Leveling Enchanting from 1 to 300 in WoW Forever takes about 360 crafts, and a trainer teaches you almost every enchant you need. You don't gather materials, you make them with
Disenchant, since every green or blue you pick up while leveling turns into dust, essences, or shards. Forever hands you the first 23 points almost for free with the new Motes of Magic from a vendor. After that it's the familiar path of bracer, chest, cloak, boot, and glove enchants, four runed rods along the way, and the Artisan rank from Annora in Uldaman. Here you'll find the step-by-step route with materials, when to make each rod, what sells, where to train each rank, and the mistakes that cost people time and gold.
Why Enchanting is worth taking in WoW Forever
An enchanter permanently improves their own gear and everyone else's, whether it's Agility on bracers, spell power on a weapon, or Fire Resistance on a cloak. Every class wants enchants, from the first dungeons to raids, and only an enchanter can turn loot nobody wants into materials. So you've got work both while leveling and at 60.
In Forever the profession got bigger. There are necklace enchants, which Classic never had, new wands for casters, and the
Enchanted Lute for your camp, which gives everyone sitting nearby a buff a lot like Mark of the Wild. And when raids open on December 9, enchanters get something nobody else has, because
Malleable Essence of Nature only comes from disenchanting raid items.
You don't gather anything for this profession, since your own loot supplies the materials. That's why people often pair it with Tailoring. A tailor sews cheap greens to disenchant, and in Forever the new tailoring patterns call for essences and shards too, so your materials won't sit around. If gold matters more to you, take a gathering profession as your second. It makes money from the first levels, while early Enchanting costs more than it brings in.
What changed in Forever Enchanting
- The first points run on Motes of Magic.
Mote of Magic is a new Forever reagent. The item description says enchanting supply vendors sell it, and
Dust to Motes turns one Strange Dust into three motes. Motes go into the
Runed Copper Rod, the first enchant,
Enchant Bracer - Inferior Stamina, and the
Novice's Practice Wand. In Classic the rod and the first enchants needed Strange Dust and Lesser Magic Essence, and now you don't have to disenchant anything until skill 23. - Rods got cheaper. The silver rod takes 3 Strange Dust and 4 Lesser Magic Essence instead of 6 dust and 3 Greater Magic Essence, and the golden and truesilver rods take one essence and one dust each instead of two. The metal blank still comes from a blacksmith. There's more in the rods section.
- Camp items. The
Enchanted Lute unlocks at skill 20, and you can learn it from the trainer for 1 silver or from the Camping 101: Enchanting quest. At the campfire, the lute gives everyone sitting nearby armor, all stats, and all resistances, like Mark of the Wild, and it doesn't stack with it. Later you swap it for the
Arcane Salvager, which its description says makes disenchanting more efficient. The recipe unlocks at skill 140, but you can only make the salvager with a Runed Truesilver Rod. At 300 you get the
Arcane Forge, and some of the new relics can't be made without it. All camp items share a 1-hour cooldown. - Necklace enchants and new formulas. Formulas for five necklace enchants, new weapon and bracer enchants, staves, orbs, and relics are sold for Merchant's Favor. There's more further down.
- Malleable Essence of Nature from raids.
Malleable Essence of Nature only comes from disenchanting items from Hyjal Summit and Barrow Deeps, and 97 recipes across five professions need it. That's the main reason to bring an enchanter to a raid. - Legacy. You get a Legacy point the first time you reach 150, 225, and 300, and the
Working Overtime perk in the professions branch adds up to 20% to your skill-up chance. You can set its rank in the profession calculator.
Enchanting leveling route 1-300
Our calculator built this route from the beta client data, and it's 360 crafts in total, rods included. Each stretch uses the cheapest enchant that gives a point on at least every other craft. Craft counts are averages. While an enchant is orange, every craft gives a point, but as it fades toward green you'll get some misses, so buy extra materials. Almost every step is an enchant rather than an item. Put it on any piece of gear of the right type you own, and the item isn't used up.
Up to 23 you cast
Enchant Bracer - Inferior Stamina, which comes with the profession and costs one
Mote of Magic per cast. Then
Enchant Bracer - Minor Deflect, also learned with the profession, takes you to 82, and
Enchant Chest - Minor Absorption, 1 silver from the trainer, takes you to 111. Both need one
Lesser Magic Essence per cast, 98 in total. From 111 to 130 you use
Enchant Cloak - Minor Protection, which is 27 casts at two
Strange Dust each.
At 130 you need the silver rod, and from there mid-level dust carries you.
Enchant Bracer - Lesser Stamina takes you to 160, and after the golden rod
Enchant Boots - Lesser Agility takes you to 201. Both need one
Soul Dust per cast, 81 in total. Then you cast
Enchant Bracer - Strength five times, and at 205 it's time to make the truesilver rod. With it,
Enchant Cloak - Greater Defense takes you to 227 and
Enchant Gloves - Agility to 251. These three enchants need one
Vision Dust per cast, 61 in total.
After 251 you move up to higher-tier materials, and they cost a lot more.
Enchant Boots - Agility takes you to 276 at one
Greater Nether Essence per cast. Then you cast
Enchant Gloves - Minor Haste 23 times to get to 291, and each one needs one
Large Radiant Shard and one
Wildvine. Wildvine doesn't come from disenchanting (herbalists gather it), so look for it on the Auction House. At 291 the route switches from trainer enchants to a formula sold by a vendor, and
Sigil of Flowing Waters takes you to 300 at one
Illusion Dust per sigil. All told, 251-300 takes 34 Greater Nether Essence, 23 Large Radiant Shards, 23 Wildvine, and 9 Illusion Dust.
There's a catch with the sigil. In the client its formula needs Revered with the Hydraxian Waterlords, and hardly anyone will have that rep while leveling. If you don't, take the sigil out in the calculator, and
Conductive Shield Coating and
Enchant Shield - Greater Stamina will cover the last points instead. Their formulas cost gold with no rep requirement, and the detour takes six more crafts. The coating needs two
Illusion Dust per craft, a
Firebloom from an herbalist, and a
Crystal Vial from a vendor, and the shield enchant needs six
Dream Dust.
Rods show up in the route as separate "First" steps right before the enchants that need them, and they count toward the craft total. What they're made of and what to order from a blacksmith is in the rods section. If you're missing some enchants or want to price the route for your realm, open it in the calculator. You can start from your current skill, take a recipe out, and pick the cheapest or the fastest path. The fastest one is shorter, about 330 crafts, but it costs more.
- Learned with the profession
- Learned with the professionneeds Runed Copper Rod
- Journeyman rank: you cannot go past 75 without it. Train it from skill 50 and character level 10, 5s.
- Learned with the professionneeds Runed Copper Rod
- Trainer, from skill 40 · 1sneeds Runed Copper Rod
- 54×
Strange DustTrainer, from skill 70 · 2sneeds Runed Copper Rod - Trainer, from skill 100 · 10s
- Expert rank: you cannot go past 150 without it. Train it from skill 125 and character level 20, 50s.
- 31×
Soul DustTrainer, from skill 130 · 15sneeds Runed Silver Rod - Trainer, from skill 150 · 25s
- 50×
Soul DustTrainer, from skill 160 · 28sneeds Runed Golden Rod - Trainer, from skill 180 · 36sneeds Runed Golden Rod
- Trainer, from skill 200 · 40s
- Artisan rank: you cannot go past 225 without it. Train it from skill 200 and character level 35, 5g.
- 23×
Vision DustTrainer, from skill 205 · 42sneeds Runed Truesilver Rod - 33×
Vision DustTrainer, from skill 210 · 44sneeds Runed Truesilver Rod - Trainer, from skill 235 · 58sneeds Runed Truesilver Rod
- Trainer, from skill 250 · 65sneeds Runed Truesilver Rod
Enchanted Sigil: Flowing Waters - reputation vendor, Revered with Hydraxian Waterlordsneeds Runed Truesilver Rod
What to buy or gather
- 102 ×
Lesser Magic Essence - 82 ×
Soul Dust - 62 ×
Vision Dust - 57 ×
Strange Dust - 34 ×
Greater Nether Essence - 24 ×
Mote of Magic2s 40c - 23 ×
Wildvine - 23 ×
Large Radiant Shard - 9 ×
Illusion Dust - 1 ×
Shadowgem - 1 ×
Iridescent Pearl - 1 ×
Copper Rod1s 24c - 1 ×
Silver Rod - 1 ×
Black Pearl - 1 ×
Greater Astral Essence - 1 ×
Golden Rod - 1 ×
Greater Mystic Essence - 1 ×
Truesilver Rod
Only vendor goods have a price here, because it never changes. Buy the rest on the Auction House or gather it yourself.
Auction House prices are not listed: Forever has no Auction House yet, and once it opens prices will change every day. Enter your server's prices in the calculator and it will add up the cost. Craft counts are averages: on yellow and green recipes not every craft gives a point. Data: the Forever beta and Wowhead, to be rechecked after release.
Making gold with Enchanting in WoW Forever
The route above levels your skill but doesn't make money, since almost every step is an enchant on your own gear. Enchanters make their gold other ways. They sell materials from disenchanting, make reagents for other professions, and enchant other players' gear. The buyer puts the item in the trade window, you enchant it right there, and the two of you work out who brings the materials and what the job costs. Here's what will definitely sell in Forever, and why.
You won't find prices here. The beta was capped at level 30, so nobody has seen real level 60 prices yet, and after launch your realm's Auction House will show them. Before you take an order or craft a batch, check what the materials cost.
While leveling: disenchanted materials and wands
Every new enchanter needs them for enchants up to skill 130, and in Forever so do 21 blacksmithing recipes, mostly new mail armor, and 2 leatherworking armor kits. Blacksmiths and leatherworkers can't disenchant, so they buy from you. Anything your route doesn't use can go straight to the Auction House.
New demand in Forever: tailors need essences for the new patterns.
Greater Astral Essence goes into 18 recipes (circlets, robes and leggings),
Greater Nether Essence into 12 (shoulders and cuffs), and
Large Radiant Shard into 8. Tailors can't disenchant, so they're your customers.
Simple wands for mages, priests and warlocks while leveling. The first can be equipped from level 5, the second from level 13, and both bind on equip, so you can sell them. You learn the recipes from the trainer for 50 copper and 2 silver.
The next wands, for levels 26 and 30. Their recipes also come from the trainer, and they're made from
Star Wood and mystic essence.
New in Forever: the
Twisted Nether Wand, from level 37, deals Shadow damage and gives +6 spell power; after it come the
Dreambough Wand (level 43), the
Lesser Eternal Wand (49) and the
Greater Eternal Wand (55). All of them bind on equip, so you can sell them. Where the recipes come from isn't known yet.
At 60: Enchanted Leather, thorium, and necklaces
One of the most sought-after reagents in Forever: 71 recipes up to skill 300 call for Enchanted Leather (37 in Leatherworking, 16 in Blacksmithing, 12 in Tailoring and 6 in Engineering). Only an enchanter can make it, and the recipe is simple: one
Rugged Leather and one
Lesser Eternal Essence make one leather. You learn it from the trainer for 1 gold.
Thirty-three recipes call for it: 31 in Blacksmithing and 2 in Engineering. It takes a
Thorium Bar plus three
Dream Dust, and the recipe also costs 1 gold at the trainer.
Necklaces couldn't be enchanted in Classic, but Forever has five such enchants: Strength, Agility, Spell Power, Healing Power and Deflection. That's a new slot for every player, which means new orders. The formulas are sold for Merchant's Favor, and the enchants themselves need dyes and acid from an alchemist.
The top enchants at 300 depend on them: up to skill 300,
Large Brilliant Shard appears in 51 enchanting recipes,
Illusion Dust in 42 and
Greater Eternal Essence in 41. If you disenchant loot from level-60 dungeons, sell the surplus to players who are still leveling.
For the December 9 raids
Three raids open on December 9: the 10-player Barrow Deeps, the 20-player Hyjal Summit, and the 40-player Onyxia's Lair. Raids need enchanters for more than enchants, because the items nobody wants go to the enchanter to disenchant.
A new Forever reagent: according to the item description, the essence comes only from disenchanting items from Hyjal Summit and Barrow Deeps. It's used in 97 recipes: 42 in Leatherworking, 27 in Blacksmithing, 21 in Tailoring, 6 in Enchanting and 1 in Engineering. Only an enchanter can disenchant an item, and the essence itself can be sold, so every enchanter in a raid is a source of it.
Blizzard says outright that you'll need fire resistance for Onyxia, and this enchant permanently gives a cloak +15 Fire Resistance. Each cloak takes
Nexus Crystal (3),
Large Brilliant Shard (8) and
Essence of Fire (4), and you need a
Runed Arcanite Rod in your bags.
Formula: Enchant Cloak - Greater Fire Resistance is only sold at Honored with the Thorium Brotherhood, so it pays to prepare early.
Weapon oils for casters and healers that last 30 minutes with 5 charges, a consumable raiders buy for every run. Each oil needs
Large Brilliant Shard (2), three herbs and an
Imbued Vial, plus a
Runed Arcanite Rod in your bags. The formulas are only sold to players with Zandalar Tribe reputation: Friendly is enough for the mana oil, while the wizard oil needs Honored.
New in Forever: level-60 epic items that bind on equip. Besides the Torch, which is a wand, there are librams for paladins, a totem for shamans and idols for druids. Each needs
Malleable Essence of Nature and
Nexus Crystal, and you must be standing next to an
Arcane Forge. Where the formulas and the
Maker's Spark for the forge come from isn't known yet.
Where to train Enchanting and its ranks
Every Enchanting trainer in the capitals and starting towns teaches Apprentice (up to 75), and on Zephras Isle so do Eaysaa Brightgust and Nasalanna Windsinger. Journeyman unlocks at skill 50 and character level 10, Expert at skill 125 and level 20, and Artisan at skill 200 and level 35. Check the title under a trainer's name, because each one teaches up to the rank below their own. A Journeyman Enchanter only teaches Apprentice, and an Expert Enchanter teaches Journeyman too.
Only Annora teaches Artisan, and she's inside the Uldaman dungeon in the Badlands. She teaches both factions, but you have to fight through the dungeon to reach her, so at level 35 you're better off going with a group. If your character falls behind, your skill stalls at the rank cap, so it's easiest to level Enchanting alongside your character.
| Rank | Skill and level | Cost | Alliance | Horde and neutral |
|---|---|---|---|---|
| Apprentice, up to 75 | Right away | 10c | Betty Quin in Stormwind, Thonys Pillarstone in Ironforge, Lalina Summermoon in Darnassus, Alanna Raveneye in Dolanaar (Teldrassil) | Jhag in Orgrimmar, Mot Dawnstrider in Thunder Bluff, Malcomb Wynn in Undercity, Vance Undergloom in Brill, Pa'zula in Sen'jin Village |
| Journeyman, up to 150 | Skill 50, level 10 | 5s | Lucan Cordell in Stormwind, Gimble Thistlefuzz in Ironforge, Taladan in Darnassus, Xylinnia Starshine in Feathermoon Stronghold (Feralas) | Godan in Orgrimmar, Teg Dawnstrider in Thunder Bluff, Lavinia Crowe in Undercity |
| Expert, up to 225 | Skill 125, level 20 | 50s | Kitta Firewind in the Tower of Azora (Elwynn Forest), Vanessa Sellers in Dalaran (Alterac Mountains), Melanie Sable in Riverglades | Hgarth in Sun Rock Retreat (Stonetalon Mountains) |
| Artisan, up to 300 | Skill 200, level 35 | 5g | Annora in the Uldaman dungeon (Badlands) | The same Annora: she teaches both factions |
Runed rods: which one and when
You can only cast enchants with a runed rod in your bags. Each new rod replaces all the old ones, so you only carry the best one and can vendor the rest. You can't sell a rod to another player, since it binds on pickup.
The base for the first rod is a
Copper Rod. Vendors sell it, and in Forever blacksmiths make it from a single Copper Bar. The blanks for the others (
Silver Rod,
Golden Rod,
Truesilver Rod, and
Arcanite Rod) only come from blacksmiths, at Blacksmithing 75, 125, 175, and 250. Order them early and pick up the gem for each rod at the same time:
Shadowgem,
Iridescent Pearl, and
Black Pearl, plus a
Golden Pearl for the arcanite rod.
In the route, each rod is a separate "First" step right before the enchants that need it. That's the silver rod at 130, the golden rod at 160, and the truesilver rod at 205. At that point the recipe is still orange or yellow, so the rod usually gives a point itself. You don't need the arcanite rod to level, but without it you can't cast the best enchants at 300, including the Fire Resistance cloak enchant for Onyxia.
| Rod | Needed on the route | Learn at skill | Recipe cost | Materials |
|---|---|---|---|---|
| From skill 1 | Right away | Free | ||
| By 130 | 100 | 10s | ||
| By 160 | 150 | 25s | ||
| By 205 | 200 | 40s | ||
| For enchants at 300 | 290 |
New formulas: Merchant's Favor and drops
Most of Forever's new formulas are sold for Merchant's Favor by Alynsia at the Alliance camp in Redridge Mountains and Beneris at the Horde camp in the Barrens. They include five necklace enchants, new weapon and bracer enchants, staves, orbs, and relics. Simple formulas like
Formula: Mystic Mushroom and
Formula: Enchant Weapon - Revelation cost 45 Favor each, and some of the others need trading company rep too. How to earn Favor and rep is in our Merchant's Favor guide.
A lot of the new formulas need reagents only an alchemist makes:
Cerulean Dye,
Magenta Dye, and
Sulfuric Acid.
Enchant Necklace - Spell Power, for example, takes four of each dye per cast,
Cerulean Dye and
Magenta Dye. So you'll need an alchemist friend or the Auction House.
We don't know yet where the formulas for the new wands, some of the bracer enchants, the three Heart of the Mountain items, and the epic relics come from. The Hearts of the Mountain can only be made at the Black Forge, too. You don't need Favor formulas to level. Up to 291 the route uses trainer enchants, and the last 9 points come from
Sigil of Flowing Waters, whose formula needs rep (see the route). The calculator only pulls in recipes from items when the trainer has no enchants left with a decent skill-up chance, and it rates rep and drop formulas as pricier than regular ones because they're harder to get. The sigil still comes out cheaper than the shield coating, since it needs one Illusion Dust and the coating needs two, plus a Firebloom and a vial.
Dust, essences, and shards: where they come from
Disenchant works on green, blue, and epic weapons and armor. The item disappears and leaves materials behind. Greens give dust and essences, with dust more often from armor and essences more often from weapons. Blues give shards, and epics give a
Nexus Crystal. The higher the item's level, the higher the material tier.
Strange Dust comes from items of level 5-25,
Soul Dust from 26-35,
Vision Dust from 36-45,
Dream Dust from 46-55, and
Illusion Dust from 56 and up.
We don't list material prices. There are none before launch, and after that they'll change every day. As a rule, dust and essences from the start of the route drop from everything and are usually cheap, shards are rarer because there are fewer blues, and materials from the end of the route cost the most, especially the
Large Radiant Shard. The only new material on the route is the
Mote of Magic. Enchanting supply vendors sell it, usually near the trainers, and the client lists it at 10 copper each.
Essences come in lesser and greater versions. Three lesser ones combine into one greater, and a greater one splits back into three, right from your bags. That helps when the route needs a
Greater Nether Essence and all you've got is
Lesser Nether Essence. The full ladder of materials is in the table below.
| Material | Comes from | Tiers, lowest to highest |
|---|---|---|
| Dust | Green, mostly armor | |
| Essences | Green, mostly weapons | |
| Shards | Blue | |
| Crystal | Epic |
Common mistakes
- Vendoring greens. Every green or blue is enchanting material, and the route uses around 370 dust, essences, and shards. Disenchant everything you don't need, even if you've got nothing to spend it on right now.
- Putting the profession off until 60. Materials from disenchanting your own loot are free, but at 60 you'll have to buy them. Each rank needs a character level too, so it's easier to level Enchanting as you go.
- Not ordering a rod blank ahead of time. At 130, 160, and 205 the route needs a new rod, and only a blacksmith makes the metal blank. Wait until the last minute and your leveling stalls.
- Forgetting about ranks. Your skill caps at 75, 150, and 225 until you learn the next rank, and each rank needs a character level: 10 for Journeyman, 20 for Expert, and 35 for Artisan. Only Annora inside Uldaman teaches the last one, so put a group together ahead of time.
- Leveling with the new Favor formulas. They give the same point per craft but need many times more materials.
Enchant Weapon - Insight, for example, needs 10 Strange Dust, 4 Large Glimmering Shards, 4 Greater Astral Essence, plus 4 Pyrite and 4 Frilled Lichen. Get them for the enchants themselves, and level with the route.
Frequently asked questions
How much does it cost to level Enchanting to 300 in WoW Forever?
Our route takes about 360 crafts. Training, ranks and the three rod recipes included, costs 9 gold 21 silver 10 copper, and 5 gold of that is Artisan. The formula for the last 9 points, Sigil of Flowing Waters, is sold by a vendor. The client lists it at 10 gold, but only at Revered with the Hydraxian Waterlords. Without that rep, two regular vendor formulas at 2 gold and 1 gold 20 silver cover the last points, and it takes six more crafts. On top of that you pay a blacksmith for the rod blanks and buy the gems for them. The rest is dust, essences, and shards, and if you disenchant your own loot, you only buy what you're short on. The end of the route costs the most, since 251-300 eats 34 Greater Nether Essence, 23 Large Radiant Shards, 23 Wildvine, and 9 Illusion Dust.
What level do you need to get Enchanting to 300?
You can take it to 75 right away. Journeyman needs character level 10, Expert 20, and Artisan 35, so you can have Enchanting at 300 as early as level 35. The catch is that only Annora inside the Uldaman dungeon teaches Artisan, and at 35 you really shouldn't go in alone.
Where do you learn Artisan Enchanting?
Only from Annora in the Uldaman dungeon in the Badlands, and she teaches both factions. No city trainer has this rank. Expert is taught to the Alliance by Kitta Firewind in the Tower of Azora (Elwynn Forest), Vanessa Sellers in Dalaran, and Melanie Sable in Riverglades, and to the Horde by Hgarth in Sun Rock Retreat (Stonetalon Mountains).
Which rods does an enchanter need?
Five runed rods: copper, silver, golden, truesilver, and arcanite. Each new one replaces the ones before it. You make the copper one right away from a vendor Copper Rod and a Mote of Magic, and for the rest a blacksmith makes the blank. On the route you need the silver rod by skill 130, the golden one by 160, the truesilver one by 205, and the arcanite one only for the best enchants at 300.
Which profession pairs well with Enchanting?
Most often it's Tailoring. A tailor sews cheap greens to disenchant, and in Forever the new tailoring patterns call for an enchanter's essences and shards too. If gold matters more, take a gathering profession like Mining, Herbalism, or Skinning. For the new necklace enchants, an alchemist friend comes in handy.
How do you make gold with Enchanting in WoW Forever?
While leveling, sell the dust and essences you get from disenchanting. In Forever, blacksmiths and tailors buy them too, not just enchanters. You can also make wands for casters and enchant gear for people. From skill 250 you can sell Enchanted Leather and Enchanted Thorium Bars to leatherworkers and blacksmiths. Then the December 9 raids bring Malleable Essence of Nature, which only comes from disenchanting raid items, plus the Fire Resistance cloak enchant for Onyxia and oils for casters.
What's new in WoW Forever Enchanting?
The first points come from Motes of Magic you buy from a vendor, and rods got cheaper. There's the Enchanted Lute and other camp items, five necklace enchants, and new formulas sold for Merchant's Favor. Disenchanting level 60 raid items also gives a new reagent, Malleable Essence of Nature.