Most wands in Sprouted PD function similarly to those in Original PD, with the important difference that their charges cap at 14 rather than 9, and upgrading a wand has no level cap, if the wand gets reinforced with Adamantite (charges will remain 14, but the damage of a battle wand or the power of effect of a non-battle wand in most cases will keep increasing). All wands apart from the Wand of Magic Missile have 2 charges at level 0 (Magic Missile has 3), and gain one charge with each upgrade, so they have 3 charges at level +1, 4 at +2 etc. (Wand of Magic Missile has 4 and 5 accordingly). With the exception of the Mage class (see next section), 40 turns are needed for any wand of any level to regain 1 charge. Upgrading a wand above +12 will not increase its charges, as they will get capped at 14, but will still increase its damage and/or power of effect. It is impossible for the hero to target him/herself by aiming at a wall. Auto-targeting has been implemented in Sprouted, but trick shots around corners may still need to be targeted manually, even if the enemy seems to be highlighted (link is in reference to Sniper, but applies equally well to wands). Wands can get transmuted to other wands, but the Wand of Magic Missile can never be a product of transmutation (it can get transmuted though).
Unlike Shattered PD, on which Sprouted PD was originally based, and also unlike its mods Easier Sprouted Pixel Dungeon and Special Surprise Pixel Dungeon, all Sprouted's wands apart from the Wand of Magic Missile do not have a permanent sprite, cannot be distinguished before they get used, and they will be reassigned with each new run (so for example a Wand of Firebolt will be found in the form of a willow wand in one run and of a teak wand in another run), all in the same way that wands do in Original PD. After one zap with a wand, the wand will have its type identified, and after all charges of this wand will get used, the wand will also have its max charges identified, but they will be displayed as "?/max charges" (for example ?/3). To be fully identified and also show its current charges, the wand will have to get used 40 times. All the rest wands of its type that will be found as a loot will also have the type-of-wand name and not the type-of-material name, but they will have to get used in the previous manners to get fully identified (show max charges and current charges).
Wands found as loot in the dungeon most often will be at level 0 with 2 charges, but there is a smaller chance for the hero to find wands already upgraded to +1 or +2, and the Old Wandmaker will give always an upgraded wand as a quest reward, either to +1 or to +2 (the Wand of Magic Missile never spawns as loot in the dungeon or is given as a quest reward by the Old Wandmaker and is unique to the Mage class). Like the Original PD and all PD mods, wands are stored in the Wand Holster, but unlike the Original PD wands of the same type (for example two Wands of Lightning) cannot be merged to one upgraded wand in Sprouted.
Because it is feasible to upgrade multiple items in Sprouted, players can experiment with high-level versions of wands they normally would not bother with in Original PD. Battlemages and Warlocks that will continue the game after Yog-Dzewa to Shadow Yog, Dolyahaven and finally Zot, will most probably reinforce one battle wand and use most of their Scrolls of Upgrade on this wand rather than on a melee weapon.
Mage's and Battlemage's use of Wands
Mages in general have their wands recharged in higher speed and restore 1 charge to all of their wands by eating. The turns needed for 1 charge of the Mage's wands to get restored are calculated by the formula: [40 / √ (Number of wand's Level + 1)] like they do in Original PD. To give the most easy examples, as they include only integer numbers:
- Wand of level 0: 40 / √ (0 + 1) > 40 / √ 1 > 40 / 1 = 40
- Wand of level +3: 40 / √ (3 + 1) > 40 / √ 4 > 40 / 2 = 20
- Wand of level +15: 40 / √ (15 + 1) > 40 / √ 16 > 40 / 4 = 10
Players who find the formula a bit complicated for the rest of the wands' levels can read the following chart (numbers of turns were rounded to the first decimal).
|Avg. number of turns for 1 charge||40||28.3||23.1||20||17.9||16.4|
|Avg. number of turns for 1 charge||15.1||14.1||13.3||12.7||12.1||11.5|
|Avg. number of turns for 1 charge||11.1||10.7||10.3||10||9.7||5||4||3|
For 2 turns for 1 charge a +399 wand would be needed, which is extremely hard to obtain, and for 1 turn for 1 charge a +1.599 wand, which is impossible to obtain, even in Sprouted. Players should have in mind that when a wand ends up with 0 charges, the recharging process was already active from before and one charge was already getting restored, so especially in low levels the actual turns that will be eventually needed will be most of the times less than those displayed in the chart, so these should be taken more as the theoretically maximum possible turns needed. Wands can be also equipped as a melee weapon by the Mage class and deal additional damage when they are equipped by the Battlemage subclass (the additional damage is equal to the current number of charges in the wielded wand and ignores armor). For details about the damage of wands when they are equipped as a melee weapon, you can visit the Battlemage mechanics' page of the Original PD.
Wands don't belong to a specific tier, but their melee damage scaling with upgrades resembles those of Tier-1 melee weapons. When used as a melee weapon their accuracy is 1, their attack delay is 1, their average damage with 2 charges is 2 (at level 1 almost all wands have 2 charges, but the Wand of Magic Missile has 3 charges and so it deals 3 points of damage) and the damage scaling of their melee hit with each upgrade is +1. Wands can never be balanced by weightstones, even in a Mage run, although this class can use them as melee weapons.
In addition, when a Battlemage hits succesfully an enemy with his equipped wand, 1 charge is added specifically to his equipped wand. Players of Shattered PD or other mods that try Sprouted PD should have in mind that the Battlemage of Sprouted is the same with the Original's Battlemage, and there is no general recharging buff applied to all wands with the Battlemage's succesful hits, like he does in Shattered when he has a Wand of Magic Missile equipped (and also there are no specific-wand-type-effects in general in Sprouted, all types of wands add 1 charge with each succesful melee hit, nothing more or less). Also in Sprouted PD generally there is no Recharging buff, but only an instant Recharging effect: the Scroll of Recharging recharges in one turn all wands in the hero's inventory to their max charges, and does not increase the hero's recharging speed at all. Lastly, unlike Shattered and other mods the glyph of Potential does not recharge wands. To sum up, forget about other mods, in Sprouted PD there are only four ways for the Mage's wands to recharge:
- For all classes and also for Mages, by reading a Scroll of Recharging (1 Scroll > all wands recharge instantly to their max charges).
- For all Mages, by waiting for some turns to pass, the amount needed for each wand depending on the wand's level.
- For all Mages, by eating (1 food item > 1 charge to all wands).
- For Battlemages, by landing a succesful melee hit on enemies with a wand equipped as melee weapon (1 succesful melee hit > 1 charge to the equipped wand only).
Wand of Avalanche
|Wand of Avalanche|
|When a discharge of this wand hits a wall (or any other solid obstacle) it causes an avalanche of stones, damaging and stunning all creatures in the affected area.|
It should be noted that it damages all enemies in its area of effect but only has a chance to stun them. Its damage and chance of stunning enemies depends on the enemy's distance from the point of impact in an identical manner with the Wand of Avalanche in Original PD (visit the link for a detailed description and also for the tips that all apply to Sprouted too). Although its effect seems similar to the Wand of Blast Wave of Shattered PD, the Wand of Avalanche will not open and close doors or activate traps. When used at closer than 4 tiles and especially at melee range this wand will also damage the hero and generally deals rather low damage to individual enemies in comparison to all the other battle wands, so it is one of the worst candidates for upgrading to a very high level after getting reinfoced with adamantite, to be used by a Battlemage/Warlock as an end-game weapon.
Wand of Disintegration
|Wand of Disintegration|
|This wand emits a beam of destructive energy, which pierces all creatures in its way. The more targets it hits, the more damage it inflicts to each of them.|
Like Original PD its minimum damage is equal to the number of the wand's level and its maximum damage is calculated by the formula: [8 + (Number of the wand's Level * Number of the wand's Level lvl / 3)], so it will be 0-8 at level 0, 1-8 at level +1, 2-9 at level +2 etc. Unlike all the other battle wands it has a limited range which increases with upgrades and is calculated by the formula: (Number of the wand's Level + 4). Players should have in mind that the formula counts also the hero's tile as part of the distance, so at level 0 the Wand of Disintegration will have an actual range of 3 tiles, 4 tiles at +1, 5 tiles at +2 etc. The distance will keep increasing with upgrades without a level cap. Unlike Shattered It does not pierce walls and obstacles, and will also be stopped by each destructible tile in its path (for example it will destroy a tile of high grass or a door, produce an embers tile, and will not continue further, regardless of its range), but will pierce enemies and will deal more damage if more than one targets are hit by its rays. Therefore, in the case of stronger enemies, generating sheep with a Wand of Flock and then zapping the enemy behind them will deal much more damage with this wand. Lastly, like the Original PD and most other mods, Evil Eyes and their Enchanted Evil Eyes version on the Zot depth have a high resistance to its rays.
It has the 2nd higher maximum damage among all battle wands, and also has no drawback when used at close or melee range like the Wand of Lightning (4th), does not backfire at very high levels like the Wand of Firebolt (1st), and can hit multiple enemies unlike the Wand of Magic Missile (3rd), so it is probably the best candidate for upgrading to a very high level after getting reinfoced with adamantite, to be used by a Battlemage/Warlock as an end-game weapon, at least for players who don't want to take their risks with a highly upgraded Wand of Firebolt.
Wand of Firebolt
|Wand of Firebolt|
|This wand unleashes bursts of magical fire. It will ignite flammable terrain, and will damage and burn a creature it hits.|
It deals the same amount of Fire and Burning damage with the Wand of Firebolt in Original PD (all the tips concerning the Wand of Firebolt in Original PD apply also to Sprouted) with its minimum damage being always 1 and its maximum damage getting calculated by the formula: [8 + (Number of the wand's Level * Number of the wand's Level)], so it will be 1-8 at level 0, 1-9 at level +1, 1-12 at level +2, 1-17 at level +3 etc. having the best damage scaling with upgrades and dealing the most damage among all battle wands. This wand has been renamed to Wand of Fireblast in Shattered PD and has a similar but not identical effect.
This wand has one very important difference from both the Original PD and Shattered PD though: Sprouted's Wand of Firebolt has a chance to "backfire" when it does 255+ damage. The chance is damage/10,000 % and every shot above 255 gives the hero a warning that their hands are burning. Until level +15 this will never happen, as the wand's maximum damage will be 233, but from level +16 (dam. 1-264) and on, the chance will exist and will become higher with each upgrade (to be accurate the chance of a +16 wand to backfire is very low: 0,025%). With an extremely upgraded wand this will become somewhat likely (a Wand of Firebolt upgraded to +100 has a 1% chance to backfire, upgraded to +150 a 2.25% chance, and upgraded to +200 a 4% chance), and if combined with a fury effect such as from the Moon berry, it will be rather likely. The backfire, if it occurs, will kill the hero regardless of their level or their available HP. Players who like risk and have a Mage character with a lot of Ankhs, migh try to reinforce a Wand of Firebolt and upgrade it to a very high degree, but should be prepared for the hero commiting suicide rather often. Players with a more "conservative" playstyle or who don't like taking chances with their hero commiting one last suicide without any Ankhs left during end-game are advised to avoid this build.
A more middle-of-the-road approach for a player that likes risk but not too much risk, would be the Mage to reinforce a Wand of Firebolt but to upgrade it only approximately up to +32 level, which will still give a range of 1-1024 damage to the wand but only a 0,1% chance for the wand to backfire, until right before the Mage reaches Stone Golem Otiluke and Zot. Right before that the Mage can upgrade the Wand of Firebolt with the rest of the Scrolls of Upgrade and Ugrade Goos left: the Mage will die and resurrect sometimes on the final boss depths, but that will most probably happen not often enough for the Mage to spend all his Ankhs, and Zot wil be soon taken down by a highly upgraded Wand of Firebolt. At any case a Mage with a highly upgraded Wand of Firebolt should have at least five Ankhs in his inventory, or else he should reinforce and highly upgrade another wand or highly upgrade a Spork / a Tier-6 weapon.
This build has the bonus advantage of the player not bothering with farming Phase Pitchers from the Book of Heavens depth, to transmute Scrolls of Magical Infusion to Scrolls of Upgrade for the highly upgraded main wand, as even a +50 Wand of Firebolt deals a tremendous amount of damage (1-2,508). The 36 Scrolls of Upgrade needed for the wand to reach level +50 from the level +14 that it will be only with dew upgrades are extremely easy to gather, even without a Ring of Wealth equipped, and the remaining Scrolls of Upgrade can be used on reinforced rings and the Scrolls of Magical Infusion on the armor or a Spork, which will be used as the secondary main weapon.
Wand of Lightning
|Wand of Lightning|
|This wand conjures forth deadly arcs of electricity, which deal damage to several creatures standing close to each other.|
Like Original PD its minimum damage is calculated by the formula: (10 + Number of the wand's Level/2) and its maximum damage by the formula: (10 + Number of the wand's Level) and also the damage is multiplied by 2, if the enemy is stepping on a water tile. So its damage against enemies on dry land will be 10-10 at level 0, 10-11 at level +1, 11-12 at level +2 etc. and 20-20, 20-22, 22-24 etc. against enemies stepping on water. It also creates a chain of lightning to all enemies adjacent to the initial target, with the damage ranging across the chain from Initial damage-1 to Initial damage/2. For this reason it is very effective against Wraiths, and it will be very convenient for the hero to have one, when he/she visits the Book of the Dead depth.
The Wand of Lightning has the 4th higher maximum damage among all battle wands, and also has a serious drawback, not of making the hero commit suicide like the Wand of Firebolt does, but of inflicting harm to him/herself, as when it is used at melee range it elecrocutes also the hero, creating the chain lightning effect that normally causes against enemies, so there is really no point in reinforncing and upgrading this wand above +14 or +17 after Shadow Yog, to be used by a Battlemage/Warlock as an end-game weapon.
Wand of Magic Missile
|Wand of Magic Missile|
|This wand launches missiles of pure magical energy, dealing moderate damage to a target creature.|
Like Original PD its minimum damage is equal to (Number of the wand's Level + 2) and its maximum damage is calculated by the formula: [6 + (Number of the wand's Level * 2)], so it will be 2-6 at level 0, 3-8 at level +1, 4-10 at +2 etc. When disenchanting the Wand of Magic Missile, it is possible to transfer as many as 14 upgrades to the other wand. The more Dark Gold Ore the Mage has while attempting this, the better will be the chances of transferring all upgrades, similarly to the reforging of the Warrior's short sword or the transferring of upgrades from any item by the Troll Blacksmith. 100 pieces are often enough, but if you don't mind farming better collect all available Dark Gold from the Mines before disenchanting to ensure success as dark gold is not consumed in the process. This wand is unique to the Mage class and can't be obtained via transmutation, it can get transmuted to any other wand though (this new wand will not be disenchantable, so better avoid it with this wand).
The Wand of Magic Missile has the 3rd higher maximum damage among all battle wands, but also has no drawback when used at close or melee range like the Wand of Lightning (4th), and does not backfire at very high levels like the Wand of Firebolt (1st). Nevertheless, It can't hit multiple enemies like the Wand of Disintegration (2nd), doesn't have any other extra effect, and also deals far less damage than the Wand of Disintegration, so it is probably not a good candidate for upgrading to a very high level after getting reinfoced with adamantite, to be used by a Battlemage/Warlock as an end-game weapon. Players who will nevertheless choose the Wand of Magic Missile as the end-game wand for their Mage, will apparently not disenchant it, as no other Wand of Magic Missile will spawn in the specific run.
Wand of Poison
|Wand of Poison|
|The vile blast of this twisted bit of wood will imbue its target with a deadly venom. A creature that is poisoned will suffer periodic damage until the effect ends. The duration of the effect increases with the level of the staff.|
Like Original PD its duration is also calculated in Sprouted by the formula (1+2*1.5level = turns) and its Poison damage per turn is 2 for most enemies, and 1 for Bosses, Animated statues, and Giant piranhas. This wand has been removed from Shattered PD and was replaced at first by the somewhat similar Wand of Venom and then by the rather different Wand of Corrosion. Because of its lack of direct damage and the lack of serious scaling of its damage with upgrades it is one of the worst candidates for upgrading to a very high level after getting reinfoced with adamantite, to be used by a Battlemage/Warlock as an end-game weapon.
Damage comparison L0-L8: Wands of Disintegration, Firebolt, Lightning, Magic Missile
|4) Lightning dry||10-10||10-11||11-12||11-13||12-14||12-15||13-16||13-17||14-18|
|3) Mag. Missile||2-6||3-8||4-10||5-12||6-14||7-16||8-18||9-20||10-22|
Damage comparison L8-L16: Wands of Disintegration, Firebolt, Lightning, Magic Missile
|4) Lightning dry||14-19||15-20||15-21||16-22||16-23||17-24||17-25||18-26|
|3) Magic Missile||11-24||12-26||13-28||14-30||15-32||16-34||17-36||18-38|
Note: When the damage of the Wand of Lightning is multpilied by 2 for enemies standing on water, it becomes a) the second wand in damage until level +9, with the Wand of Disintegration third and the Wand of Magic Missile fourth, b) the third wand in damage for all the subsequent levels, with the Wand of Disintegration second and the Wand of Magic Missile fourth, but with the Wand of Magic Missile dealing only slightly less damage in levels above +50.
Battle Wands in End-Game
The only two wands that, when highly upgraded, can deal enough damage against Zot in order to surpass his regenerative ability are the Wands of Firebolt and Disintegration. The risks of a very highly upgraded Wand of Firebolt have already been described, so players that don't want to take too many risks but also want to use a Wand of Firebolt as an end-game wand for their Mage, should use most or all of their non-Magical-Infusion upgrades on the reinforced Wand of Firebolt (but probably not all, to avoid too many heroic suicides) and use the rest of the upgrading items on a Spork or a Tier-6 melee weapon for the steady damage output while the wand gets recharged. The other end-game wand of Sprouted is the Wand of Disintegration, which deals far less damage than the Wand of Firebolt, but does not make the hero commit suicide. Players who find farming Phase Pitchers boring should use all of the available non-Magical-Infusion upgrading resources on the Wand of Disintegration and all the Scrolls of Magical Infusion on a Spork, and the Mage will deal most of his damage to single enemies with the Spork, and most of his damage to groups of enemies with the Wand of Disintegration. Players who don't mind spending a lot of time in farming Phase Pitchers can also transmute most or all of the Scrols of Magical Infusion to Scrolls of Upgrade and apply all of them to the Wand of Disintegration. Also, if a Mage finds a Ring of Magic in his run, it would not be a bad idea to reinforce also this ring and spend some Scrolls of Upgrade or Upgrade Goos to it, as it will increase the level of all of his wands by the number of upgrades he spends on the ring.
Wand of Amok
|Wand of Amok|
|The purple light from this wand will make the target run amok, attacking random creatures in its vicinity.|
Like Original PD its Amok effect lasts for 3 turns at level 0, and for one extra turn with each upgrade, so it will last for 4 turns at level +1, 5 turns at level +2 etc.. The effect's duration will keep increasing with upgrades without a level cap, but there is really no point in reinforcing and upgrading this wand above +14 or +17 after Shadow Yog, unless the player wants to experiment with a "pacifist run", in which most of the enemies will kill each other rather than get killed by the hero (still the hero should have also a highly upgraded melee weapon, as some enemies are resistant or immune ot its effect). This wand has been removed from Shattered PD. The tips concerning this wand in Original PD apply also to Sprouted but It is generally most useful in getting the hero away from trouble, by making enemies occupied with attacking each other, and it is especially useful in the Dolyahaven Mines, as it can create chaos in the packs of Kupuas and Gullins that storm to the hero, and give the hero time to move to a safer spot.
|Wand of Blink|
|This wand will allow you to teleport in the chosen direction. Creatures and inanimate obstructions will block the teleportation.|
Like Original PD the distance it will teleport the hero is calculated by: (Number of the Wand's level + 4) and the direction of blinking must be available in the hero's line of sight (the player can't click/tap on a dark tile as the desired direction, even when the wand is totally capable of getting the hero there). Players should have in mind that the formula counts also the hero's tile as part of the distance, so at level 0 the Wand of Blink will teleport the hero 3 tiles away, 4 tiles at +1, 5 tiles at +2 etc. Also the wand of Blink does not teleport to the desired tile, but to the desired direction, and will take the hero as fas as it its maximum distance allows, so it is safe to use it above chasms only when there is a wall next to the desired tile that will block the blinking to proceed further. The distance will keep increasing with upgrades without a level cap, but there is really no point in reinforcing and upgrading this wand above +14 or +17 after Shadow Yog.
Unlike other RPGs and roguelikes, the "blinking" ability of this wand can't make the hero teleport through enemies (only the Rogue has this ability, when he uses the "Smoke Bomb" of his epic armor). This wand has been removed from Shattered PD and its effect is caused by the Runestone of Blink. It is also generally useful in teleporting above traps or chasms (players should take also in consideration the maximum distance that the wand has in the specific level, when the hero blinks above chasms), taking the hero away from trouble or getting the hero close to enemies with a ranged attack that keep a distance and move quickly like Tengu, but it is especially useful in the Dolyahaven Mines, as it can get the hero quickly out of the area of effect of the Kupua and Gullin gas. It can't be used in the Sokoban puzzles 1, 2, 3, 4 but can be used in all the rest of the Otiluke's Journal depths.
Wand of Flock
|Wand of Flock|
|A flick of this wand summons a flock of magic sheep creating a temporary impenetrable obstacle.|
Like Original PD it generates 1 sheep that fades after 3 turns at level 0 and each upgrade adds 1 sheep and 1 turn before the sheep fade away, so it is 2 sheep for 4 turns at level +1, 3 sheep for 5 turns at level +2 etc.. The sheep and turns will keep increasing with upgrades without a level cap, but there is really no point in reinforcing and upgrading this wand above +14 or +17 after Shadow Yog. This wand has been removed from Shattered PD and its effect is generated by the Runestone of Flock .
All the synergies and tips concerning this wand in Original PD apply also to Sprouted, with one extra effect, which is the most important, that this wand is absolutely necessary for the hero to claim the unique rewards of Sokoban puzzles 3, 4 and of the Dragon Cave, and also all the loot available in Sokoban puzzles 2, 3, 4 and the Dragon Cave (visit the wiki Otiluke's Journal page for details), Using the wand in Sokoban puzzles 1, 2, 3 and 4 has the drawback that each use makes one Flying Protector spawn on the depth, ready to attack the hero, but the amount of sheep generated by the wand does not have any effect on the number of protectors that will be generated (1 use will generate 1 Protector, regardless of the sheep generated), so the hero should better visit the Sokoban puzzles with an upgraded Wand of Flock, in order to generate the less Flying Protectors possible.
Wand of Regrowth
|Wand of Regrowth|
|When life ceases new life always begins to grow... The eternal cycle always remains!|
Like Original PD it will generate a trail of trampled grass along the flight path of the bolt, and spawn 5 high grass tiles in a cardinal (+) formation, centering on the point of impact (will be 4 tall grass in a "T" formation if it hits a wall, as grass can't spawn on the wall tile) and Root any character who steps on a tile on which the effect of the wand is still active.The duration of its effect is calculated by the formula: [Number of the wand's Level + (2 * 20)], so it is 40 turns at level 0, 41 turns at level +1 etc. All the tips concerning this wand in Original PD apply also to Sprouted. Its effect on tiles is similar but stronger than the effect of Water with Dew: it turns plain tiles and embers also to high grass and not just to trampled grass, but has no effect ot other tiles (active or triggered traps, water etc., it Roots characters standing on water though). Upgrading this wand will increase the tiles of high grass generated, and also its charges and the duration of its effect, but there is really no point in reinforcing and upgrading this wand above +14 or +17 after Shadow Yog.
Wand of Slowness
|Wand of Slowness|
|This wand will cause a creature to move and attack at half its ordinary speed until the effect ends.|
Like Original PD it will decrease the target's attack and movement speed in half by applying the Slowed debuff. Its duration also lasts for (3 + Number of the wand's Level) turns, so it will be 3 turns at level 0, 4 at level +1, 5 at level +2 etc. All the tips concerning this wand in Original PD apply also to Sprouted. The effect's duration will keep increasing with upgrades without a level cap, but there is really no point in reinforcing and upgrading this wand above +14 or +17 after Shadow Yog. This wand was removed and replaced in Shattered PD by the Wand of Frost. It is useful against all enemies with increased attack and/or movement speed, but especially useful in the Dolyahaven Mines against the very quick Kupuas and Gullins.
Wand of Telekinesis
|Wand of Telekinesis|
|Waves of magic force from this wand will affect all cells on their way triggering traps, trampling high vegetation, opening closed doors and closing open ones. They also push back monsters.|
Wand of Telekinesis was replaced in the Original PD by the Wand of Reach but Sprouted PD has kept this wand and its original game description. Although it is not mentioned in the game description, a) it will also teleport items from the dungeon floor to the hero's backpack, like the Wand of Reach does currently in Original PD and b) when the enemies pushed by the wand also knock on a wall, they will be damaged by a small amount. Upgrading this wand affects only the wand's available charges, so after level +12 it wil be gaining only recharging speed, and there is absolutely no point in reinforcing and upgrading this wand above +14 or +17 after Shadow Yog. In Shattered PD it was replaced by the Wand of Blast Wave.
It somewhat useful for pushing walking enemies into chasms, piranhas to dry land, and taking items from trap or chasm rooms when a potion of levitation is not available, but it is especially useful in the Sokoban 1, 2, 3, 4, puzzles of the Otiluke's Journal for pushing all sheep apart from the black ones to desired tiles, as in many cases it spares the hero from a use of a Wand of Flock and of the accompanying Sokoban Prtoector. Unfortunately on these depths it can only open chests, but not teleport their gold or items to the hero's inventory. Specifically for the Sokoban 2 puzzle there is a walk-through available in the wiki, that makes the Spectacles unique reward available only with the use of a Wand of Telekinesis and without a Wand of Flock.
Wand of Teleportation
|Wand of Teleportation|
|A blast from this wand will teleport a creature against its will to a random place on the current level.|
All the tips concerning this wand in Original PD apply also in Sprouted. Upgrading this wand affects only the wand's available charges, so after level +12 it wil be gaining only recharging speed, and there is really no point in reinforcing and upgrading this wand above +14 or +17 after Shadow Yog. It can't be used on Sokoban puzzle depths, but can be used in all the rest Otiluke's Journal depths. It is generally useful in getting dangerous enemies away from the hero, and it is especially useful in the Dolyahaven Mines, as it can thin out a pack of Kupuas and Gullins, or take one of them away and allow the hero to move to a safer place.
|This old but hale gentleman wears a slightly confused expression. He is protected by a magic shield.
Oh, what a pleasant surprise to meet a decent person in such place! I came here for a rare ingredient - [a Rotberry seed / Corpse dust]. Being a magic user, I'm quite able to defend myself against local monsters, but I'm getting lost in no time, it's very embarrassing. Probably you could help me? I would be happy to pay for your service with one of my best wands.
Upon completion: Oh, I see you have succeeded! I do hope it hasn't troubled you too much. As I promised, you can choose one of my high quality wands.
Options: Battle wand / Non-battle wand
The Old Wandmaker NPC is almost exactly the same with the NPC in the Original PD, apart from never giving a Phantom Fish quest and always appearing on depth 7. Another minor difference is that he can also give wands of Flock or Teleportation as non-battle wand rewards, unlike the Original. Players are reminded that the Old Wandmaker distinguishes wands as being "battle" and "non-battle" based solely on if they deal damage or not by themselves, so for example the Wand of Amok, that makes enemies literally battle with each other is considered a non-battle wand by him (see contents on the top of the page for the list of battle and non-battle wands).
Apart from the wand reward he also drops the Adamantite Wand on the depth's floor when he teleports away after his quest is completed as a bonus quest reward (he says: "You might find this raw material useful later on. I am not powerful enough to work with it."). Mages always receive an Adamantite Wand as a bonus quest reward from the Old Wandmaker, but all the other classes have access to this bonus reward only if they manage to avoid killing any enemy in the Prison, until they fulfill the Old Wandmaker's quest (there is really no point for any other class apart from the Mage to reinforce with adamantite and highly upgrade a wand though). You can read the details about non-mages here.