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The slot a popular build is wearing · Price the six-mod sale, then fill only the missing mods

Finish a six-mod item people already buy

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.

A finished six-mod item can sell for hundreds of Divine while the missing mods cost far less. You search that finished item first. You buy one that already has the mods buyers pay for, then you add only what is missing. You stop when the next currency costs more than the price goes up.

Hard stop: If the cheap finished listings are under an exalt, you searched the wrong item. Add the mods. If the sale is not clearly above the base plus about 50 Divine, do not start.

Forbidden Rites saved sample · not a live price

Re-price it today

No fixed six-mod item. Search the mods a build equips, up to six. Continue only when those listings are still tens or hundreds of Divine and the base plus the currency to finish (often about 50 Divine) is clearly less.

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.Currency Exchange rate used for this card: 1 Divine = 452.9 exalt = 8.47 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
—The base that already has the expensive mods, plus the currency for the holes. Re-price after each mod. This figure is one attempt. It is not the expected cost of retrying until the craft hits.
Estimated resale value based on asking prices.
Not in this sample. Type today's asking prices in the price check.
Sample size and listing depth
  • No comparable finished-item listings are attached to this sample.

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
An item that already has the expensive mods of the package: a fracture, or three or four of the six. Not a 1-exalt rare. The green links start at 20 Divine so the dump floor is hidden.
What counts as success
The same six mods, on listings from this week. Add those mods in the Trade2 search. One huge ask is not the price. Several similar listings are.
Cost guidance
About 50 Divine when the base already has the expensive mods. A blank item plus every omen is a different, usually worse, craft.
After a miss
One item. After each mod you add, search again. The next omen is a new yes or no.

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: Late-budget package: up to six mods a build actually equips. Price the full item, buy the expensive mods already done, fill the rest, settle.

Nearby crafts

Currency

Flip a currency while the prices differ

This is not an item craft. It only applies when the same stack of currency is cheaper at the vendor or the exchange than on trade. Buy one stack on the cheap side and sell it on the expensive side. When the two prices match, stop.

Any slot people are buying

Batch magic items that already have two mods

The finished item is only worth more than the materials on the day you check. A magic item that already has two useful mods is the start. A white base you Transmute is a different, usually losing, craft.

Whatever the finished search is paying for

Buy the fracture, then chaos the second mod

Once the two-mod batch is too small for the bankroll, the product is a base that already has the expensive mod locked. You buy that fracture from someone else. Fracturing it yourself is a separate bet, and it loses when the orb divided by the hit chance costs more than the spread.