DDO Server Transfers 2025
New 64-bit servers will go live on July 15th and you will have until August 31st to transfer characters off the 32-bit servers before they are closed.
At a later date TBD, SSG will reopen the 32-bit game worlds only for players to prepare their characters for transfer with no questing or other gameplay available for two years.
In preparation for the transfer, use the code 100SLOTS to gain a free 100 Shared Account Bank slots on all servers! edit
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Wands
A wand is an item containing a number of charges of one spell. Characters can wield and use a wand to activate its spell without expending Spell Points or material components and even if they cannot cast that spell themselves.
Wands do not benefit from Metamagic feats or from the character's item properties, ability modifiers, and Enhancements that affect spells. On the other hand, they are not subject to Arcane Spell Failure, so they can be used freely while wearing any armor. There are also Enhancements that improve wand effects.
Each wand has a predefined caster level that is used to determine its spell's strength regardless of the character using it. Some wands occur in multiple versions with different caster levels. The stronger ones are, predictably, harder to use.
Using Wands[edit]
A character must be able to equip a wand, subject to item minimum level (ML) requirements, to attempt to cast a spell from or "use" it.
Once equipped, wand use can be triggered by selecting the quickbutton for the wand (if it is on a quickbar), by "swinging" it with a mouse attack button, or by double clicking it in-hand on the inventory sheet. Auto-attack with a wand equipped will make unarmed attacks (see below) rather than attempt to use the wand.
A character may only use a wand if their total character level is equal to a wand's minimum level. However, this does not guarantee actually being able to cast a spell using the wand - that can only occur if one of the following conditions is met:
1. The character has at least one level of a class whose spell list contains the wand's spell, and his overall character level meets the wand's minimum level.
- Note that the class level at which the character could cast the spell himself is not important. For example, a pure Paladin cannot cast Resist Energy until he is level 8, but he can use a Wand of Resist Energy at level 3 because the wand's minimum level is 3 and Resist Energy is a spell that Paladins can eventually cast. (This applies even for characters with levels in classes that cannot cast spells at all - for example, a character with 1 Paladin level and 2 Fighter levels can use any wand with a Paladin spell and an ML of 3.)
2. The character has a sufficiently high Use Magic Device skill.
- Whenever a character that does not qualify for condition 1 tries to use a wand, the game rolls 1d20, adds that character's Use Magic Device skill, and compares the value to the wand's UMD difficulty. If the rolled result is equal or higher to the difficulty, the wand casts the spell normally, otherwise the cast fails and a charge of the wand is wasted.
- A wand's no-fail UMD is its UMD difficulty - 1. A character whose UMD is at or above a wand's no-fail UMD can use the wand without any chance of failure. A character whose UMD is up to 19 ranks below a wand's UMD difficulty can still attempt to use a wand, but with a 5% chance of failure for each rank of UMD below a wand's no-fail UMD.
- For example, imagine a level 3 Fighter is attempting to use the Wand of Resist Energy above. The Fighter does not qualify to use the wand via condition 1, so they must compare their UMD to the wand's UMD difficulty of 24.
- The wand's no-fail UMD is 23, so if the Fighter's UMD is 23 or more they may use the wand normally. A fighter with a UMD of 20 can cast the wand with a 15% chance of failure (as they need to roll a 4 or higher on the d20 roll for each cast attempt.)
Note that wands may still be equipped and used by characters that do not qualify to use the wand via condition 1 and do not have a high enough UMD to have any chance of casting the spell but still meet the wand's minimum level requirement - if this occurs, attempting to use the wand will do nothing but waste its charges.
Waving Wands: Wand Unarmed Combat
Wands, despite not being weapons, are capable of being equipped in the primary hand (only) and allowing a character to engage in melee combat. This is ill-advised, as wands, unlike scepters and rods, are not intended for this purpose and have very low durability.
- Regardless of what is held in their off hand, a character holding a wand fights as if they were entirely unarmed:
- unarmed animations
- base damage of 1d3 (1d2 for small races)
- critical of 20 / x2
- Every attack made holding a wand has the character's usual off hand attack chance to make a second hit. An off hand weapon's effects (if applicable) are not applied on hit.
- The details section on the inventory sheet does not properly show damage die, critical range / multiplier, and attack bonus when holding a wand.
- Wands do not receive benefits from weapon enchantments such as Enchant Weapons. Despite this, Oil of Incandescence can be applied, changing the item's sprite. This still does not add damage.needs verification
Charges[edit]
Wands hold a maximum of 50 charges. Wands bought from vendors or offered as quest rewards come fully charged. Wands found as chest loot or gained from turning in collectables have only about 20-30 charges. Wands bought from other players might have any number of charges, so caveat emptor! Wands cannot be recharged and are destroyed when the last charge is used (excepting Eternal wands, as below.) If you have a wand tied to a hotkey which is destroyed in this way and an identical wand is in your inventory (the wand must cast the same spell and be of the same level), you will automatically equip that wand as a replacement, and the hotkey will continue to work; otherwise, breaking a wand wil leave you with an empty main hand (a spent eternal wand will instead remain in the user's hand but cannot be used to attack unless it recovers a charge.)
List of Wands[edit]
- Eternal wands are not destroyed when the last charge is used, recharge slowly over time, and recharge fully at every rest.
- List of wands - More in depth list of all Wands from vendors/random loot.
Wand Vendor Locations[edit]
- Under the tent in The Marketplace
- House of Wizardry in House Jorasco
- Guild vendors in House Kundarak
- Object Desire in House Phiarlan
- In the Runes in The Twelve