Choose the base and item level first, build a useful Magic item, upgrade it to Rare with the modifier you want, then spend random currency only while the remaining risk is acceptable. Treat corruption as a final irreversible decision.
- A base type that supports the stats or skill you need.
- An item level high enough for the modifier tiers you want.
- A clear stopping rule for which modifiers are good enough to keep.
The base controls its inherent properties and compatible modifier table. Item level controls which modifier tiers are eligible. Check both before spending currency.
- Open the matching base page and modifier table.
- Set the same item level in the Crafting Tool.
- Confirm that every required modifier tier is eligible.
DirectoryFind the exact equipment base and item class.
DirectoryCompare tiers, item levels, tags, and spawn weights.
ToolCalculate eligible pools, hit chance, and expected attempts.
Use an Orb of Transmutation on a Normal item, then use an Orb of Augmentation when the Magic item has an open modifier slot. Keep the item only when its starting modifiers support the finished craft.
- Do not continue from a weak starting modifier just because the base is valuable.
- Check whether the useful line is a prefix or a suffix before choosing later Omens.
CurrencyUpgrade a Normal item to Magic.
CurrencyAdd a modifier to a Magic item when a slot is available.
A Regal Orb adds a random modifier while upgrading the item. Lesser, normal, and Greater Essences also upgrade a Magic item to Rare, but add the guaranteed modifier defined by that Essence and target type.
- Use an Essence when its guaranteed modifier is part of the finished item.
- Use the exact Essence application table because one Essence can grant different modifiers to different item types.
CurrencyUpgrade Magic to Rare and add one modifier.
DirectoryBrowse every Essence tier and guaranteed effect.
MechanicCompare guaranteed modifiers by target type.
Exalted Orbs add a modifier, Orbs of Annulment remove one, and Chaos Orbs remove one before adding another. Perfect and Corrupted Essences replace a random modifier with a guaranteed one. Compatible Omens can constrain some of these actions.
- Recalculate the eligible pool after every modifier changes.
- Stop when the chance of improving the item no longer justifies the chance of removing an important modifier.
- Use the simulator to test the exact currency and Omen combination before using it in game.
CurrencyAdd a random modifier to a Rare item.
CurrencyRemove a random modifier.
CurrencyRemove one modifier and add another.
DirectoryFind currency interactions that constrain a crafting action.
ToolTest weighted modifier pools and crafting sequences.
A Divine Orb rerolls the numeric values of current modifiers within their ranges. Apply the relevant quality currency and complete sockets or socketables before corruption unless a source-backed exception explicitly permits the later change.
- Do not use a Divine Orb to chase a modifier tier. It changes values, not the modifier family or tier.
- Open the Quality page for the correct item class and cap.
- Finish normal modifications before the final corruption decision.
CurrencyReroll numeric modifier values.
MechanicCheck quality effects, normal caps, and exceptions.
A Vaal Orb applies an unpredictable corruption outcome and leaves the item Corrupted. Hinekora's Lock can reveal the result of the next Currency item used on an item, but any modification removes that foreseen result.
- Read the outcome table for the exact target type.
- Keep an uncorrupted copy when the item is difficult to replace.
- Do not treat corruption as another normal reroll step.
CurrencyApply an unpredictable corruption outcome.
CurrencyForesee the next Currency result on an item.
MechanicCompare valid outcomes for each target type.
Item level is part of the craftA desirable modifier shown in the database is not eligible on every item level. Check the target tier before spending currency.
Unknown weights stay unknownDo not assume that a list of possible outcomes is uniformly weighted. The Crafting Tool only calculates probabilities where the current modifier data provides weights.
ToolTest weighted modifier pools and crafting sequences.
DirectoryCompare tiers, item levels, tags, and spawn weights.
CurrencyRemove one modifier and add another.
CurrencyApply an unpredictable corruption outcome.
DirectoryFind the exact equipment base and item class.
CurrencyUpgrade a Normal item to Magic.
CurrencyAdd a modifier to a Magic item when a slot is available.
CurrencyUpgrade Magic to Rare and add one modifier.
DirectoryBrowse every Essence tier and guaranteed effect.
MechanicCompare guaranteed modifiers by target type.
CurrencyAdd a random modifier to a Rare item.
CurrencyRemove a random modifier.
DirectoryFind currency interactions that constrain a crafting action.
CurrencyReroll numeric modifier values.
MechanicCheck quality effects, normal caps, and exceptions.
CurrencyForesee the next Currency result on an item.
MechanicCompare valid outcomes for each target type.