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Incandescent Wand  

Skill: 1H Blunt Atk Delay: 25
DMG: 5 Dmg Bonus: 30 AC: 3
This item is placeable in yards, guild yards, houses and guild halls.
DEX: +2
Effect: Color Shift (Combat, Casting Time: Instant) at Level 20
WT: 1.0 Size: MEDIUM
Class: ENC
Slot 1, Type 4 (Weapon: General)
Slot 2, Type 20 (Ornamentation)
Item Type:1H Blunt
Light:Flameless Lantern
Merchant Value:6 pp 0 gp 0 sp 0 cp
Submitted By:Jezra Ronae
Lucy Entry By:rale
Item Updated By:SwiftyMUSE
IC Last Updated:2021-02-21 08:48:10
Page Updated:Mon Jan 16th, 2017
Classic Item

Average Price: 150pp Pricing Data...
Rarity: Uncommon
Level to Attain: 30

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This item is the result of a quest.

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Uploaded November 27th, 2008
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Incandescent Wand
# Sep 25 2016 at 12:46 PM Rating: Excellent
4,580 posts
circa 2016... say on progression servers... how are people using this item (lots of historical debate about enchanters meleeing, the value of this weapon's proc and so on).

We could use a modern item window pic of this item.

We could also use a pic of someone wielding it.
Now only primary
# May 23 2003 at 6:40 AM Rating: Decent
74 posts
Completed this quest (on my 52 dru) last night, but was disappointed to find that it is now a Primary slot only item. I'll have to alternate between it and my Insidious Rod of Glamour now.

Salateen - 52 Wanderer <Vampiric Council>

Minumber - 24 Necro <Vampiric Council>

Izlaan - 14 Enc <Vampiric Council>
Procs at level 20
# Jun 20 2002 at 11:16 AM Rating: Good
6 posts
Just dinged 20 the other night. I was getting the "your will is not sufficient" message at 19, but now it's going off in combat at 20.
Good to go
# May 22 2002 at 9:26 AM Rating: Decent
This weapon casts a 6 second area effect stun. I know that it is a MAJOR aggro, but if you are out of mana and a mob or 3 is about to nail you, this may give you the space you need to get the heck out of there. This is also nice if all mobs are well aggroed on the tanks. It gives the tank 6 seconds to avoid being hit while still delivering damage.

Too cool
re: Ummm...
# May 15 2002 at 11:38 AM Rating: Good
Thing is, you are much more efficient medding than meleeing. In the time you can swing this weapon, you could regen 7 mana points or so. You would more than likely miss your melee attacks, and if you do hit, do about 7 damage.

But after medding you get to use a nuke, or a dot, or haste the tank!

Aside from keeping skills leveled up (just in case), no caster/cleric/druid/shammy has any business meleeing. They are more efficient with mana and should play it that way.

Making the Color Shift a proc is a waste of time, you shouldn't be meleeing. They should make it clickable, perhaps with a long recast delay to keep it from being unbalanced.
Proc level please?....
# Jul 01 2001 at 11:57 AM Rating: Default
Does anybody know what level this weapon Procs??
# Apr 08 2001 at 12:49 PM Rating: Decent
Just watch yourself if you decide to melee some green within earshot of a guard... I don't think I need to explain the implications of this going off.
It's a proc
# Jan 04 2001 at 2:04 AM Rating: Decent
33 posts
The way i see it.. if you are casting colour stuns you are close enough to melee anyway so you may as well swing and see if you do dmg or get a proc.

On the other hand dex is not exactly my strong suit and I certainly wouldn't want to rely on this thing.
RE: It's a proc
# Jan 17 2001 at 3:02 PM Rating: Good
198 posts
Like he said the proc is a stun and your color stuns are AE centered around caster not target so if you are going to be in the mob's face with the tanks throwing colors, might as well take a few whacks and maybe get a hit in or a proc off or at least some 1hb skill. Also to note dex is the stat that determines how often your weapons will proc so a proc item with extra dex never hurts.

"it's a proc, which makes it kind of useless. By the time you are high enough to do this quest you have no business meleeing. An enchanter who melees at 25 is in the wrong type of group"
- you don't seem to know what the spell Color Shift is or does or how it works otherwise you'd say, "wow I'm gonna be in there anyhow why not have this to swing around" maybe your groups have the wrong 25+ enchanter in them?

Nobody is expecting to KS the warriors with their meleeing enchanters but I know a ton of casters who melee a little even at 50+ levels. Enchanters use a technique called chain stunning that leaves them wide open to use this thing.
RE: It's a proc
# May 06 2001 at 1:58 PM Rating: Default
Regarding chain stunning, while Color Shift stuns mobs for 6 secs, the mobs still get saving throws every time they take damage from melee. So if you are in a group with three tanks the stuns will last typically less than a second on the mob being attacked. Stun spells might seem useful in a multiple pull, but it does taunt and get you in trouble. Mesmerize series is better deal with multiples. The main use of a "chain stun" (alternating color shift and color flux) is while soloing when you have to get into melee and save your pet. However, you should always get Tepid Deeds to stick first when soloing. And yes, I agree enchanters should group most of the time, but solo does have unique challenges requiring new strategies.
Meleeing at high lvls bad
# Feb 12 2001 at 7:14 PM Rating: Default
While I suppose if you did it right you could get away with meleeing, in my experience its a bad idea. Aggro is influenced by proximity. If you are laying down DD's or whirl til you hurl or have been debuffing the target, it will not think well of you. Even if the tank is taunting you still stand an excellent chance of being knocked down 3 bubs in a min or two. I think the bottom line here is that there are better 1hb an enchanter could use, there is one that adds Cha and Int I believe. And my caster has not used a melee weapon since 30. He uses a jeweled skull and Stein of Moggok in either hand. 60 mana is a lot more useful than whatever puny damage I dish out, and I can stay mostly out of aggro range while I do it.
DDing at high levels bad, meleeing not that big a deal
# Feb 22 2001 at 10:36 AM Rating: Decent
I've ignored this weapon since I've already got my Rod of Insidious Glamour (the cha-boosting 1hb you were thinking of). But now I'm starting to think this would've been an excellent weapon to have for the last 10 levels or so.

In situations where the color stun line is useful, you're not DDing and whirling a mob (ie. you're not trying to be a wizard). You're up close and personal with a small swarm of nasties, trying to keep them controlled and locked down for the rest of your group to kill as painlessly as possible. You can't chain-stun mobs from a distance, you're already right there toe-to-toe with the buggers. At that point, swinging your 1hb at the mob is hardly going to add more aggro than you're already getting from the stuns, so why not equip this and have the chance for an extra stun to keep the chain unbroken?

Heading into my 40's, I'm learning to ease off of the stun spells, since the mobs this level just kill you way too damn fast to risk it. But I lived half of my 30's in dungeons like Nurga and Droga, where chainstunning caster mobs was half of my usefulness there. I'd recommend getting this item and keeping it handy - not for use in every situation, but when you realize you've turned into a color-stun addict like myself maybe you'll remember to pull this item out of that EE bag and find out it's a godsend.

Morudoth Nimgaur
Council of Arcana, Quellious
RE: DDing at high levels bad, meleeing not that big a deal
# Apr 03 2001 at 9:13 PM Rating: Good
78 posts
Yes, if you're whirling and DDing non stop using this item is pretty useless. But then again if you're DDing and whirling non stop why the hell aren't you playing a wizard?

DDs are useful soloing at low levels, but I hadn't memmed any of my DDs for ten levels, literally, until a wizard and I paired up late at night and couldn't find anyone else.

The 'chanters job is doing things like color flux, and mezzing, not dishing out damage, though we can do that semi well too our mana is better spent neutralizing and buffing.

This item really is pretty outstanding.
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