Alchemical Crafting

Alchemical Weapons and Shields are 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.

Crafting devices
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

Alchemical blank items (Prototype)
All base Alchemical weapons and shields are unbound. They can be obtained from The Master Artificer raid end chest and every 5th reward lists.

Weapons
Weapons are +5 and exactly the same base dice as Green Steel Weapons, except they include more types (Alchemical Light Hammer exists with 1d6 20/x2 base damage, Alchemical Handwraps exist with no special base properties). Likely includes all known base weapons, not all other weapons confirmed yet. Weapons have a Minimum Level of 12 as unbound blanks. They become lvl12 BTA when a metal type is added. Level16 BTC when a tier 1 upgrade is added, level18 BTC when a tier2 upgrade is added, level20 BTC when a tier3 upgrade is added.

Shields
Shields have a Minimum Level of 12 as unbound blanks. All shields (Light, Heavy, and Tower Shield versions) have the same stats as a +5 Heavy Steel Shield regardless, except that they are all typed as a Light Shield. No developer confirmation yet, but this is probably a. They become lvl12 BTA when a metal type is added. Level16 BTC when a tier 1 upgrade is added, level18 BTC when a tier2 upgrade is added, level20 BTC when a tier3 upgrade is added.

Note that damaging effects (such as Shocking Burst, Lightning Strike, Electrifying Blast, and Earth Grab) on a shield only go off on a shield-bash.

Buffing effects (such as Superior Magnetism IX, Doublestrike 6%, Seeker +10, and Stunning +10) and guard effects (Fire Shield (Cold) on you being hit, etc.) work fine from a shield. Stunning +10 and Seeker +10 would 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) Get alchemical "blank" weapon/shield from The Master Artificer raid
 * 2) Add a particular metal type to the blank weapon/shield (called "Refinement")
 * 3) Customize them at crafting altar inside of The Lord of Blades raid, using ingredients gathered from the raid. Up to 3 tiers of effects, and each tier can either be Martial or Mystical.

Refinement
You use ingredients obtained in the explorer area and in side quests to add a metal type effect(s) from the following list. This also determines Tier 1 and 2 of the mystical spell boost effects that may added later. Tier 1 and 2 is always the same type of damage, Tier 1 is Superior XI damage boost (50%) and Tier 2 is various Superior Spell Lores (+12%, +0.50x), but have slightly differing naming.

Tier 1 Elemental Binding
You use 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
You use "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: 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
You use "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 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.

Forum threads

 * Lamannia forum Update11 item listings
 * Forum user SillyWallaby's quick crafting summary
 * Forum user fullpozzy's Alchemical Crafting Guide
 * Alchemical Handwraps bug information