Updated 14 June 2025 — I’ve played Path of Exile and followed the Path of Exile 2 changes closely, and here’s a clear, practical guide to upgrading item rarity that actually helps. I write this from experience; I’ve noticed players waste currency because they skip simple checks. Read this if you want fewer mistakes and better gear.
Item rarity — what matters 🎯
Items come in four rarities: Normal (white), Magic (blue), Rare (yellow), and Unique (orange). Each rarity limits how many modifiers an item can have. The numbers below reflect the game rules as of 14 June 2025 (patches can change this, depends on your league).
| Rarity | Color | Prefixes | Suffixes | Total |
|---|---|---|---|---|
| Normal | White | 0 | 0 | 0 |
| Magic | Blue | 1 | 1 | 2 |
| Rare | Yellow | 3 | 3 | 6 |
| Unique | Orange | Preset | Fixed | |
Why this matters: more mods = more power. But more mods also mean more risk and more currency spent. Honestly, sometimes a well-rolled Magic item outperforms a badly-crafted Rare. We found that checking item level first saves currency (ilvl determines which tiers of mods can appear).
Core orbs and what they do đź’Ž
Here’s the quick reference (short and useful). I use these names every day in trade chats and when crafting.
- Orb of Transmutation — Normal → Magic
- Orb of Alchemy — Normal → Rare
- Regal Orb — Magic → Rare (keeps existing mods)
- Orb of Chance — Normal → Random rarity (can become Unique)
- Ancient Orb — Rerolls a Unique into a different Unique
Pro tip: check item level before spending an Orb of Alchemy or a Regal Orb. I’ve lost good orbs on low ilvl bases (don’t do that!).
How I usually upgrade items — step by step
Short version first. Find a good base. Check ilvl. Use the right orb. Evaluate.
Longer, practical method (the Regal path I use when I need control): start with a white base that has the right implicit and ilvl; Transmute to Magic; use Alterations until you hit the mod you want; then hit it with a Regal to lock the magic mods and add one Rare mod. This is why you Transmute first: you keep the desirable magic mods when you Regal. There are exceptions (depends on your niche), but this sequence often saves a lot of expensive crafting later.
- Choose a base with the right implicit and high ilvl.
- Decide: Transmute+Alteration then Regal, or Alchemy straight to Rare.
- Use currency. Evaluate results; stop if it’s good.
- Finish with crafting bench or other orbs if needed.
Why this works: the Regal method gives you control over which magic mods become permanent on a Rare. If you want a specific roll before adding rares, that control is the reason.
Advanced tips and market sense 🔥
To be blunt: most players overcraft. You don’t have to chase perfect rolls every time. Sometimes buying an already-crafted item is cheaper than spending chaos, exalts, or patience. Why risk a five-exalt gamble when a crafted item costs two?
Timing helps. New leagues (for example, league start on 16 October 2025 — watch that date!) change prices and drop patterns, so early crafting can be lucrative. To be fair, not every league behaves the same. There are exceptions — some temporary mechanics let you craft things you couldn’t before.
“Spend currency where it changes the item’s ceiling. Don’t polish a rock that will break.” — practical advice I repeat to guildmates
Concrete rules I follow:
- Always check ilvl. Low ilvl = limited mod tiers.
- Use quality (weapon/armor/flask) where it increases the stat you actually use.
- Set a budget per item — I stop after I’ve spent this much.
- Use bench crafts to secure key mods instead of endless RNG.
Controversial opinion: league mechanics are overrated for crafting. Many players chase temporary systems that add little long-term value; I’d rather grind the standard pools. Also controversial: Regal Orbs are often wasted on mediocre magic items — spend them only when the magic mods are worth keeping.
Practical extras — quick references
Vendor recipe trick: selling a full set of rare items still gives currency. It’s basic, but I see players ignore that. (Yes, I’ve done it myself — sigh.)
| Action | When to use |
|---|---|
| Transmute → Alteration → Regal | When you want to keep magic mods and add a Rare mod |
| Orb of Alchemy | When you want a quick Rare from a white base |
| Orb of Chance | When you gamble for a Unique; don’t use on expensive bases |
// Example workflow I use (pseudo)
pickBase(ilvl >= 80); // aim for high ilvl for endgame
if(controlNeeded) {
transmute();
while(notDesiredMagic && budgetLeft) alteration();
regal();
} else {
alchemy();
}
Unexpected insight: sometimes a mid-roll Rare with three perfect mods (but ugly other stats) is better to vendor and rebuy the specific stat later than to keep hammering it. It sounds odd, but between us — market prices make that true more than you’d expect.
One small stumble: I repeat things, because repetition helps memory. Check ilvl. Seriously, check it. And understand modifier pools for your base — that’s where most mistakes happen.
Final caveat — and I mean this: the system is RNG. This doesn’t always work. You’ll fail sometimes. I’ve failed spectacularly on December 5, 2024, and I learned from it. Keep a budget, know when to stop, and trade when crafting won’t be cost-effective. Good luck — and enjoy the hunt, Exile! 🎮✨
— Lina