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Amulet, ring, belt, catalyst · Identify, price the base, list
Sell the scarce base
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.
Forbidden Rites pays for the base, not for life and resists. An Absent Amulet with no mods is already ~3 Divine. A +minion belt starts at 70 Divine.
Hard stop: 30% move speed plus life and a resist still Instant-Buyouts at 1 exalt. So do life + rarity gloves. That is not this craft.
Forbidden Rites saved sample · not a live price
Sell the drop. Crafting it further is not the plan
Sell the base. Absent whites Instant-Buyout from 23 chaos (~2.9 Divine). +2 spell skills list at 4–6 Divine, +3 at 7–10 Divine. Any Refined Breach Ring floors at 5 Divine (239 hits; whites had no Instant Buyout). A belt with +1 minion skills floors at 70 Divine (116 hits). Life, resists, 30% move speed, spirit, and rarity are not this craft.
- 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
- Estimated resale value based on asking prices.
- Absent Amulet (cheapest Instant Buyouts were whites)
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.
Currency Exchange prices in this sample (not all of these are required spend — use the one-attempt cost above): Refined Sibilant Catalyst 5.55 Divine · Refined Reaver Catalyst 3.97 Divine · Refined Necrotic Catalyst 1.19 Divine. Item-trade asks for these orbs are not treated as a fillable currency price.
Sample size and listing depth
- Finished item: 4 comparable listings priced. Listing depth: 10000 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 these to craft. Sell the one that dropped. Whites of Refined Breach had no Instant Buyout — the rare is the 5 Divine floor.
- What counts as success
- Absent white ~23 chaos. +2 spell skills ~5 Divine. +3 spell skills ~8 Divine. Any Refined Breach Ring ~5 Divine. Belt +1 minion skills ~70 Divine. Refined Sibilant catalyst 5.6 Divine, Reaver 4.0, Necrotic 1.2.
- Cost guidance
- Worked example from 2026-09-22, not a standing craft. Absent whites ~23 chaos. Refined Breach Rings ~5 Divine.
- After a miss
- One item. List it. Regaling a 3 Divine Absent to fish +3 gives the spread away.
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. Catalysts from the currency exchange.