I'm not new but...

I have a question about all the Alchemy and these "Unique Variants" people are talking about. I just don't quite get it.
Can somebody just break it down as slowly as possible for me? I really need en explanation of all these things.

unique variants give an item special abilities like +damage to gremlins, beast, slime, construct etc. in weapons. and + status resists etc. on armour. the bonuses go from low to ultra. but in turn the unique variant will limit the items power. for example in bombs if a unique variant is on the bomb, the blast radius will be significantly smaller.

Uniques - offer a set bonus (Example: Charge Time Reduction, Attack Speed, or Damage Bonuses) *Mainly on Guns, Bombs, and Swords you will see those type of uniques*. The reason why people want an unique is due to the bonus it provides it can make your gun in this case go from average to AMAZING.

Wow, do we have spare time or what with no SK to play?
(three good responses in thee minutes)

Figure I start messing around with the forums....now I am scared I may beat my posting record somehow LOL....which is not good...

I think I get it now. Pretty much, You get a unique boost for your weapon that would make it stronger.

"unique variants give an item special abilities like +damage to gremlins, beast, slime, construct etc. in weapons. and + status resists etc. on armour. the bonuses go from low to ultra. but in turn the unique variant will limit the items power. for example in bombs if a unique variant is on the bomb, the blast radius will be significantly smaller."
Ok so how does this affect swords, guns, armor?
Also say I craft a Wolver Coat: http://wiki.spiralknights.com/Wolver_Coat
and it has sword damage bonus: low is that the unique variant or is that just part of the armor, and there would be a chance for an additional unique variant? Because I see that damage bonus on most Wolver Coats / from the wiki.
Had something else to ask, but forgot, if I remember expect more questions...
It isn't just for weapons.
You can get special resistances to certain status ailments that it wouldn't normally block, special defenses for attack types it wouldn't normally have.
You can also have resistances and or defenses stack if it boosts a certain type you already have (such as a variant for normal defence increases, and you already have alot of normal defence.)
And hold on.
If you have a unique variant on a bomb, the range will decrease?
Is that the only con about UV's?
When you get a unique variant, you will be informed of this fact when the crafting operation is finished.
Unique variant powers show up in bright orange, and are very obvious. The Wolver Coat example you posted shows only the normal abilities, not a unique variant.
I'm interested in this detail about bombs with UVs having less range. Has anyone tested this personally, or is this just anecdotal / second hand information?
But does limiting an item's power depend on the variant?
Would two of the same bombs have the same range if one unique variant was "Damage vs Fiend: Low" and another was "Damage vs Construct: Ultra"?
@Kawaii_Desu
Nothing changes range atm, a AoA that have very high dmg bonus vs gremlin suffers no range penalty.... although it would still do low dmg up on initial detonation due to gremlin's elemental res.

Bomb range should definitely not be affected by the presence of a UV. UV's are always a good thing, if it's doing anything else, it's a bug.

Would it be possible of getting for Armors or Helm's an unique variant such as: (Damage bonus vs Gremlins High), because out of the many variant testing I did I would always get an element or piercing bonus.

Armor does not receive offensive, only defensive ones.
This means, only Damage Resistance and Status Resistance are available to you on armor, unless it is a native (comes with the armor) bonus.

Ah I thought so, but just wondering since certain armors come with for example: Charge time reduction/damage vs beast etc. it might have been implemented.
Basically you have an approximate 10±1% of getting a unique variant on crafting. If you choose to, this bonus can stay (with no additional unique) for the entire crafting life of your weapon.
If you choose to (last time I created) you could uncheck the "carry over unique" box if you wanted to take the risk on getting a better unique item.