Malfoid SMP

In development

Maintaining your wand

Planned feature

How wand condition works, and how to care for an exhausted wand.

Read its condition

Capacity: Wands have a maximum of 600 condition.

Uses condition: A successful cast that changes a target, world or workstation, or activates Lumos, costs one condition. Oak has a 10% lower wear chance, evaluated once per eligible cast.

Uses no condition: A canceled cast or turning Lumos off costs none.

Worn: At 20% remaining it is worn, with an amber item/HUD indicator and repair reminder but no random misfires or hidden accuracy penalty.

Exhausted: At zero it refuses casting; it is not deleted.

Cooldowns: Condition belongs to the wand. Cooldowns belong to the player and effect group, so changing wands is not a cooldown reset. Tooltips are intended to show current/max condition and component effects.

Recovery before a cauldron

Bring your assembled wand, one ordinary log matching its wood and one string to the starter bench. General maintenance restores 150 condition; a feather core restores 200. Both are capped at 600. This route needs no Potion Cauldron and no spell cast from the exhausted wand. Wood, core and identity remain unchanged; you cannot recover components.

More efficient cauldron care

The Potion Cauldron repair mode restores condition to maximum using binding essence and matching prepared wood. Reparo repairs require materials. The plan also requires a material-only maintenance option so you can repair an exhausted wand without casting. The exact prepared-wood ingredient and recipe have not yet been specified. Do not substitute an ordinary log just because that is the emergency-bench input.

Repair keeps your wand’s permanent construction and unrelated legitimate enchantments intact. Ordinary casting, ordinary death and attacks do not routinely destroy your wand permanently.

Still undecided: A possible extreme corrupt-relic wand-break interaction has no specified rules and is not active gameplay.

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