Not a separate download
The Crafting button in the FollowApp window opens the project window. One client, one key; the subscription decides whether the button loads.
CraftBot · Path of Exile 1 & 2 · crafting projects
CraftBot applies the currency, reads the item after every step, and follows the branches you wrote — and simulates the whole thing before you spend anything.
Not a separate download. CraftBot is the Crafting button in the FollowApp window. A selector in the window switches between Path of Exile and Path of Exile 2 and filters the currency and mod pool to the game you picked.
Other tools: FollowBot · AutoBot (on this plan) · External Overlay
CraftBot runs crafting projects. You build the project once — a list of steps, each with conditions that decide what happens next — and it applies the currency, reads the item after every step, and follows the branches you wrote. It also simulates the whole project before you spend anything.
The Crafting button in the FollowApp window opens the project window. One client, one key; the subscription decides whether the button loads.
A Path of Exile 1 / Path of Exile 2 selector in the window banner switches the action catalog, the currency tiers and the mod pool to the game you picked.
Projects are .craft files. Load one, scope an item from your inventory, press ▶ Start. It stops when a condition says end, or when a step says wait for you.
▶ Run Sim executes the whole project hundreds of times against the scoped item without touching a real one, and tells you how often it finishes and what it costs — per run and per finished item. How Run Sim works.
A project is a list of steps. A step has an action, a maximum repeat count, and a list of conditions. Every step runs the same way:
Apply the action
One currency, fossil set, bench craft, Harvest craft or essence — whatever the step's Action is. An Info step applies nothing.
Read the item
The item's mods, tiers and values are re-read after the action, and its totals recomputed.
Check the conditions, in order
The first condition that matches decides. Order is the if / else-if order, and it is printed on each condition card so you can see it.
Branch
Then / Else actions: End craft, Wait for user (with a stored resume action), Repeat step, Next step, Go to step. If no condition matches, the step's Else action decides. Repeat stops at Max repeats.
Name, Action, Max repeats, a multi-line Info text for your own notes, and an Echo line written to the output log when the step runs — so the log reads in your words.
Inline and reorderable. Drag one above another and the evaluation order changes with it.
Expands into real primitive steps — Augment, check, Annul, check, go back — with the right conditions and gotos already written. Then edit it like any other project.
Turn on Show calculated chance on conditions and each condition card shows the probability of being satisfied, from real pool weights, honouring your tier, value and affix limits.
The Action dropdown, by game. This is the complete list; if a craft is not here, CraftBot does not do it.
Desecration picks the bone automatically from the item class.
Custom… for bench and HarvestBench Craft and Harvest Craft each have a Custom… option with a free-text field, so a craft the list does not have can be typed in and run. Run Sim will tell you if it cannot model what you typed.
Evaluates conditions without issuing a task. Use it as a decision point — “do we already have both mods? end; otherwise go to step 5” — without spending anything to find out.
What a condition can test, and how precisely a mod in a list can be pinned down.
| Condition | Tests |
|---|---|
| Contains mods | The item has the listed mods, matched with AND or OR across the list. |
| Does not contain mods | The listed mods are absent. |
| Count from list | How many of the listed mods are present, within a range. |
| Mod count | Total explicit mods, within a range. |
| Prefix count / Suffix count | Within a range. |
| Rarity | Normal, magic, rare or unique. |
| Totals — seven of them Total DPS · Elemental DPS · Physical DPS · Attacks per Second · Armour · Evasion · Energy Shield | Each compared against a number. Calculated the way the item tooltip calculates them: base rolls, quality, flat and increased mods and hybrids convolved, rounded as the game rounds. A project that targets “total energy shield at least 575” behaves the way you expect on a quality base. |
Pin a mod to an exact modifier id, or to a whole family with a trailing * — every tier of “+# to maximum Life” at once.
Minimum and maximum tier. “T1–T2 only” is one field, not a list of ids.
One per rolled number in the mod, so a hybrid or a two-value mod can be pinned on each roll separately.
Where it must sit. Matters for bench locks and for counting what is left open.
Require that the mod is fractured — the natural check after a Fracturing Orb step.
Require the elevated version of an influence mod.
▶ Run Sim executes your whole project hundreds of times against the item you have scoped, without touching a real item or spending real currency. Every step, every condition, every branch. It generates real items with real mods at every stage. Load a project, scope an item, press the button.
| Item | per run | per finished |
|---|---|---|
| Orb of Alteration | 44.1 | 53.5 |
| Orb of Augmentation | 17.8 | 21.6 |
| Orb of Annulment | 0.6 | 0.7 |
| Regal Orb | 0.8 | 1.0 |
| Exalted Orb | 0.4 | 0.5 |
| Bench: Suffixes cannot be changed | 0.9 | 1.1 |
* bench price is a league constant, not a measured value. This row rests on an assumption and the report says so.
How often the project finishes, stalls, or runs out of repeats, with average and median actions per run. Cancellable, with progress while it runs.
Average spend per run and per finished item, itemised by every orb, essence, fossil and bench craft the project used. The second number is the one to compare against the trade price.
Every generated item, run by run, with its exact mods and tiers and what that run cost. Filter to finished items only. Results reopens the last report.
It does not produce a number it cannot stand behind.
If the project contains a step the simulator cannot model, Run Sim stops before it starts and names every blocker —
Step 5 · Bench Craft · Custom… “Remove a random modifier” — not in the model.
It does not guess around it. Where a result rests on an assumption — a community constant, a bench price that moves with the league — the results say so.
That refusal is the reason a number from this tool can be trusted.
It models the mechanics, not an approximation of them. The mod pool comes from the game itself, so the weights and tiers are the real ones rather than a copy of a website.
Prefix and suffix locks consuming themselves on a reroll, the caster and attack exclusions, and up to three crafted modifiers with real combinations — including the refusal when both locks are asked for at once.
The full set, with each “including a modifier of type” guarantee modelled exactly.
Real tag weighting — boosted, blocked and combined — plus the Faceted, Hollow, Glyphic and Sanctified specials, including Sanctified's lucky rolls.
Shaper, Elder, Crusader, Hunter, Redeemer and Warlord mods roll with their real tiers on influenced items and never appear on plain ones.
A fractured mod survives every later reroll, so fracture-then-spam strategies simulate correctly.
Every guaranteed mod for every item class, available from the moment you connect with no setup.
Quality is included in the totals maths, so an 11% quality base does simulate cheaper to finish than a 0% one, by the margin the numbers say it should.
The mechanics above were validated against hundreds of thousands of simulated crafts before release. What it will not do is guess: a step the model does not cover stops Run Sim before it starts, with the blocker named.
How likely is a mod on this item? The Mods tab searches the mod pool for the item you have scoped and prices every row against it.
requires Shaper or Hunter influence — this item is not influenced
Type part of a mod name. A count of matches narrows as you type until the list itself appears, weight-ranked, with the most common mods first.
Each row shows the mod's weight and its roll chance on the scoped item. Open a row and you get one line per tier with the item level that tier needs and the values it rolls.
Mods that cannot appear on your item are shown with why — wrong item class, missing influence, item level too low — rather than silently left out.
Adds the configured mod — tier range, values, affix — straight to the selected condition card. Greyed out when nothing is selected.
A Settings switch. Each condition in your project then displays the chance of it being satisfied, priced from the same weights, with your tier, value and prefix or suffix limits taken into account.
The Path of Exile 2 client ships no real spawn weights. A community weights file loads on every pool sync, so a file dropped in mid-session applies immediately — and results that rest on it are labelled as such.
Three planes — Steps, Step Editor, Info Plane — resizable with draggable splitters, under one banner that holds the game selector, the project bar and the run controls.
Path of Exile 1 / Path of Exile 2 in the banner. Filters the action catalog, the currency tiers and the mod pool.
Profile dropdown, New, Save, Save As, and a dirty indicator. Projects are .craft files on your disk.
▶ Start, ▶ Step (start from the selected step), Pause, Resume, ■ Stop, the connection status, and a waiting-for-user alert when a step says so.
Identity, state and heartbeat; an inventory dump to scope the run queue's item; the live current item with mods updating after every apply (veiled placeholders tagged [V]); and a merged crafter / engine output log with per-source filters.
Engine knobs — auto retries, max tasks per item, max no-op streak, max requeries, timeouts — skip-to-next-item on failure; output filters; the Crafts folder; a craft-material stash tab override; show step action in the Steps list; show calculated chance on conditions.
Dark Mode, PoE Style, Default — the same theme system the AutoBot HUD uses.
Custom… free-text row; anything typed there that the model does not cover stops Run Sim before it starts..craft file on your disk; to give someone a project, give them the file.The Mods tab searches the mod pool for the item you have scoped. Type part of a mod name; a count of matches narrows as you type until the list itself appears, with the most common mods first. Each row shows the mod's weight and its roll chance on your item. Open a row and you get one line per tier with the item level that tier needs and the values it rolls. Mods that cannot appear on your item are shown with the reason.
You can also turn on Show calculated chance on conditions in the Settings tab. Each condition in your project then displays the chance of it being satisfied, priced from the same weights, with your tier, value and prefix or suffix limits taken into account.
Yes. The window has a Path of Exile 1 / Path of Exile 2 selector that switches the action catalog, the currency tiers and the mod pool. The Path of Exile 2 actions are the Greater and Perfect tiers of Transmute, Augment, Regal, Chaos and Exalt, and Desecrate in four tiers, on top of the actions both games share.
Path of Exile 2 spawn weights are community-supplied, because the client ships none. Path of Exile 2 also changes substantially between patches; check the changelog for the current state before you buy.
No. One download, one application. FollowBot, AutoBot and CraftBot are the same executable; your subscription decides which will load. CraftBot is the Crafting button in the FollowApp window. If the button is greyed out or refuses to load, it is not on your subscription — it is not a broken download.
No — it is doing its job. If the project contains a step the simulator cannot model, Run Sim stops before it starts and names every blocker, usually a Custom… bench or Harvest craft it does not recognise. Fix or remove the step and run it again. It does not produce a number it cannot stand behind, which is the reason a number from it can be trusted.
Yes, two ways. Write it into the project: a condition's Then action can be Wait for user, with a stored resume action, and the window shows a waiting-for-user alert when it hits one. Or use the run controls: Pause and Resume at any point, ■ Stop to end, and ▶ Step to start again from whichever step you select.
AutoBot runs maps unattended, in Path of Exile only. CraftBot runs crafting projects against an item in your inventory, in both games, and simulates them first. Both are in the same FollowApp window — AutoBot as the Autobot checkbox, CraftBot as the Crafting button. There are two ways to buy them: CraftBot on its own for $20 a month, or the $30-a-month AutoBot plan, which includes CraftBot as well. What AutoBot does.
CraftBot, $20 a month on its own. One instance, monthly only — or $30 with AutoBot.
Crypto or PayPal. Your key is on your dashboard the moment it confirms, and it is the same key your FollowBot instances pool on. See what AutoBot does · every price.
All Knowing
CraftBot runs crafting projects. You build the project once — a list of steps, each with conditions that decide what happens next — and it applies the currency, reads the item after every step, and follows the branches you wrote. It also simulates the whole project before you spend anything.
CraftBot is not a separate download. It is the Crafting button in the FollowApp window. It works with Path of Exile and Path of Exile 2; a selector in the window switches between them and filters the currency and mod pool to the game you picked.
CraftBot is $20 a month on its own, one instance, monthly only. Get access or see every price.
faq.md → “What does CraftBot do?” Nothing else is read at answer time.All Knowing
A project is a list of steps. A step has an action, a maximum repeat count, and a list of conditions. Each condition is checked in order after the action runs. The first one that matches decides what happens next: end the craft, wait for you, repeat the step, go to the next step, or jump to a numbered step. If none match, the step’s Else action decides.
Conditions can test: contains mods (AND or OR), does not contain mods, count from list, mod count, prefix count, suffix count, rarity, and seven totals — total DPS, elemental DPS, physical DPS, attacks per second, armour, evasion, energy shield — against a number. A mod in a list is not just text: pin it to an exact modifier id or a whole family with a trailing *, require a tier range, up to four value ranges, prefix or suffix, fractured, or elevated.
The totals calculate the same number the item tooltip shows, including quality, so a project that targets “total energy shield at least 575” behaves the way you expect on a quality base.
faq.md → “How do projects work?”All Knowing
Both games: Identify, Transmute, Augment, Regal, Alchemy, Chaos, Exalt, Annul, Vaal, Divine, Fracture, Essence. Path of Exile only: Alteration, Scour, Chisel, Reroll (Chaos / Alch), fossils (one to four, with the resonator implied by the count), bench crafts, and all 76 Horticrafting station crafts. Path of Exile 2 only: Greater and Perfect versions of Transmute, Augment, Regal, Chaos and Exalt, and desecration in four tiers — Gnawed, Preserved, Ancient and Altered — with the bone chosen automatically from the item class.
Bench crafts and Harvest crafts each have a Custom… option with a free text field, so a craft the list does not have can be typed in. There is also an Info step, which evaluates conditions without applying anything — use it as a decision point.
That is the whole list. If a craft is not in it, CraftBot does not do it.
faq.md → “What can CraftBot apply?”All Knowing
Run Sim executes your whole project hundreds of times against the item you have scoped, without touching a real item or spending real currency. Every step, every condition, every branch. It generates real items with real mods at every stage. When it finishes you get outcomes — how often the project finishes, stalls, or runs out of repeats, with average and median actions per run; a currency ledger — average spend per run and per finished item, itemised by every orb, essence, fossil and bench craft the project used; and the Results viewer — every generated item, run by run, with its exact mods and tiers and what that run cost, filterable to finished items only.
Load a project, scope an item, press ▶ Run Sim.
If the project contains a step the simulator cannot model, Run Sim stops before it starts and names every blocker. It does not produce a number it cannot stand behind. Where a result rests on an assumption — a community constant, a bench price that moves with the league — the results say so.
faq.md → “What is Run Sim?”All Knowing
It models the mechanics, not an approximation of them: bench metamods, including prefix and suffix locks consuming themselves on a reroll, the caster and attack exclusions, and up to three crafted modifiers with real combinations; the full Harvest reforge family, with each “including a modifier of type” guarantee modelled exactly; fossils with real tag weighting — boosted, blocked and combined — and the Faceted, Hollow, Glyphic and Sanctified specials; influence — Shaper, Elder, Crusader, Hunter, Redeemer and Warlord mods roll with their real tiers on influenced items and never appear on plain ones; fracturing — a fractured mod survives every later reroll; and essences for both games, every guaranteed mod for every item class, available from the moment you connect.
The mod pool comes from the game itself, so the weights and tiers are the real ones rather than a copy of a website. Quality is included in the totals maths, so an 11% quality base does simulate cheaper to finish than a 0% one, by the margin the numbers say it should. The mechanics above were checked against hundreds of thousands of simulated crafts before release.
What it will not do is guess. A step the model does not cover stops Run Sim before it starts, with the blocker named.
faq.md → “How accurate is the simulation?”All Knowing
The Mods tab searches the mod pool for the item you have scoped. Type part of a mod name; a count of matches narrows as you type until the list itself appears, with the most common mods first. Each row shows the mod’s weight and its roll chance on your item. Open a row and you get one line per tier with the item level that tier needs and the values it rolls. Mods that cannot appear on your item are shown with the reason.
You can also turn on Show calculated chance on conditions in the Settings tab. Each condition in your project then displays the chance of it being satisfied, priced from the same weights, with your tier, value and prefix or suffix limits taken into account.
faq.md → “How do I find out how likely a mod is?”All Knowing
(Design mock — in the live portal she answers here from the FAQ and the product reference, and says what she read.)
To act on an account — split a licence, reissue a key — sign in first.