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Alchemical Crafting
Alchemical Weapons and Shields are a new kind of customizable loot, introduced with Update 11. Various ingredients gathered within House Cannith Manufactury are used for this crafting mechanism.
Update 11 crafting also includes set bonus unlocking for named accessories, See Nearly Finished for details.
Update 42 (Masterminds of Sharn) revisited some the ingredients used in alchemical crafting to purchase Syranian Forged Weaponry and to upgrade Sharn gear with Nearly Finished and Almost There enchantments. These recipes also use additional ingredients dropping in Masterminds of Sharn quests.
Update 47 added Legendary Alchemical Crafting and simplified the crafting for Heroic Alchemical Crafting. Many of the ingredients for Heroic Alchemical Crafting are no longer used, such as Martial/Mystical Cannith Power Cells and the different tiers (Normal, Refined, and Exquisite) of Khyber Dragonshards of Binding and Elemental Spirits. The recipes that make or use these ingredients are also no longer used, but still remain in the Cannith Binding Station. New recipes exist in the Cannith Binding Station that allow players to turn in their old ingredients for other ingredients that are still used in the Cannith Melting Station.
Crafting devices and recipes[edit]
See the following for recipe details
- Cannith Melting Station
- Located in House Cannith Manufactury, to create manufactured ingredients
- Cannith Reforging Station
- Located in Artificer Workshops and Toven's Workshop, also used for Nearly Finished unlocking
- Cannith Binding Station
- Located in Research Facility and Eldritch Site Prime
Crafting devices are also available in Sharn docks.
Heroic[edit]
Alchemical blank items (Prototype)[edit]
Alchemical weapons and shields can be obtained from The Master Artificer raid end chest and every 5th MA reward list.
Alchemical weapons and shields are level 12 unbound when acquired, level 12 BtA when a material type is added, level 16 BtC when a tier 1 upgrade is added, level 18 BtC when a tier 2 upgrade is added, and level 20 BtC when a tier 3 upgrade is added.
Weapons[edit]
Weapons are +5 and have 3.0[W] weapon dice modifier. All weapon types are available, unlike Green Steel Weapons (Alchemical Light Hammer, Alchemical Handwraps, etc. exist).
Shields[edit]
Note that on-attack proc effects (such as Shocking Burst, Lightning Strike, Electrifying Blast, Earth Grab, etc.) on a shield only go off on a shield-bash.
Static effects (such as Magnetism 90, Doublestrike 6%, Seeker +10, Stunning +10) and guard effects (Fire Shield (Cold) on you being hit, etc.) work fine from a shield. Stunning +10 and Seeker +10 affect both main-hand attacks (ranged and melee) and shield bashes. Doublestrike 6% affects main-hand melee attacks, regardless of where the Doublestrike effect comes from.
Crafting steps[edit]
- Acquire an alchemical "blank" weapon/shield from The Master Artificer raid or other players (unbound).
- Add a material type to the blank at the Cannith Reforging Station (becomes BtA).
- Add effects to the blank at the Cannith Binding Station. There are three tiers of effects, and each tier can be either Martial or Mystical (becomes BtC).
Refinement - Cannith Reforging Station[edit]
Weapon Minimum Level 12 This step upgrades the Alchemical Blank with a metal type from the following list. This material type also determines what bonus Mystical effects you receive at Tier 1 and 2, if you choose Mystical effects for those tiers.
Material type | Refinement effect | Tier 1 Mystical effect | Tier 2 Mystical effect |
---|---|---|---|
Adamantine | Weapon/shield breaks Adamantine DR, Hardness increases by 10 |
Impulse +90Impulse +90: Passive: +90 Equipment bonus to Force, Untyped, Slashing, Piercing, and Bludgeoning Spell Power. | Kinetic Lore VIKinetic Lore VI: Passive: Your Force, Physical and Untyped spells gain a 16% Equipment bonus to their chance to critical hit. |
Byeshk | Weapon/shield breaks Byeshk DR, +1 die step on handwraps"Alchemical handwraps reinforced with this material grant the user an extra die step of damage on unarmed strikes" (link) |
Nullification +90Nullification +90: Passive: +90 Equipment bonus to Negative (Necrotic) and Poison Spell Power. | Void Lore VIVoid Lore VI: Passive: Your Negative Energy and Poison spells gain a 16% Equipment bonus to their chance to critical hit. |
Cold Iron | Weapon/shield breaks Cold Iron DR | Resonance +90Resonance +90: Passive: +90 Equipment bonus to Sonic Spell Power. | Sonic Lore VISonic Lore VI: Passive: Your Sonic spells gain a 16% Equipment bonus to their chance to critical hit. |
Crystal | Weapon/shield breaks Crystal DR, -10% ASF on shields"Spell failure chances for armors and shields made from crystal are also decreased by 10%." (link) |
Impulse +90Impulse +90: Passive: +90 Equipment bonus to Force, Untyped, Slashing, Piercing, and Bludgeoning Spell Power. | Kinetic Lore VIKinetic Lore VI: Passive: Your Force, Physical and Untyped spells gain a 16% Equipment bonus to their chance to critical hit. |
Flametouched Iron | Weapon/shield breaks Good DR | Devotion +90Devotion +90: Passive: +90 Equipment bonus to Positive (Healing) Spell Power. | Healing Lore VIHealing Lore VI: Passive: Your Positive Energy spells gain a 16% Equipment bonus to their chance to critical hit. |
Silver | Weapon/shield breaks Silver DR | Radiance +90Radiance +90: Passive: +90 Equipment bonus to Light and Alignment Spell Power. | Radiance Lore VIRadiance Lore VI: Passive: Your Light and Aligned spells gain a 16% Equipment bonus to their chance to critical hit. |
Tier 1 Elemental Binding - Cannith Binding Station[edit]
Weapon Minimum Level 16
Martial effects | Mystical effects | |
---|---|---|
Air | Shocking BurstShocking Burst: This weapon is sheathed in crackling electricity, and deals 1 to 6 electric damage each hit. Critical hits deal an additional 1 to 10 electric damage for weapons with a x2 critical multiplier, 2 to 20 for a x3 multiplier and 3 to 30 for a x4 multiplier., Stunning +10 Stunning +10: +10 Enhancement bonus to the DC of character's Stunning Blow and Stunning Fist attempts., Heightened Awareness 4Heightened Awareness 4: This item helps you to quickly read situations with sharpness and clarity, allowing you to predict actions before they occur. You gain a +4 Insight bonus to AC. | Magnetism +90Magnetism +90: Passive: +90 Equipment bonus to Electricity Spell Power., <Metal Type Effect> +90, Air GuardAir Guard: This Weapon stores the incredible, dynamic power of the air deep within. When the user of this weapon is successfully attacked in melee, this power occasionally comes to the surface, knocking enemies over or speeding up the wearer with rushing winds. |
Earth | Acid BurstAcid Burst: This weapon is sheathed in corrosive acid, and does 1 to 6 acid damage each hit. Critical hits deal an additional 1 to 10 acid damage for weapons with a x2 critical multiplier, 2 to 20 for a x3 multiplier and 3 to 30 for a x4 multiplier., Greater Stone PrisonGreater Stone Prison: This weapon is invested with the power of the earth. On an attack roll of 20 which is confirmed as a critical hit it will attempt to turn the target to stone, as the Flesh to Stone spell. A successful Fortitude save (DC 33) negates this effect., EarthgrabEarthgrab: This weapon stores the implacable strength of the earth deep within. When this weapon is used, this power occasionally comes to the surface, calling on the earth to erupt from the ground and hold an enemy in place. | Corrosion +90Corrosion +90: Passive: +90 Equipment bonus to Acid Spell Power., <Metal Type Effect> +90, Earthgrab GuardEarthgrab Guard: This item stores the implacable strength of the earth deep within. When the wearer of this item is successfully attacked in melee, this power occasionally comes to the surface, calling on the earth to erupt from the ground and hold an enemy in place. |
Water | Icy BurstIcy Burst: This weapon is sheathed in icy cold, and deals 1 to 6 cold damage each hit. Critical hits deal an additional 1 to 10 cold damage for weapons with a x2 critical multiplier, 2 to 20 for a x3 multiplier and 3 to 30 for a x4 multiplier., Freezing Ice Freezing Ice:
|
Glaciation +90Glaciation +90: Passive: +90 Equipment bonus to Cold Spell Power., <Metal Type Effect> +90, Freezing Ice GuardFreezing Ice Guard: This item stores the pitiless immovable power of the ice deep within. When the wearer of this item is successfully attacked in melee, this power occasionally comes to the surface, attempting to freeze an enemy solid and encase them in ice. |
Fire | Flaming BurstFlaming Burst: This weapon is sheathed in fire, and deals 1 to 6 fire damage each hit. Critical hits deal an additional 1 to 10 fire damage for weapons with a x2 critical multiplier, 2 to 20 for a x3 multiplier and 3 to 30 for a x4 multiplier., Flaming BlastFlaming Blast: A flaming blast weapon is sheathed in fire. Critical hits with this weapon deal an additional 1 to 10 fire damage for weapons with a x2 critical multiplier, 2 to 20 for a x3 critical multiplier, and 3 to 30 for a x4 multiplier. Additionally, if you roll a 20 when attacking and confirm the critical hit, the weapon blasts your target, doing 4 to 24 more fire damage., Seeker +10 Seeker +10: Provides a +10 Enhancement bonus to confirm critical hits, and a +10 Enhancement bonus to critical hit damage (before multipliers are applied). | Combustion +90Combustion +90: Passive: +90 Equipment bonus to Fire Spell Power., <Metal Type Effect> +90, Magma Surge GuardMagma Surge Guard: This item stores the immeasurable heart of the planet's molten mantle. When the wearer of this item is successfully attacked in melee, superheated magma occasionally surges to the surface, slowing an enemy down and inflicting massive fire damage over time. |
Tier 2 Elemental Binding - Cannith Binding Station[edit]
Weapon Minimum Level 18
Martial effects | Mystical effects | |
---|---|---|
Air | Alchemical Dexterity +2Alchemical Dexterity +2: This item makes the wearer more nimble and dexterous, granting a +2 alchemical bonus to Dexterity., Lightning Strike Lightning Strike: This weapon stores the power of a volatile thunderstorm deep within. Occasionally, this dynamic power comes to the surface, devastating enemies with a massive lightning strike., Doublestrike 6% Doublestrike 6%: Passive: 6% Enhancement bonus to Doublestrike. (Doublestrike is a chance to score an additional hit with a melee attack.) | Lightning Lore VILightning Lore VI: Passive: Your Electricity spells gain a 16% Equipment bonus to their chance to critical hit., Greater Spark (+20) 3x charges, <Metal Type Effect> Lore VI |
Earth | Alchemical Constitution +2Alchemical Constitution +2: This item gives the wearer improved health, granting a +2 alchemical bonus to Constitution., Acid BlastAcid Blast: An acid blast weapon is sheathed in corrosive acid. Critical hits with this weapon deal an additional 1 to 10 acid damage for weapons with a x2 critical multiplier, 2 to 20 for a x3 critical multiplier, and 3 to 30 for a x4 multiplier. Additionally, if you roll a 20 when attacking and confirm the critical hit, the weapon blasts your target, doing 4 to 24 more acid damage., DisintegrationDisintegration: This weapon has a dark, insidious power deep within. Occasionally, this power lashes out violently at enemies and attempts to disintegrate them. | Acid Lore VIAcid Lore VI: Passive: Your Acid spells gain a 16% Equipment bonus to their chance to critical hit., Greater Erosion (+20) 3x charges, <Metal Type Effect> Lore VI |
Water | Alchemical Wisdom +2Alchemical Wisdom +2: This item makes the wearer more in tune with her surroundings, granting a +2 alchemical bonus to Wisdom., Crushing WaveCrushing Wave: This weapon stores the unstoppable force of the ocean's fury deep within. When this weapon is used, this power occasionally comes to the surface, crushing enemies beneath a torrent of frigid water., Corrosive SaltCorrosive Salt: This weapon stores a caustic, insatiable power deep within. When this weapon is used, this power can come to the surface in the form of a noxious, corrosive salt that dissolves all substances. | Ice Lore VIIce Lore VI: Passive: Your Cold spells gain a 16% Equipment bonus to their chance to critical hit., Greater Freeze (+20) 3x charges, <Metal Type Effect> Lore VI |
Fire | Alchemical Strength +2Alchemical Strength +2: This item gives the wearer the power of Ogre Strength, granting a +2 alchemical bonus to Strength., IncinerationIncineration: This weapon stores the power of a raging inferno deep within. Occasionally, this destructive power comes to the surface, devastating enemies with massive fire damage., RighteousRighteous: This weapon is imbued with holy power, giving it an additional +2 to attack bonus and damage against any evil creature. This power makes the weapon good-aligned. | Fire Lore VIFire Lore VI: Passive: Your Fire spells gain a 16% Equipment bonus to their chance to critical hit., Greater Inferno (+20) 3x charges, <Metal Type Effect> Lore VI |
Tier 3 Elemental Binding - Cannith Binding Station[edit]
Weapon Minimum Level 20
Martial effects | Mystical effects | |
---|---|---|
Air | +6 Enhancement Bonus+6 Enhancement Bonus: +6 enhancement bonus to attack and damage rolls., Electric Storm Electric Storm: This weapon is imbued with an electrifying wrath. On an attack roll of 20 which is confirmed as a critical hit this power will be released, dealing damage to the target and all enemies near it for 15d6 electric damage. A successful Reflex save (DC 39) reduces this by half., Red Augment SlotRed Augments
|
Efficient Metamagic - Enlarge IIEfficient Metamagic - Enlarge II: The additional spell point cost for using the Enlarge Metamagic feat is reduced by 2 SP., Enchantment Focus +2 Enchantment Focus +2: +2 Equipment bonus to the DC of Enchantment spells., Spell Focus Mastery +1 |
Earth | +6 Enhancement Bonus+6 Enhancement Bonus: +6 enhancement bonus to attack and damage rolls., Acid Torrent Acid Torrent: This weapon is imbued with a vitriolic wrath. On an attack roll of 20 which is confirmed as a critical hit this power will be released, dealing damage to the target and all enemies near it for 15d6 acid damage. A successful Reflex save (DC 39) reduces this by half., Red Augment SlotRed Augments
|
Efficient Metamagic - Empower IIEfficient Metamagic - Empower II: The additional spell point cost for using the Empower Metamagic feat is reduced by 2 SP., Conjuration Focus +2 Conjuration Focus +2: +2 Equipment bonus to the DC of Conjuration spells., Spell Penetration III Spell Penetration III: Passive: +3 Equipment bonus to Spell Penetration checks. |
Water | +6 Enhancement Bonus+6 Enhancement Bonus: +6 enhancement bonus to attack and damage rolls., Freezing Gale Freezing Gale: This weapon is imbued with a frigid wrath. On an attack roll of 20 which is confirmed as a critical hit this freezing power will be released, dealing damage to the target and all enemies near it for 15d6 cold damage. A successful Will save (DC 39) reduces this by half., Red Augment SlotRed Augments
|
Efficient Metamagic - Extend IIEfficient Metamagic - Extend II: The additional spell point cost for using the Extend Metamagic feat is reduced by 2 SP., Transmutation Focus +2 Transmutation Focus +2: +2 Equipment bonus to the DC of Transmutation spells., Greater Elemental Spell Power |
Fire | +6 Enhancement Bonus+6 Enhancement Bonus: +6 enhancement bonus to attack and damage rolls., Fiery Detonation Fiery Detonation: This weapon is imbued with a fiery wrath. On an attack roll of 20 which is confirmed as a critical hit this burning power will be released, dealing damage to the target and all enemies near it for 15d6 fire damage.A successful Fortitude save (DC 39) reduces this by half., Red Augment SlotRed Augments
|
Efficient Metamagic - Maximize IIEfficient Metamagic - Maximize II: The additional spell point cost for using the Maximize Metamagic feat is reduced by 4 SP., Evocation Focus +2 Evocation Focus +2: +2 Equipment bonus to the DC of Evocation spells., Arcane Augmentation IX Arcane Augmentation IX: Increases the wearer's caster level when casting ninth level or lower sorcerer or wizard spells by two. |
Raw crafting ingredients[edit]
Alchemical ingredients | |||
---|---|---|---|
Name | Bind Status | Obtained from | Used at |
|
Unbound | Mob kills within the zone [1] | Cannith Melting Station |
|
Unbound | Quest and raid end chests within the area | Cannith Reforging Station |
|
Cannith Binding Station |
The following table lists ingredients that are no longer used as of Update 47. These ingredients can be turned in at the Cannith Binding Station for ingredients that are still used (from the previous table).
Alchemical ingredients (NO LONGER USED) | |||
---|---|---|---|
Name | Bind Status | Obtained from | Used at |
|
Bound to Account | Raid end chests, both The Lord of Blades and The Master Artificer + The Lord of Blades raid Grudge Maker and Domination optional end chests | Cannith Reforging Station |
|
Bound to Character | The Lord of Blades raid end Elemental Binding optional chest (no longer exists) | Cannith Binding Station |
|
Unbound | The Lord of Blades raid end chests and 10th completion reward lists. | Cannith Binding Station |
Notes[edit]
[1] Distributed by similar mechanic to the Altar of Insanity ingredients.
Forum threads[edit]
- Lamannia forum Update11 item listings
- Forum user SillyWallaby's quick crafting summary
- Alchemical Handwraps bug information
Legendary[edit]
Legendary version was introduced in Update 47. It is designed for items that can be put into your off-hand slot, i.e., one-handed melee weapons, orbs, shields, and rune arms.
- Weapon blanks come from Legendary Lord of Blades and Legendary Master Artificer and are Minimum Level 29.
- All items Bound to Character on EquipBound to Character on Equip: This item is Bound to Character on Equip. Fully upgraded bounded items still can be traded via ASAH, unlike Heroic fully upgraded items.
- Recipes use Nearly Finished ingredients and Threads of Fate.
- Recipes are crafted at the same altars as Sharn gear (The Cannith Reforging Station).
- Note that many weapon types present in heroic Alchemical Crafting do not appear to be available in Legendary. At present, no Handwraps, ranged weapons, thrown weapons, or two-handed melee weapons appear to drop, and some one-handed weapons also appear to be missing. It is, however, possible that they may be dropping rarely in chests but are not purchasable with runes.needs verification
Important: Your Tier 1 and Tier 2 choices do not have to be of the same element. However, your Tier 3 element must be equal to either your Tier 1 or Tier 2 element.
Tier 0: Material[edit]
Combine item blank (Prototype) + 50 Threads of Fate.
Material type | Refinement effect |
---|---|
Adamantine | Weapon/shield breaks Adamantine DR, Hardness increases by 10 |
Byeshk | Weapon/shield breaks Byeshk DR, +1 die step on handwraps"Alchemical handwraps reinforced with this material grant the user an extra die step of damage on unarmed strikes" (link) |
Cold Iron | Weapon/shield breaks Cold Iron DR |
Crystal | Weapon/shield breaks Crystal DR, -10% ASF on shields"Spell failure chances for armors and shields made from crystal are also decreased by 10%." (link) |
Flametouched Iron | Weapon/shield breaks Good DR |
Silver | Weapon/shield breaks Silver DR |
Mithral | Weapon/shield breaks Mithril DR |
Tier 1[edit]
Combine T0 item with 50 Threads of Fate and 1 Stabilizing Compound.
Air |
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Earth |
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Water |
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Fire |
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Tier 2[edit]
Combine Tier 1 item with 100 Threads of Fate and 1 Stabilizing Compound.
Air |
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Earth |
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Water |
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Fire |
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Tier 3[edit]
Combine Tier 2 item with 250 Threads of Fate and 1 Stabilizing Compound.
Air |
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Earth |
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Water |
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Fire |
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