← Back
Ring · Sell the pair you dropped
Breach Ring: two flats, then list
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.
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.
- Cost of one attempt
- 0.00 exalt
- Starting-item asks in this sample
- Breach Ring, rarity + one added-damage flat
- Estimated resale value based on asking prices.
- Breach Ring, two high added-damage flats
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.
- 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.
Loading the decision tree…
Method notes: Trade2 Instant Buyout, Forbidden Rites, 2026-09-22.