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Allflame Crafting is the league mechanic built around Vesper’s bench aboard The Sovereign, where you feed in an item, a crafting currency, and a resource called Dead Man’s Sulphur to preview several possible crafting outcomes at once and keep only one. It’s the centerpiece of PoE 3.29 Curse of the Allflame, and it sits downstream of two other league systems, Charts and Voyages, which is where the Sulphur actually comes from. Players care about it because it removes the coin-flip feeling from most currency slams — you see the result before you commit, which is a first for a game built almost entirely on random outcomes.
TL;DR
- Allflame Crafting needs three things: an item, a valid crafting currency, and Dead Man’s Sulphur, all fed into Vesper’s bench on The Sovereign.
- Vesper previews multiple “ghostly” outcomes from the same craft; you keep one and the rest vanish.
- Intangibility is both a success counter and a fail chance for the next craft — it starts at 0%, so your very first craft on an item always shows full options.
- A failed craft never destroys the item; it just burns the Sulphur and shows you one outcome instead of several.
- Dead Man’s Sulphur only drops from luminous coral during underwater Voyages — there’s no other source.
How Allflame Crafting Works: Item, Currency, Sulphur, and the Ghostly Outcomes
Every Allflame craft requires three things: your item, a crafting currency (orbs, fossils, resonators, or Ducats), and Dead Man’s Sulphur. Once you load those into the bench, it will split into a multitude of ghostly outcomes, one of which you can keep for yourself. Mechanically, each ghostly outcome is generated by applying the craft to the original item independently, so the outcomes do not affect one another. That independence is why, in rare cases, using an Exalted Orb could theoretically show the same added mod on every ghostly copy — extremely unlikely, but possible, and intended behavior rather than a bug.
Once you’ve compared the previews, you pick the outcome you want, and the others disappear because Vesper can only reify a single result. That’s the whole reason there’s no “keep two” option — the bench simulates possibilities, it doesn’t duplicate items. Not every currency qualifies, either: Vaal Orbs and Volatile Vaal Orbs are intentionally incompatible, along with identity-changing currencies like Orb of Chance, Ancient Orb, and Tainted Mythic Orb, socket-changing currencies like Jeweller’s Orb, Chromatic Orb, and Orb of Fusing, and quality-adding currencies such as Armourer’s Scrap or Blacksmith’s Whetstone. On top of that, Harvest crafts and Crafting Bench crafts can’t be routed through Allflame Crafting because they aren’t itemised currency, and Mirror-style crafts that create extra copies don’t work in the system either. One community estimate puts overall coverage at roughly 95 to 98 percent of currencies, with the Vaal Orb excluded for both balance and thematic reasons — treat that percentage as a rough community read rather than an official GGG figure, since no patch note states it directly.
Ducats: A Currency That Only Exists for This Bench
Ducats are a separate case worth knowing before you start saving currency for the bench. They’re a new crafting currency that exists only for use with Allflame crafting, and using them unlocks after turning in upgrade items to Vesper. A later hotfix (3.29.0b) removed the requirement to collect upgrade pieces for Vesper to enable Diviner, Arcanist, and Operative strongboxes spawning in Charts and Voyages — a change to strongbox availability, not to Ducats or the crafting bench itself, so don’t assume it affects your Ducat access.
Full Recipe Access Isn’t Immediate
Even after your first successful craft, the bench holds recipes back. The crafting bench won’t immediately provide every recipe — the only way to unlock the full set of crafting options is to keep completing Voyages until every option is unlocked. Missing recipes also means missing multi-choice crafting opportunities, so starting serious crafting before unlocking everything wastes the value of every attempt. If you’re still building toward that endgame loop, the endgame guide covers what else competes for your time before crafting becomes the main event.
Intangibility Explained: The Counter That Doubles as a Fail Chance
This is the part everyone searches for, and it’s genuinely a single mechanic doing two jobs. Every successful Allflame craft adds Intangibility to your item, and that percentage represents the chance that future Allflame crafts on that item will produce only one option instead of multiple. The first craft is always guaranteed to work with full options because your item starts at 0% Intangibility. In plain terms: the number that shows how many times you’ve successfully crafted on an item is the exact same number used as the dice roll against your next attempt.
When that roll goes against you, nothing about the item breaks. Intangibility is the percentage chance a future Allflame craft on that item will fail to create extra outcomes — when that happens, the Sulphur is still spent, but instead of choosing from several results you only get one. Other coverage of the system frames it the same way: Intangibility only affects sulfur crafting efficiency and never destroys your gear. That’s the core reason people call this one of the safer crafting systems in the game — the downside of a failed roll is a wasted resource, not a ruined base.
There’s also a reported exception worth flagging with a hedge, since it comes from community testing rather than a numbered patch entry: GGG confirmed that Transmutation- and Alchemy-style Allflame crafts can carry zero Intangibility, which gives you room to learn the interface without immediately making the item harder to use later. If that holds up as the league goes on, low-tier currency stays “free” to preview repeatedly, while anything from Exalted Orbs upward starts climbing the Intangibility meter and closes the window for extra previews.
Note
The exact Intangibility percentage gained per currency tier isn’t published in GGG’s patch notes. What’s circulating online comes from community outcome-tracking, not an official table, so treat specific numbers as estimates rather than confirmed values.

Step-by-Step: Your First Allflame Craft Walkthrough
Follow this sequence to get it done fast.
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1
Unlock the basic bench
finish your first Chart, complete a Voyage, and then perform one Allflame Craft with Vesper to unlock the basic version of the system.
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2
Pick the item you actually want upgraded
since your first craft on any item is guaranteed to show full options, use it on gear you intend to keep rather than a throwaway test piece.
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3
Check your currency against the exclusion list
confirm the orb, fossil, resonator, or Ducat you want isn't one of the identity-, socket-, or quality-changing currencies the bench rejects.
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4
Load item, currency, and Sulphur into the bench
Vesper's window needs all three present before it will generate previews.
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5
Compare the ghostly outcomes and choose one
review each previewed result carefully; the rest disappear the moment you confirm a pick.
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6
Check the item's new Intangibility before crafting it again
a successful craft raises that number, so know your odds before you feed the same item back through.
Which Allflame Craft Fits Your Item?
Not every item benefits from the same approach, mostly because Intangibility punishes repeated crafting on the same piece more than it punishes trying the system at all. Here’s a rough breakdown by what you’re actually crafting.
If you’re weighing Allflame Crafting against other currency sinks for the league, the efficient farming guide breaks down where else your orbs are better spent.
| What You're Crafting | Currency to Bring | Intangibility Risk | Who It's For |
|---|---|---|---|
| Leveling gear, learning the interface | Transmutation- or Alchemy-tier orbs | Reportedly low or none per craft | League starters testing the bench for the first time |
| A rare you plan to actually wear | Exalted Orb, Chaos Orb, Essence | Moderate, climbs after 2 – 3 uses | Most players gearing a main character |
| Deterministic mod-hunting bases | Fossils, Resonators | High, stacks quickly with repeat use | Currency-rich crafters chasing specific mods |
| Jewels and influenced items | Influence Exalted Orbs, Fracture Orb | High, best reserved for one big attempt | Endgame crafters with deep currency reserves |
| Anything identity- or socket-changing | Orb of Chance, Vaal Orb, Jeweller's Orb | Not applicable — these are excluded | Nobody; use the normal crafting flow instead |
Farming Dead Man's Sulphur from Luminous Coral in Voyages
Sulphur has exactly one source, and it isn’t optional if you want to use the bench at all. Whenever you place an Allflame Lantern while exploring underwater, any glowing coral within range is automatically collected as Dead Man’s Sulphur, a stackable, tradable currency that gets deposited into your Chart Storage. More specifically, it’s gathered from luminous coral growing on corrupted dead in the oceans of Wraeclast during Curse of the Allflame charts and voyages. Because every Chart and Voyage you run rewards Dead Man’s Sulphur, it functions as the baseline reward of the league — you don’t need to chase rare drops, just run the content.
If you want Dead Man’s Sulphur for the Allflame Crafting Bench, Voyages are mandatory — no other system drops it. That also means Sulphur becomes the real bottleneck as the league matures: the crafting bench is the long-term hook of the mechanic, and Dead Man’s Sulphur becomes the real endgame grind, expected to be the bottleneck by week two. The official 3.29.0b hotfix from July 27 already adjusted the underlying loop in your favor — the shrinking speed of the first phase after placing an Allflame Lantern was slowed by 60 percent, giving players more time to evacuate, and the range of lootable items that Allflame Lanterns can point to in Charts and Voyages increased from 20 percent to 40 percent. For the full breakdown of Chart placement, Lantern timing, and how a Voyage board actually scores, the Voyages guide covers the run-by-run mechanics this crafting system depends on.
Common Misconceptions About Allflame Crafting and Intangibility
Myth: A Failed Craft Bricks the Item
It doesn’t. A failed Allflame craft still consumes the Sulphur and currency you fed in, but the item itself is untouched — you simply get shown one outcome instead of a preview lineup, with no option to reject it and try again for free.
Myth: The Ghostly Previews Influence Each Other
They’re independent rolls, not a shared pool. Because each ghostly copy applies the craft to the original item separately, seeing four bad previews doesn’t improve the odds of the fifth, and in rare cases every preview can land on the same result by pure chance.
Myth: Every Orb in Your Stash Works Here
The bench is broad but not universal. Currencies that change an item’s identity, alter sockets, or add quality are excluded outright, and so are Harvest crafts, Crafting Bench recipes, and anything that would produce extra copies of an item rather than a single reforged version.
Our Take: Is Allflame Crafting Worth the Sulphur Grind?
Our Take
It’s one of the more player-friendly crafting systems GGG has shipped, but the Sulphur economy underneath it is the actual grind.
The design itself is hard to argue with: previewing outcomes before committing currency removes the worst part of Path of Exile crafting, which is watching a good base turn into vendor trash on one bad roll. Community reaction has leaned hard into that read, with players calling it “extremely strong and even overpowered” for early and mid-league gearing. Whether that holds at the very top end of currency-heavy crafting is a separate question, since Intangibility is specifically there to stop players from turning the bench into unlimited free rerolls on the same expensive item.
The honest friction point is Sulphur supply, not the crafting mechanic itself. You can’t buy your way around it with regular currency, and it only comes from one activity — underwater Voyages with a hard Lantern timer. That’s a fair trade-off for a system this strong, but it does mean your crafting ambitions are capped by how much Voyage content you’re willing to run, not by how much currency you have sitting in your stash.