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Any slot people are buying · Two good mods, one essence, one fill

Batch magic items that already have two mods

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.

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.

Hard stop: If the cheap finished listings are already at the exalt floor, stop. Do not buy essences to finish a dump. One crafted mod per item.

Forbidden Rites saved sample · not a live price

Re-price it today

No fixed slot. Search the finished item first. On day 2 a common mod can clear in divines. In Forbidden Rites on 18 Sep, 30% move speed and life/res jewellery were already a 1-exalt dump, so this gate would have halted those slots.

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
—Several magic bases that already have two useful mods, plus one essence and one fill each. A miss has to sell near the base or you vendor it. 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
Magic items of one slot with two mods you would search for, an open affix, priced under the finished cluster. Save drops of that shape. Buy them only when they are under the sale.
What counts as success
The finished search you ran first. Early in a league a common mod can clear in divines. Late, the same mod is often one exalt, and the batch stops.
Cost guidance
Several cheap magic bases plus one essence and one fill each. The miss should still sell near the base.
After a miss
Do several. One item is a coin flip. Sell hits at the cluster. List misses that still cover the base. Vendor the rest.

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: The cheap batch: two mods already on the item, a slot essence, one desecrate or greater exalt, then price again.

Nearby crafts

The slot a popular build is wearing

Finish a six-mod item people already buy

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.

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.

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.