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Ring · Fracture → optional omen-controlled fills
Breach Ring: fracture a T1 flat, then stop or fill
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. Expected cost with a 1-in-4 lock is ~35 Divine. Fractured+added-ele cheap cluster is 1 Divine, and several of those fractures are the wrong mod.
Hard stop: Sampled Fracturing Orb is 8.67 Divine. The cheap fractured listings are 1 Divine and often not the T1. You cannot afford misses.
Forbidden Rites saved sample · not a live price
Not recommended for profit under this sample
Fracturing Orb is 8.67 Divine (Trade2 item listings 9–12 Divine agree). Fractured Breach Rings with some added-ele line cluster at 1 Divine — often the wrong mod fractured. You cannot afford misses.
- 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
- 9.26 Divine
- Starting-item asks in this sample
- Breach Ring (any non-unique)
- Estimated resale value based on asking prices.
- Fractured Breach Ring with added ele to attacks
- One successful attempt at the cheaper asks
- −8.26 Divine
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): Fracturing Orb 8.67 Divine. 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: 10000 search hits.
- Finished item: 10 comparable listings priced. Listing depth: 896 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 you already own a thin T1-flat ring and a spare orb you would otherwise vendor. Do not buy orbs to fish.
- What counts as success
- Fractured T1 added-ele. Sample of “fractured + any added ele” p25 = 1 Divine (n=10 of 896) — not a clean T1-flat SKU.
- Cost guidance
- Not a printer. Fracturing Orb is 8.67 Divine. A high double-flat Breach Ring already has a 6 Divine buyout without fracturing.
- After a miss
- Never batch-blind fracture. One miss is a lost 8.67d orb.
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: Mobalytics Attack Breach Ring craft; poe2fun Breach Ring guides.