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Alchemical Crafting

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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

[edit] Alchemical blank items (Prototype)

Alchemical Greataxe. Some items have their own special look; the rest are copies of the looks from Greensteel and a few other places.

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.

Known Alchemical blank items
Simple melee Martial melee Exotic melee

Two-handed:


Two-handed:

Throwing Ranged Shield

[edit] Crafting steps

  1. Acquire an alchemical "blank" weapon/shield from The Master Artificer raid or other players (unbound).
  2. Add a metal type to the blank at the Cannith Reforging Station (becomes BTA).
  3. 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
Impulse +90Impulse +90: Provides a +90 Equipment bonus to the wearer's 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 handwrapsIcon tooltip.png"Alchemical handwraps reinforced with this material grant the user an extra die step of damage on unarmed strikes" (link)
Nullification +90Nullification +90: Provides a +90 Equipment bonus to the wearer's Negative (Necrotic) Spell Power. Void Lore VIVoid Lore VI: Passive: Your Negative Energy spells gain a +16% Equipment bonus to their chance to critical hit.
Cold Iron Weapon/shield breaks cold iron DR Resonance +90Resonance +90: Provides a +90 Equipment bonus to the wearer's 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 shieldsIcon tooltip.png"Spell failure chances for armors and shields made from crystal are also decreased by 10%." (link)
Impulse +90Impulse +90: Provides a +90 Equipment bonus to the wearer's 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: Provides a +90 Equipment bonus to the wearer's 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: Provides a +90 Equipment bonus to the wearer's 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.

[edit] Tier 1 Elemental Binding - Cannith Binding Station

Tier 1 - Weapon Minimum Level 16

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. The weapon deals an extra 1 to 6 electric damage each hit. In addition, critical hits deal an additional 1 to 10 electric damage for weapons with a x2 critical multiplier, 2 to 20 for a x3 critical multiplier and 3 to 30 for a x4 multiplier., 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 the wearer's 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 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. The weapon deals an extra 1 to 6 acid damage each hit. In addition, critical hits 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., Greater Stone Prison, Earthgrab Corrosion +90Corrosion +90: Provides a +90 Equipment bonus to the wearer's 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. The weapon deals an extra 1 to 6 cold damage each hit. In addition, critical hits deal an additional 1 to 10 cold damage for weapons with a x2 critical multiplier, 2 to 20 for a x3 critical multiplier and 3 to 30 for a x4 multiplier., Freezing Ice, Fire Shield (Cold) (like Bracers of the Glacier) Glaciation +90Glaciation +90: Provides a +90 Equipment bonus to the wearer's 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. The weapon deals an extra 1 to 6 fire damage each hit. In addition, critical hits 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., 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 an additional 4 to 24 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 the wearer's 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.

[edit] Tier 2 Elemental Binding - Cannith Binding Station

Tier 2 - Weapon Minimum Level 18

"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 (Note: Ability Score Bonuses are an Alchemical bonus):

"Martial" effects "Mystical" effects
Air Dexterity +2Dexterity +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%: 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 Constitution +2Constitution +2: This item gives the wearer improved health, granting a +2 enhancement 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 an additional 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 Wisdom +2Wisdom +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. 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 Strength +2Strength +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. 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

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

Tier 3 - Weapon Minimum Level 20

"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 AugmentsColorless Augments Efficient Metamagic - Enlarge IIEfficient Metamagic - Enlarge II: Additional SP cost for Enlarge Metamagic is reduced by 2 SP., Enchantment Focus IIEnchantment Focus II: Passive: +2 equipment bonus to the DC to resist your Enchantment spells., 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: This weapon is imbued with a vitriolic wrath. 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 AugmentsColorless Augments Efficient Metamagic - Empower IIEfficient Metamagic - Empower II: Additional SP cost for Empower Metamagic is reduced by 2 SP., Conjuration Focus IIConjuration Focus II: Passive: +2 equipment bonus to the DC to resist your Conjuration spells., Spell Penetration IIISpell Penetration III: Passive: +3 Equipment Bonus to Spell Penetration checks.
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 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 AugmentsColorless Augments Efficient Metamagic - Extend IIEfficient Metamagic - Extend II: Additional SP cost for Extend Metamagic is reduced by 2 SP., Transmutation Focus IITransmutation Focus II: Passive: +2 equipment bonus to the DC to resist your Transmutation spells., 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 AugmentsColorless Augments Efficient Metamagic - Maximize IIEfficient Metamagic - Maximize II: Additional SP cost for Maximize Metamagic is reduced by 4 SP., Evocation Focus IIEvocation Focus II: Passive: +2 equipment bonus to the DC to resist your 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.

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
  • Iron Defender Claws
  • Iron Defender Rivets
  • Iron Juggernaut Parts
  • Iron Juggernaut Plating
  • Magefire Cannon Core
  • Magefire Cannon Parts
  • Quoforged Juggernaut Parts
  • Quoforged Juggernaut Plating
Unbound Mob kills within the zone [1] Cannith Melting Station
  • Lesser Cannith Power Cell
  • Cannith Power Cell
Unbound Quest and raid end chests within the area Cannith Reforging Station
  • Greater Cannith Power Cell
Cannith Binding Station
  • Khyber Dragonshard Fragment of Binding
  • Refined Khyber Dragonshard Fragment of Binding
  • Exquisite Khyber Dragonshard Fragment of Binding (Epic only)
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
  • Air/Earth/Fire/Water Spirit
  • Refined Air/Earth/Fire/Water Spirit
  • Exquisite Air/Earth/Fire/Water Spirit (Epic only)
Bound to Character The Lord of Blades raid end Elemental Binding optional chest Cannith Binding Station
  • Martial Cannith Power Cell (sets the tier to Martial type effects)
  • Mystical Cannith Power Cell (sets the tier to Mystical type effects)
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

[edit] Forum threads

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