|This wand is powerful at conducting magical energy into a devastating blast.|
|Damage||60–150 (average: 105)|
|Projectile Speed||17 tiles/second|
|Rate of Fire||125%|
|On Equip||+4 DEX, +4 WIS|
|Drops From||Horrific Creation|
While the Conducting Wand has a damage output between the Wand of Death and the Wand of Deep Sorcery, its higher rate of fire and DEX boost are its savior: it thus has consistently higher DPS than the Wand of Recompense no matter the defense stat of the enemy. Furthermore, an increase in Wisdom is always appreciated in both Priest and Sorcerer to improve the efficiency of their abilities. Additionally, it has slightly higher projectile speed, which could prove more useful against moving opponents.
However, this wand’s incredible perks are offset by an array of flaws one must not overlook. Unlike tiered wands, it does not pierce, meaning that its efficiency in mobs of enemies is severely hampered. It also has slightly shorter range, which might be detrimental to snipe enemies from a safer distance. As a result, it is best carried as a swapout alongside a tiered wand, depending on the situation at hand.
The lack of piercing might, however, occasionally be a boon. The most defining example of this is in the Tomb of The Ancients, where a tiered wand might end up accidentally activating more than one boss due to its piercing properties and lead to a much tougher boss fight. If you aren’t concerned with keeping the Tomb clean, however, a tiered wand is more useful for securing Soulbound damage on all three bosses more easily.
In comparison to its fellow non-piercing wand, the Crystal Wand, the latter outshines the Conducting Wand starting from 45/57 DEF in terms of damage output, and has higher range.
To sum up, the Conducting Wand is particularly deadly when dealing with lone enemies/bosses, but should never be a main wand due to its lack of piercing - always keep a tiered wand alongside it.
The Conducting wand used to have this sprite: