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Ring · Sell the pair you dropped

Breach Ring: two flats, then list

What to do on this page

  1. Set the league so the green links open the right Trade2 search.
  2. Read the question under Walk the tree. Click a green link, look at the cheapest listing, then answer yes or no.
  3. 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.
  4. Yes means do the next step. No means stop.

Two added-damage flats are the Breach Ring that clears above 1 exalt. The step from one flat to two low flats is about 1 chaos, so you do not buy rings to craft it.

Hard stop: A 40 Divine ask next to a 6 Divine buyout is not your sale. Do not exalt a third prefix to chase it.

Forbidden Rites saved sample · not a live price

Sell the drop. Crafting it further is not the plan

Two added-damage flats are the Breach Ring that clears 1 exalt. A low pair Instant-Buyouts at 6–9 chaos (1,665 hits). A high pair's cheapest buyout is 6 Divine, then asks jump to 19, 30, 40, and 45 Divine (548 hits). Price the 6 Divine listing. One flat already costs about 5–10 chaos, and white Breach Rings had no Instant Buyout, so there is no craft to buy into.

Item-market timestamp
Stale sample from 2026-09-22 (9 days). Re-check before you spend.
Currency-price timestamp
Stale sample from 2026-09-22 (9 days). Re-check before you spend.Currency Exchange rate used for this card: 1 Divine = 530.8 exalt = 7.88 chaos. If a written warning names a different date, those are two snapshots. Do not mix them into one profit figure.
Cost of one attempt
0.00 exaltDo not buy rings. The step from one flat to a low pair is about 1 chaos. Fracturing that ring costs 8.67 Divine for a product that already buyouts near 6. This figure is one attempt. It is not the expected cost of retrying until the craft hits.
Starting-item asks in this sample
Breach Ring, rarity + one added-damage flatCheaper asking prices (25th percentile of this sample): 5 chaos. Middle asking price (median of this sample): 10 chaos.5–10 chaos. Already about the same as a low double-flat.
Estimated resale value based on asking prices.
Breach Ring, two high added-damage flatsCheaper asking prices (25th percentile of this sample): 6 Divine. Middle asking price (median of this sample): 19 Divine.Floor 6 Divine (real high rolls), then 19 / 30 / 40 / 45. Not a tight cluster.

Additional currency to list this drop is 0.00 exalt. The item still has a market value. Selling it is the plan. Do not treat it as economically free if you spend currency to change it.

Sample size and listing depth
  • Starting item: 10 comparable listings priced. Listing depth: 957 search hits.
  • Finished item: 10 comparable listings priced. Listing depth: 548 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.

Price check for one attempt

Use the same currency in every box, usually Divine orbs. This compares one successful attempt with an asking price. It does not add the cost of failed retries.

Fill in all three prices. An empty box means the price is unknown, not zero.

What to buy
Do not buy a Breach Ring for this. White Breach Rings had no Instant Buyout. One-flat rares already cost about the same as a low double-flat.
What counts as success
Low pair ~6–9 chaos. High pair: cheapest real buyout 6 Divine, then a gap to 19 Divine. Price the 6 Divine listing. Ignore 30–45 Divine asks.
Cost guidance
Worked example from 2026-09-22, not a standing craft. A low pair sells ~6 chaos. A high pair's cheap buyout is ~6 Divine.
After a miss
If both numbers are small, list at ~1 Divine. If both are high, list near 6 Divine.

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: Trade2 Instant Buyout, Forbidden Rites, 2026-09-22.