Hogwarts Legacy entered the market as a phenomenon, becoming the best-selling game of 2023 and outperforming heavyweights from the Zelda, Star Wars, and Call of Duty franchises. By early 2026, that commercial dominance still influences conversations about open-world action RPGs, but the game's shortcomings have not faded from memory. Its most persistent criticism centers on the half-baked RPG elements, particularly the way gear was handled. A potential sequel would need to address that weakness directly—and the Wizarding World already contains the perfect solution.
The original game included side quests, skill trees, and different types of clothing, but each system often felt underdeveloped. Finding new robes, gloves, or hats rarely generated excitement because the stat differences were minor and the upgrade process lacked depth. Players were not given strong incentives to hunt down rare apparel, and the cosmetic benefits did little to alter gameplay. As a result, gear became one of the least memorable parts of the experience, which is a problem for a franchise rooted in a richly magical universe.

Wands as the Obvious Missing Gear Type
Among all possible improvements, wands stand out as the most natural addition to a sequel's gear system. In the Wizarding World, a wand is a witch or wizard's primary instrument—the closest thing the series has to a weapon. A Hogwarts Legacy sequel could transform wands into a fully realized gear category, complete with rarity tiers, core types, and unique magical properties. Instead of simply changing a robe for a minor defense boost, players could seek out wands that alter how spells perform.
| Wand Core | Gameplay Effect |
|---|---|
| Dragon Heartstring | Increases offensive spell damage |
| Phoenix Feather | Enhances defensive and protective spells |
| Unicorn Hair | Boosts healing and utility magic |
| Thestral Tail Hair | Adds bonus damage against dark creatures |
Different wand types could also introduce special abilities beyond raw stats. For example, a wand won from a dark witch might increase the power of damage-focused curses, while a wand crafted from a rare wood could reduce cooldown times for stunning or transfiguration spells. Such variety would give players meaningful reasons to engage with the game's loot systems and encourage experimentation with different playstyles. The wand would cease to be a static cosmetic item and become a central part of character progression.
The Lore Conflict
However, introducing wands as collectible gear is not without complications. The long-standing Wizarding World rule declares that the wand chooses the wizard. Once a wand bonds with its owner, that connection typically deepens over a lifetime. Another witch or wizard cannot simply pick up a fallen wand and use it at full effectiveness. This piece of lore seems to conflict with the idea of a protagonist roaming the countryside, taking wands from defeated enemies and swapping them freely.
A Canon-Friendly Solution
Fortunately, the same lore offers a workaround. When a wizard is defeated in a duel, the bond between that wizard and their wand is practically severed. The wand's allegiance passes to the victor. A Hogwarts Legacy sequel could lean into this rule by rewarding players with a defeated opponent's wand after a formal duel. The wand would not feel like stolen loot; it would feel like a legitimate prize earned through magical combat. This approach preserves the integrity of the source material while allowing the gear system to flourish.
Such a mechanic could also deepen the combat system. Players might be encouraged to seek out powerful duelists, learn their weaknesses, and win their wands. Some wands could favor specific spell categories, making dueling more strategic and rewarding. Over time, the player could build a collection of wands, each with its own strengths, and switch between them depending on the challenge ahead. This would create a loop that is both narratively consistent and mechanically engaging.
After the duel mechanic, wands could also feature their own individual upgrade paths. While clothing items might remain for defensive or utility purposes, wands would carry the primary combat significance. This split would clarify the role of each gear category and make loot drops feel more purposeful. For instance, defeating a rival student in a dueling club could yield a student-grade wand with balanced attributes, while a late-game dark wizard might drop a corrupted wand that boosts curses but carries a risk to the user's health. Such trade-offs would add depth.
The sequel could even reintroduce Ollivanders as a social hub where players can inspect wand cores, test different wood combinations, or reforge won wands to suit their preferred fighting style. This would ground the gear system in familiar locations and characters without breaking immersion.
Ultimately, a sequel that elevates wands into a true gear system would address one of Hogwarts Legacy's biggest criticisms without violating the fiction. It is a rare case where lore and game design can reinforce each other.
As of early 2026, no official sequel has been announced, but the blueprint for improvement is clear. By placing wands at the center of progression, the next Hogwarts game could deliver the depth that its predecessor only hinted at. The magic was always there; it simply needs a better wand to channel it.