Cannith Crafting

Cannith Crafting overview
Introduced in Update 9, this crafting system allows players to construct completely customized weapons, shields, armor, jewelry, and clothing. This system was introduced in a state of live beta and had been changed throughout Updates 9 and 10. source The beta tag was removed with Update 11. There are currently two Crafting Halls: one in House Kundarak, near the exit to the Marketplace; and one in House Cannith, near the Cannith Challenges crafters and across the plaza from the Auctioneer and Stormreach Teleporter.

General crafting process
Main Article: Detailed Crafting Steps 

The general crafting process consists of three steps:

Step 1: Item Deconstruction
 * Items with magical properties can be deconstructed into essences, or stripped of magical properties to create a blank item. Essences and blank items are not bound and can be freely traded. However, blank items created from items which are Bound to Account remain bound to account.
 * Note: The deconstruction of any item lowers its durability and hardness to the base (unenchanted) level for that item. If it has damage it may lower the durability to the point where the item is damaged beyond repair. However, the durability and hardness will increase again as magical properties are added. This does not fix existing damage.

Step 2: Shard Creation
 * Magical effect shards can be crafted from essences. Each shard represents one weapon, clothing or armor enhancement. Players may choose between Bound to Account and unbound versions of the same shard. Unbound shards have triple the cost and approximately double the level requirement of bound shards.

Step 3: Combining Shard and Blank item
 * Blank items are combined with shards to create the final item. Unbound blank items combined with bound shards become Bound to Character On Acquire; unbound blanks combined with unbound shards become Bound to Character On Equip (so the crafted item can still be sold/traded before being equipped).
 * Bound to Account blank items' bind status remain the same if combined with bound or unbound shards.
 * See BtA base items to find out where to get these kind of items

All three steps require crafting devices and the deconstruction of items additionally requires vendor-purchased reagents. Players may visit either Crafting Hall to find crafting devices and reagent vendors, as well as a banker, an auctioneer, and a mailbox.

There are 3 schools of crafting (Arcane/Divine/Elemental). The crafting of shards requires an appropriate crafting level in the school, depending on the type of shard. The crafting level can be increased by gaining crafting XP, awarded for creating (lower level) shards.

What you can and cannot do with Cannith Crafting
"Okay I've got +1 Paralyzing Kama, but I don't have monk, so I'm going to deconstruct it and transfer the Paralyzing effect to my Khopesh." "Darn, +3 Acid Silver Longsword of Greater Lawful Outsider Bane! It's so close! I'm going to take this and swap Acid for Holy." The system doesn't work like this.

Look at it this way: Crafting Essences are like another kind of currency. You take your unwanted loot (which otherwise could be sold to vendors) to the Crafting Hall and disjoin them for Essences. Then first, you need to spend your Essences to level up in your 3 crafting schools by creating random Shards. This is like purchasing crafting XP or manually applying XP to your character.

Then, say you want to add Holy prefix to your blank weapon, the bound Holy shard recipe requires level 37 in the Divine school. Once you reach level 27 in that school (10 below the level of the recipe), you can use your ingredients to create the shard with 50% failure chance. Your chance for success increases 5% per level in the relevant school, and at level 37 you succeed 100% of time. You also gain a 5% success bonus for each individual shard recipe each time you successfully create that shard.

Level progression
Crafting level is capped at 150 in Update 11. XP requirement to advance in crafting goes steeper at higher levels.

See Level Progression for full details on experience and leveling with the crafting system

Craftable Item (Dust of Disjunction)
Strips all magical effects and qualities off a randomly generated item, and keys it for further crafting. Stone of Change buffs for weapons and armor are removed, but the base bound and attuned state remains. Item material, such as silver or adamantine, as well as guild augment sockets are not removed by this dust (NOTE: Metalline is a prefix, not a material). Non-named randomly generated Bound to Account items will retain their Bound to Account status. No xp or essences are gained when Dust of Disjunction is used.

Some character level requirements seem to not be removed on combined crafted, guild augment, and attuned items when disjoined. The process can be 'reset' by placing the item in the bank and removing it if the crafting item was attuned at level one, or crafting an appropriate level enhancement onto the recently stripped down item if it was attuned with previously existing level requirements.

Prefix (Parfett's Leading Dissolver)
Anything before the item-type/name

 Details of Prefix Deconstruction Levels

Suffix (Lorinda's Ultimate Remover)
Anything after the item-type/name

 Details of Suffix Deconstruction Levels

Amount of essences gained
Deconstruction of any item or shard always yields some Lesser Essences and may also yield some Greater Essences.

U11 may have removed the chance to get greater essences from level 1 shards.

Transmuting essences
By talking to one of the Master Craftsmen and selecting Transmute Essences, you get to a special crafting window, allowing you to Transmute and Sunder Greater Essences.


 * Sundering converts 1 Greater Essence into 5 Lesser Essences of the same type.


 * Transmuting allows you to trade 2 Greater Essences into the next subtype of the same school, using a repeating system:
 * Arcane: Arcane &rarr; Body &rarr; Mind &rarr; Arcane
 * Divine: Divine &rarr; Good &rarr; Chaos &rarr; Evil&rarr; Law&rarr; Divine
 * Elemental: Earth &rarr; Air &rarr; Fire &rarr; Water &rarr; Earth

Arrows used
See Crafting Arrows for the list of arrows used.

Collectables used
See Crafting Collectables for the list of collectables used.

Soul Gems used
See Crafting Soul Gems for the list of Soul Gems used.

Special ingredients
Special Ingredients are used for certain high level recipes.

Shards of potential
Shards of Potential increase the maximum enchantment level an item may receive. Without a Shard, a crafted item may receive enchantments leading to a base price modifier of up to +5; Shards of Potential may increase this maximum up to +15. The increased potential must be implemented one shard at a time, using a +6 Shard of Potential to push the enchantment limit from +5 to +6, then a +7 Shard of Potential to push the enchantment limit from +6 to +7, and so on.


 * Any stack of the same essences can be used to make them
 * Any Crafting school (essences do not need to be related to crafting school)

Shards, effects and ingredients tables

 * For a full list of Cannith Crafting Shards, See: Cannith Crafting/Shard Details.
 * For a full list of Cannith Crafting Arrows, See: Craftable Arrows
 * For a full list of Cannith Crafting Bolts, See: Craftable Bolts

Total enchantment modifier and minimum level
If the item has no starting minimum level, then the formula for minimum level is twice the enchantment level minus 1.

If the item has a starting minimum level, then you add twice the enchantment level to the current minimum level.

Regardless of the enchantment level, no item may have a minimum level higher that current level cap of level 20. Since the level cap may change in the future, it may affect the usability of high-level crafted objects (as colored in orange below). If the level cap is raised from 20 to 22, for example, a +11 item will become minimum level 21 and a level 20 character will be unable to use it.

Missing and bugged properties
Because of unknown reasons, might be balance or coding

Missing properties

 * Not in system
 * Any spell clickies that aren't in one of the spell boost (i.e. Bear's Endurance, Solid Fog) except Everbright,
 * Banishing
 * Disruption
 * Force
 * Force Burst
 * Paralyzing
 * Precision - Note that this gives the Precise Shot feat, and not the Precision feat.
 * Righteousness
 * Smiting
 * Vorpal
 * UMD Persuasion shards give +3 to all charisma based skills including UMD so this might not be considered missing.
 * Every other effect that's not available on lootgen items.

(List should be updated as more properties are found to be missing.)

Bugged properties

 * All Enhancement Bonus on Handwraps (+ to hit doesn't work correctly)


 * Anarchic on Handwraps, unlike non-crafted, adding Anarchic will give you negative level when the handwraps are equipped. This is Working As Intended (dev post), it is the non-crafted wraps that are bugged.
 * Returning Throwing Weapons
 * Update 11 patch 1 fixed it so that "All non-named returning throwing weapons are now craftable." (It also made all returning throwing weapons non-stackable and any stacks you already had in storage are .)
 * Winter Festival added Cold Touch reportedly does not allow a Thrower to be disjoined, because Throwers that don't work in Cannith Crafting also don't work in the Risian Crafting Altar (or Stone of Change, so Bind/Attune doesn't help here either).
 * Not sure if this is still true. Will see at next Winter Festival.

Stone of Change

 * Binding and Attuning costs 400 shards, regardless of min lvl of item
 * Adding the Force Ritual raises the necessary Potential by one. This probably applies to the other Rituals as well.
 * Adding Stone of Change Force Ritual to Handwraps breaks all other effects on the Handwraps. Strip and re-craft without the Force Ritual to avoid. Forum thread link

Festival crafting
Cold Damage Weapon recipes or Glaciation recipes from Risia Ice Games cannot be applied to Cannith Crafted weapons.

Crafting Iron Defender modules
Cannith Crafting does not, by itself, allow for crafting directly to Iron Defender modules. However, pre-crafted handwraps (and uncrafted ones too) can be turned into Iron Defender modules with the same abilities and enhancements by using any of the trapmaking Device Workstations (currently found in the Harbor, House Cannith, and some guild ships).

The recipe for this requires any non-named handwraps and an amount of mechanical trap parts that increases based on the total enhancement bonus of the handwraps.
 * +1 to +3:    10 Mechanical Trap Parts
 * +4 to +6:    25 Mechanical Trap Parts
 * +7 to +9:    50 Mechanical Trap Parts
 * +10 to +12:  75 Mechanical Trap Parts
 * +13 or more: 100 Mechanical Trap Parts

Important Notes:
 * Modules may be Disjunctioned and made craftable using the Cannith crafting system, but since no recipes exist that require them, the crafting process is not reversible without starting fresh with a different pair of handwraps.
 * The Artificer's Iron Defender Homunculus will not be able to use modules that have a guild level requirement (carried over from the base handwraps).
 * The Artificer's Iron Defender Homunculus will not be able to use modules that have an alignment requirement unless the homunculus has taken the corresponding homunculus enhancements for that alignment.
 * The effectiveness of converting impact handwraps (for bludgeoning weapons) to a module (not a bludgeoning weapon) is currently unknown.

Cannith Crafting Q&A
Q: Does TRing reset crafting XP ?


 * A: Actually, any kind of reincarnation does affect crafting skills. The crafting levels reached in each of the three schools are unaffected, but the individual crafting success increases given through multiple crafting of a given shard are all lost (along with the reduction in the crafting XP granted). ddo forum

Q: Can you craft stuff above your character level ?
 * A: Yes, it is possible to craft shards and items the character is unable to use because of their minimum level. Character level has no effect on the crafting process.

Q: Can you craft stuff above your crafting level ?
 * A: Yes, but it involves a chance to fail and lose ingredients. You can attempt crafting on shards that are up to 10 levels above your crafting level, more if you use success boosters purchased in the DDO Store.

Q: Where can I find crafting experience boosters, success boosters, and ingredient bags ?
 * A: In the DDO Store try searching for crafting or ingredients.
 * ''(Ingredient bags will hold all of your crafting supplies.)

Q: Can you make level 20+ items ?
 * A: The upper minimum level limit is the level cap, even if the crafted item should have an even greater level.

Q: Can you overwrite prefixes or suffixes on a crafting prepared item ?
 * A: Yes, but the special requirement is that the shard must be in a bag. Without an official statement from Turbine, it is unknown whether property overwriting is intended functionality or not.

Q: Which effects can I put on which loot?
 * A: Forum user EllisDee37 has compiled a nice guide to show which effects can go on which gear, prefixes and suffixes. DDO forum

Q: How can one tell if the shard they have created will be affixed as a prefix or suffix, or to denote such on purpose for a plan towards specific abilities?
 * A: Check the shard name. The word "Shard" should be substituted to a given item for a better understanding. For example a Blindness Ward Shard will result in Blindess Ward Goggles once the shard is applied to craftable goggles, so Blindness Ward is a prefix. A Shard of Lesser False Life will result in a Belt of Lesser False Life if applied to a belt, so Lesser False Life is a suffix.

Q: My store-purchased Craftable Trinket isn't craftable at all!
 * A: The +5 Craftable attribute on said trinket is initially broken, but it can be fixed by applying a Dust of Disjunction on the item.

U11 Q: will Masterful Craftsmanship I reduce my item minimum level to 18?
 * U11 A: No levels are uneven and get subtracted before capping the item to 20, so it counts as 1 enchantment level lower.