Part 1: Making the Main Base
Step 1:
The first step is making the Main Base, for my and most builds this will be a Twilight Regalia, or a Necrotic Armour.
Make sure it is item lvl 86 or above so you can hit t1 %es. For an expensive craft like this you also want to get it overqualitied to make the best possible item, 30% is for min maxers so I suggest you go for 29 quality instead if you're not aiming for true perfection.
Step 2:
Now that you have your base, we have to make it an influenced base. For Double Influenced crafting you want your main base to be the "Easier" item to make, in this case we want the Crusader mod for explode as it has a physical tag so we can reforge physical in the harvest bench to get it easily, so we make this Crusader influenced.
So grab your Crusader exalted orb, and slam it onto the item to get a Crusader Influenced item.
Step 3:
Next you want to put strands on this by scouring it and using the Orb of Remembrance.
Strands make it so your item is much much more likely to only roll high tier mods, which will save hundreds of divines in crafts like this so this is a crucial part, even if the orb if expensive.
It may take quite a few orbs to hit high strands, you want to aim for 80 ideally 90+ Strands.
Step 4:
Now you want to make the base Rare, without consuming too many strands.
Go craft a random mod on it to make it magic, this does Not consume any strands so it is safe.
Then you want to make Imprints of the item in this state. Ideally 2-3. (Refer to the video if you dont know how to do this properly, its best explained visually, the definition of imprints is written above in the overview)
Once you have your imprints, you want to Regal Orb the item. You want the regal orb to consume as few strands as possible, still remaining above 80-90 strands. if you go below 80 you want to imprint back, and regal again until you have your rare base with 80+ strands.
Step 5:
Now comes the easy part, you have a rare item that you can put into the harvest bench now and use the Reforge a Rare item with a new physical modifier to try and hit tier 1 explode. This will not consume your strands so you can do this freely until you hit the modifier, make sure it is T1.
Once you have T1 explode, you want to make it the ONLY Prefix on the item, with atleast 1 open suffix. The only way is to just use orbs of annulment and if you delete your explode mod you just Reforge Physical on harvest again. Annulment orbs also do not consume strands.
Step 6:
Once you get your explode mod as the only prefix, you will craft Prefixes cannot be changed, and you want to Scour the item.
This will give you a Magic item with the explode as the only mod on it.
Craft Prefixes Cannot Be Changed again on this magic item.
Now we're going to go make Imprints of this item, you already know how to do that so go make 3 - 5 imprints.
MAKE SURE TO NOT DO ANYTHING TO YOUR ITEM WITHOUT A BACKUP IMPRINT IN A RUSH.
Step 7:
Long step here. Once you have a few imprints, you want to Regal orb and hope that you dont consume too many strands with it. You want to aim to stay above 80 on this step too again.
Once your regal orb hits right now you want to get Another influenced mod onto this item to then Elevate it. In this case since our prefix cant be changed, aka They are Locked, we can do a reforge Crit to guarantee hit another influenced mod, this will be a Suffix influenced mod for Power charge on Crit, a critical tagged mod.
Now you again want that prefix to be the ONLY prefix, can be any number of suffixes as long as the influenced mod survives. The best way to do this is to use a Beast craft to remove a random prefix and add a random suffix, very cheap beast for this. This is better than a yolo annul as the yolo annul could hit your suffix influenced mod and you only care about getting an isolated prefix, which would be a waste of currency.
If your beast annul hits your explode mod, you imprint your item back and start step 7 again.
Once you get your isolated explode mod on the prefix, and the influenced mod on the suffix, congrats. Now you get the pleasure of allowing the game to have the opportunity to shaft you with the Orb Of Dominance.
Before you slam the orb, MAKE SURE THERE ARE NO OTHER INFLUENCED MODS ON THE ITEM EXCEPT EXPLODE AND ANY OTHER INFLUENCED MOD (IN THIS CASE IT WOULD BE THE POWER CHARGE MOD)
If you miss and do not elevate the explode mod, imprint back and start step 7 again. Be prepared for bad rng in this step.
Step 8:
Once you get your elevated explode mod, congratulations, you're done. Craft prefixes cannot be changed one more time on the item, and Scour it.
This will now give you a magic item, with Elevated Explode and High Strands.
Part 1 Complete.
Part 2: Prepping the Donor Bases
The second major part is prepping the Donor Bases. This is going to be the base with the Other elevated mod on it.
Depending on what build you are trying to make this body armour for, the steps for this will Very Slightly Differ. I will explain how I did it to get my Endurance charge and Aoe mods, but you will follow the same steps for other influenced mods too for the most part. Ask me questions about this in my discord in case you get confused, or emulate it in craft of exile to make sure you have the right idea for it. I will be continuing with explaining what I did for my own build's body armour.
Go ahead and buy 3 warlord bases item lvl 85+.
Why 3 bases? Well, when you use an Awakener Orb to combined 2 influenced items into a single double influenced item, it has a specific Seed as to what mods that resulting item will have, similar to a hinekora lock if youve seen those how each lock has it's own seed of what outcomes it will have from different orbs used on it.
So when you prep a single donor base, that has its own seed of what the resulting item will be. But since we need the resulting item to have very specific mods, it would be very difficult to get it from just a single donor base. So you prepare Multiple. HOWEVER, the seed will only change if the base is "Different" somehow. And that is done by making it have the influenced mod you want, and ANOTHER random influenced mod. This changes the seed of the resulting item (Check the video if you want to see this happen in real time, I explain it there too) Prepping these donor bases is annoying but it will save you ALOT of hassle and money later on.
Step 1:
So the way to prepare these 3 donor bases is pretty simple. You want to hit the warlord endurance charge suffix on these bases, but it has no tag so you cant harvest reroll this reliably. You can Alteration spam to get this, but I prefer doing a Reforge Fire. This has the chance that it will hit the endurance charge mod on the suffix, and Also the phys taken as fire warlord mod on the prefix. If that happens it basically saves you ~3 divines, and its easier than alt spamming, and red juice is extremely cheap you get almost 10000 for 1 div (at the time of writing this). You CAN also just buy elevated endurance charge bases for like 20-25D as a shortcut, just make sure they are above item level 85 and are Not double influenced already.
We're going to make the first base with just the elevated influenced mod on it first, its the easiest.
If you want to do it like me, then go ahead and reforge fire in the harvest bench until you hit the Endurance Charge modifier on the suffix.
Once you hit it, now you want an open prefix on this to craft suffixes cannot be changed, and you Reforge Influence. (You can do Reforge Fire If your Suffixes are Full)
(IF the initial reforge fire step gave you the endurance charge mod on the suffix And ONE other influenced modifier too, then you do not need to craft suffixes cannot be changed you can directly jump to the orb of dominance step)
Now you will have the endurance charge mod, and another influenced mod on the item.
Unlike the main base, you do not need to annul at all or anything else. Make sure theres endurance and only 1 other influenced mod on the item, and throw your orb of dominance at it.
If you hit, then great! That's the first donor base done. If you miss then start this step over.
Step 2:
Now we're going to prep the 2nd donor base.
Go ahead and do everything mentioned in step 1 to the 2nd base.
Once you have done all that, and you have used the orb of dominance to get your elevated modifier, you do One extra thing to get this 2nd base done.
You craft suffixes cannot be changed
And then you reforge Influence (Or Reforge Fire if the suffixes are full)
This will give you that elevated mod on the suffix, and Another influenced modifier on the prefix. 2 influenced mods. This will make the awakener orb have a new seed outcome for the final part of the craft later.
Step 3:
For the 3rd donor base, it starts off the same. You want to follow the instructions written in step 1 with a small adjustment.
You want to Alteration Spam to get the endurance charge mod this time. This is because you want a guaranteed open suffix, you Can do this on the harvest bench too but if you fill suffixes you would have to yolo annul and that will hurt if you miss and waste your time.
Once you get the endurance charge mod by alt spamming, regal the item. You should have the endurance charge mod, any other mods, and 1 open suffix.
Craft suffixes cannot be changed, reforge ATTACK. This is why we went for item lvl 85 bases, because this mod is a guaranteed suffix and the only attack mod on body armours so it will guaranteed give you a Suffix influenced mod next to the endurance charge mod.
You also Need another open prefix after that reforge attack, if you do not have it you need to yolo annul for it, if you miss then start this step over.
Orb of dominance the item at this state and hit the 50-50 and elevate your endurance mod. This will remove that attack influenced mod. You want to put that BACK onto the item by crafting suffixes cannot be changed, reforge attack again.
If you had TERRIBLE rng and Filled your prefixes at this step, then just sell the base at this state for 20-25D and buy a fresh base and go again.
If you did not fill your prefixes, then craft suffixes cannot be changed one last time, and reforge Influence (Reforge Fire if your suffixes are full)
And boom. You will now have a Triple influenced mod donor base, one is the elevated mod, one is the other influenced attack mod on the suffix, and the 3rd is the prefix influenced mod added in the end.
Congratulations, you are done with the 2nd part of the craft.
Part 3: Beastlock Awakener Orbs (Beastlock Jail)
Now you have your main base, and you have your 3 donor bases. Now comes the truly grueling part of the craft, the Beast Locking. You want to go and buy a bunch of Black Morrigan beasts, just type black M in trade the O has a special thing on it that breaks the search, a bunch of Craicic Chimerals, and a ton of yellow beasts.
Also get some snacks, a drink, put on some netflix, and relax. This will take a while.
Grab your bases, 1 Awakener Orb, a Sacred orb, 2 tailoring orbs, and a stack of Jeweller orbs.
You want to make an imprint of this magic item in this state too just in case you goof something.
Put the base in, and type Lock and you will see a beastcraft that applies a HINEKORA LOCK to a magic item, hinekora locks are extremely expensive but this craft is only roughly 2D (At the time of writing this) but it only works on magic bases, thats why I made you go through the trouble of making sure we have the explode mod on a magic main base.
Once you click craft and kill the beasts, you will have a magic item with a hinekora lock applied to it.
Now you are going to Right click your awakener orb, Left click one of the donor bases, and HOVER, DO NOT CLICK your main base. The hinekora lock will show you what the outcome is going to be without you needing to click. You are looking for t1 t1 high %es and flat ES, NOT hybrid, and ideally a resistance on the suffix too. You check one base, then the other 2 bases. Do note that the other 2 donor bases MIGHT NOT select the elevated mod every time, so be SURE to make sure that even if you see a perfect ES item, check if the 2 influenced mods on it are the 2 correct ones.
If none of the bases give you anything good, you make the most of your lock and check the sacred orb to see if the Base ES on the item can be improved, unless you bought a 100% base percentile item already.
Then you check the tailoring orb, you bare minimum want 8% increased defense magnitudes on your item. If youre extremely lucky you could hit the very rare 15% defense, it doesn't matter if its with reduced attribute or reduced res you Always take that.
(The modifiers you want on the item will depend based on the build, most builds want t1 defense stats and res with that tailoring orb enchant, but that can change depending on what niche or new meta build is popular. The mods ive mentioned here are for ES based explode builds)
Unless you're a god, you will not hit anything on the first lock. So use a jeweler orb now to Delete the hinekora lock. The full stack of jeweller orbs counting down will show you how many failed attempts you've had, fun right?
And congratulations, you are now in what is called Beastlock Jail. You have to sit here and spam this craft over and over again, hover the awakener orb over the 3 bases, see if you hit your desired mods, check sacred check tailoring, and keep going until you get it while using the tailoring and sacred orb along the way if you see good outcomes for those.
IMPORTANT NOTE:
IF YOU SEE SOMETHING GOOD, THAT IS NOT PERFECT FOR YOUR BUILD BUT COULD BE GOOD ENOUGH TO SELL THEN YOU CAN SELL IT, MAKE PROFIT, AND MAKE A NEW MAIN BASE AND ANOTHER DONOR BASE TO REPLACE THE ONE YOU USED.
ONLY DO THIS IF ITS A VERY PROFITABLE ITEM OTHERWISE IT IS NOT WORTH THE TIME TO REDO EVERYTHING.
Ending:
The hinekora lock will show you if the item will have strands left on it, so you can take a gamble and slam the orb on an item that does not have t1 t1 mods, and try to use the Orb of Unravelling which consumes leftover strands to try to raise the tiers of mods on an item. This is very rng so be careful.
If your Gamble fails, you can always imprint the item back and continue beastlocking, but you will need to make another donor base to replace whichever one you used. So it will be a 20-25D gamble if you fail the risk.
Once you see an item that looks good to you, you can slam the awakener orb onto the item and thats it, congratulations you're free! Now you just have to 6 socket the item, 6 link it, maybe get your desired colors or use the harvest bench if you're crazy to get all white sockets.
Now go have fun, explode entire screens, or sell it for big profit (if you didnt get extremely unlucky)
Hope the guide helped!
Good luck anddd Bubye.