Using Recombinator and Essences for Guaranteed Single Mod Base Transfers
In 3.25, GGG changed the rules to recombination with the introduction of the bench. A notable rule change, that was overlooked at the time, was restricting "rollable" mods to their base type (e.g. moving suppress to an intelligence base is no longer possible). Since the nerfs to recombination in 3.26 concerning exclusive metamods and "special" mods (that do not have a weight), this rule's advantage has gained more attention.
Useful Links on Recombination
TLDR; spreadsheet https://docs.google.com/spreadsheets/d/1yeSkil3piTqRn_umT3JvZW2WW3OOjLqcoL-WDS99u10/edit?usp=sharing Interaction with certain essences Certain essences grant mods that could naturally roll on some base types, and have tiers that overlap with natural tier (e.g. Whispering Essence of Woe and T11 "Shining" on intelligence body armours). These modifiers can be forced on bases that cannot naturally roll them while retaining the natural tier name, as opposed to "of the Essence" or "Essences" (which are exclusive "special" mods). E.g. rolling armour with essences of Dread on pure intelligence bases. During recombination, these modifiers are not considered "special" modifiers but will not be kept as they cannot roll naturally. Similarly to the metamod method previously, these modifiers will count towards the mod pool while then being removed during the selection. With 2 mods in the pool, at least 1 mod has to be selected (66% for 1 mod, 33% for 2 mods), so if the second mod is a non-natural mod then the first one will always remain. E.g. recombination of two DEX bases with screaming essence of Rage and T1 suppress as the only suffixes in the pool, will always result in T1 suppress. Since the essence mods are not exclusive mods, this interaction works with all mods including other essence mods (except from the same essence) and drop exclusives. Though fractured or elevated mods remain linked to the base item and cannot be moved to a different base. Use case Crouching_Tuna video: https://www.youtube.com/watch?v=j9jh__nui40 The best use of this interaction is to transfer a single mod to a different base. This is especially good for moving "special" mods to T1 bases (and high quality bases). This method will always save the desired mod if both bases cannot naturally roll the essence mod. Item setup: - Receiver base: non-natural mod as the only prefix or suffix (ideally non-natural to both bases). - Donor base: desired mod as the only prefix or suffix. With this method, it is much easier to setup fracturing attempts while never losing the desired mod. It is recommend for fracturing to fill the opposite pool (e.g. fill the prefixes while moving suppress) as it's more likely to give you a 4 mod item ready to fracture (e.g. 3 prefix and suppress). It's also perfect for moving single mod to imprint and craft (e.g "Dictator's" or "Merciless" mods on weapons). Make sure to check that the essence rolled a "named" tier and not "Essences" or "of the Essence". The latter will not be removed from the selection pool. When choosing your Receiver and Donor bases, take into account which mods roll naturally on both items (some combinations of armour attribute types will not guarantee the outcome). Armour This interaction works with every Armour type, with a few exceptions as they roll every mod naturally. Exceptions: - Suffixes with STR/INT gloves and DEX/STR helmets: they roll all three attributes naturally. - STR/DEX/INT Body Armours (Grasping Mail and Sacrificial Garb): they roll all defense types and all three attributes naturally. Essences used: - Prefixes: defense modifiers (Woe, Doubt, Dread) - Suffixes: attribute modifiers (Spite, Sorrow, Rage) Shield This interaction works on every Shield type. Essences used: - Prefixes: defense modifiers (Woe, Doubt, Dread) - Suffixes: attribute modifiers (Spite, Sorrow, Rage) Jewellery This interaction only works on Belts as the other base types roll every mod naturally. Essences used: - Prefixes: evasion modifiers (Doubt) - Suffixes: attribute modifiers (Spite, Sorrow) Weapons This interaction works on every Melee Weapon and Bow, but only works for prefixes on Caster Weapons, with the exception of Minion Wands as they roll all the mods naturally. Essences used: - Prefixes: spell/minion damage modifiers (Woe, Fear) - Suffixes (Melee only): caster modifiers (Misery, Scorn) Examples
Moving T1 suppress to Necrotic armour for fracturing
Step 0: get T1 suppress on a pure DEX base. DEX/STR bases can roll strength and dexterity, and Necrotic bases (DEX/INT) can roll intelligence and dexterity so none of the essences can be used. Step 1: isolate T1 suppress (prefixes do not matter), either with annuls or splitting. Step 2: roll the Necrotic base with essences of Rage (any tier except Deafening), then isolate the strength (prefixes do not matter). Step 3: recombinate both armours with 50% to keep the right base. Tip: adding prefixes will guarantee a rare item, as to avoid yolo regals or imprints. Step 4: fill the prefixes either with eldritch currency or exalting after filling the suffixes with multimod. Attempt to fracture suppress. If it fails, repeat from Step 2 with another body armour, either a necrotic armour to avoid a base gamble or a random high ilvl body armour if using expensive necrotic bases.
Moving temple mods (suffix) to a Leviathan gloves base for fracturing
Step 0: get the temple mod on any base except DEX/INT. DEX/INT bases can roll intelligence and dexterity, and Leviathan bases (STR) can roll strength so none of the essences can be used. Step 1: isolate the temple mod (prefixes do not matter), either with annuls or splitting. Step 2: roll the Leviathan base with essences of Spite or Sorrow depending on the temple base (any tier except Deafening), then isolate the mod (prefixes do not matter). Step 3: recombinate both gloves with 50% to keep the right base. Tip: adding suffixes will guarantee a rare item, as to avoid yolo regals or imprints. Step 4: fill the prefixes either with eldritch currency or exalting after filling the suffixes with multimod. Attempt to fracture suppress. If it fails, repeat from Step 2 with other gloves, either a Leviathan base to avoid a base gamble or random high ilvl gloves if using expensive bases.
Moving T1 % physical damage (Merciless) to a Despot Axe for imprinting
Step 1: isolate the T1 % phys, either with annuls or splitting. Step 2: roll the Despot Axe with either essences of Fear or Woe (up to wailing tier), then isolate the mod. Step 3: recombinate both axes with 50% to keep the right base. Tip: remove most suffixes to get a magic base. Step 4: if the suffixes are full, repeat with another axe that only has the essence mod.
Moving any Breachlord mod from Grasping Mail to a different base
Warning! It will always be a gamble as Grasping Mail can roll all the defense and attribute mods so deterministically moving mods is not possible. If the new base is chosen, then the Breachlord mod is guaranteed. However, if the Grasping Mail is the base chosen (50% chance), then there is only a 60% chance to keep the Breachlord mod. It is the same odds as using the influence blocking method, but cheaper. Step 1: isolate the Breachlord mod, either with annuls or splitting. Step 2: roll the new base with a non-natural mod (do not take Grasping Mail into account), then isolate the essence mod. Step 3: recombinate both armours with a 50% chance to keep the new base. Step 4: If the Breachlord mod survived but on the Grasping Mail, repeat from Step 2 if isolated, or repeat from Step 3 with an empty new base if the essence mod also remains. Last bumped on Jun 25, 2025, 2:38:26 PM
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I dont think I like crafting anymore.
POE2 should be the ruthless vision experience and POE1 should be the zoom power fantasy sandbox to capture both audiences.
I petition to return all the fun stuff that was removed or nerfed over the years back into POE1. |
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All the hidden rules is why I dont like the recombinator. Nothing in game mentions anything about unrecombinatorable mods or only tiered mods being valid for transfers. Its the least new-player-friendly crafting mechanic i can think of.
"Beidat honored the pact, though Mancy wouldn't take off Doryani’s prototype."
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Meanwhile, inside one of the Syndicate safehouses:
Exalt - annul, exalt - annul, exalt - annul... |
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