanced wizards and some magical creatures such as house elves are known to perform such magic. Wands are manufactured and sold by wandmakers, the most famous of these in Great Britain being Ollivander, and in Eastern Europe Gregorovitch. Each wand consists of a specific type of wood that surrounds a core of magical substance. Although the wand cores may come from the same creature, or the wood may come from the same tree, no two existing wands are exactly alike. The study of the history and the magical properties of wands is called wandlore.
  • A Wand is a type of Magical Item which can be equipped on any Hero possessing an appropriate slot. The bonuses on the Wand will enhance that Hero's performance, particularly his/her Ranged Attack. As with any Magical Item, Wands can have a total mix of up to 4 different bonuses and/or Item Powers. Wands are normally very poor in terms of available bonuses, mostly improving the Hero's File:Icon Ranged Magic.png and spell-casting properties. Wands are generally inferior to Staves, but are somewhat less expensive to make. Wands can receive Item Powers that alter the Hero's Ranged Attack, making it more dangerous in one way or another. Wands will never alter any of the Hero's other attack types, if present at all.
  • A wand is a thin stick used in some continua, such as the Potterverse, to perform magic. Where wands are generally required to perform magic, not using one may be a charge. The wand chooses the wizard, and the wood reflects something about the owner's personality. The term may also refer to other things of similar dimensions, but this really isn't the time or place for that sort of thing, now, is it?
  • Wands are a kind of weapon. Wands can be crafted by a Carver (See Carver/Recipes) and maged by a Carvmagus. All Wands also have >1 minimum range to attack with, so they can be difficult to use.
  • File:Wand Type.gif Wands can be naturally wielded by Shamans and Wizards. In Aeria Game's version, Witch Doctors could naturally equip Wands as well. Wands require Equip Wand from the Shaman passive skill set to be equipped on other jobs. Shaman Seasonal Magic and Wizard Scrollcasting skills can only be used while a Wand is equipped. All Wands add MP and magic accuracy. The normal attack of Wands use the magic attack stat. Note: Elements only applies to physical attacks, not magical. * Level 10, 30, 50: No special characteristics. * Level 18, 38, 58: No special characteristics. * Level 20, 40, 60: File:Fire.gif Fire elemental attribute. Strong against , weak against . Higher magic accuracy and MP, but lower magic attack. * Level 23, 43: File:Water.gif Water elemental attribute. Strong against , weak against . Higher magic accuracy and MP, but lower magic attack. * Level 33, 53: Higher magic accuracy, highest MP, and higher physical attack, but lower magic attack. * Level 40: Platinum weapon. Item mall weapon. Adds accuracy, and HP. * Level 50: Alternate weapon. Item mall weapon with slightly lower level 50 stats. * Level 60: Master weapon. Item mall weapon with higher level 60 stats. Non-elemental. * Level 60: HLA I weapon and HLA III weapon. Crafted by High level alchemy weapon specialists. Non-elemental. * Level 60: Golden weapon. Item mall weapon. Adds accuracy, and HP.
  • In the main series wand have a weak attack power, but it enhance magician's magic power. In Suikoden Tierkreis It has a high attack power and can also enhance playable characters magic power.
  • A Wand, also known as a staff is the main weapon of the Mage. It can not be used as a melee weapon, since the mage's default attack consists of casting Energy Bolt. Wands almost always have the word "Orb" in their name. Nearly every, if not all of the staves provide Concentration.
  • Wand is the main magical weapon in Onigiri. It is designed to deal massive magical damage at high range. It is far better than Staff for dealing killing magic and is second to Bow in terms of attack range. Like staffs, wands can recharge SP. In addition, they are also able to block attacks from monsters. * Long ranged [Max 14m] * Single-Targeted Basic Attack; may do splash damage to nearby enemies * Skill - Single, Single+AoE, AoE * Medium Attack Speed * Low Basic Attack Power * High AOE spell damage Wand skills are mainly based on WIS stat.
  • thumb|Benny Russell schreibt auf der Wand Eine Wand ist eine Begrenzung eines Raumes. 2374 meint B'Elanna Torres zu Seven of Nine, dass ihre Kritik an Sevens unhöflichem Benehmen sinnlos sei und sie genauso gut mit einer Wand reden könne. (VOY: ) In einer Vision von den Pah-Geistern sieht Benjamin Sisko Benny Russell in einem Zimmer auf der Isolierstation eines Krankenhauses. Da er kein Papier bekommt, schreibt er seine Story über Deep Space 9 mit Bleistift an die Wand. (DS9: )
  • Wandit (taikasauvat) ovat nopeita erillaisia fire, holy,arcane, frost tai shadow ammuksia ampuvia keppejä. nopeus vaihtelee 1.50 -2.50
  • Wands are limited-use magical devices. Any character can zap a wand, but all wands have a specific number of charges. When all charges have been used, the wand will either do nothing or function one last time and then turn to dust (1/121 chance). This is known as "wresting" a last charge out of the wand. A wand can also be recharged. A wand's effect is not known before it is identified: they only appear by description, such as "an ivory wand" (see Appearance). All wands have a weight of 7.
  • A Wand is a weapon used by Magicians, Psykeepers, and (although they cannot cast any of their spells with it) Elementors. Wands deal less damage then staves, but only require one hand, allowing wand-users to hold a shield in their other hand. Contrary to the Staff's melee combat, wands have a very unique attack: they strike with a bolt of energy, which can be charged up over time for greater power. This attack acts almost like a very weak spell that costs no MP. It is not uncommon to see an AoE Psykeeper use their wand to gather mobs instead of using a spell. Wands are the only weapon that can do a ranged attack in flying combat, making them very useful there; although they do a much smaller amount of damage than other classes in midair. Rare Wands: Lightened Wand (lvl 15) Wand of Earthquake (lvl 30) Branch of Rhisis (lvl 45) Guardian Wand (lvl 60) Historic Wand (lvl 75) Angel Wand (lvl 90) Legendary Golden Wand (lvl 105) Bloody Wand (lvl 120)
  • A wand is a rod that contains an enchantment for casting magic spell(s). Unlike scrolls, wands often have multiple charges (possibly even unlimited). Their use are generally limited to creatures of the qualified class, or those with sufficient UMD skill. The Craft Wand feat allows a spellcaster to enchant a bone wand with any spell (up to 4th level) they know. This cannot be used with spell-like abilities or invocations.
  • A Magic Wand is a magical item that allows a Witch to harness the power of nature to control objects through telekinesis. However, heavy objects can not be controlled by a wand.
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