← Back
Currency · Vendor or exchange versus trade
Flip a currency while the prices differ
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.
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.
Hard stop: A gap of a fraction of an exalt on a slow currency is not a job. If you cannot turn the stack before the price moves, leave it.
Forbidden Rites saved sample · not a live price
Re-price it today
No fixed currency. Compare the vendor or the exchange with trade, in the same unit, and flip one stack only while they differ. When the prices meet, stop.
- 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 cost is the stack you buy. The sale is the other side of that same currency, the same hour. 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.
- What to buy
- Whichever side is cheaper right now: wisdoms, augmentations, chaos, or any other stack the vendor sells. Recheck the pair before every stack.
- What counts as success
- The other side of the same currency, in the same hour.
- Cost guidance
- One small stack. Stop when the buy price and the sell price meet.
- After a miss
- One stack, then look again. A dead ratio is not a craft you push.
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: Hideout currency flipping: compare the two prices, trade the gap, quit when they match.
Nearby crafts
The slot a popular build is wearing
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.
Any slot people are buying
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
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.