Wand Art Online Wiki
A full-loot PvP sandbox MMORPG that runs in your browser. Pick a wand, train a sidearm, build your island, and go deeper than you should. Everything you carry can be taken from you.
Starter Kit
When you create a character, talk to the Injured Guard in Town. He hands out one free kit. In Wand Art Online a class is a school of magic: the wand is fixed, everything else is your pick.
Templar
Holy Wand. Grace, Smite, Radiance, Blessing, Guardian Aura and the Divine Intervention finisher. The support that still hits.
Pyromancer
Fire Wand. Fireball, Fire Burst, Ignite, Fire Wall and Meteor. Burst and burn, glass cannon.
Frostcaller
Frost Wand. Ice Bolt, Hoarfrost, Ice Barrier, Frost Nova and Glacial Cascade. Slows, roots and freezes; the kiting school.
Druid
Nature Wand. Rejuvenation, Bramble Thorns, Healing Breeze, Cleanse, Living Armor and Revitalize. The healer.
Ranger
Bow. Rapid Fire, Poisoned Arrow, Multishot, Speed Shot, Frost Shot and Power Shot. Ranged physical.
Alongside the wand you choose:
A steel sidearm — the first weapon of any melee tree: Sword, Cleaver, Dagger, Mace or Spear. It rides in your right hand and its finisher is on T (see Dual Wielding). Deeper tree weapons are earned, never given.
An armor type — Cloth, Leather or Plate, head to feet. A cape — any of the four.
Every kit is a full T4 set plus a T4 Adventurer Bag and a Horse, and the first claim adds the four gathering tools. You can also save up to five custom loadouts at the guard.
Controls
Combat
ClickMove / select target
SpaceAttack-move: auto-attacks your target and walks into range
Q W ELeft-hand (main) weapon abilities
TRight-hand (off-hand) weapon's finisher, once an off-hand is equipped
RHelmet ability
DChest armor ability
FBoots ability
1Drink potion
2Eat food
Navigation & UI
AMount / dismount
IInventory and paperdoll
BDestiny Board
MWorld map
NLarge minimap
LLeaderboards
UYour profile and killboard
YInspect selected player (Shift+Y opens their profile)
EscClose panels / menu
Social
GGuild panel
OFriends panel
PParty invite / accept (Shift+P decline or leave)
TAccept a pending trade request (Shift+T declines). With an off-hand equipped, request trades from the right-click player menu instead.
EnterOpen chat
TabSwitch chat channel
Your First Hours
The quest tracker on the right of the screen walks you through the whole game. It is a single chain, and each step pays silver and materials for the next one. In order:
Claim your starter gear → Build your own set → Mount up & gallop → Kill 5 mobs → Gather 3 resources → Fix the harbor boat → Enter a themed dungeon → Kill a dungeon boss → Craft an item → Sell at the Marketplace → Deposit in the Bank → Sail to your island & build a Farm Field → Plant a seed → Raise your Heart to Level 2 → Harvest your crop → Cook Tomato Soup → Harvest a 3x Yield node → Reach Gathering Mastery Lv 1 → Open the world map → Raise your Heart to Level 3 → Forge a gem → Forge your gem onto your weapon → Clear a dungeon in a Red or Black zone → Enter a Hellgate → Raise your Heart to Level 4 → Enter the Void → Bank a haul worth 2,500.
M.Zone Types
The world is a set of rings around Town. The ring colour is danger, and it also tells you what tier lives there. Item tiers have their own colours (T4 blue, T5 red, T6 orange, T7 gold), so do not mix the two up.
| Ring | PvP | Mobs & resources | Shards | On death |
|---|---|---|---|---|
| Safe | None | — | — | 5% durability |
| Blue | None | T1-2 | T4 | 5% durability, keep everything |
| Yellow | Knockdown only | T3-4 | T5 | 10% durability, keep everything |
| Red | Open | T5-6 | T6 | Bag drops, equipped gear kept, 20% of dropped items trashed |
| Black | Open | T7-8 | T7 | Everything drops, 30% trashed |
World Map
Press M. Town sits in the centre with four biome tracks running out of it: Snow north, Forest east, Plains south, Desert west. Each track crosses the Blue ring, the Yellow ring and the Red ring, and the four Red zones connect to each other in a lateral ring.
Hover any zone for its card: danger rule, mob and resource tier, shard tier and where it drops, how many dungeon portals roam there, and who is online. Your current quest target pulses gold.
| Track | Blue | Yellow | Red |
|---|---|---|---|
| Snow | Frozen Highlands | Frozen Wastes | Glacial Depths |
| Forest | Greenwood | Dark Forest | Ancient Woods |
| Plains | Sunlit Plains | Harsh Plains | Scorched Plains |
| Desert | Arid Steppes | Deep Desert | Sunken Dunes |
Beyond the rings: Obsidian Reach (a safe hub off Town) opens onto the four Void zones. Every Void zone has an entrance to The Nexus. The Nexus leads to the Enchanted Forest and Enchanted Mines, and those lead to Rest, a safe hub at the end of the world. The Castle is a second Nexus-style dungeon entered from the desert track.
Towns & Hubs
Town
Bank, Crafting Station, Repair Shop, Marketplace, the Injured Guard, the Wishing Well, and the Harbor where your boat to the island waits.
Obsidian Reach
Bank, Crafting Station, Marketplace and the Black Market. Portals to all four Void zones.
Rest
Bank, Crafting Station, Marketplace and island access. Reached only through the Enchanted zones.
Your Island
Every player owns an island. Fix the boat in Town's harbor (the quest pays for it), then sail out. The island is a designed estate: every building has one home, you build it and level it. No free placement.
| Building | Needs Heart | Cost | What it does |
|---|---|---|---|
| Farm Field | 1 | 100 silver + T1 wood | Plant crop seeds. A harvest yields 3. |
| Storage Chest | 1 | 200 silver + T4 wood | Island storage. |
| Cooking Station | 2 | 500 silver + T3 wood and fiber | Cook crops into food buffs. Instant. |
| Pasture | 2 | 300 silver + T3 wood and fiber | Raises mount foals. Takes only mount seeds. |
| Churn Mill | 2 | 400 silver + T4 wood and ore | Churns low-tier materials up a tier, with diminishing returns per step. |
| Soulforge | 3 | 1,000 silver + T4 ore and wood | Forges shards into gems, gems onto gear, and raw resources into shards. |
| Crafting Bench | 3 | 300 silver + T4 ore and wood | Craft at home, fed with materials instead of a silver tax. |
Seeds
Seeds are sold in the farm panel: common (Tomato, Wheat, Herb) 100 silver, uncommon (Moonberry, Firebloom, Frostleaf) 400, rare (Stormvine, Shadowroot) 1,500. Mobs drop them too: common from anything, uncommon from T3+, rare from T5+ and a quarter of bosses. Riding and Warhorse foals are boss treasure only, one kill in a hundred, and grow in the Pasture over a day. Crops grow in real time, even while you are offline.
Dual Wielding
The left hand holds magic: wands and bows only. The right hand holds steel: swords, axes, daggers, maces and spears only. The paperdoll reads literally, left column for the left hand, right column for the right. A sword cannot go in the wand hand and a wand cannot go in the steel hand; the identity is the rule.
Q W E cast the main weapon's kit, variants included. T casts the off-hand weapon's finisher, its selected E. Finishers that normally need a family resource, like a sword's Momentum chain, cast a flat standalone version from the off-hand.
The steel is a full second gear piece: its item power counts, its passive applies, and its finisher scales with its own tier and specialization. A wand alone is a leveling state. Combat XP for the weapon share splits evenly between hands.
Capes are passive-only. Helmets cast on R, chest armor on D, boots on F.
Weapons
Wands and bows are full kits: a pool of Q and W abilities you swap between, plus a finisher on E. Steel is one skill: each steel weapon is a finisher on T and a passive, nothing else. All abilities are skillshots: projectiles that hit on contact, melee with real reach, or telegraphed ground effects. Nothing locks on. Gear crafts from T4 up to T8; wearing anything above T4 needs that line's Destiny branch at that tier.
| Family | Hand | Weapons and what T does |
|---|---|---|
| Sword | Steel | Sword: Crescendo, a wide arc slash. Greatblade: Aftershock, a leaping ground slam with a stun. Twinfangs: Blade Waltz, vanish and cut through a lane. Obsidian Edge: Obsidian Rend, a spin that bleeds (Glasshunger: melee heals 12%). |
| Axe | Steel | Cleaver: Whirling Ruin, a spinning advance that bleeds. Ravager: Executioner's Fall, a lane slam that opens a wound and harvests any bleed already there. Longreaver: Impaling Charge, a lane charge that stuns at the far end. |
| Dagger | Steel | Dagger: Fanning Blades, a cone of knives that pins. Nightfangs: Shadowreel, a dash that leaves you vanished (Fleetfoot speed burst after). Veinpiercer: Bloodchase, a pursuit dash with an execute under 40%. |
| Mace | Steel | Mace: Groundfall, a leap with a guaranteed stun. Dreadmaul: Bulldoze, launch the first enemy back and stun (Heavyhand: stuns last 25% longer). Quietus: Sanction, a circle that silences players. |
| Spear | Steel | Spear: Breach Charge, a CC-immune lane charge. Grimhook: Fling, yank the first enemy through you and slam them behind you. Stormpike: Pike Plunge, a telegraphed leap that stuns the circle (Spearhead: +15% range). |
| Bow | Magic hand | Bow, Thornbow, Skypiercer. Q/W pool plus a finisher on E. |
| Fire | Magic hand | Fire Wand, Emberbrand, Cinderfall. Burst and burn. |
| Frost | Magic hand | Frost Wand, Rimecaller, Frostbind. Slows, roots, freezes. |
| Nature | Magic hand | Nature Wand, Lifebloom, Briarheart. Heals and Living Armor. |
| Holy | Magic hand | Holy Wand, Dawnward, Sunwrath. Barriers and Guardian Aura. |
Ore and wood for the steel lines, wood for wands, wood and leather for bows. Re-selecting a wand ability variant counts as a gear change and triggers the 10 second swap lockout.
Armor & Boots
Cloth
Cowl, Robe. Fiber. Lowest defense, highest casting power.
Leather
Helm, Chest. Leather. The balanced middle.
Plate
Helm, Armor. Ore. Highest physical defense.
| Type | Helmet on R | Chest on D |
|---|---|---|
| Cloth | Mana Shield: 5 s of damage paid from mana | Divine Shield: 4 s of immunity |
| Leather | Thorns: reflect 30% of damage taken for 4 s | Vanish: 6 s invisible |
| Plate | Divine Touch: a 150 HP self-heal | Windwall: shove everything within 220 px back 200 px; anyone slammed into a wall is rooted 1.2 s |
Boots carry the F ability and a passive:
| Boots | Ability | Passive | Material |
|---|---|---|---|
| Blink Shoes | Short teleport | +6% move speed | Fiber |
| Mana Shoes | Mana burst | +5% move speed, +35% mana regen | Fiber |
| CDR Shoes | Cooldown reduction | +8% move speed, +10% CDR | Leather |
| Heal Shoes | Emergency self-heal | +5% move speed, +1.6 HP/s | Ore |
Capes
A passive-only back slot, T4 and up. Effects scale with tier: T8 is double the listed base.
| Cape | Passive | Material |
|---|---|---|
| Wayfarer's Cape | +20 carry weight, +3% move speed | Leather + Fiber |
| Bladesong Cape | +5% cooldown reduction | Fiber + Leather |
| Prospector's Cape | +10% gathering yield | Leather + Wood |
| Warbound Cape | +30 max HP, +3% damage | Leather + Ore |
Potions & Food
Potions go in the 1 slot, food in the 2 slot, up to a stack of ten each. HP and MP potions and the three station meals (Power +12% damage, Hearty +40 HP, Focus +15% CDR) are crafted from fiber at any Crafting Station. Dishes cooked on your island land straight in the food slot and are usually better. All food lasts 30 minutes.
Gems & Shards
Gems are the only way to enhance gear. There is no enchanting.
Shards come from three places: ore seams crack open shards when you deplete them (the chance rises each dry vein, up to 50%), dungeon boss chests pay 4-8 shards a clear, and guarded caches pay a few. Shard tier follows the ring: blue T4, yellow T5, red T6, black T7, with a chance of one tier higher. The Soulforge can also crush raw resources into shards, for example 20 T4 ore into one T4 shard.
Forging. At your island's Soulforge, five same-tier shards become a gem. Standing at the Soulforge, open your inventory and drag the gem onto an equipped item to forge it on. The Soulforge is also where gear is salvaged and weapons are trained for the off-hand. Forging is permanent: gems never come off, and they drop with the item if you lose it.
The Wishing Well in Town takes an item and a Wishing Coin and gives a 75% chance to add a gem or upgrade the one it has. Coins come from Enchanted Mines chests and boss chests.
Destiny Board
Press B. The board is a radial web, one arm per weapon or armor line. Every kill, gather and craft pays into four ledgers at once:
Branch (the line, gates T2 → T8), Sub-branch (the piece), Mastery (the family) and Specialization (the exact item). Combat XP routes by what you wear: 45% weapon, 25% chest, 15% head, 15% feet. With an off-hand the weapon share splits between hands.
Item power is tier × 100 plus a little from mastery and spec. Gains are deliberately small, Albion-style; gear tier matters most. Gathering mastery pays +0.5% yield per level forever. Crafting specialization pays a growing chance to refund half your materials. Overflow XP becomes fame credits you can spend on the board, and you can pin any node as a goal to track it on your HUD.
Gathering
| Resource | Tool | Used for | Where |
|---|---|---|---|
| Wood | Wood Axe | Wands, bows, spears | Forest track; a little in Snow and Plains |
| Ore | Pickaxe | Swords, axes, maces, plate | Plains and Snow tracks, some in Desert |
| Fiber | Sickle | Cloth, capes, potions | Desert track, some in Forest |
| Leather | Skinning Knife | Leather armor, bows, mounts | Animals on the Snow track |
Tools ride in the bag slot and craft from T1 to T4 with no board progress. A tool's tier gates the node tier you can gather. About one node in twelve glows gold and pays triple; they move each time nodes regrow.
Crafting
Every item in the game is player-made. Crafting is instant: pick the item and tier, pay, and it is in your bag. Town stations charge a silver tax; your island's Crafting Bench takes materials instead. Weapons, armor and capes craft from T4 to T8; tools and consumables from T1 to T4. Specialization in an item refunds half its materials sometimes: 5% at level 25, 10% at 49, 15% at 50, 25% at 100.
Cooking
Build the Cooking Station on your island (Heart level 2). Click it, pick a dish and press COOK. The dish lands in your food slot instantly; press 2 to eat it. All dishes last 30 minutes.
| Dish | Ingredients | Buff |
|---|---|---|
| Tomato Soup | 3 Tomato | HP regen |
| Bread | 3 Wheat | +20 max HP |
| Herb Wrap | 3 Herb | Mana regen |
| Moonberry Pie | 4 Moonberry + 2 Wheat | +8% damage |
| Firebloom Steak | 4 Firebloom + 2 Herb | +10% damage |
| Frostleaf Tea | 4 Frostleaf + 2 Herb | +10% CDR |
| Storm Feast | 3 Stormvine + 2 Firebloom | +12% damage |
| Shadow Elixir | 3 Shadowroot + 2 Frostleaf | +15% CDR |
| Golden Feast | 2 Stormvine + 2 Shadowroot + 2 Moonberry | +40 max HP |
Island Heart
The crystal at the dead centre of your island. It eats gem shards, so the deeper you go, the higher it grows. Each level raises your building cap and unlocks new buildings.
| Level | Offering | Unlocks |
|---|---|---|
| 2 | 10 T4 shards + 500 silver | Cooking Station, Pasture, Churn Mill |
| 3 | 15 T5 shards + 1,500 silver | Soulforge, Crafting Bench |
| 4 | 15 T6 shards + 3,000 silver | Richer tithe and +6% yield |
| 5 | 15 T7 + 5 T8 shards + 5,000 silver | Reserved for what comes next |
PvP Rules
Safe and Blue: no PvP at all. Yellow: PvP is always on, no flag needed, but a loss is a knockdown, not a death. You get back up with 35% HP after five seconds (fifteen if you were fighting players) and lose some durability. Red and Black: PvP is always on and deaths are real.
Mobs only knock you down, with one exception that matters: in a Red or Black zone, if you hit a player or were hit by one in the last 30 seconds, you are PvP-tagged, and anything that kills you, mob or boss, counts as a real death with full loot rules. That is what makes a stun into a mob so dangerous.
Death & Loot
| Zone | Bag | Equipped | Durability |
|---|---|---|---|
| Safe / Blue | Kept | Kept | 5% |
| Yellow | Kept | Kept | 10% |
| Red | Dropped (20% trashed) | Kept | 10% on dropped items |
| Black | Dropped (30% trashed) | Dropped (30% trashed) | 10% on dropped items |
Trashed items are destroyed rather than dropped: the game's item sink. Durability is repaired at the Repair Shop in Town for 2 silver per point per tier. Mounts die too, and are lost with the rest in full-loot zones.
Mobs & Telegraphs
Every mob in the game casts a named crowd-control telegraph: a red circle or line on the ground with a windup. Walk out and it whiffs. Get caught and the mob immediately winds up a second, heavier cast on where you stand, the punish, marked in red with "!!". Stuns make the punish a guaranteed hit. Slows leave you a sliver of time to walk out. Fears put a line down your escape path.
Punish damage scales by rank: trash, elite, mini-boss, boss. This is the dive lever. Stun someone into a mob and the mob finishes the job.
Goblin · Net Toss
Slow, then Shiv.
Skeleton · Bone Shards
Stun, then Bone Crush.
Wild Animal · Pounce
Slow and shove, then Maul.
Fiend · Hex Ring
Fear, then Hex Burst down your path.
Imp · Ember Snap
Ranged slow, then Ember Burst.
Elites
Brutes stun, Mages slow, Demons fear. Their punishes hit two and a half times harder; mini-bosses and bosses harder still.
Themed Dungeons
Two dungeon portals roam every open-world zone. Each rolls one of five themes that decides its boss, its palette and its mobs:
Frostfang Warren
Frostfang Behemoth
Thornmother Hollow
Ancient Thornmother
Ironhide Warcamp
Ironhide Warchief
Sandscourge Burrow
Sandscourge Wyrm
★ Nexus Rift
The Nexus Devourer. One portal in twenty-five. Finding it is the legendary run.
A run is a chain of rooms behind gates that open when the room is cleared, with a mini-boss sanctum and side vaults holding guarded caches. Difficulty and boss tier track the zone the portal was found in, and the dungeon scales to the group that walks in. Killing the boss opens the boss chest; opening the chest starts a visible 60 second collapse that drops you back at the entrance.
Hellgates
Kill a Vampire Bat boss in Sunlit Plains or Frozen Highlands and a red portal opens. Step in for a 2v2: your pair against another team that entered elsewhere, in a hellscape with Wardens on the paths and the Hellgate Overlord in the middle. The Overlord is a stage hazard: its crowd-control telegraphs are light, but its punishes hit like a raid boss. Loot rules follow the zone you entered from.
The Nexus & The Castle
The Nexus is a permanent, open, full-loot raid dungeon entered from any of the four Void zones. Four halls lead into four wing rooms, each with two camps and a named Warden guarding the gate into the central sanctum. Every wing has a side alcove with a guarded cache that re-arms ten minutes after it is looted. Everything respawns: camps in 90 seconds, Wardens in 5 minutes, the boss in 15.
The Nexus Devourer waits in the sanctum with four sentinels. It is a three-phase fight, and every cast is a telegraph:
| Phase | What it does |
|---|---|
| 1 · pull | Void Slam (stun, then Void Rupture on whoever it caught), six Shadow Bolts, Devour on the nearest player, void pools |
| 2 · 70% | Rift Call: two Void Spawn at the pillars every 25 seconds. Eight bolts. Devour hunts the farthest player. |
| 3 · 35% | The sanctum collapses inward: standing more than 800 px from the centre burns you every second. Slams come faster. |
After 150 seconds in combat it enrages for +50% damage. The boss chest holds 4-5 T6-T7 items, a T7 or T8 gem, silver and T7 materials. Killing it also unlocks the Enchanted zones for everyone who dealt damage. The portals to them sit in a chamber off the sanctum's north-east wall, in the Devourer's reach. No mounts inside.
The Castle is a second copy of the layout, entered from the desert track, with the same rules.
The Void & Beyond
Obsidian Reach opens onto four Void zones: North, East, South, West. Black-zone rules, T7-8 mobs and resources, the best shards in the game. Each has an entrance to the Nexus. Beyond the Nexus, the Enchanted Forest and Enchanted Mines hold guarded chests: shards in the Forest, Wishing Coins in the Mines. At the far end sits Rest, a safe hub with a bank. Get there, bank, and you have made it out.
Bank
Banks in Town, Obsidian Reach and Rest. Items in the bank are never lost on death. Deposit from your bag or straight off the paperdoll, resources and mounts included. Keep a spare set.
Marketplace
A player-driven order book in every hub. Post sell orders and buy orders, browse by slot. Every piece of gear in the game passed through someone's hands.
Black Market & Repair
The Black Market in Obsidian Reach buys any gear for silver on the spot. Quickest way to turn loot into coin. The Repair Shop in Town restores durability at 2 silver per point per tier.
Trading
Stand near another player and press T. Both sides add items, resources or silver, both accept. Shift+T declines or cancels.
Guilds
G opens the guild panel. Create or join one, wear the tag on your nameplate, and set a tax rate from 0 to 100%: that share of members' silver earnings flows into the guild's own silver for the officers to spend.
Parties & Friends
P invites the selected player; Shift+P declines or leaves. Party members show on the minimap and share a chat channel. O opens your friends list.
Chat & Leaderboards
Enter opens chat, Tab cycles channels: Global, Local, Say, Party, Guild. L opens the leaderboards in four boards: PvP (open world, dungeon and hellgate XP, red and black zone fame), PvE (open world and boss XP), Economy (silver earned, biggest banked haul) and Special (dungeon clears, hellgate wins and infamy, top kill, highest item power ever worn into the Nexus). U is your own profile and killboard; Shift+Y opens the selected player's.
Mounts
A to summon, a three to four second channel that can be interrupted. Dismount and you leave a 280 px circle you can remount from instantly. Get knocked off by a player and you cannot remount for 8 seconds.
| Mount | Speed | Gallop | HP | Carry | Source |
|---|---|---|---|---|---|
| Horse | +45% | +80% | 250 | +50 | Crafted (leather + fiber) or a Riding Foal in your Pasture |
| Armored Horse | +55% | +95% | 350 | +120 | Crafted (leather + ore) or a Warhorse Foal in your Pasture |