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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.
Contents |
[edit] Crafting devices and recipes
See 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
[edit] Alchemical blank items (Prototype)
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 metal 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.
[edit] Weapons
Weapons are +5 and have 2.0 weapon dice modifier (standardized as of Update 15 Patch 2). All weapons types are available, unlike Green Steel Weapons (Alchemical Light Hammer, Alchemical Handwraps, etc exist).
[edit] Shields
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 (though you can't perform a stun with a shield bash). Doublestrike 6% affects main-hand melee attacks, regardless of where the Doublestrike effect comes from.
[edit] Crafting steps
- Acquire an alchemical "blank" weapon/shield from The Master Artificer raid or other players (unbound).
- Add a metal type to the blank at the Cannith Reforging Station (becomes BTA).
- Bind elemental spirits to the blank at the Cannith Binding Station, using spirits gathered from The Lord of Blades raid and binding dragonshards from The Lord of Blades and The Master Artificer raids. Three tiers of ingredients and effects, and each tier can either be Martial or Mystical (becomes BTC).
[edit] Refinement - Cannith Reforging Station
Ingredients obtained in the explorer area and in side quests to add a metal type effect from the following list. This also determines what Tier 1 and 2 of the Mystical spell boost effects do, if added later. Tier 1 and 2 is always the same type of effect, Tier 1 is Spell Power +90 damage boost and Tier 2 is various Superior Spell Lores (+12%, +0.50x), with differing naming.
| Material type | Refinement effect | Tier 1 Mystical effect | Tier 2 Mystical effect |
|---|---|---|---|
| Adamantine | Weapon/shield breaks adamantine DR, Hardness increases by 10 |
Laceration +90Laceration +90: Provides a +90 Equipment bonus to wearer's Unspecified Spell Power. | Superior Laceration LoreSuperior Laceration Lore: Your Slashing spells gain additional 12% chance to make critical hits and their critical multiplier increase by 0.50x |
| 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" ![]() |
Nullification +90Nullification +90: Provides a +90 Equipment bonus to wearer's Negative (Necrotic) Spell Power. | Superior Void LoreSuperior Void Lore: Your Negative spells gain additional 12% chance to make critical hits and their critical multiplier increase by 0.50x |
| Cold Iron | Weapon/shield breaks cold iron DR | Resonance +90Resonance +90: Provides a +90 Equipment bonus to wearer's Sonic Spell Power. | Superior Sonic LoreSuperior Sonic Lore: Your Sonic spells gain additional 12% chance to make critical hits and their critical multiplier increase by 0.50x |
| 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%." ![]() |
Impulse +90Impulse +90: Provides a +90 Equipment bonus to wearer's Force, Untyped, Slashing, Piercing, and Bludgeoning Spell Power. | Superior Kinetic LoreSuperior Kinetic Lore: Your Force spells gain additional 12% chance to make critical hits and their critical multiplier increase by 0.50x |
| Flametouched Iron | Weapon/shield breaks good DR | Devotion +90Devotion +90: Provides a +90 Equipment bonus to wearer's Positive (Healing) Spell Power. | Superior Healing LoreSuperior Healing Lore: Your Healing spells gain additional 12% chance to make critical hits and their critical multiplier increase by 0.50x |
| Silver | Weapon/shield breaks silver DR | Radiance +90Radiance +90: Provides a +90 Equipment bonus to wearer's Light and Alignment Spell Power. | Superior Radiance LoreSuperior Radiance Lore: Your Light and Aligned spells gain additional 12% chance to make critical hits and their critical multiplier increase by 0.50x |
[edit] Tier 1 Elemental Binding - Cannith Binding Station
Ingredients obtained in any difficulty of The Lord of Blades and The Master Artificer raids to add the following effects to a weapon/shield:
| "Martial" effects | "Mystical" effects | |
|---|---|---|
| Air | Shocking BurstShocking Burst: This weapon is sheathed in crackling electricity. A shocking weapon deals an extra 1d6 of electical damage on a successful hit. In addition critical hits deal an amount of extra electric damage depending on the weapon's critical multiplier: x2 - 1d10. x3 - 2d10. x4 - 3d10., Stunning +10Stunning +10: Gives +10 to the DC of any Stunning Blow attempts made with that weapon. This weapon also has a 3% chance on-hit to make DC 33 fortitude check to stun the monster., Heightened Awareness 4 | Magnetism +90Magnetism +90: Provides a +90 Equipment bonus to wearer's Electricity Spell Power., <Metal Type Effect> +90, Air GuardAir: This Weapon stores the incredible, dynamic power of the air deep within. When the user of this weapon is successfully attacked on 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. An acid weapon deals an extra 1d6 acid damage on a successful hit. In addition critical hits deal an amount of extra acid damage depending on the weapon's critical multiplier: x2 - 1d10. x3 - 2d10. x4 - 3d10., Greater Stone Prison, Earthgrab | Corrosion +90Corrosion +90: Provides a +90 Equipment bonus to wearer's Acid Spell Power., <Metal Type Effect> +90, Earthgrab GuardEarthgrab: 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. A cold weapon deals an extra 1d6 cold damage on a successful hit. In addition critical hits deal an amount of extra cold damage depending on the weapon's critical multiplier: x2 - 1d10. x3 - 2d10. x4 - 3d10., Freezing Ice, Fire Shield (Cold) (like Bracers of the Glacier) | Glaciation +90Glaciation +90: Provides a +90 Equipment bonus to wearer's Cold Spell Power., <Metal Type Effect> +90, Freezing Ice GuardFreezing ice: 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. A fire weapon deals an extra 1d6 fire damage on a successful hit. In addition critical hits deal an amount of extra fire damage depending on the weapon's critical multiplier: x2 - 1d10. x3 - 2d10. x4 - 3d10., Flaming BlastFlaming Blast: This weapon is sheathed in fire. Critical hits with this weapon deal an amount of extra fire damage depending on the weapon's critical multiplier: x2 - 1d10. x3 - 2d10. x4 - 3d10. Additionally, if you roll a 20 when attacking and confirm the critical hit, the weapon blasts your target, doing 4d6 more fire damage., Seeker +10Seeker +10: A +10 Seeker item will add +10 to your confirm critical roll and +10 to your critical damage.(Before multipliers are applied) | Combustion +90Combustion +90: Provides a +90 Equipment bonus to wearer's Fire Spell Power., <Metal Type Effect> +90, Magma Surge GuardMagma surge: 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. |
[edit] Tier 2 Elemental Binding - Cannith Binding Station
"Refined" ingredients obtained in any difficulty of The Lord of Blades and The Master Artificer raids to add the following effects to a weapon/shield:
| "Martial" effects | "Mystical" effects | |
|---|---|---|
| Air | Dexterity +2 Dexterity +2: This item makes the wearer more nimble and dexterous, granting a +2 enhancement bonus to Dexterity., Lightning StrikeLightning 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%: This item grants a 6% chance to activate a doublestrike on your melee attacks. | Superior Lightning LoreSuperior Lightning Lore: Your Electricity spells gain additional 12% chance to make critical hits and their critical multiplier increase by 0.50x, Greater Spark (+20) 3x charges, Superior <Metal Type Effect> Lore |
| Earth | Constitution +2 Constitution +2: This item gives the wearer improved health, granting a +2 enhancement bonus to Constitution., Acid BlastAcid Blast: This weapon is sheathed in corrosive acid. Critical hits with this weapon deal an amount of extra acid damage depending on the weapon's critical multiplier: x2 - 1d10. x3 - 2d10. x4 - 3d10. Additionally, if you roll a 20 when attacking and confirm the critical hit, the weapon blasts your target, doing 4d6 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. | Superior Acid LoreSuperior Acid Lore: Your Acid spells gain additional 12% chance to make critical hits and their critical multiplier increase by 0.50x, Greater Erosion (+20) 3x charges, Superior <Metal Type Effect> Lore |
| Water | Wisdom +2 Wisdom +2: This item makes the wearer more in tune with her surroundings, granting a +2 enhancement bonus to Wisdom., Crushing WaveCrushing Wave: This weapon stores the unstoppable force of the oceans 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. | Superior Ice LoreSuperior Ice Lore: Your Ice spells gain additional 12% chance to make critical hits and their critical multiplier increase by 0.50x, Greater Freeze (+20) 3x charges, Superior <Metal Type Effect> Lore |
| Fire | Strength +2 Strength +2: This item gives the wearer the power of Ogre Strength, granting a +2 enhancement 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 imbues with holy power, giving it an additional +2 to attack bonus and damage against any evil creature. This power makes the weapon good-aligned. | Superior Fire LoreSuperior Fire Lore: Your Fire spells gain additional 12% chance to make critical hits and their critical multiplier increase by 0.50x, Greater Inferno (+20) 3x charges, Superior <Metal Type Effect> Lore |
Note: Doublestrike only affects your main hand melee attacks, regardless of the source of the effect. So, Tier 2 Martial Air's Doublestrike 6% would do nothing on a thrown or ranged weapon, and on a shield would affect the main-hand attacks (where the Lightning Strike effect could only go off if you shield-bash).
[edit] Tier 3 Elemental Binding - Cannith Binding Station
"Exquisite" ingredients obtained only in Epic versions of The Lord of Blades and The Master Artificer raids to add the following effects to a weapon/shield:
| "Martial" effects | "Mystical" effects | |
|---|---|---|
| Air | +6 Enhancement Bonus+6 Enhancement Bonus: This weapon has been magically enhanced and gains a +6 enhancement bonus to attack and damage rolls., Electric StormElectric Storm: This weapon is imbued with an electrifying wrath. On an attack roll of 20 which is confirmed as a critical hit this shocking 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: Additional SP cost for Enlarge Metamagic is reduced by 2 SP., Greater Enchantment FocusGreater Enchantment Focus: Your Enchantment spells have the DC to resist them increased by +2., Spell Focus Mastery +1 |
| Earth | +6 Enhancement Bonus+6 Enhancement Bonus: This weapon has been magically enhanced and gains a +6 enhancement bonus to attack and damage rolls., Acid TorrentAcid Torrent: On an attack roll of 20 which is confirmed as a critical hit this acidic 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: Additional SP cost for Empower Metamagic is reduced by 2 SP., Greater Conjuration FocusGreater Conjuration Focus: Your Conjuration spells have the DC to resist them increased by +2., Greater Spell Penetration IXGreater Spell Penetration IX: Your Level 9 and lower spells gain a +3 to the die roll to penetrate the target's Spell Resistance. |
| Water | +6 Enhancement Bonus+6 Enhancement Bonus: This weapon has been magically enhanced and gains a +6 enhancement bonus to attack and damage rolls., Freezing GaleFreezing Gale: This weapon is imbued with a frigid 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 cold damage. A successful Will save (DC 39) reduces this by half., Red Augment SlotRed Augments
|
Efficient Metamagic - Extend IIEfficient Metamagic - Extend II: Additional SP cost for Extend Metamagic is reduced by 2 SP., Greater Transmutation FocusGreater Transmutation Focus: Your Transmutation spells have the DC to resist them increased by +2., Greater Elemental Spell Power |
| Fire | +6 Enhancement Bonus+6 Enhancement Bonus: This weapon has been magically enhanced and gains a +6 enhancement bonus to attack and damage rolls., Fiery DetonationFiery 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: Additional SP cost for Maximize Metamagic is reduced by 4 SP., Greater Evocation FocusGreater Evocation Focus: Your Evocation spells have the DC to resist them increased by +2., Arcane Augmentation IX Arcane Augmentation IX: Increases the wearer's caster level when casting ninth level or lower sorcerer or wizard spells by two. |
Fiery Detonation: Essentially fires off a enhanced fireball centered on your target when you roll a 20 + critical confirm. 15d6 fire damage, standard fireball AOE and graphical effect. DC34 Reflex save for half.
Other tier 3 martial specials work the same but deal different damage types matching their element.
[edit] Raw crafting ingredients
| Known 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 | ||
|
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 | Cannith Binding Station |
|
Unbound | The Lord of Blades raid end chests and 10th completion reward lists [2] | Cannith Binding Station |
[edit] Notes
[1] Distributed by similar mechanic to the Altar of Insanity ingredients.
[2] Changed as of Update 11 Patch 1. On 10th reward list of the raid you can choose from:
- Empty Binding Khyber Dragonshard
- Fortified Compound/Mercurial Compound
- Greater Cannith Power Cell
- Martial Cannith Power Cell/Mystical Cannith Power Cell
- Spirit of Air/Earth/Fire/Water
- A chance at a random refined spirit

