How the score works. Every enchant's stats are converted to “stat points” using the values in the
Stat values panel (1 point ≈ 1 Strength). Efficiency is points per gold. The 0–10 score is that efficiency placed on a
logarithmic scale across every scored enchant, so it is comparable across slots — a 9 on boots and a 9 on a cloak
really are the same value for money.
The ladder columns. g/pt is what the whole enchant costs per
stat point. Δ g/pt is what the upgrade from the tier below costs
per extra point — that is where the last few points of a big enchant show their real price.
Recommended enchants. The budget per slot is a multiple of what a quest actually pays at your
level — median cash reward across the 4,245 quests in the 1.12.1 world database, so it tracks a real levelling
purse rather than a guess. Inside that budget the pick is whatever buys the most stat points; the thriftier
option underneath is the best value for money if you would rather not spend up. YOLO drops the cap entirely.
A slot is left out when the best thing in it is worth less than a single stat point and costs more than
ten gold per point — vanilla never shipped a worthwhile glove enchant for a balance druid, and saying
nothing is more honest than selling one anyway.
Weapon and shield. Enchant 2H Weapon formulas need a two-hander; plain
Enchant Weapon formulas go on either — so a two-hander picks the best of both pools, and a
one-hander picks from the plain pool alone. On Either you get whichever of the two is worth more,
never both, since only one weapon is ever equipped. Dual wield buys the same enchant twice and the
shopping list doubles the reagents; in 1.12 that is rogues from level 10 and warriors and hunters from 20,
and shamans not at all. Shields go to warriors, paladins and shamans, the three classes that can equip one,
and never alongside a two-hander or an off-hand weapon. Weapon procs are valued at zero for hunters
and feral druids: a hunter barely swings the thing, and a druid’s weapon enchant does not fire in cat or
bear form. The stats on the weapon still apply to both, which is why they are pointed at
Enchant Weapon — Agility rather than Crusader.
Procs and utility. Weapon procs carry an estimated value in Strength-equivalent points —
Crusader 40, Fiery 35, Lifestealing 20, Icy Chill 15, Unholy 12 — so they can be ranked
against ordinary enchants. Those are estimates, not sims; the Weapon Proc row in Stat values scales all of
them at once. Anything that only fires against one creature type — the Beastslayers, Elemental Slayer and
Demonslaying — stays unscored and is never recommended, as do the absorption enchants and
Enchant Cloak — Stealth , whose effect carries no number to score. You can still search for all of
them. Armour and resistance are valued as general-purpose stats, which is deliberately low: a resistance
cloak is worth a great deal on the one fight it is for and very little the rest of the time, so the
ranking treats it as an ordinary enchant rather than the answer. Gathering gloves take the glove slot when you pick a set, with the stat option shown
underneath so you can see what you gave up.
Converting essences. Three lesser essences make one greater, and one greater splits back into
three, so the true price of an essence is whichever is cheaper — buying it outright, or buying the other size
and converting. On that setting each of the five essence pairs is costed at the cheaper route and the reagent
is marked converted in the breakdown. Dusts and shards do not convert. Switch to “As listed” if you
are paying an enchanter a flat quote and nobody is going to bother converting anything.
Run speed. Enchant Boots — Minor Speed is 8% movement rather than a stat, and the
published lists genuinely split on it — they take it for rogues, warriors and casters and take
Greater Agility for hunters, feral druids and retribution paladins. It is scored as worth eight
points here and recommended by default; untick Speed upgrades to see the best pure stat enchant
for the boot slot instead.
No head or shoulder enchants. Enchanters cannot touch either slot in vanilla — those come from
reputation rewards, quest turn-ins and raid drops rather than reagents, so there is no auction price to
rank them on.
Materials only. No tip, no rod, no formula. Auctionator logs the cheapest per-unit buyout it saw at
scan time, so one lowballed stack can drag a day down; the median basis smooths that out.
Prices are shown to the nearest silver. Copper is noise at these amounts, so nothing on the page
reports it — but every calculation runs at full precision underneath and only rounds when it is drawn, so a
stack of twenty dusts does not accumulate rounding error.