Orb of Transmutation
currency
Upgrades a Normal item to Magic with one random modifier.
When: Step one of almost every craft — turn a good white base into a Magic item.
Methods updated 2026-07-04 · Runes of Aldur 0.5.x · prices live · community methods, not affiliated with GGG
Pick a goal → follow the steps → see what it costs today. Six curated Path of Exile 2 crafting methods as interactive step-by-step walkthroughs, every step priced live in Divine and Exalted, plus a searchable reference for every orb, omen and essence. Short on orbs? Buy exactly the currency your craft needs with instant delivery.
Six community methods · costs from live prices updated 2026-07-05 · Runes of Aldur 0.5.x
The bread-and-butter PoE2 weapon craft: start from a good white base (or buy a Magic one with a great damage mod), build it to Rare while checking every step, and Exalt the open slots. Cheap, controlled, and it teaches the whole core loop.
Community method · updated 2026-07-04 · Maxroll — How to Craft in Path of Exile 2 · Mobalytics — Crafting Basics · PoE2DB — Currency
Expected total cost
≈ 0.0173≈ 12.52
· ≈ $0.00 at our shop rate · + omens/essences (partial)
prices updated 2026-07-05 · Runes of Aldur
Craft it or buy it finished?
Craft it yourself
≈ 0.0173
+
expected live cost, all steps summed · + omens/essences (price varies)
Buy it finished
≈ 0.06![]()
comparable rare weapon with 3 good mods on trade · community estimate, 2026-07-05
Craft cost from live prices updated 2026-07-05 · finished-item price is a dated community estimate, not a live listing · your luck varies.
Get the highest item-level white (Normal) base of your weapon type you can — drop, vendor or trade — and apply Blacksmith’s Whetstones to 20% quality.
Why: Item level caps which modifier tiers can roll, and quality multiplies the final damage. Both are locked in before any orb touches the item.
Use an Orb of Transmutation (Normal → Magic, one mod), then an Orb of Augmentation (adds the second mod). Keep only results with at least one strong damage mod — a high tier of %physical, flat elemental damage, or attack speed.
Why: A Rare item is built on top of these two mods forever — PoE2 has no full reroll, so the Magic stage is your only cheap do-over.
If it goes wrong: Both mods junk? Start over on a fresh base — at this stage the orbs are cheaper than the time spent rescuing a bad item.
When both Magic mods are keepers, use a Regal Orb: the item becomes Rare and gains a third random mod.
Why: Regal locks your two good mods in and opens the Rare affix slots (3 prefixes + 3 suffixes) for Exalts.
Use Exalted Orbs to fill the remaining affix slots one at a time. Stop when the weapon is good enough for your build — every extra Exalt is a new gamble.
Why: Exalts are the cheapest way to add mods to a Rare in PoE2. On a budget weapon, 2–3 useful mods out of 5–6 total already beats most drops.
If it goes wrong: Hit a useless mod? Either live with it, or swap it later with a Chaos Orb (removes one random mod, adds another — it can hit a good one too).
The fastest fix for uncapped resistances: an Essence of Flames (or Ice/Electricity) turns a Magic item into a Rare with a GUARANTEED resistance mod — no gambling for the mod you actually need — then Exalts fill the rest.
Community method · updated 2026-07-04 · Maxroll — How to Craft in Path of Exile 2 · Mobalytics — Crafting Basics
Expected total cost
≈ 0.00607≈ 4.41
· ≈ $0.00 at our shop rate · + omens/essences (partial)
prices updated 2026-07-05 · Runes of Aldur
Craft it or buy it finished?
Craft it yourself
≈ 0.00607
+
expected live cost, all steps summed · + omens/essences (price varies)
Buy it finished
≈ 0.03![]()
boots with life + two capped resistances on trade · community estimate, 2026-07-05
Craft cost from live prices updated 2026-07-05 · finished-item price is a dated community estimate, not a live listing · your luck varies.
Take a decent white base (movement-speed boots are ideal) and Transmute it. Augment if the first mod is good. You want at least one keeper — life, movement speed, or a second resist.
Why: The essence upgrades Magic → Rare, so whatever is on the Magic item carries over. One good starting mod is free value.
Use the Essence of the resistance you’re missing — Flames for fire, Ice for cold, Electricity for lightning. The item becomes Rare with that resist GUARANTEED.
Why: This is the whole point of essences in PoE2: you buy the mod instead of gambling for it. Greater/Perfect essences guarantee higher tiers.
Fill open suffix slots with Exalted Orbs. Resistances are suffixes, so each Exalt has a real shot at another resist — stop as soon as your character sheet is capped.
Why: Two or three resists plus life on one slot is what lets the rest of your gear chase damage instead.
If it goes wrong: Filled the item without capping? Chaos Orb the worst mod and hope, or just run the same cheap craft on the other glove/boot slot.
Amulets carry the biggest caster mods in PoE2 (+levels, spell damage, cast speed). This method forces a guaranteed caster mod with an Essence of Sorcery, then uses Dextral/Sinistral Exaltation omens to aim the follow-up Exalts at the affix half you need.
Community method · updated 2026-07-04 · Maxroll — How to Craft in Path of Exile 2 · Maxroll — PoE2 Crafting Overview · PoE2DB — Currency
Expected total cost
≈ 1.01≈ 735
· ≈ $0.12 at our shop rate · + omens/essences (partial)
prices updated 2026-07-05 · Runes of Aldur
Craft it or buy it finished?
Craft it yourself
≈ 1.01
+
expected live cost, all steps summed · + omens/essences (price varies)
Buy it finished
≈ 2.5![]()
caster amulet with +skills and two support mods on trade · community estimate, 2026-07-05
Craft cost from live prices updated 2026-07-05 · finished-item price is a dated community estimate, not a live listing · your luck varies.
Transmute a high item-level amulet base whose implicit suits your build, and Augment. Keep starts that show a caster prefix (spell damage) or a strong suffix (cast speed, attributes).
Why: Amulet implicits are free stats and item level gates +skill-level tiers — start from the right base.
Apply an Essence of Sorcery — the amulet becomes Rare with a guaranteed caster modifier. Use a Greater Essence if the budget allows a higher guaranteed tier.
Why: The essence is the spine of the craft: one caster mod is now certain, so every later orb builds on a known-good core.
Before each Exalt, check what’s open. Prefixes full but suffixes open? Use an Omen of Dextral Exaltation so the Exalt can only add a suffix (cast speed, resists, attributes). Reverse with Sinistral for prefixes.
Why: Omens remove half the mod pool from each Exalt — on amulets, where one wrong mod ruins the piece, that control is worth the omen’s price.
If it goes wrong: Bad mod anyway? An Orb of Annulment with an Omen of Whittling removes the lowest-level mod — a surgical but pricey rescue. If the core mods survived, it’s usually worth it here.
If the mods are right but the numbers rolled low, a Divine Orb rerolls all values while keeping the mods.
Why: On a caster amulet the gap between a low and high +level/spell-damage roll is enormous — one Divine can be the cheapest upgrade in the whole craft.
Most "crafting" in PoE2 is actually this: the boots you’re wearing have an empty affix slot or one junk mod. Read the item, Exalt the open slots, and only reach for Chaos/Annul surgery when the math favors it.
Community method · updated 2026-07-04 · Maxroll — How to Craft in Path of Exile 2 · Mobalytics — Crafting Basics
Expected total cost
≈ 0.248≈ 180
· ≈ $0.03 at our shop rate · + omens/essences (partial)
prices updated 2026-07-05 · Runes of Aldur
Hold Alt (or inspect) to see the item’s mods split into prefixes and suffixes. Count what’s open: a Rare holds 3 of each. Note which existing mods are keepers and which are junk.
Why: Every orb decision below depends on this ten-second read — PoE2 crafting is played with open affix slots, not against a black box.
If the item has empty affix slots and no terrible mods, Exalted Orbs are pure upside: each adds a random mod to an open slot. Add until full or until the next gamble isn’t worth it.
Why: An equipped item with an open slot is literally missing free stats — this is the cheapest real upgrade in the game.
One junk mod on an otherwise strong item: a Chaos Orb removes one random mod and adds a new one — cheap but blind. High-value items justify an Orb of Annulment with an Omen of Whittling (removes the lowest-level mod) instead.
Why: This is the risk step. Chaos can eat a keeper mod; the omen-guided Annul is precise but costs real currency. Price both against just buying a better item.
If it goes wrong: Chaos ate a good mod? Stop. Re-price the piece honestly — sometimes the answer is trading for a replacement and keeping your currency.
Finish with the deterministic bits: Artificer’s Orb for a rune socket (then a rune for the stat you’re short), and quality via Whetstone/Scrap if missing.
Why: These upgrades can’t fail and stack on top of everything above — always take the free stats last.
The classic currency-printing loop, sized for beginners: buy a stack of good ring bases, run each through the cheap Magic stage, Regal only the promising ones, and list the hits. Your edge is that the inputs cost almost nothing and one good ring pays for the whole batch.
Community method · updated 2026-07-04 · Maxroll — How to Craft in Path of Exile 2 · Maxroll — PoE2 Crafting Overview
Expected total cost
≈ 0.0397≈ 28.82
· ≈ $0.00 at our shop rate
prices updated 2026-07-05 · Runes of Aldur
Buy or farm 10–20 high item-level ring bases with wanted implicits (iron rings for phys builds, sapphire/ruby for res-hungry buyers). Bulk-buy cheap from trade.
Why: Profit crafting is a volume game — the batch smooths the variance that ruins one-off gambles.
Run every base to a 2-mod Magic item. Sort into keepers (a high-tier life, resist or damage mod) and vendor fodder. Expect roughly a third to be worth the next step.
Why: The Magic stage costs fractions of an Exalt per ring — all the selection, almost none of the spend.
Regal only the rings where both mods are sellable. A good third mod → list it. A neutral third mod → one or two Exalts can push it into "real item" territory before listing.
Why: Every orb from here on is spent on pre-selected winners — that selection is the whole profit margin.
If it goes wrong: Batch came out dry? Vendor the misses, keep the bases pipeline running — profit crafting pays over weeks, not per batch.
Desecration adds Abyssal modifiers that regular currency can’t roll. Spend bones (Gnawed → Preserved → Ancient tiers) at the Well of Souls to be offered desecrated mod choices for your item. One Desecrated modifier per item — plan the slot before you spend.
Community method · updated 2026-07-04 · Maxroll — How to Craft in Path of Exile 2 · PoE2DB — Currency
Expected total cost
≈ 1.79≈ 1,296
· ≈ $0.21 at our shop rate · + omens/essences (partial)
prices updated 2026-07-05 · Runes of Aldur
Craft it or buy it finished?
Craft it yourself
≈ 1.79
+
expected live cost, all steps summed · + omens/essences (price varies)
Buy it finished
≈ 8![]()
finished rare with a desirable desecrated mod on trade · community estimate, 2026-07-05
Craft cost from live prices updated 2026-07-05 · finished-item price is a dated community estimate, not a live listing · your luck varies.
Desecrate items that are already good: the strong play is a Rare with keeper mods and one open (or expendable) slot where the Abyssal mod will live.
Why: The one-Desecrated-mod limit means the bone spend is wasted on an item you’ll replace next week.
Use an Abyssal bone on the item at the Well of Souls and pick from the offered desecrated modifiers. Higher bone tiers (Preserved, Ancient) offer stronger pools; re-roll offers by spending more bones.
Why: This is the only way to access Abyssal mods — the choice-of-three format makes it the most controllable big swing in PoE2 crafting.
If it goes wrong: No offer worth taking? Walk away and keep the bones for the next candidate — the limit is per item, not per attempt, and offers don’t improve by force.
If a junk mod crowds the finished item, an Orb of Annulment (ideally omen-guided) can clear it — the desecrated mod is a mod like any other, so weigh the risk of losing it.
Why: Post-desecration surgery is the expensive endgame of this method — most items should stop at the bone step.
Reroll the numeric values with a Divine Orb once the mod set is final.
Why: High-end items deserve high rolls — and Divines never change WHICH mods you have.
Simple expected-attempts math: if 3 of 20 possible outcomes are acceptable, you need about 20/3 tries on average. An estimate, not a simulation — your luck varies.
Expected
≈ 6.67 tries
≈ 0.00918![]()
Simple probability estimate (every outcome weighted equally) — real PoE2 mod weights differ, so treat the result as a planning floor, not a promise. The method walkthroughs above price each craft with honest attempt ranges.
What each item does, when to use it, and its live value · updated 2026-07-05 · also see the full currency price check & converter
currency
Upgrades a Normal item to Magic with one random modifier.
When: Step one of almost every craft — turn a good white base into a Magic item.
currency
Adds a second random modifier to a Magic item.
When: Fill the empty half of a Magic item before you Regal it to Rare.
currency
Upgrades a Magic item to Rare, adding one more random modifier.
When: When both Magic mods are keepers — Regal locks them in and opens Rare affix slots.
currency
Adds a random modifier to a Rare item (up to 3 prefixes + 3 suffixes).
When: The workhorse of PoE2 crafting — fill open affix slots on a promising Rare.
currency
Removes one random modifier from a Rare item and adds a new random one.
When: Swap out a junk mod on an otherwise good Rare — PoE2 has no full reroll.
currency
Removes one random modifier from an item.
When: Gamble a bad mod off a valuable item — pair with an Erasure/Whittling omen to aim it.
currency
Upgrades a Normal item to Rare with four random modifiers.
When: Fast, cheap Rares for leveling or map gear — less control than Transmute→Regal.
currency
Rerolls the numeric values of all modifiers on an item (keeps the mods).
When: Finish a great item — reroll low-rolled mods toward their maximum values.
currency
Corrupts an item: unpredictable outcome, and the item can no longer be modified.
When: The final gamble on a finished item — only when you can afford to brick it.
currency
Chance to upgrade a Normal item to a Unique of that base — destroys it otherwise.
When: Lottery tickets on the right white base; never on a base you want to keep.
currency
Fractures one random modifier on a Rare with 4+ mods, locking it in place forever.
When: Lock a great mod before aggressive Chaos/Annul work — high-end projects only.
currency
Creates a mirrored copy of an item — the rarest currency in the game.
When: Copy a perfect item (mirrored items cannot be modified). Endgame wealth territory.
currency
Adds a rune socket to a martial weapon or armour piece.
When: Socket + rune is a free, deterministic stat boost on any keeper item.
currency
Improves the quality of a skill gem.
When: Polish the main skill of a finished build — quality gives skill-specific bonuses.
currency
As Transmutation, but the added modifier rolls at a higher minimum tier.
When: Start serious crafts on high-level bases so the first mod is worth keeping.
currency
As Augmentation, but the added modifier rolls at a higher minimum tier.
When: Second mod on a Magic item you actually intend to Regal — fewer junk tiers.
currency
As Regal, but the added modifier rolls at a higher minimum tier.
When: Upgrading a Magic item whose two mods are already great.
currency
As Exalted, but the added modifier rolls at a higher minimum tier.
When: Filling the last slots on a good Rare where a low-tier mod would waste the item.
currency
As Chaos, but the replacement modifier rolls at a higher minimum tier.
When: Swapping a junk mod on an item too good for a regular Chaos gamble.
currency
Adds a support gem socket to a skill (up to 4 total).
When: Fourth support socket on your main skill — a big, deterministic damage jump.
currency
Adds a support gem socket to a skill (up to 5 total).
When: The fifth socket on an endgame build’s main skill.
currency
As Exalted, but the added modifier rolls at the highest tiers.
When: Mirror-tier projects where every added mod must be top tier.
currency
As Chaos, but the replacement modifier rolls at the highest tiers.
When: Last-mod surgery on near-perfect items.
currency
Improves the quality of a martial weapon (more base damage).
When: Free damage on any weapon you plan to keep — quality first, then craft.
currency
Improves the quality of an armour piece (more defences).
When: Cheap defensive bump before investing currency into an armour craft.
currency
Improves the quality of a wand, staff or focus (stronger implicit/spell base).
When: Caster-weapon equivalent of the Whetstone — apply before crafting.
currency
Improves the quality of a flask.
When: Better life/mana flask uptime for pennies.
omen
Your next Exalted Orb adds a PREFIX modifier only.
When: Suffixes are done, prefixes are open — force the Exalt where you need it.
omen
Your next Exalted Orb adds a SUFFIX modifier only.
When: Prefixes are done (damage/defence), you’re fishing for resists or attributes.
omen
Your next Exalted Orb adds TWO random modifiers instead of one.
When: Two open slots on a strong Rare — two mods for one Exalt (plus the omen).
omen
Your next Exalted Orb adds a modifier of the same category as one already on the item.
When: Stacking a theme — e.g. more fire mods on an already-fiery item.
omen
Your next Orb of Annulment removes the LOWEST-level modifier.
When: Surgically delete the weakest mod instead of gambling the whole item.
omen
Your next Orb of Annulment removes a PREFIX modifier only.
When: A bad prefix sits next to suffixes you must keep.
omen
Your next Orb of Annulment removes a SUFFIX modifier only.
When: A junk suffix is blocking the resist or attribute roll you want.
omen
Your next Vaal Orb will not leave the item unchanged — something WILL happen.
When: Committed corruption gambles where a no-change outcome wastes the Vaal.
essence
Upgrades a Magic item to Rare, guaranteeing a Life modifier.
When: Any life-hungry gear slot — the most universally useful essence.
essence
Upgrades a Magic item to Rare, guaranteeing a fire modifier (damage or resistance by slot).
When: Guaranteed fire resistance on armour pieces while res-capping.
essence
Upgrades a Magic item to Rare, guaranteeing a physical/attack modifier.
When: Forcing the damage spine onto an attack weapon craft.
essence
Upgrades a Magic item to Rare, guaranteeing a caster modifier.
When: The spine of wand, focus and caster-amulet crafts.
essence
Upgrades a Magic item to Rare, guaranteeing a defences modifier.
When: Armour/evasion/ES bases where the defence roll is the point.
essence
As Essence of the Body, but the guaranteed Life modifier rolls at a higher tier.
When: Endgame life gear — when a mid-tier life roll would waste the base.
essence
Top tier of the Body essence line — the guaranteed Life modifier rolls at the highest tiers.
When: Best-in-slot projects where the life roll must be maximal.
mechanic
Abyssal bone — desecrates an item at the Well of Souls, offering Abyssal modifier choices.
When: Entry-level desecration crafts; cheaper bones, weaker mod pool.
mechanic
Higher-tier Abyssal bone — desecration with a stronger Abyssal modifier pool.
When: Adding a serious desecrated mod to real gear (one Desecrated mod max per item).
mechanic
Top-tier Abyssal bone — the strongest desecration outcomes.
When: Endgame desecration projects on high-value items.
mechanic
Abyssal crafting: spend bones to offer desecrated modifier choices. One Desecrated mod per item.
When: Access mods regular currency can’t roll — the Abyss-league layer of PoE2 crafting.
mechanic
Vaal Orbs corrupt items: outcomes range from nothing to reroll, added sockets or implicit changes — then the item is locked.
When: The very last step of any craft, and only when you accept the risk.
Path of Exile 2 crafting is additive: items climb from Normal (white) → Magic (blue, up to 2 modifiers) → Rare (yellow, up to 6 — three prefixes and three suffixes), and no orb ever rerolls the whole item. Three things are locked in before you spend the first orb: the base type (which decides implicit stats and what mods can roll), the item level (which caps modifier tiers), and quality(Whetstones, Scraps and Etchers — apply them first, they get more expensive later). Prefixes carry the big offensive and defensive numbers; suffixes carry resistances, attributes and speed. Reading an item as "prefixes/suffixes, full/open" is 90% of knowing which orb comes next — the planner above does that reading for you.
Most core orbs come in three tiers: the base orb, a Greater version and a Perfectversion. The upgrade doesn't change what the orb does — a Greater Chaos Orb still swaps one modifier — it raises the minimum tier the new modifier can roll, cutting the junk outcomes out of the pool. The price gap between tiers is large, so the practical rule is: base orbs for leveling and experiments, Greater for real gear you'll wear all league, Perfect for endgame pieces where a low-tier mod would waste the whole item.
These three systems add control to the random core loop. Essences upgrade a Magic item to Rare with a guaranteed modifier type — the cheapest way to force the mod your build actually needs. Omensmodify your next orb use: Sinistral/Dextral Exaltation force an Exalt into prefixes or suffixes, Omen of Whittling makes an Annulment remove the lowest-level mod, Omen of Corruption removes the "nothing happens" outcome from a Vaal Orb. Desecrationspends Abyssal bones at the Well of Souls to offer Abyssal modifiers regular currency can't roll — limited to one Desecrated mod per item. All three are covered card-by-card in the reference grid above, and the caster-amulet and desecration methods show them in action.
Expected currency consumption of each method on this page, priced at Runes of Aldur rates dated 2026-07-05. "+ items" marks methods that also consume essences, omens or bones (market prices vary too much to pin).
| Method | ≈ USD* | ||
|---|---|---|---|
| Craft a strong weapon · beginner | 0.0173 + items | 12.52 | $0.00 |
| Get resistances on gear · beginner | 0.00607 + items | 4.41 | $0.00 |
| Hit a caster amulet · intermediate | 1.01 + items | 735 | $0.12 |
| Improve an existing item · intermediate | 0.248 + items | 180 | $0.03 |
| Craft to sell for profit · beginner | 0.0397 | 28.82 | $0.00 |
| Add a desecrated mod · advanced | 1.79 + items | 1,296 | $0.21 |
*At our own Divine Orb shop rate ($0.12/Div, dated 2026-07-04). Craft costs are expected values — your luck varies.
Methods are community-authored walkthroughs for Runes of Aldur (0.5.x), cross-checked against public guides and dated per method — attempts ranges are honest estimates, not simulations. Prices are community/economy estimates updated 2026-07-05, not live trade listings. More PoE2 tools: currency price check · Runes of Aldur calculator · all tools. Path of Exile 2 is a trademark of Grinding Gear Games; Timesaver.gg is not affiliated.