[This wiki page describes the current version "0.9.4 Testers' Party - The Start". No significant change has been made in this version to the wands of SPS-PD.]
Apart from weapons and armors, the class of items which is more heavily reworked in SPS-PD is Wands: only seven of the original thirteen Sprouted PD wands remain in the game, and from these only one (the wand of Firebolt) with almost the same and not only similar function like the Wands of Disintegration, Flock, Lightning, Magic Missile, Meteorite, Poison, which are all more or less changed. There are also nine totally new for Sprouted PD wands (Acid, Blood, Charm, Error, Flow, Freeze, Light, Rainbow Cannon, Thundercloud), making a total of 16 wands, of which the vast majority (14) are "combat" wands (the only 2 totally "non-combat" wands are the wands of Charm and Flock). Also, wand bolts now travel through grass instead of trampling it and dissipating. [Note that the word "combat" before wands is used with the meaning of "dealing direct damage", that is why the word is inside quotation marks. As far as specifically the Old Wandmaker is concerned, he is ratther eccentric in his distinctions and will give as a battle/"combat" wand reward a wand of Acid / Blood / Disintegration / Firebolt / Freeze / Light / Lightning and as non-battle/"non-combat" wand reward a wand of Charm / Flock / Flow / Magic Missile / Meteorite / Poison / Thundercloud.
Instead of the random wand sprites of Original PD and Sprouted PD, the wands of SPS-PD have a fixed sprite and as a result their type is identified even before the hero picks them up (some of the sprites of Shattered PD's wands are used, most of them somewhat retextured, but also some totally new sprites are used). Puttiing visual similarities aside, some of the new wands have only a vague resemblance to a wand of another mod, while the wand of Thundercloud being entirely new (in the sense that it does not exist in any other mod either as active sprite or function). Wands can also be cursed, unlike Sprouted PD and like Shattered PD, but they don't behave any differently when cursed and don't have negative levels or any other negative side effect, unlike all other forms of cursed equipment.
Like wands in original PD and in most other mods, wands never miss and so they are not affected by the Accuracy stat, nevertheless they can deal limited damage against resistant enemies or even no damage at all against enemies immune to their element (there is no general resistance or immunity to magic attacks though). Also their attack speed is not the same stat with weapon attack speed, so they are not affected positively by the ring of Furor and need always 1 turn per attack, with the exception of Mages in general who can attack with wands twice in the same turn, and of Battlemages who can attack three times in the same turn. Note that the "mage wand attack delay" counter works autonomously and does not get reset after a specific battle ends, so if a Mage has already zapped a wand once in a previous fight, he will initially get only one zap in the next fight, and the "2 wand zaps per attack turn" delay will start applying from the next attack turn and on (the same will happen with a Battlemage and he might have only 1 or 2 wand zaps available in his first attack turn). Note that the ring of Furor has no positive effect on the hero's attack speed with wands. Like Shattered PD and unlike Sprouted PD almost all direct damage wands display their minimum and maximum damage (only the wands of Error and Poison don't). Also, all wands with the exception of the wand of Magic Missile start at level 0 with 2 max charges (Magic Missile starts with 3), but all cap their max charges at 10, and from that point and on only their power increases with upgrades. Lastly, wands do not get identified through use, not even by the Mage and they have to get identified either by a scroll, a well of Awareness or an accurate upgrade with dew.
All "combat" wands' damage is increased by the hero's Magic Power, as it adds to the default 1 multiplier of their damage +0.1 with each point. This bonus is insignificant in low Magic Power levels as the Mage's +3 starting Magic Power will turn the multiplier just to 1.3, but Battlemage's +5 additional bonus will get it to 1.8 almost doubling the wands' damage, while a +10 Ring of Magic equipped by any other class will also double the wands' damage. Obviously a Battlemage with a +30 ring of Magic equipped and his +8 subclass bonus will deal tremendous damage with his wands, as their damage will be almost quadrupled (* 3.8 is the exact total bonus). All hero classes without a ring of Energy equipped or a Recharging buff need 55 turns to regain 1 wand charge and mages have no bonus in that. Also, as wands cannot be equipped by the Battlemage anymore, they can't have any additional effect as melee weapons (recharging or anything else).
List of New Wands Edit
[These wands are considered new in relation to Sprouted PD. The text inside brackets is not part of the in-game description, and the damage displayed is for heroes with the default Magic Power 0. Mages will deal more damage with all of the direct damage wands due to their default higher magic power, and also all heroes with a ring of Magic equipped.]
Wand of Acid Edit
|Wand of Acid|
| This wand is made from a thin shaft of expertly carved wood. Somehow it is still alive and vibrant, bright green like a young tree's core.
When used, this wand will blast magical acid energy. This magic will deal 2-6 damage [Level 0, +1/+4 scaling], and put acid on them..
It uses the wand of Regrowth sprite from Shattered PD slightly retextured. It deals 2-6 direct damage in level 0 and scales by +1/+4 per upgrade. Apart from its direct damage it applies the Caustic Ooze debuff to enemies (unless they are standing on water). Upgrading the wand doesn't affect the DoT damage of its debuff at all but only its direct damage, and its debuff lasts anyway as long as the enemy does not step on water.
Wand of Blood Edit
|Wand of Blood|
| This wand radiates dark energy, if that weren't already obvious from the small decorative skull shaped onto its tip.
This wand will release a blast of corrupting energy, attempting to bend enemies' soul to your will. It will deal 0-6 damage [Level 0, +1/+2 scaling], and heal yourself.
It uses the wand of Corruption sprite from Shattered PD. It Saps the enemy's HP and Heals the hero, with the amount of healing depending on the damage dealt. Most of the wand’s description by the game is copied and pasted from the wand of Corruption in Shattered PD and is therefore inaccurate, apart from the damage indicator and the mention of its healing function: the wand of Blood never corrupts enemies, and the effect doesn't exist in any wand of SPS-PD in general (only the Slime item of the Slime Performer skin has this effect). Its direct damage is 0-6 in level 0 and scales by +1/+2 per upgrade. Upgrading the wand doesn't affect the amount of its healing directly but only as a consequence of the increase of its direct damage.
Wand of Charm Edit
|Wand of Charm|
| A fairly plainly shaped wand, it stands out due to its magenta hue and pitch black gem at the tip.
This wand will make enemies be charmed.
It uses the wand of Transfusion sprite from Shattered PD and Charms enemies (3 turns at level 0), making them also go Amok against other enemies, if they are in their field of view. If an enemy is immune to charming the wand will cause Vertigo instead. It deals no direct damage and in contrast to most other wands upgrading it affects only the duration of its effects (+3 turns per level).
Wand of Flow Edit
|Wand of Flow|
| The wand is shorter than the ordinary wand, but there is a small fountain at the top of this wand.
The stick can spray a powerful flow of water into the target site, knocking off the target, dealing 1-5 damage [Level 0, +1/+3 per level] and wetting it.
It uses the wand of Warding sprite from Shattered PD slightly retextured, and works in a similar way to how the wand of Telekinesis in Sprouted PD affects enemies or how the wand of Blast Wave in Shattered PD does. It Knocks Back a single enemy, hurts it, and causes it to have the Wet debuff for 5 turns. If the enemy is knocked into a wall, it gets Stunned for a turn and dealt 1 extra damage. Its direct damage is 1-5 in level 0 and scales by +1/+3 per upgrade. Upgrading the wand doesn't affect the duration of the Wet debuff or the damage of the enemy when hitting on a wall, but only its direct damage.
Wand of Freeze Edit
|Wand of Freeze|
| This wand seems to be made out of some kind of magical ice. It grows brighter towards its rounded tip. It feels very cold when held, but somehow your hand stays warm.
This wand shoots blasts of icy energy toward your foes, dealing 5-10 damage [Level 0, scaling +2/+4] and chilling, which reduces speed. The effect seems stronger in water. Chilled and frozen enemies take less damage from this wand, as they are already cold.
This wand is borrowed from Shattered PD, and is exactly the same in its sprite and function with only a minor difference in its name. It Slows, Chills (6 turns) and potentially Freezes those standing on water (2-4 turns), and deals extra damage to fiery monsters, but deals much less damage after a non fiery enemy is chilled or frozen. Note that when an enemy is inside water (this applies basically to only two enemies: Giant Piranhas and Albino Giant Piranhas) this wand applies its effects in a very different way: it can only chill the enemy but never freeze it, and always deals its regular damage. Its direct damage to non-chilled and non-frozen enemies is 5-10 in level 0 and scales by +2/+4 per upgrade. Upgrading the wand increases the duration of both its debuffs for 1 turn per level and also of its direct damage. It is one of the starting wands of the Gnoll Mage skin (upgraded to +1) and of the Emcee Mage skin (in level 0).
Wand of Light Edit
|Wand of Light|
| This wand is made of a solid piece of translucent crystal, like a long chunk of smooth glass. Small bits of colorful light dance around the tip of the wand, eager to burst forth.
This wand shoots rays of light which cut through the darkness of the dungeon. The beam can blind enemies, and deals 3-6 damage [Level 0, scaling +1/+4].
This wand is borrowed from Shattered PD, and is exactly the same in its sprite and function with only a minor difference its name. It Lights the surroundings, Blinds enemies for 2 turns at level 0 and deals extra damage to undead and demonic enemies. It can also grant the Illuminated buff to the hero for 20 turns after zapping an enemy (but not by zapping randomly around). Its direct damage is 3-6 in level 0 and scales by +1/+4 per upgrade. Upgrading the wand affects the duration of its debuff (+1 turn every 3 levels) and also its direct damage.
Wand of Meteorite Edit
|Wand of Meteorite|
| This wand is made of a sort of meteorite, with gold trim and a round black gem at the tip. It feels very weighty in your hand.
This wand can create a mark to call a meteor attack at the target position. The power of the explosion will cause 0-12 damage [Level 0, scaling +1/+6] and is strong enough to stun most enemies.
It uses the wand of Blast Wave sprite from Shattered PD slightly retextured. It creates an explosion around the target tile, turning flammable tiles into embers, destroying flammable objects or bookshelves, and dealing damage to all enemies in its area of effect, with a chance to Stun them as well (5 turns or wand's level if that is more). It consumes all of its charges at once, dealing the damage already mentioned with full charges until level +9. Nevertheless, until level +9 if it does not have full charges, the number of current charges is divided by 9 and then the result functions as the wand's damage multiplier and makes the damage become less, but that also works positively for a wand of level +10, as the same process will result in a multiplier of *1.1. Apart from its totally new name, it is similar, but not same, with the wand of Avalanche of Sprouted PD. Its direct damage is 0-12 in level 0 and scales by +1/+6 per upgrade. Upgrading the wand doesn't affect the area of its effect, but only its direct damage and the duration of its Paralysis debuff.
Wand of Thundercloud Edit
|Wand of Thundercloud|
| This stick is made of a conductive metal, with a tiny black cloud at the top of it. Fortunately, you won't feel uncomfortable holding your hand.
This wand can create an automatic cloud at the target site.
This a totally new wand in both its appearance and its function. From level +1 until level +9 it creates a storm blob that Stuns and deals continuous Shock damage to all enemies that are in its area of effect (similarly to Storm traps in SPS-PD), but at level +10, if it has full 10 charges, it creates a small grey and yellow immovable Turret with 100 HP, which zaps 10 successive Lightning bolts to enemies (the bolts zapped increase by +1 per level), which deal 20-45 damage per bolt at level 10 (+1/+3 per level), and finally dissolves away. The turret does not zap enemies at melee range and in this case it uses a weak melee attack. If an enemy is zapped with the wand in 10 charges, the turret will be created on a tile next to the enemy. Lastly, if the +10 wand has less than 10 charges, it will create the storm blob of the previous levels. Like the wand of Meteorite, all the wand's available charges get spent by one zap. In contrast to most other wands, upgrading it until +9 affects only the duration of its effect and not its direct damage. The Leader subclass of the soldier does not summon a stationary Thundercloud but a moving KEKE which throws bombs instead of zapping lightnings. For details about these allies you can visit SPS-PD's Pets and Allies page.
|KEKE IS MOVING, MOBS WILL BE DEAD|
Unique drop wand - Wand of Error Edit
|Wand of Error|
| It is an error.
It is only available as a very rare drop, only when the "Chaos error" mesage is displayed by a level +10 Robot HEART artifact (it is never dropped or found in the dungeon). The wand of Error can randomly deal direct damage to enemies for 25% of their max HP but also randomly can: a) Teleport the hero, b) grant the Recharging buff (20 turns), b) release either Confusion, Paralytic or Toxic Gas at its target tile, c) apply the Burning, Chilled and potentially Frozen (3-5 turns) or Slowed (10 turns) debuffs to the enemy, d) create an Explosion or Storm (20 turns) at the target tile, or e) Root the enemy, while also functioning as a wand of Regrowth for the tiles around the enemy (turns: level + 2 * 20), a function which is otherwise withdrawn from the wands of SPS-PD. Due to all of these effects getting activated randomly a more litteral name for it would be Unstable Wand. It is a very useful auxiliary wand but its randomness of effects and absence of any direct damage makes it rather unsuitable for a main wand. Upgrading the wand doesn't affect its damage or the duration of its effects at all, but only adds max charges to it.
Unique skin wand - Reno's Rainbow Cannon Edit
|Reno's Rainbow Cannon|
|An ancient relic found in Uldum. When used, this wand will blast random energy. This magic will deal 1-5 damage, [Level 0, base damage regardless of Magic Power, scaling +1/+2] and gains more damage from the user's magic skill.|
It is only available to the Explorer Mage skin and is never dropped or found in the dungeon. It could also be named Unstable wand, as it applies randomly the 30% Attack Down & 30% Armor Break (10 turns) / Blindness (5 turns) / Burning / Caustic Ooze / Chilled & potentially Frozen (5 turns) / Electrostatic Turbulence and potentially Disarm (5 turns) debuffs to enemies. Each point of Magic Power adds +0.3 to the wand's damage multiplier (+0.5 for Warlocks, which is similar with the +5 Magic Power bonus of Battlemages) and upgrading adds +1/+2 damage with each level, but it does not increase the power or duration of its debuffs (its damage is actually much higher than its scaling suggests though, because of the 0.3/0.5 multiplier). Its game window does not take into account the mage's current Magic Power in the damage it displays for the wand, so it always shows its base damage without the multipliers applied (especially after the mage chooses a subclass and gets in either way the 0.5 multiplier, the damage displayed for the wand gets significantly understated). Unlike all other wands of Level 0 it starts with 7 max charges but upgrading it does not add any charges to it, so a +12 wand will still have the same max charges with a level 0 wand, 7, but it will deal much more damage.
List of Changed Wands Edit
[These wands are considered changed in relation to Sprouted PD, as they exist also in that mod, but none of them has remained the same. The text inside brackets is not part of the in-game description, and the damage displayed is for heroes with the default Magic Power 0. Mages will deal more damage with all of the direct damage wands due to their default higher magic power, and also all heroes with a ring of Magic equipped.]
Wand of Disintegration Edit
|Wand of Disintegration|
| This wand is made from a solid smooth chunk of obsidian, with a deep purple light running up its side, ending at the tip. It glows with destructive energy, waiting to shoot forward.
This wand shoots a beam that pierces any obstacle, and will go farther the more it is upgraded. The beam deals 2-8 damage, [Level 0, scaling +1/+4] and will also deal bonus damage for each enemy and wall it penetrates.
It uses the wand of Disintegration sprite from Shattered PD. It begins with a beam range of 2 tiles and gains 1 tile per upgrade, reaching 12 tiles range by level +10 (but when reinforced it can gain immense range, as the range upgrading doesn't stop). Its direct damage is 2-8 in level 0 and scales by +1/+4 per upgrade. Upgrading the wand doesn't affect its additional damage against more than one enemies. For a Battlemage build that includes a highly upgraded wand, this is probably the third best choice, based on the damage output. It is one of the two starting wands of the Classic Mage skin. Even though it uses the Shattered PD sprite, its beams can't destroy barricades, bookshelves, doors etc.
Wand of Firebolt Edit
|Wand of Firebolt|
| This wand is made from red-lacquered wood with golden leaf used liberally to make it look quite regal. It crackles and hisses at the tip, eager to unleash its powerful magic.
This wand produces a blast of fire when used, extending out into a cone shape. It will cause 0-10 damage [Level 0, scaling +1/+6].
It uses the wand of Fireblast sprite from Shattered PD, but still damages and sets a single enemy or flammable tile in Fire like in Sprouted PD. It might also apply the Burning debuff to enemies, unless they are standing on water, but doesn’t create a fire cone (the game message is copied from Shattered PD and inaccurate in that). Its direct damage is 0-10 in level 0 and scales by +1/+6 per upgrade. Upgrading the wand doesn't affect its DoT damage or the duration of its debuff at all. It is the starting wand of the Demon Warrior skin (upgraded to +6 level!), of the Gnoll Mage skin (upgraded to +1) and of the Emcee Mage skin (in level 0). Fire Elementals have also a 2% base chance to drop this specific wand as loot, which becomes 32% with a +15 Lucky Badge equipped, and in this case the hero can end up with many of them in the inventory. It has one, but very important difference from Sprouted PD, that it doesn’t backfire and make the hero commit suicide anymore when it gets upgraded to high levels. For a Battlemage build that includes a highly upgraded wand, this is probably the best choice in SPS-PD, based on the damage output and the removal of backfiring.
Wand of Flock Edit
|Wand of Flock|
| This wand looks like an ordinary stick, but the gold ornaments at both ends make it look less ordinary.
It can summon flock.
It uses the wand of Living Earth sprite from Shattered PD, and is relatively nerfed in comparison to its Sprouted PD equivalent (with the exception of the Leader subclass using it, see details below), as it can now summon one sheep and so needs to get used much more times in Sokoban puzzle depths (it still summons one Wisdom Protector by each use in these depths though). Nevertheless its sheep in SPS-PD have the extra feature that attract the enemies' attacks, and work as allies in the sense that the hero can use them as distractions for enemies. Note that when an enemy has started attacking the hero, it can't be distracted by a spawned sheep anymore and will contiue attacking the hero. Upgrading the wand won't increase the number of sheep it spawns per zap, but only the wand's number of charges and thus of sheep available at the same time and also it will increase the turns of the sheep's lifespan .
|This is a magic sheep. What's so magical about it? You can't kill it. It will stand there until it magically fades away, all the while chewing cud with a blank stare.|
Nevertheless, the Leader subclass of the soldier, when he uses this wand in depths lower than 51 and higher than 55 (basically in all the game's depths apart from the puzzle depths), he will summon an agressive ram named BABA, with high accuracy and decent attack, but low HP, which is an ally designed to be expendable and optimally to get used in big amounts with an upgraded wand of Flock. For details about this ally you can visit SPS-PD's Pets and Allies page.
|LEVEL TOO HARD, BABA IS DONE. BETTER LOOK OUT, BABA HAS GUN.|
Wand of Lightning Edit
|Wand of Lightning|
| This wand is made out of solid metal, making it surprisingly heavy. Two prongs curve together at the tip, and electricity arcs between them.
This wand sends powerful lightning arcing through whatever it is shot at, dealing 5-10 damage [Level 0, scaling +1/+2.5]. This electricity can bounce between many nearby foes, spreading damage between them. The lightning and damage spread much more effectively in water. If you're too close, you may get shocked as well!
It uses the wand of Lightning sprite from Shattered and is same with its equivalent there, dealing Electricity damage, which is increased by +50% against enemies standing on water or have the Wet debuff, while it electrocutes the hero when used at melee range. Its direct damage is 5-10 in level 0 and scales by +1/+2.5 per upgrade (its max. damage is calculated by level * level / 4). It is the starting wand of the Gnoll Mage skin (upgraded to +1). Gnoll Shamans have also a 2% base chance to drop this wand as loot, which becomes 32% with a +15 Lucky Badge equipped, and in this case the hero can end up with many of them in the inventory, like with the wands of Firebolt dropped by Fire Elementals. It has only one, but rather important difference from Sprouted PD and Shattered PD, that due to its low scaling its damage output is much worse compared to most of the other directly damaging wands of SPS-PD, so it is definitely not a candidate for using scrolls of Upgrade on it and highly upgrading it for an end-game Battlemage build. It is one of the starting wands of the Gnoll Mage skin (upgraded to +1).
Wand of Magic Missile Edit
|Wand of Magic Missile|
| This fairly plain wand launches missiles of pure magical energy. While not as strong as other wands, it makes up for it somewhat with more available charges.
Each bolt from this wand deals 2-6 damage [Level 0, scaling +1/+5], and has no additional effects.
It can not be disenchanted like in Sprouted PD and is also very much stronger in damage than its Sprouted PD equivalent. It has from the start one more charge in comparison to all the other wands but also caps its max charges at 10. Its direct damage is 2-6 in level 0 and scales by +1/+5 per upgrade. For a Battlemage build that includes a highly upgraded wand, this is probably the second best choice based on the damage output. It is one of the starting wands of the Classic Mage skin.
Wand of Poison Edit
|Wand of Poison|
| This wand has a purple body which opens to a brilliant green gem.
This wand shoots a bolt which explodes into a cloud of vile venomous gas at a targeted location. Anything caught inside this cloud will take continual damage, increasing with time.
It uses the withdrawn wand of Venom sprite from Shattered PD, but still Poisons a single enemy like in Sprouted PD, and doesn’t create a poisonous cloud. The wand’s description by the game is copied and pasted from the wand of Venom in Shattered PD when it was still in use and is therefore inaccurate. It doesn't display its damage, but it would not be able to do that anyways, as Poison's duration for all characters depends on the current depth and doesn't have a fixed value (it is calculated by 4 + depth number/2). Upgrading this wand increases the duration of its effect by 2 turns per level.
Withdrawn wands Edit
The wands of Amok, Blink, Regrowth, Slowness, Teleportation and Telekinesis of Sprouted PD are withdrawn from SPS-PD. The Regrowth effect is only available randomly as a function of the wand of Error, and the Telekinesis effect is available as part of the wand of Flow.
Wands’ Damage and Scaling Edit
Regarding their damage output, with the exception of the Wand of Firebolt direct damage wands are ranked rather differently in comparison to their existing equivalents in Sprouted PD. The table that follows is based on their maximum damage at level 1 and 10 and the ranking proceeds from strongest to weakest, first judging from their damage scaling and second from their actual damage at level 10:
|Level 0||Level 10||Damage scaling|
|Firebolt||0-10||10-70||+1 / +6|
|[Meteorite]*||0-12||10-72*||+1 / +6|
|Magic Missile||2-6||12-56||+1 / +5|
|Freeze||5-10 (non frozen)||25-50 (non frozen)||+2 / +4|
|Disintegration||2-8, range 2||12-48, range 12||+1 / +4, also +1 range|
|Light||3-6||13-46||+1 / +4|
|Acid||2-6||12-46||+1 / +4|
|Thundercloud||-||20-45||+1 / +3|
|Flow||1-5||11-35||+1 / +3|
|Lightning||5-10||15-35||+1 / +2.5|
|Reno's Rainbow Cannon**||1.6-8 / 1.8-9||16-40 / 18-45||+1 / +2|
|Blood||0-6||10-26||+1 / +2|
Note that all wands' damage should have +30% added to it when the wand is equipped by a Mage in general and +80% when equipped by a Battlemage, because of the 3 and 8 values of their Magic Power. This also applies to heroes of other classes who have increased Magic Power for other reasons (ring of Magic etc.).
* The wand of Meteorite could be also positioned last, as it deals very high damage but also spends all of its charges with one zap, so at level 10 all the other wands with full charges will attack 9 times more and so will deal 9 times more their expected damage.
** As this wand is only available to Explorer mages, the damage values mentioned first are for Mages before choosing their subclass, and second are for both Battlemages and Warlocks. In total contrast to the wand of Meteorite, the Reno's Rainbow Cannon wand could be positioned much higher, as it has a low damage scaling with upgrades, but also a +0.3 damage multiplier with each point of Magic Power for all mages (they have 3 by default). In addition it bonus becomes +0.5 for warlocks (battlemages will get a similar increase with their +5 bonus in Magic Power), while the debuffs it applies either increase its damage (Armor Break) or deal additional damage (Burning / Caustic Ooze / Electrostatic Turbulence). Note that if the wands' order was judged primarily from their damage, it would have been positioned ninth for all mages, and seventh for battlemages and warlocks. Have also in mind that the base damage of the wand before these multipliers get applied is 1-5 at level 0 and 10-25 at level 10, and these are the values displayed in the wand's game descriptions, which is certainly misleading, especially when the wand is highly upgraded and the mage has chosen a subclass.
The wands of Error, Poison and Thundercloud (the last one until level +9) have only DoT effects so it is hard to specify what specific damage output they have and to rank them. The wands of Charm and Flock do not deal any damage (with the exception of the wand of Flock for the Leader subclass, but this is not general and was omitted). As far as reinforcing and highly upgrading a wand is concerned, based on the damage scaling it is reasonable to do that only for the wands of Firebolt and Magic Missile, but taking into consideration also the damage to multiple enemies that the wand of Disintegration can do, this wand is also a good candidate.The wand of Meteortite has a very good damage output, but spends all of its charges at once, so highly upgrading it is out of the question. Lastly, warlocks of the Explorer mage skin should not consider highly upgrading any wand other than Reno's Rainbow Cannon.
Old Wandmaker Edit
In the Old Wandmaker’s quest, the player should take into account that the game makes the distinction between battle and non-battle wands rather randomly because most of its wands have characteristics of "combat" wands, and the Wandmaker will give as a battle wand reward a wand of Acid / Blood / Disintegration / Firebolt / Freeze / Light / Lightning and as non-battle wand reward a wand of Charm / Flock / Flow / Magic Missile / Meteorite / Poison / Thundercloud. His wand reward is sometimes upgraded and also sometimes cursed, but cursed wands have no negative effect in SPS-PD and work in exactly the same way with the uncursed wands.