FORGE OF EXILES
GuidesWikiTutorialSign InSign Up
Ko-fi
GuidesWikiTutorial
Sign InSign Up
Forge of Exiles

Forge your craft. Share your knowledge.

Explore

  • Guides
  • Create
  • Wiki
  • Tutorial

Resources

  • About
  • Contact
  • Privacy Policy
  • Terms of Service

Community

  • Path of Exile 2
  • Support on Ko-fi

© 2026 Forge of Exiles. All product and game references belong to their respective owners.

A Path of Exile 2 crafting companion. Not affiliated with Grinding Gear Games.

Tutorial

Learn how to use the Forge of Exiles craft guide wizard

Table of Contents
PoE2 ConceptsStep 1: Select ItemStep 2: Base ConfigStep 3: Craft StepsStep 4: SummaryQuick Start

Contents

PoE2 ConceptsStep 1: Select ItemStep 2: Base ConfigStep 3: Craft StepsStep 4: SummaryQuick Start

PoE2 Concepts

Before diving into the wizard, it helps to understand the core mechanics that drive item crafting in Path of Exile 2.

Rarity Progression

Items come in three rarity tiers, each allowing more modifiers:

  • Normal — white, 0 modifiers
  • Magic — blue, up to 2 modifiers
  • Rare — yellow, up to 6 modifiers

Items can be upgraded between tiers using currency orbs. Most high-end crafts aim for Rare items.

Affix System

Modifiers on items are split into two types:

  • Prefixes — offensive stats (damage, life). Up to 3 on a Rare item.
  • Suffixes — defensive and utility stats (resistances, speed). Up to 3 on a Rare item.

Magic items can have at most 1 prefix and 1 suffix. Example: +50 to Maximum Life is a prefix; +30% Fire Resistance is a suffix.

Fractured Mods

A fractured modifier is permanently locked on an item — it cannot be removed or changed by any crafting action.

This makes fractured items very valuable: the locked mod is guaranteed to survive any crafting process, no matter how many orbs you use. Starting a craft from a fractured base means one desired stat is always there.

Tip: Fractured mods are shown with a special indicator in the item preview.

Mutual Exclusivity

Some modifiers are mutually exclusive — when one is present, the other cannot roll on the same item.

This is because certain mods share a group in the game's data. For example, certain flat damage mods and percentage damage mods share a group and cannot coexist.

In the wizard: when you add a craft step, the wizard automatically warns you if your selected mod conflicts with an existing one.

Step 1: Select Your Item

The first step is choosing what item you want to craft. Every craft guide starts here — the item you select determines which modifiers can ever appear on it, so this decision shapes everything that follows.

Item Categories

Items in PoE2 are grouped into three broad categories. Each category contains multiple item types:

Weapons

Swords, Axes, Maces, Bows, Staves, Wands, Daggers, Quarterstaves, Sceptres, and more. Each type has its own damage scaling and implicit mods.

Armour

Helmets, Body Armours, Gloves, Boots, Shields. Armour pieces scale with Strength, Dexterity, or Intelligence depending on type.

Accessories

Rings, Amulets, Belts, Quivers. Accessories do not have armour values but can hold powerful resistance and attribute mods.

Choosing a Base

Within each item type there are multiple base items — for example, under Swords you will find Rusted Sword, Broad Sword, Eternal Sword, and many others. Each base has:

  • Implicits —Fixed mods that are always present regardless of crafting. A base with a useful implicit (like attack speed or critical strike chance) can save you a prefix or suffix slot.
  • Stat requirements —Higher-tier bases require more Strength, Dexterity, or Intelligence to equip. Make sure your build can meet the requirements.
  • Item level minimum —Bases drop at different item levels. Higher-level bases generally have better base stats and are required for higher mod tiers.

Tip: Fractured bases are especially valuable starting points. They come with one modifier already locked in — guaranteed to survive every crafting step you add later.

Why Item Type Matters

Item type directly controls which modifiers can ever appear on your item. A Ring can roll resistance mods, attribute bonuses, and life that a Weapon cannot. A Weapon can roll flat damage and attack speed that a Ring cannot. The wizard automatically filters available modifiers based on the item type you choose — so if a mod does not appear in Step 3, the item type is why.

This also means two guides for the "same" outcome (e.g., a high-life item) will look different depending on whether the base is a Body Armour, a Ring, or an Amulet. Always choose the item type that matches the slot your build needs.

Step 2: Configure Base

After selecting your item, configure its starting properties. These settings define the "blank slate" your craft steps will modify. Getting these right upfront avoids confusion later.

Rarity

Choose the rarity your item starts at before any crafting begins:

  • Normal —0 modifiers. A blank slate. Used when the first craft step will change rarity (e.g., Orb of Transmutation upgrades to Magic, Orb of Alchemy upgrades to Rare).
  • Magic —Up to 1 Prefix + 1 Suffix. Lower mod count, but essences and specific currencies work well on Magic items when you want targeted mods before upgrading.
  • Rare —Up to 3 Prefixes + 3 Suffixes. The target for most high-end crafts. Many guides start here when the first step assumes a fully rolled item.

Quality and Item Level

Quality (0–20%)

Quality improves the base stats of an item — more armour, higher damage, better block chance. Standard items cap at 20% quality. Breach Rings are a special exception and can reach up to 40% quality.

Item Level

Item level determines which modifier tiers are available to roll. Higher item level unlocks higher (stronger) tiers of each mod. For example, the highest life mod tier on a ring requires item level 82+. Always set this to match the actual item you plan to craft with.

Sockets

Set how many sockets your base item has. Sockets hold skill gems and support gems — the number and configuration matters for many builds. The wizard also includes an Exceptional Socket toggle for items that have a special socket type (used to slot Awakened or Exceptional gems).

Initial Modifiers

For Magic and Rare starting rarities, you can define what modifiers the item already has before the first craft step. This is important for guides that assume you are working with a partially crafted item.

You can also mark any starting modifier as Fractured. A fractured modifier is permanently locked — no crafting action in any subsequent step can remove or change it. Use this when your guide's starting point is a fractured base with a guaranteed desired mod already present.

Tip: When writing a guide for others, always specify the initial modifiers clearly. Readers will prepare their base item to match before following your craft steps.

Step 3: Add Craft Steps

This is the heart of the wizard — where you define what crafting actions to perform on your item. Each craft step represents one currency use (or a group of related actions), the mods you expect to change, and where the guide should go next depending on the outcome.

Craft Types

Each craft step uses one of six craft types. Choose the type that matches the currency or mechanic you will use:

Currency

Standard orbs: Exalted Orb adds a random mod, Chaos Orb rerolls all mods, Orb of Alteration rerolls a Magic item, Annulment Orb removes a random mod. The most common craft type.

Essence

Essences guarantee a specific modifier when used on an item. Unlike currency, the targeted mod is deterministic — the rest of the mods still roll randomly. Ideal when you need one specific mod as an anchor.

Abyss Bone

A special crafting material from Abyss content. Functions similarly to essences but draws from the Abyss modifier pool — mods that cannot appear from standard currency.

Reveal

Unveils hidden modifiers on veiled items. Veiled items drop with one or more mods concealed — you must use a Reveal action to unlock them. The result is chosen from a small pool of possible mods.

Corruption

Uses a Vaal Orb or corruption mechanic. Can add powerful implicit mods that are otherwise impossible to obtain — but also has a chance to destroy the item or brick it with a bad outcome. Typically the final step of a guide.

Recombinator

Combines two items of the same type, attempting to merge their modifiers. The outcome is probabilistic — you may get the best mods from both items, or lose some. Used in advanced multi-item crafting strategies.

Mod Changes

Each craft step specifies what modifiers are added or removed. This is the core of what makes a step meaningful — it answers "after I use this currency, what should the item look like?"

  • Added mods —Prefixes and suffixes you expect to gain from this step. For deterministic steps (like Essence), list the guaranteed mod. For random steps, list your target mod(s) — the outcome condition will handle the "did I get it?" logic.
  • Removed mods —Mods that this step eliminates. For example, an Annulment Orb removes one mod — specify which prefix or suffix you hope to remove.

The wizard tracks the item's affix state across all steps, so it can warn you if you try to add more than 3 prefixes or 3 suffixes on a Rare item.

Outcomes and Branching

Crafting is probabilistic — sometimes you get what you want, sometimes you do not. Outcome conditions let you define what to do next in each case. This is what separates a real craft guide from a simple list of steps.

For each craft step you can add multiple outcome paths. For example: "If you got the Fire Resistance suffix → proceed to Step 4. If not → return to this step and repeat." Branching makes guides handle RNG gracefully and gives readers a clear path no matter what happens.

You can also add a "failure" branch for truly bad outcomes — for example, if Corruption destroys the item or produces an unusable result.

Omens

Omens are optional modifiers you can attach to a craft step that change how the currency behaves when used. For example, an Omen might protect a specific mod from being removed when using Chaos Orb, or guarantee that the next orb rolls above a minimum tier. Omens are consumed on use and can significantly improve crafting odds for valuable targets.

Tip: Include Omens in your craft step when the guide's success depends on protecting a specific existing mod. This makes the cost estimate more accurate for readers.

Saving Steps

After filling out a craft step, you have several options:

  • Save — Saves the current step and returns you to the step list.
  • Save & Add Next — Saves and immediately opens a new blank step. Use this when building a long sequence quickly.
  • Edit — Reopens any saved step to modify it.
  • Remove — Deletes a step. Outcome references to the removed step will need to be updated.

Step 4: Review & Publish

The final step is reviewing your craft guide and preparing it for the community. Before your guide goes live, you fill in metadata that helps other players find and evaluate it.

Finalize Panel

The Finalize panel collects everything readers need to understand your guide at a glance:

  • Title —The name of your guide. Be descriptive — include the item type and the goal (e.g., "High-Life Rare Ring with Fire Resistance").
  • Augments —List any augmentation currencies used across your craft steps. This feeds the cost estimate shown in the guide viewer.
  • Catalysts —If any step uses a Catalyst to focus quality on specific mod types (e.g., Turbulent Catalyst for elemental resistance), list them here.
  • Difficulty rating —A 1–5 scale for how complex or RNG-dependent the craft is. Helps beginners pick appropriately scoped guides.
  • Estimated budget —Rough currency cost to complete the craft. Ranges are fine (e.g., "50–200 Chaos Orbs").
  • Build links —Optional links to PoB (Path of Building) or build threads that this craft serves.
  • Tags —Searchable labels (e.g., "lightning", "budget", "endgame") that help users filter guides in the public feed.

Review Summary

Before submitting, the wizard shows a Review Summary — a condensed overview of all steps in your guide, the expected outcomes at each branch, and a total cost estimate. This is your last chance to catch mistakes: a step referencing the wrong outcome, a missing branch, or a mod count that exceeds the item's affix cap.

Draft vs Publish

Save as Draft

Only visible to you. Draft guides appear in your dashboard but not in the public feed. Use Draft mode while the guide is still in progress or being tested.

Publish

Makes the guide visible to everyone in the community feed. Published guides can receive likes and comments. You can always edit and republish a published guide — the URL stays the same.

Tip: Start with Draft and follow your own guide from scratch on a test item before publishing. If every step makes sense in practice, you're ready to share it.

Quick Start

Let's walk through creating a simple craft guide from scratch — a Topaz Ring with fire resistance.

1

Select Item

Open the wizard and select Accessories > Rings > Topaz Ring as your base. The Topaz Ring has an implicit Lightning Resistance modifier, which is present regardless of any crafting you do.

2

Configure Base

Set the rarity to Rare — we want multiple mods. Set item level to 83 to unlock access to top-tier resistance mod tiers. Leave quality at 0% and sockets at default (rings have no sockets).

3

Add Craft Step

Add a craft step using craft type Currency > Exalted Orb. In the mod changes, specify that you want to add +Fire Resistance as a suffix. Set the outcome: if Fire Resistance rolls, proceed to Step 4. If not, add a branch — go back to this step and use another Exalted Orb.

4

Finalize

Give your guide a title like "Topaz Ring — Fire Res". Set difficulty to Easy, add tags like ring, resistance, beginner. Click Publish to share with the community.

That's it — you've created your first craft guide!

Create Your First Guide