The orb economy
Orbs are the second currency, used for crafting and barter.
Supply. Orbs drop from monsters, and bosses drop several each. The cheap ones are common; the strong ones are rare.
| Tier | Orbs | Pace |
|---|---|---|
| Plentiful | Wisdom, Portal, Transmutation | Many each hour of play |
| Common | Alteration, Augmentation, Jeweller's | Dozens per hour in maps |
| Uncommon | Scouring, Alchemy, Regret | A few to ten per hour |
| Scarce | Chaos, Regal, Vaal | A few per hour |
| Rare | Divine, Exalted | About one an hour or less |
Pricing. Orbs come from drops and player trade, so their value is set by players (Trading).
Reference values. One Chaos Orb is the usual unit. Roughly: an Alteration is a fifth, an Alchemy or Scouring a half to two-thirds, a Regal about one, a Vaal one and a half to two, a Divine about six, an Exalted about ten. The real rates are set by trade, not by the server.
What consumes them
- Transmutation, Alteration and Augmentation: tens per target, especially flasks (Flask charges and affixes).
- Scouring, Alchemy, Chaos, Regal: bulk rare crafting (Crafting basics).
- Jeweller's: sockets, the biggest sink (Sockets).
- Regret: respec (Passive points and respec).
- Vaal: corruption (Corruption and the Vaal Orb).
No bound orbs. All orbs are tradeable. Quest items, Writs and Seals are bound (Pinnacles and Writs).
Mapping boosts it. Maps give far more orbs per hour than the campaign, because you kill much faster.
Watch the market. If an orb is easy to find but never used, its drop rate is lowered. If it is always used up, it is a healthy sink.
Related: Currency and orbs, What gold is spent on.