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Cannith Crafting steps

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Reason: Update 32

Items eligible to be deconstructed[edit]

In Cannith Crafting, only non-named equipment originally found as treasure or received as rewards can be deconstructed. Named items, some(?) DDO Store purchased, vendor purchased, and Collectable turn-in reward items cannot be deconstructed. Crafted shards can also be deconstructed again.

Can be deconstructed[edit]

  • +1 Silver Longsword from a chest or quest end reward, pulled by someone else, and then sold to you via the Auction House or a Pawn Broker
  • +5 Goggles of Disabling, Bind to Account from a quest chain reward (from Delera's Tomb etc.) - Note these currently maintain their BtA status after crafting instead of becoming BtC. This was declared a known bug in 2011 but the fix has not yet made it to Live.
  • Random weapons and armor from turning in these collectables:
  • +1 Blessed Silver Longsword from the DDO Store (Confirmed)
  • Silver-Studded and Cold Iron-Studded Handwraps (Very rare, and not bound, from Devil Assault on Normal or Hard difficulties).
  • Shard of Power (a rare drop from any chest in The Shroud) can be disjoined to make a craftable trinket.
  • Customizable Trinket (BtC, available on the DDO Store) are craftable trinkets.

Cannot be deconstructed[edit]

Error Message: Only equipment originally found as treasure or received as rewards is craftable. (Named items and vendor purchased items are not craftable.)
* - There is currently a bug allowing items purchased from Hammer and Chain shop in the Harbor to be made craftable.

Crafting order[edit]

Any item can have one to three additional properties, besides the basic bonus (+2, etc.) of the item itself:

  • A prefix effect (Clever, Vorpal, Holy, etc.)
  • A suffix effect (Everbright, Springing, Pure Good, etc.)
  • Items of ML 10 or greater can have an "extra" effect applied (often "Insightful")

Weapons, Shields, and Armor (including Robes, Outfits, and Docents) can additionally have:

  • An Enhancement Bonus (+1 to +9)

Weapon, Shields, and metal Armor (that is, excluding Robes, Outfits, and Docents) can additionally have:

Note: Metalline and Blueshine are craftable prefixes, not material types.

Choosing enchantments[edit]

The prefixes and suffixes that may be applied to an item basically follow the same rules as in regular Armor enhancements, Weapon enhancements, Shield enhancements, and Clothing and Jewelry enhancements. For instance, Striding can be applied to rings or boots, but not cloaks or weapons. Craftable Rune Arms accept the same enhancements as trinkets.

There's a significant exception to this rule: One-handed weapons, light weapons, and shields are considered the same type of item: Off-hand Weapon/Shield. This means that:

  • An effect that normally applies to weapons, such as Seeker, can be applied to a shield. (This isn't entirely new; Ghost Touch shields have been in the game since before this crafting system.) Presumably, an "attack" effect, such as Spikes or Pure Good, on a shield works only while shield bashing.
  • An effect that normally applies to armor or shields, such as Deathblock, can also be applied to a one-handed or light weapon. It is not currently known if, for instance, a "Light Hammer of Hammerblock" must be held in the off-hand to provide its special protection, but it is confirmed that a scepter with Shield Spikes does do extra piercing damage in either hand.
  • Effects that work on "Main hand Weapons" but not "Off-hand weapons" cannot be added to shields. They can, of course, still be added to light and one-handed weapons, because they are also main-hand weapons.

Construction steps[edit]

Note: See below for the steps to make arrows or bolts.

1. Making an item blank (a.k.a. "Disjuncting", or "Stripping")[edit]

Note: The proper term is "disjoining" -- Stormreach Dept. of Education

  1. Start with a non-named item, such as a +1 Longsword.
  2. Buy Dust of Disjunction at the Master Craftsman.
  3. Combine the dust and the item in the Item Deconstruction Device.

Any prefix, suffix, enhancement bonus, and race restriction will be stripped away, but metal type, guild augment slots, previous eldritch rituals, and permanent damage will remain. The item description will also acquire the property "Craftable". If the item was not BtC before the process, the item will remain tradable.

Examples:

  • Using Dust of Disjunction on a +1 Longsword will yield a basic longsword.
  • Using Dust of Disjunction on a +5 Vorpal Longsword of Deception will also yield a basic longsword.
  • Using Dust of Disjunction on a +2 Byeshk Handaxe will yield a Byeshk Handaxe.
  • Using Dust of Disjunction on a +2 Metalline Khopesh of Pure Good will yield a basic Khopesh, (because Metalline is an enhancement, not a material type).
  • Using Dust of Disjunction on a +3 Cold Iron Studded Handwraps of Pure Good will yield Cold Iron Studded Handwraps.
  • Using Dust of Disjunction on a Wise +4 Helmet with the "Dwarves Only" restriction will yield a basic helmet.

Trinkets, which are usually named items, cannot be disjoined. However, you can create a craftable trinket by disjoining a Shard of Power. These Shards drop in The Shroud raid. You can also buy blank, craftable trinkets in the DDO store.

2. Creating essences[edit]

Note: In addition to creating these components, you may also find them in treasure chests, as quest end rewards, and, because they are freely tradeable, at Auctioneers.

  1. Start with a non-named item that has a prefix, suffix, or enhancement bonus.
  2. From the Master Craftsman, buy Lorinda's Ultimate Remover (for suffixes), Parfett's Leading Dissolver (for prefixes), or Liquid Knife Potion (for enhancement bonuses).
  3. Combine the potion and the item in the Item Deconstruction Device.

The item will be consumed, and replaced with a component as shown in the lists below.

Example: a +3 Adamantine Large Shield of Hammerblock can be combined with Liquid Knife potion and thus converted to a +3 Enhancement Spirit.

3. Creating shards[edit]

Shards are created from the aforementioned components. Shards are used in the next step to craft items.

  1. Use the appropriate Crafting Device for Bound or Unbound Shards
  2. Search for the effect you wish to have. The ingredients you require will be displayed.
  3. Place components in box (or click the recipe; components will be loaded automatically if available). Your chance of success will be displayed. (You will be unable to craft if your chance is under 50% before Success Booster.) If desired, add an optional crafting chance booster (from the DDO Store or House Cannith Favor vendor). Note that success boosters cannot let you attempt recipes you couldn't attempt without them - they only make recipes more successful that you can already attempt.
  4. Click Craft to attempt to make your shard.

4. Fusing a shard with a blank item[edit]

  1. Use appropriate Crafting Device for Bound or Unbound Items
  2. Place blank item and Shard into crafting device. (If screen goes blank, this shard can not be placed in such an item type.)
  3. Press "Craft". (An error will pop up if you already have a Suffix, Prefix, or Enhancement bonus and are trying to install a second one.)
  4. Note: the shard naming convention tells you whether it is a suffix or prefix shard, e.g. "[Effect] Shard" for prefix (e.g. Brilliance Shard) and "Shard of [Effect]" for a suffix (e.g. Shard of Power).

Arrows and bolts[edit]

Creating arrows and bolts works differently than other items. By putting the ingredients into the Bound Shard device, you create a stack of 100 of the desired arrows or bolts, rather than a shard to use in the next machine. No blank items are necessary. The ammo created is BtC, and can be only be made using the Bound Shard device, not the Unbound one.

Limitations to add bonuses[edit]

Item enchantment added will raise the minimum level of the item in question, but not following the usual base price modifier rule used on randomly-generated items.

Instead, all crafted items have a Maximum Enchantment Level (MEL). Freshly stripped blanks have a MEL of +5, and the MEL can be increased by applying Shards of Potential in order: apply a +6 Shard of Potential to increase the MEL to +6, then a +7 Shard of Potential to increase the MEL to +7, etc. to a maximum possible MEL of +12.

Each effect shard added to a crafted item adds to the item's Enchantment Level (shown in the top-right of the item's Examine window). Shards that would increase the Enchantment Level above the MEL cannot be applied to the item. The Enchantment Level of a particular shard is shown in the Shard Combining Device (the last machine on the right, for attaching shards to items). Mouse-over the recipe description for combining item and shard and note the large-font + number in the top-right.

If you add-up the Enchantment Level on each shard you want to add to an item, that tells you what the Maximum Enchantment Level of the item will need to be to apply those shards. Also, the Enchantment Level determines the Minimum Level the crafted item will have:

Minimum Level = ((Enchantment Level of all applied shards) * 2) - 1

So a +5 item is ML9. The highest possible crafted ML is the level cap, so don't worry that you'll craft an item beyond level 20. Enchantment Level +12 = ML20 as the game currently stands, but if at some point they raise the level cap your crafted items will have their ML recalculated, so that same +12 ML20 item could suddenly become a ML23 item.

WARNING: Only use the shard machine on the right to calculate ML. The one in the middle—the one you use to actually make the shards—does not show the correct information for this. For an example, check Ardor shards in both machines. (source: EllisDee37).

Items that can be crafted[edit]

  • Shards of Masterful Craftsmanship (reduces the ML) BtA
  • Shards of Potential (increases the MEL) BtA
  • Weapons (including handwraps) BtC
  • Shields BtC
  • Armor (including robes and outfits) BtC
  • Clothing Accessories BtC
  • Jewelry Accessories (including trinkets. Craftable trinkets can be purchased on the DDO Store, or created by disjoining a Shard of Power.) BtC
  • Magic Arrows and Bolts. BtC

"Potions certainly may come later" – the Devs

Crafting examples[edit]

Harry Beater (Evil Outsider)[edit]

Use a Base Weapon with Silver for Devils (Lawful), Cold Iron for Demons (Chaotic)
(mix and match)
Prefix Skill + Sub-School Suffix Skill + Sub-School
HolyHoly: A holy weapon is imbued with holy power. This power makes the weapon good-aligned. Evil characters wielding this weapon suffer a negative level. The weapon deals an extra 2 to 12 damage against all targets of evil alignment. Divine 37 +2 Good Lesser Evil Outsider BaneLesser Evil Outsider Bane: A bane weapon excels at attacking one type or subtype of creature. Against Evil Outsiders, this weapon's effective enhancement bonus is +1 better than its normal enhancement bonus. It deals an extra 1 to 6 points of damage against the foe. Divine 15 +1 Good
Holy BurstHoly Burst: A holy weapon is imbued with holy power. This power makes the weapon good-aligned and thus bypasses the corresponding damage reduction. It deals an extra 2 to 12 points of damage against all of evil alignment and an extra 3 to 18 on a critical for weapons with a x2 critical multiplier, 4 to 24 for a x3 multiplier, and 5 to 30 for x4 multiplier. Divine 72 +4 Good Evil Outsider BaneEvil Outsider Bane: A bane weapon excels at attacking one type or subtype of creature. Against Evil Outsiders, this weapon's effective enhancement bonus is +2 better than its normal enhancement bonus. It deals an extra 2 to 12 points of damage against the foe. Divine 45 +2 Good
Greater Lawful Outsider BaneGreater Lawful Outsider Bane: A bane weapon excels at attacking one type or subtype of creature. Against Lawful Outsiders, this weapon's effective enhancement bonus is +4 better than its normal enhancement bonus. It deals an extra 3 to 18 points of damage against the foe. Divine 72 +4 Chaotic
Greater Chaotic Outsider BaneGreater Chaotic Outsider Bane: A bane weapon excels at attacking one type or subtype of creature. Against Chaotic Outsiders, this weapon's effective enhancement bonus is +4 better than its normal enhancement bonus. It deals an extra 3 to 18 points of damage against the foe. Divine 75 +4 Law
  • Pure Good is a Suffix and only does 1d6, evil outsider bane does 2d6 and +2 attack

Ghost buster[edit]

(mix and match)
Prefix Skill + Sub-School Suffix Skill + Sub-School
Ghost Touch Arcane 19 +1 Arcane Lesser Aberration BaneLesser Aberration Bane: A bane weapon excels at attacking one type or subtype of creature. Against Aberrations, this weapon's effective enhancement bonus is +1 better than its normal enhancement bonus. It deals an extra 1 to 6 points of damage against the foe. Divine 12 +1 Law
Aberration BaneAberration Bane: A bane weapon excels at attacking one type or subtype of creature. Against Aberrations, this weapon's effective enhancement bonus is +2 better than its normal enhancement bonus. It deals an extra 2 to 12 points of damage against the foe. Divine 43 +2 Law
Lesser Undead BaneLesser Undead Bane: A bane weapon excels at attacking one type or subtype of creature. Against Undeads, this weapon's effective enhancement bonus is +1 better than its normal enhancement bonus. It deals an extra 1 to 6 points of damage against the foe. Divine 15 +1 Good
Undead BaneUndead Bane: A bane weapon excels at attacking one type or subtype of creature. Against Undeads, this weapon's effective enhancement bonus is +2 better than its normal enhancement bonus. It deals an extra 2 to 12 points of damage against the foe. Divine 45 +2 Good
Greater Incorporeal BaneGreater Incorporeal Bane: A bane weapon excels at attacking one type or subtype of creature. Against Incorporeals, this weapon's effective enhancement bonus is +4 better than its normal enhancement bonus. It deals an extra 3 to 18 points of damage against the foe. Arcane 82 +4 Arcane

Debuffer[edit]

(mix and match)
Prefix Skill + Sub-School Suffix Skill + Sub-School
Strength Sapping Arcane 34 +? Body Destruction Arcane 43 +? Body
Improved Destruction Arcane 70 +? Body
Cursespewing Divine 35 +? Evil Shattermantle Arcane 13 +? Chaos
Improved Cursespewing Divine 58 +? Evil

Spell amplification[edit]

(mix and match)
Prefix Skill + Sub-School Suffix Skill + Sub-School
BrillianceBrilliance: When Activated, this effect provides a +54 Alchemical bonus to your Light and Alignment Spell Power for three minutes. - 3 Charges (Recharged/Day: 3) (bound) Divine 40 +? Divine
BrillianceBrilliance: When Activated, this effect provides a +54 Alchemical bonus to your Light and Alignment Spell Power for three minutes. - 3 Charges (Recharged/Day: 3) (unbound) Divine 82 +? Divine
  • Note that randomly generated treasure table currently does not include Brilliance V. This is the only way to improve your Divine Punishment by extra 10-25%, compared to Superior Potency.

Misc. accessories[edit]

(mix and match)
Prefix Skill + Sub-School Suffix Skill + Sub-School
Feather FallingFeather Falling: This item is engraved with feathers and bestows a powerful magical effect. Whenever the wearer begins to fall from any height, this effect slows the descent dramatically, causing the wearer to fall like a feather. Elemental 47 +1 Air
Attack Bonus +2 (Battle Skills +2) Arcane 40 +2 Mind
  • Feather Falling item without any other enchantment has no minimum level
  • Attack Bonus +2 item without any other enchantment is minimum level 5

See also[edit]