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 use also additional ingredients dropping in Masterminds of Sharn quests.

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

Crafting devices are also available in Sharn docks.

= Heroic =

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.

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).

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.

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).

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 Spell Lores (VI, 16%).

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:

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): 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).

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:

Fiery Detonation: Essentially fires off an 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, although Freezing Gale requires a DC39 Will save.

Forum threads


= Legendary =

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, orb, shields, and rune arm.


 * Weapon blanks come from legendary LoB and MA.
 * Offhand-only items (shields and orbs) seem to be ; rest . Probably not working as intended.
 * Recipes use Nearly Finished ingredients and.
 * Recipes are crafted at the same altars as Sharn gear.

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 T1 or T2 element. '''

Tier 0: Material
Combine item blank (prototype) + 50 threads.

Tier 1
Combine T0 item with 50 threads and stabilizing compound.

Fire
 * Combustion 219 + Fire Lore 32
 * Radiance 219 + Radiance Lore 32
 * Devotion 219 + Healing Lore 32
 * Flaming Blast + Overwhelming Incineration
 * Seeker 21 + Legendary Magma Surge Guard

Cold
 * Glaciation 219 + Ice Lore 32
 * Reconstruction 219 + Repair Lore 32
 * Impulse 219 + Kinetic Lore 32
 * Cold Blast + Corrosive Salt
 * Fire Shield (Cold) + Ice Shards Guard

Air
 * Magnetism 219 + Lightning Lore 32
 * Resonance 219 + Sonic Lore 32
 * Electric Blast + Lightning Strike
 * Heightened Awareness + Lightning Storm Guard
 * MRR 55 + SR 49

Earth
 * Corrosion 219 + Acid Lore 32
 * Nullification 219 + Void Lore 32
 * Acid Blast + Stone Prison
 * Crippling + Earthgrab Guard
 * Fort + PRR

Tier 2
Combine T1 item with 100 threads and stabilizing compound.

Fire:
 * Alchemical Strength +2
 * Fiery Detonation
 * Doublestrike
 * Efficient Metamagic: Maximize II
 * Stunning +24

Cold:
 * Alchemical Wisdom +2
 * Alchemical Charisma +2
 * Freezing Gale
 * Efficient Metamagic: Extend II
 * Assassinate +10

Air:
 * Alchemical Dex +2
 * Electric Storm
 * Doubleshot 13%
 * Efficient Metamagic: Enlarge II
 * Vertigo +24

Earth
 * Alchemical Con +2
 * Acid Torrent
 * Alchemical Int +2
 * Efficient Metamagic: Empower II
 * Shatter +24

Tier 3
Combine T2 item with 250 threads and stabilizing compound. Weapon gains 0.5[W].

Fire
 * Fire Attunement, Orange slot
 * Improved Fire Augmentation, Purple slot
 * Resistance (all saves) +17, Purple slot
 * Evocation Focus +9, Green

Cold
 * Water Attunement, Orange
 * Spell Penetration, Purple slot
 * Improved Cold Augmentation, Purple
 * Necro Focus +9, Green

Air
 * Air Attunement, Orange
 * Improved Electric Augmentation, Purple
 * Enchantment Focus +9, Green
 * Illusion Focus +9, Green

Earth
 * Earth Attunement, Orange
 * Improved Acid Augmentation, Purple
 * Conj Focus +9, Green
 * Trans Focus +9, Green