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Belt · Greater resist essences
Belts: life + dual resist essences
What to do on this page
- Set the league so the green links open the right Trade2 search.
- Read the question under Walk the tree. Click a green link, look at the cheapest listing, then answer yes or no.
- Type the three prices in the price check before you spend. Continue only when one successful attempt clears its economic cost. That is an asking price, not a confirmed sale.
- Yes means do the next step. No means stop.
It does not print in this sample. Two guaranteed resists cost more than the finished belt sells for.
Hard stop: Sampled Greater Insulation+Grounding ≈ 6 exalt vs 1-exalt belt sales. Printer is dead. Do not slam a third essence to “make it worth it.”
Forbidden Rites saved sample · not a live price
Not recommended for profit under this sample
Two Greater resist essences already cost ~6 exalt. Finished life+dual-res belts dump at 1 exalt. The tree’s first EV gate should halt.
- Item-market timestamp
- Stale sample from 2026-09-18 (12 days). Re-check before you spend.
- Currency-price timestamp
- Stale sample from 2026-09-18 (12 days). Re-check before you spend.
- Cost of one attempt
- 6.6 exalt
- Starting-item asks in this sample
- Normal Rawhide Belt
- Estimated resale value based on asking prices.
- Heavy Belt dual-res (and life+dual-res)
- One successful attempt at the cheaper asks
- −5.6 exalt
Warning. Not recommended for profit under current assumptions.
Currency Exchange prices in this sample (not all of these are required spend — use the one-attempt cost above): Greater Essence of Insulation 3.7 exalt · Greater Essence of Thawing 2.6 exalt · Greater Essence of Grounding 1.9 exalt. Item-trade asks for these orbs are not treated as a fillable currency price.
Sample size and listing depth
- Starting item: 10 comparable listings priced. Listing depth: 802 search hits.
- Finished item: 10 comparable listings priced. Listing depth: 5766 search hits.
Listing depth is how many search hits were reported. It is not observed turnover and it does not prove a quick sale. The priced rows are the cheapest listings in that search, collapsed by account.
- What to buy
- Skip unless essences fall below the 1-exalt belt dump. Rawhide is the cheap white; do not start on Heavy Belt.
- What counts as success
- Life + two elemental resists. Sampled dual-res Heavy Belts Instant-Buyout at 1 exalt / 1 regal.
- Cost guidance
- Not a printer. Two Greater resist essences cost more than a 1-exalt belt. A +minion belt is a different item and sells from 70 Divine.
- After a miss
- The tree’s essence-vs-sale gate should halt. Recheck CX every session — this SKU can come back.
Assumptions
How the money figures are calculated
Costs and resale use the same currency, usually Divine orbs. Nothing here is guaranteed profit. Estimated resale value based on asking prices. Completed sales are unknown unless you record one yourself.
- Cost of one attempt
- Starting item + consumables for a single try. This is not the cost of retrying until the craft succeeds.
- Expected total cost
- Cost of one attempt × items you will craft, when each item is attempted once. The batch planner uses this. It does not model a chain of retries on one item.
- Required starting capital
- Cash you need before you start. If you buy the starting item, that is its price plus consumables. If you already own it, the cash you need is the consumables only.
- Estimated resale value based on asking prices.
- An asking price from comparable listings, or a number you type. It is not a confirmed sale. Comparable listings and listing depth count offers, not turnover.
- Expected net profit
- Estimated resale − starting item − consumables, for one successful attempt. Failed attempts are extra. In the batch planner, expected average profit uses an assumed mix of outcomes, including misses and salvage you enter. That mix is not a measured hit rate.
- Return on investment
- Expected net profit ÷ economic cost. The denominator is the full economic cost, including the starting item. ROI is undefined when that cost is zero.
- Already own the starting item
- Additional currency spend is the consumables. Economic profit still subtracts what the starting item would sell for today. Owning a valuable item does not make it economically free. Cash left after a sale (resale − consumables) is a different number, and the plan shows both.
Not included unless a note on the route says otherwise: trade fees, a selling discount, time to sell, and the chance you finish inside a budget. This site does not turn one average into a probability distribution, and it does not estimate sale time from listing counts.
Three different questions stay separate. Crafting success probability is how often the mods land. Market-data confidence is how much you can trust the asking prices. Estimated profitability is the money result under the assumptions above.
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Method notes: poe2fun essence crafting — ring or belt defensive example.