Glyph production and resale is the core of the Inscription profession. As described in the Introduction to Glyphs, each class has a range of 30-40 individual Glyphs, which each character may learn from the glyph items produced by scribes. Many characters want to know all of their class's glyphs, others will only buy the glyphs they intend to use immediately. This means that while certain glyphs are in higher demand than others, there are no completely useless glyphs: Every glyph can be sold to others at the auction house.
All Glyphs are easy to make, typically requiring 3 common-pigment Inks and Light Parchment. No rare or limited supply reagents are used. Glyph techniques are either trained or researched. Researching everything takes months of daily cooldown research, but there are no especially rare glyph techniques, such as rare dungeon drops.
The main limitation on glyph reselling is volume: There are several hundred different glyphs, each of which sells occasionally. Scribes make a profit from glyphs by having the time, patience and market-analysis skills to constantly list hundreds of different glyphs at the auction house for competitive prices. That combination of time, patience and market-analysis skills is rare, so scribes that make a career selling glyphs also become very wealthy: Glyphs are often priced far higher than the raw material cost of making the glyph, simply because of the volume of sales the scribe has to manage.
Highly skilled scribes can make enchants for shoulders called Shoulder Inscriptions. They are applied to gear worn on the shoulder, increasing that item's stats. Many Shoulder Inscriptions can be sold and used by non-scribes. For more full details, read Shoulder Inscriptions.
Scribes can also make scribe-only versions, with higher stat bonuses: An extra 320 primary stat - Agility, Intellect, Stamina, or Strength - 450 for Stamina.
Shoulder Inscriptions sell at the auction house in lower volume than Glyphs, but sales are far easier to manage, with only 8 (tradeable) top-tier Shoulder Inscriptions.
Darkmoon Cards can be produced by scribes. Sets of 8 cards of the same deck-type (Ace through Eight) are combined into a single Deck, which rewards the person who uses it with an epic trinket.
- Example: Darkmoon Card of Mists
- Produces a random card for the Crane, Ox, Serpent or Tiger Deck. 8 cards from each deck are required to make each deck. Complete decks can be exchanged for high-end epic Trinkets during the Darkmoon Faire.
- Inscription skill to train: 600.
- Reagents: Light Parchment, Scroll of Wisdom, and 10x Starlight Ink.
Completed Darkmoon Decks can be used by anyone, so can be resold to non-scribes. Level 90 Darkmoon epic trinkets have an iLevel of 476, typically the best raiding gear that can be purchased without raiding a lot.
Scroll of Wisdom are bound to the scribe and are limited in supply: They are primarily produced by Scroll of Wisdom Research, which has a daily cooldown. Quests also allow a small number of Spirit of Harmony to be exchanged for extar Scroll of Wisdom each week. Scroll of Wisdom may also rarely be found in Treasures of the Vale a reward from certain Golden Lotus daily quests. Since the reagent is bound, scribes cannot buy it from others. So scribes producing level 90 Darkmoon Cards need to perform regular Scroll of Wisdom Research, and even so, average production is limited to 1-2 cards per day. The cards themselves are not bound, so scribes can trade cards to produce the desired Deck.
Top-tier Darkmoon Cards offer scribes a third type of thing to make and sell: Darkmoon Cards are not as easy to make as Glyphs or Shoulder Inscriptions, but are easier to sell than Glyphs, and more profitable than Shoulder Inscriptions.
Cards can also be made at lower tiers. Below level 60 these reward items of gear that are useful for leveling. For example, Scribes can train the recipe to make Mysterious Tarot. Each time a Mysterious Tarot is made, 1 of several possible cards from the Rogues Deck is produced. A full set of cards can then be combined into a Rogues Deck. This item starts a quest, Rogues Deck. This quest now allows anyone to exchange the deck for one of 3 chest pieces - there is no need to be a Scribe. Read further detail about Tarot Cards.
Between 60 and 90 Darkmoon Cards can be made that reward low-tier epic items. These are no longer sought after, since they are quickly replaced by easily obtained gear in the tier above.
Off Hands and Staff
Scribes can make several Off Hands and Staff. Most of these can be traded and used by non-Inscribers to help them level their character.
Mists of Pandaria added a set of staves which:
- Gradually upgrade, so the first staff made is useful from level 85 to 90 (such as Rain Poppy Staff), but is also a reagent to make an epic staff at level 90.
- Bound to account, allowing the scribe to send the staff to an employee (alt).
- Can be traded back (via a quest) for some of the reagents used to make the staff, once the staff has been replaced by better gear.
- Example: Inscribed Crane Staff
- Binds to Battle.net account.
- 2-Handed. +1015 Intellect, +1522 Stamina, +677 Spirit, +5813 Spell Power, +677 Mastery Rating. Requires Level 90. Item Level 476.
- Inscription skill to train: 560.
- Reagents: Rain Poppy Staff, 20x Scroll of Wisdom, 5x Spirit of Harmony, 20x Starlight Ink.
For a full list of items, see Off Hands and Staff.
A few minipets can be made by scribes. These are not bound, and do not require Inscription to use, so can be sold to pet collectors.
Scribes can also make Yu'lon Kite. Neither Kite can be used as a Battlepet.
Scribes can make several items that aren't commonly resold, but can be fun to make and use.
- Origami - Shape parchment into beetles, rocks and birds. The items made look pretty.
- Mysterious Fortune Card - Gamble, by making a random card, whose vendor value ranges from 10s to 5000g. May be resold.
- Certificate of Ownership - Allows Hunters to rename their pets. May be resold.
Scribes can make several items that are potentially useful in certain circumstances, but either aren't commonly used, or are primarily sold by vendors.
- Enchanting Vellum - Allows an Enchanter to write one enchant, which can then be used by a non-Enchanter to apply the Enchant. Primarily sold by vendors.
- Powders - Used to remove an active glyph. Primarily sold by vendors.
- Scrolls of Recall - Returns the scribe to their hearthstone location, but does not use the Hearthstone cooldown. Scribe only, and of limited use with guild perks that already allow the Hearthstone to be used every 15 minutes.
- Runescrolls - Group stamina buffs. Useful if a group does not have a member able to provide a Stamina buff, but most groups do.
- Regular Scrolls - Single-target stat buffs. These counts as Elixirs, and generally better stat buffs are provided by Alchemy potions.
- Inscriptions - Techniques scribes use to create inscriptions, except glyphs - including inks, shoulders, cards, and scrolls.
- Cards - Lists Tarot and Darkmoon Cards produced by scribes. Includes details of the Tarot quests available to inscribers.
- Also in Basics: Why Inscribe?, Tools and Methods, Milling, Introduction to Glyphs, Quests, and Frequently Asked Questions.
Archive Comments about Products
Below are readers' comments about "Products":
Bankcow, December 2008:
Hi. First off thank you for the wonderful guide. It's beautifully done and was so helpful to me in playing catchup leveling inscription over the past couple of days. I followed the guide pretty closely with the exceptions of going an added 5 points up on Outland herbs and making more vellums where possible as I am also an enchanter.
What drove me to do inscription, although I am a Paladin and cannot use the books was the need for vellum and the lack of supply as well as high cost of what there was to be had. It's a wonderful idea but the cost of making the vellums runs high enough and the supply of them is so limited on the AH (days go by with zero Armor Vellum IIs anywhere near affordable and at that just a few of them) that I had to do inscription to sell enchants basically.
As this point in the game almost all the majors go for nothing. It's not even worth listing them save a couple that seem to still be in demand, mainly for paladins and DKs. Otherwise, I rapidly became frustrated by being undercut down to 10s of silver to a point I listed everything I'd made leveling at 1s 1c just to give them away vs throw them away. It makes me wonder what will happen down the road as who would bother making inscriptions for no profit? Therefore, at some point supply will dry up I suppose fueling a brief spike in prices and this could ebb and flow forever with no real reason to ever bother. Dual specs down the road will cause this too with perhaps a little more consistency but basically, major glyphs are not worth making or selling most of them. I hope Blizzard sees this and is discussing the issue in design meetings because it needs fixing.
Minors as supply has increased with the foolish allowance for lowbie alt teams to farm discoveries have also plummeted to the point where it's hardly worth bothering for many of those. Obviously while on a slower track, they are headed where majors are now, the bottom of the sea.
Next we have bop books many classes including my own cannot use and unfortunately cannot sell nor make for alts. I'd have been happy even to see them crafted with an account bound tag so I could at least give them to my caster alts but no...
Then there is the various Tarot cards. I thought this is a very cool and fun idea and enjoyed making some of the lower decks I have not yet had an alt use. Given the value of certain of the card decks I can understand them being somewhat expensive and chance to make however they are so expensive to make given chance that for the average scribe it's kind of like playing the lottery which I suppose if you have disposable income to burn is fun but not something I'd invest in seriously thinking I'd make any real profit for cost over time.
Thus far listing out what I can do with inscription, there is nothing that generates profit or is especially useful to me that I could not attain cheaply without it, aside of the choked supply of vellum that caused me to take it up. If I paid AH prices on what little vellum there is for Weapon, Weapon II and Armor II particularly for twink enchants that still sell well, I could not list the enchants at prices worth paying - people see them and go find and an enchanter with mats in hand instead. I love this. You get people who think you should grind rep for hours for old twink enchants and then want you to make them for a "tip" of 5 to 10g. Since the introduction of vellum, the only way I do enchants is by scrolls on the AH or bust. If more enchanters did this we'd be ok but they don't of course.
I'm not looking to gouge people either. But as I asked someone the other day, what percent over base cost to craft something is a fair profit, taking into account the enormous expense the crafter has paid up front to even be able to make it? The only other game I have any real experience with was EverQuest for years and there it generally went 50 to 100 percent markup over base cost with a tendency toward 50 percent or even a little less on the most expensive things.
In the case I know best, enchanting, I think 50% over cost is fair and reasonable when one considers the huge cost to level it and the cost of the various rods, the solo farmed enchant drops, the old and newer rep enchants earned, and worst of all the ones kept behind raiding, you had to raid kara in TBC, etc. or you simply didn't get the good ones people most wanted for weapons then. This is not to mention the primals farmed or purchased for certain of them, or the hit and miss DE farming of the AH when you can find greens low enough to justify doing it and get them before the other 100 chanters on your server doing so, do.
I know.... QQ some more. The thing is, I don't really mind dealing with most of that except I detest good enchants forcing one to raid in a game that is otherwise friendly about playing how you choose to. I raided hardcore elsewhere. I am done. I don't want to do that anymore for the time it takes.
So, at the end of the day I can get vellum that still costs me a fair amount of money to make and has to be added to the cost of enchants I make which immediately makes me less competitive than enchanters leveling for free and for tips, etc. And I get nice shoulder enchants but at a rather high cost to put it mildly. I cannot craft anything of any commodity value even, never mind more. While other crafting professions can make epic armor that sells for all outdoors, epic guns, etc. I basically am at least able to sell my other profession's products on the AH and some should enchants that really while nice, I could live without vs rep ones.
Correct me with clear information showing how wrong I am please? I would like to be wrong about this but I am thinking in its present state, I am not.
While I find crafting fun I am increasingly starting to think that it remains a huge time and money sink and little more with rare exceptions such as being "in" during the first weeks of something or being able to craft some high cost item that sells with a decent profit margin. For those who just have to min/max it's another chore on the path to maximal glory I guess. I couldn't be bothered because I know when I am killing mobs the few more points to stats on my shoulders is not going to make or break me ever. If it did, I might as well go play the Sims at that level of ineptitude.
If I had half a brain I would drop inscription and enchanting and gather ores and herbs and cooldowns on smelting daily for huge profits and cheaply (for time spent) buy from the poor souls crafting whatever I want. I have a good mind to abandon ship and do this. It's a shame too because Blizzard's implementation of crafting is really good and its fun to do. However, there's no real value on return when you take a good hard look at it. I mean right now, today. Not during the first week. The party is officially over.
sorro, December 2008:
I will first apologize that I do not have time to type a long post like Bankcow did ;). I guess each server and everyone has a different experience. I leveled Inscriptions when it first came out and have made over 10,000 gold from it. I was finally able to buy epic flying on my two alts :). Basically I was the first to learn many minor glyphs and now with WOTLK out I am the first to learn many of the new major glyphs. I sold all of my rare minor glyphs for 50-90g and now the new major ones I am learning range from 30-150g depending on the demand. Glyph of Rupture sells for 150g on my server and I sell about 3-5 a day. Not bad for the 3g in mats it costs. However, you are right on many points. Glyphs are going to come down in price DRASTICALLY each day as more and more people learn the rare ones. I am just going to take advantage of it now. Eventually it will be like Alchemy where a guild will need a Scribe but you really aren't going to make much money off it. We just need to hope the glyphs we learn each day are in demand on the server you are on so you can make some decent gold.
Zim, December 2008:
I guess you´re having a mix of emotions that every craft feels from time to time.
But If you seek the path of crafting you must endure some urge to turn to gathering... You must have patience and a develop a keen eye for your market.
Like Sorro, I planned and raised Inscription as soon it hits the servers. HUGE profit.
As soon DKs pop out in WOTLK another huge profit wave.
Right now its more tricky but It can be done. Have you checked the prices of Armor Vellum III and Weapon Vellum III? I make like 100g-200g daily with less than 10 minutes... Im expending most of time leveling a DK, I´m a casual player so Im using my time to level to 80.
Im selling a lot of them for 20-30g each and make some good money even I dont level on Northrend with my Scribe Rogue (He is still level 62).
My rogue has inscription maxxed for his level: 375.
I made a trip to North to learn Sea Ink and others recipes since its easier to raise from 350 with those glyphs and scrolls. Right now Im forcing myself to level him.... I must confess I´d changed main to a DK 73 once WOTLK realeased.
I NEED level my rogue to 65 to learn > 375 inscription. Its so easy money.... He is parked at UC buying North herbs and making some vellums or other rare minors like Glyph of Shadowfiend.
I want to learn North research to make some progress.
Mind that every crafting profession is hard to raise and very expensive to raise (mind BS/Enchanting) but I guess every other one has its niche.
Gathering must exist to feed our profissions needs. I wish you good luck with your decision. And Yes I love see a lot of gatherers around ´cause from time to time they lower their prices and crafters around can ear more and more money.
Bankcow, December 2008:
Both of you started early and have cashed in accordingly. As I mentioned above, that is not relevant to the state of affairs today for anyone now starting the profession nor are either of you making 10's of thousands of gold rapidly on it now.
Are you going to tell me inscription today stacks up (head start on discoveries which soon wont matter) to tailoring, leather working and smithing, enchanting, etc.? What about vs alchemy? Do you think potions and elixirs have the same threadbare margins most glyphs do?
I don't think many would argue professions in WoTLK shipped unfinished and are sorely in need of a LOT of work.
Results not typical stories of cashing in on crazes early don't count and are not representative of the issues as a whole at all.
The fact that people could farm discoveries on level 5 alts with 75 inscription was beyond foolish and will bring about the tumbling down of prices even faster to a point none of them are worth squat so enjoy what little you can make now with your farmed head starts because soon it's going to dry up to an abysmal waste of herbs and time.
Jewelcrafters hate this but tokens was a good idea for reasons I needn't explain here. Discoveries are not as implemented and I think should have also gone the tokens route, meaning a main has to farm tokens daily for a LONG time and pick and choose which glyphs they can make. This would have gone a long way to improving the situation.
Choosing inscription vs say alchemy or better still enchanting is kind of like evaluating, do I want to sell worthless inexpensive items with no real big perk to justify all the time and expense or do I want to craft something that actually produces items with a reasonable profit margin in which case virtually every other form of crafting today exceeds inscription. Again, aside of early adopters with alts farming discoveries for results not typical early cashing in, this is absolutely true and needs to be fixed.
A miner can make what you do with vellums daily by smelting exactly one bar and it took no investment whatsoever. You call that worth doing? I don't.
Zim, December 2008:
Well.... what I was really trying to say is: you can profit from inscription you choose to stick with it.
Some professions are easier than others. But if you selection is only based on money than I suggest go for gathering.
But IF you like to craft (I do) then look for something that brings something for you class... wowhead professions forums has some stick posts with all BOP items and spells. It really worth a look.
I agree with what you say about people dumping markets... but It happens with every profession. I felt frustrated while raising leatherworking and blacksmithing and discover that selling for vendor or disenchanting was more profitable than selling my stuff on AH.
Back when I picked inscription was to help my guild and provide everyone there with glyph as soon as possible.
Many dont believe in professions for money, they advise "do daily quests" for money (I hate this statment)
Try that wowhead´s post and maybe you will find your trade.
North, December 2008:
I'm thankful I committed to levelling inscription when it was profitable, and it has been useful to the guild. I agree now that many people are turning from levelling their character to levelling their profession, many of the rare recipes I held are flooding the market.
So now I turn to offhand items and Cards of the North, but it is not clear if the resulting trinkets will fetch a good price - heroic rewards are pretty easy to acquire. It seems likely that inscription, more than the other crafts, was unfinished at shipping...the 435+ push was not pretty.
I'm hopeful that something new and exciting will be patched in for inscription. For now, I accept the basically free shoulder enchant.
In comparison, JC is a long-term money maker with their token scheme and the epic items they can craft from them. I am a bit jealous.
el, December 2008:
In broad summary:
- Inscription uses low costs materials to create low-cost products, very similar to alchemy.
- Yet Inscription has no high-volume consumable demand.
- 1 + 2 = Few sales, each for little money. A low-volume/low-cost manufacturing profession will tend to be seen as worthless.
- Rarity is a function of luck: There is no way to gain a requested recipe, so even if some rare items sell well, there is no way for a player to capitalise on that unless they are lucky.
- Rarity is a function of time: After a few weeks, nothing is rare. After a few months, all high-level scribes know everything - every scribe becomes the same.
- 5 softens the blow of 3, because initially things look promising. Particularly with a sudden rush of new glyph slots to fill. But the fundamental design in-balance is always there.
I wrote quite a long deconstruction of the profession towards the end of beta, and these are actually only the first tier of problems with the profession. It wil be interesting to see how Blizzard develop Inscription...
Zim, December 2008:
Good summary El!
Btw I like use the oportunity to thank you for building a great guide!
Well... Im curious about how Iscription will blend with the game in future patches and new content.
Many people are saying glyphs wont make money ´cause there will be too many scribes around, and I guess its true. But it is also true that a level 450 bs hardly profits from lowlevel armor or weapons.
I think the profession has potential for differents approches, like the scrolls, the off-hands and other utilitys i.e. the certificate to change a hunter´s pet name.
Maybe we will see better buff scrolls or other creative inventitions.... why not a scroll that permits the reader to summon the scribe to the reader?
Something similar to that promotion of RAF, It would comsume a scroll and with a balanced cooldown.
I will keep my herbs and scribe for a while, I´m having fun with it and profit as well.
North, December 2008:
Great summary - I think it captures the problem.
Nils, December 2008:
Just a few things to see if we can get worked into a future patch:
Yes - many glyphs, even some Major discoverable ones as of this week (this suprised me!), are on the AH at or under the mat cost.
UI - sort by major/minor is a must. Sort by discovered/trained is only useful for another month or so ;-P
Glyphs bind to character, not armor - so will rarely be changed out, and do not expire - so repeat business is effectively nil. This specifically needs to be worked on, but how? good question...
Would be nice to not have to go back to one of 4 locations in the entire game to change glyphs... I'd like to change glyphs on the fly between questing - instances - raids - PvP, maybe even between bosses! Having to go back to one of the trainer locations to change glyphs is like having to go to your tailor every time you change your suit... This will be even more of a pain in the derrier when dual-spec is ever implemented. Should be able to "re-glyph" in the presence of a Scribe, or with a Scribe carrying a "portable glyph installation kit". Hmm - this may actually enable repeat customers!
Many professions got a boost to BoE items they can trade/sell, all Scribes have are the Darkmoon Cards. Scribes need more marketable items, yes there are scrolls, but they sell for a dime a dozen - especially that only one scroll can be used at a time now.
How about shoulder enchants, comparable to the rep ones, that can be placed on other players, or even in place of the ones you can get by rep. Maybe even the head enchant arcanums - now we can get some repeat business.
Discovery... pardon me, but what the *bleep!* is this in the game for? It is "automatic" so given 83 days, you are gauranteed to discover them all. Its not random like alchemy flask discovery. This just seems out of place, but I may be a minority here ;-P But this would make for a longer period of time for individuals to make money on their "rare" discoveries.
Basically - no BoE items to sell/trade to non-scribes, and no repeat business mechanics are built into the profession. Other than that, its a great profession! Inscription really is a novel idea, just needs another hour or two of thought, followed by who knows how many coding hours.
Personally I had hoped for more ability to "tweak" my existing spells, not a pre-ordained list of spell mods to choose from. The chance to change spells to suit your play style or personality. How about lowering the c/d but having to give up a little damage? Or being able to change spells between "instant" and "over time", or changing spell ranges? What about combination/stacking of glyphs, like wearing a combination of specific glyphs to give a particular "bonus" overall - this could really play into re-applying glyphs between encounters-raids-questing-etc.
*heavy sigh* anyway, just food for thought.
Sevruga, December 2008:
I've tried my hand at all the other professions, and even if I were starting out today, I'd pick Inscription for making money. Materials are plentiful and compared to the other professions, cheap, even if you have to buy them on AH.
On my EU server (high-pop), some of non-discovered major glyphs pre-wotlk still sell well enough (Imp Scorch, Crusader Strike, most DK glyphs).
Many of the minor glyphs that I discovered at the very beginning of Inscription still sell very well. I keep a piece of paper with good vs bad glyphs and prices fluctuate -- sometimes someone decides to dump "Slow Fall" and prices fall down below 10g (under which I only dump glyphs I think never recover), but a few days later they'll go up to 15-25g. Some inscribers try to make a few glyphs, dump a lot of them but later give up. Some inscribers are busy levelling to 80.
The first few days were an incredible goldrush, and if I paid more attention and imagined how much people would pay for trivial glyphs I would have made much more money. But I've since then had a steady 800-1200g income (65kG auctions sold, 99% glyphs). My first inscriptor could not be 65 in time, so I levelled up another for perhaps 1500g so he could discover the new glyphs. That has since repaid itself (I've sold plenty Molten Armor, Frostfire, Devastate glyphs at around 80-100g each -- you'd think there be more competition by now with 20+ discoveries possible but of those only Devastate has fallen to 30-40g level), and the +65 spellpower on shoulders has come in handy as well.
In an upcoming patch you'll have the ability to have dual talent spec -- and that is supposed to include another set of glyphs. So everyone who has a reason to dual-spec will have to go out and buy a new set of Glyphs, possibly one of those less used (e.g. tanking glyphs for warriors). There's not much info about the system so this assume that you press the "Switch Spec" bottom and start out with all your talent points refunded and all your glyphs cleared; then you press it again to go back to your previous one etc.
I think that will be an opportunity to make more money with Inscription, even on glyphs that were selling for trivial prices before. With Death Knights prices on most DK glyphs are 10-25-35 here depending on competition -- these are glyphs that require Ethereal ink and high skil to make. But prior to WOTLK release those went for just a few gold, even if people knew DKs were coming no significant portion of the population bought the glyphs while they were sold for dumping prices. So I think it'll be the same after the dual talent spec -- buy up those cheap glyphs of e.g. Sunder Armor that go for 10s (far below herb cost) and you could sell them for far more after that patch. (I tried to do mass cornering of the market at some point, and buy up every glyph under 50s and resell them for higher prices; I tripled my 500g investment to 1500g but it was too much work).
I think the important thing to make good money with Inscription is frequent (3-4 times a day) but short logins where you login to your AH character, run the /auc getall to get the prices into Auctioneer and check on your auctions. I release my glyphs in amounts proportional to how often they sell (you can see that in Purchased Stats in auctioneer), and have a supply read in case someone decides to underbid. If you put 10x Glyph of Something Cool for 48h and never check on them until they expire, they won't sell -- someone else willl underbid you. Put up 2, check back later and put up another 2 if they sold or if someone underbid you. Note down what glyphs fluctuate in price and check their prices level each time -- e.g. I've been able to sell Glyph of Rip for 30+g beacuse people stopped bothering to make it, and that's a major glyph.
The latest surprise are the Darkmoon cards -- some people are willing to pay 400g-500g for them. I've had plenty of surprlus Snowfall ink so I've made a few just for kicks and to get my skil towards 450 -- and sold 4 in 2 days for 400-500g each.
gullet, January 2009:
I'm still making 500-800g a day and that's mainly on glyphs that don't use the Northrend herbs. Some of my best sellers are the majority of DK glyphs.
If you're not making any gold then you're probably doing something wrong or not putting in enough time or effort into selling them. You have to be willing to pull them off and relist at regular intervals to keep ahead of people undercutting you.
And forget about trying to make money on glyphs you leveled up on. You'd make more money with scrolls then on any of those.
leonal.ee, January 2009:
I make 600g to 2000g per day selling only minor glyphs. My scribe is only level 51 so I can't make any of the Northrend glyphs. On the Sentinals server, the scribes who sell minor glyphs started talking to each other and the majority have agreed to undercut each other by only 1s or less. This dramatically slows the price erosion. I often buy up all the glyphs in a category that have dropped below 10g and start the cycle again at 20g to 40g depending on the glyph.
Also, it helps to steamline your operation. I initially filled all my bags with glyphs and used Auctioneer's Appraiser tab to slowly go through each one. I finally started keeping track of which glyphs were selling and which I was posting uselessly over and over. I whittled my list down to the 25 most profitable and started to keep 10 of each of those in my bags. I then figured out how to use Auctioneer's Batch Post functionality to automatically post 1 of each glyph for 1c less then the lowest price. I post each glyph for no longer than 12 hours. This keeps my inventory needs low. I post 1 of each profitable glyph every 12 hours and if I'm able to check more frequently, I refill the ones that have sold between checks. (My top 3 sellers get 2 glyphs posted at a time.)
With two checks per day, I've been selling 40 glyphs easily. On weekends or days where I have more ability to check in I've sold over 100 in a day. The average price for the glyphs on my most profitable list have hovered above 15g with some of the most popular easily selling for 40g every day. Remember, my scribe is only level 51, so these are all lower level glyphs. Most of them are minor glyphs but a few are major glyphs. The key is to buy up folks that undercut by too much and to watch folks who consistently undercut and talk to them. Very few scribes resist once you explain that by cooperating, everyone makes more money. After a few tries it becomes clear to them that 1s is all you need to undercut to get your glyphs purchased and the massive undercutting stops.
Darkmoon cards and decks sold for me a little for a while, but that market pretty much dried up. Honestly, though, I'm convinced I could make more if I spent some time trying out some of the other major glyphs. I've concentrated mostly on minor glyphs and only have a half dozen major glyphs on my most profitable list. I plan to see if I can at 5 or so more major glyphs that sell well whose price I can keep propped up through selective buying and communication with competition.
I have an alt with each profession and inscription has been by far the most profitable for me. With pretty much every other profession, the materials are easy to look up and buy on the auction house. Most other professions will craft for free if you bring mats which makes it very hard to make a profit. With inscription, the connection between mats and end product is not easy for the non-inscriptionist to figure out so they're stuck paying whatever you ask. Persistance and applying constant upward pressure by buying up folks who undercut too much will prove profitable if you give it a try.
Hope this is helpful!
Felkan, January 2009:
For me, taking inscription has been the 2nd biggest mistake in my WoW career (the first was not playing a druid from day one). I've easily spent 5000g (if not more) to reach this level. And I've made almost nothing. That said, I do not have the game time to figure out what sells and what doesn't. I tried for a couple of days and just pulled my hair out. But I guess if it was easy, everyone would do it.
Now that mining is one click, I'll probably just drop inscription for mining (again). I dread the mining grind from 225-300, but after that it is just passive income (along with my herbalism). It seems gathering professions are about all I can tolerate. Crafting just seems to consume my time and money. I barely play 10-12 hours a week and would rather run 5-mans than play the AH.
Do scrolls sell? Why do vellum's sell? I though enchanters only needed 1 vellum to make as many enchant scrolls as they wanted. Did something change?
The darkmoon cards cost so much time (gathering) or gold (to buy mats) to make I find it painful. The other day I thought I'd see what it would take to make one card. I bought 100 herbs and could not make 1 card. Though today I might be able to since I could sell normal inks for the rare ink. Even then, you don't get to pick the deck which means you could end up with some really crappy card. If every card was a Noble card, I'd stick with it.
el, January 2009:
Each individual enchant scroll created requires one fresh vellum.
Originally vellum sales were minimal: The cost of making vellum was greater than the inconvenience of enchanting via the trade window; and very few enchanters were leveling the profession because of the high cost of materials.
Patch 3.0.8 has altered the overall balance, to make vellum more viable. Armor Vellum III should cost you under 5g an item to make now, which isn't too much to add to an enchant selling (mostly) for over 50g. That said, vellum is primarily useful for leveling enchanting. At higher levels, I find enchanting is like running a restaurant: All the dishes use large amounts of similar ingredients, so it is much more efficient to wait until a customer needs a specific enchant, than waste expensive materials on enchant scrolls that might never sell.
Regardless, enchanting will always be a high-value, low volume profession, so even if every enchant uses vellum, it won't create a massive demand. And if you try and sell vellum at to high a price, enchanters can always fall back to the trade window.
My personal experience is that scrolls generally don't sell, or don't sell for anywhere near the cost of making them. VIII scrolls average 1 Resilient Parchment and 1 Azure Pigment (roughly 2 herbs) per scroll made - upwards of 3g of materials per scroll. The scroll is almost always listed at auction for less.
Off-hand epics may be worth trying. These no longer require Inscription to use. However, there is a lot relatively easy loot in heroics and 10-mans, and you can only expect to sell the same off-hand to each caster-type once.
Darkmoon Cards are becoming a harder sell with each passing Faire. Eternal Life has dropped a lot in price (from over 50g to around 10g in my experience), making cards cheaper to produce. But there's a risk that you get stuck with cards or decks for months - meanwhile the cost of the materials falls further, and you never make any profit. We've not yet seen any of the Uldar raid (patch 3.1) drops, but there's a good chance those will be better than anything any profession can produce - which might render Darkmoon Cards practically worthless.
Oh, and finally to echo leonal.ee: Now that many Scribes have stopped trying to sell anything, there are sometimes opportunities for specific glyphs. Keep in mind that many (perhaps the majority) of glyphs will never sell under normal circumstances, while a handful of glyphs will end up being used by practically everyone playing that class.
Zim, January 2009:
I guess it always come down to playstyle.
I´m not a gatherer, no matter how profitable it is (and It is a winner for sure!) or if it´s easier with 280% flyer or not. I found it too boring running around following addons for mines or herbs.
I quest and get some herbs for inscription along the path, but its the least source of my herbs, most of them came from AH. I use the resources this site gives: milling list. You always can find a good bargain for your ink needs.
And this patch brings a whole new money-saver Jessica Sellers. I love her, She solves the shortage problem of pigments or inks from lower level herbs. And after her you can make those minors from jade/lion ink. Great glyph sellers.
Being a scribe is a way of life, maybe not everybody likes to mess with scrolls, vellums or inks. I like it very much and for me its the easiest way of making money. I sell glyphs with price on AH around 20-40g which ones changes from time to time. Average is 25g. Never list more than 2 of each type at a time.
Quick hints for those seeking for making money with glyphs:
1) Scan AH using the minor list provide in this forum. Write down the good ones on your server.
2) If 1 is too much work, just scan AH for glyph and order by max price. Pick a couple of glyphs with good price, scan them to see all entries of your pick. Enlist your refined selection.
Its 10-15 minutes of work by day and have a nice income. If it still too much work then just do dailys for money (argh).
el, February 2009:
I must admit that there is a valuable aspect of Inscription that I overlooked.
I originally expected glyphs to be like other items produced by professions: Once the stats of the item go live, the item almost never changes.
Glyphs are not like that. They are linked directly to spells, talents, and overall class balance. Hence we are now seeing changes to many of the original glyphs. Again.
Since class balance is a never-ending process, we can also expect that glyphs will be forever changing. Even without changes to glyphs themselves, changes to talents and spells will change the popularity of glyphs.
All this gives the profession an unusual "consumable" quality: Every major patch will see a high proportion of people changing their glyphs.
That does not create Alchemy-level demand for glyphs, but it does mean that patch day will always create fresh demand for glyphs.
North, February 2009:
I must admit that there is a valuable aspect of Inscription that I overlooked.
I originally expected glyphs to be like other items produced by professions: Once the stats of the item go live, the item almost never changes.
Glyphs are not like that.
That's a neat observation. Although there is still the issue that glyphs are universally known and mats are relatively basic, so costs remain low and the market can be saturated by just one crafter. Do you agree?
el, February 2009:
I agree there is currently nothing to separate scribes, except long-term commitment to the profession - several months and a lot of herbs invested in discovering everything.
What will be interesting to see is whether a new, more restrictive method of learning glyph recipes emerges. One theory is that the profession trainers at the new Argent Tournament in Icecrown will eventually offer new recipes, but perhaps only in exchange for tokens (such as the new Aspirant's Seal, rewarded from some of the new dailies) or reputation (Silver Covenant rep can now be gained) or something. Otherwise it doesn't make much sense for all those trainers to be camped out on isolated, wind-swept, building site.
Of course that still doesn't solve the underlying "low cost+low volume" flaw.
Tantoroth, December 2008:
Ok El, I trust what you say, and I really think this should be addressed somewhere.
Are Inscriptions doomed to being a self serving profession? Granted, the sholder glyphs are the best in the game, but only for the individual, the decks are still good sellers for awhile, but the odds are so wildly uncontroled it is hard to get anything you want (I think its something like a 35% chance to get the same deck, and .5% chance of the correct card?).
My experiance being one of the slower leveled, yet still "top" inscriptionist in my server (horde, Bronzebeard), and felt the need to put my concerns out there and see what I get in response.
So, we are to farm hundreds of herbs a day (w/o a daily quest, that needs to be fixed), mill herbs which have a low chance of droping the pigments we need, only to get a marginally minimal chance to get the card we need? Am I missing something here?
So far I have dumped approx. 500g in training alone, and spent 2 weeks doing nothing but collecting herbs for 8 hours a afternoon. (catching up after I speed leveled to 80)
I haven't made a dime so far, I missed out on the big "surge" of glyphs people were buying, and I'm wanting to know the payoff, you know?
Don't get me wrong, it feels very rewarding to power level this skill, I am proud of myself for sticking it out, and getting to where I am....
But my charater that is my inscriptionist is a holy priest, and you stop crafting off-hands at 78, what is that about? I mean, there isn't anymore training out there, our patterns are "found" like JC, Tailoring, enchants, BS, and all the other "crafting" proffesions... so WTF? Where is our "Moonsroud robe" or "motorcycle", I mean we don't get anything but stupid random cards that you can maybe squeese 1 out a day.
Sorry for the rant, but I know you all feel the pain. Thanks for reading!!
(80 BE, holy priest, Bronzebeard) -only one w/ my name in the game actually.
el, December 2008:
There's some further comment here.
There are a few little tweaks coming (ability to sell Ink of Sea for other inks, removing the Inscription skill requirement from off-hands), and Darkmoon cards have been profitable for some scribes recently. But nothing really addresses the fundamental balance issue.
In my opinion, the shoulder enchant is currently the main benefit of the profession. Inscription is one of the easiest professions to level, and provides a personal benefit similar to a "hardcore" profession such as enchanting. Of course enchanting would also give you a viable trade profession.
Will that change? The developers rarely comment on professions design, so it is hard to know what they are thinking.
Kestre, December 2008:
I have had no problem making thousands of gold on inscription. I haven't found a good add-on specifically for scribes, so you have to do this the good old fashioned way: search all the popular glyphs every day. I only post glyphs at 20g + unless I have some old glyphs lying around from leveling (and believe me, I have dozens of those). Consistently posting your glyphs will make you cash. At the worst, an ink of the sea costs me 7g each. At best, 1g each when I buy in bulk from the AH. There are plenty of scribes on my server who are playing the RNG game for Darkmoon cards and sell off their leftover Ink of the Sea for 20g a stack.
So, 1-7g per glyph selling at 20-35g each. Not bad margins. I sell maybe a dozen glyphs a day but only a few of each kind. I check the popular ones and make only up to 3 more at a time in case the market suddenly bottoms out. YMMV but some of the popular glyphs on my server are: Chain Heal, Circle of Healing, Obliterate, Seal of Wisdom, Mangle, Bestial Wrath, Steady Shot, Frostfire, and Enduring Victory. Always price yours lower than your competition unless it's at too low prices. You're working with excellent margins only limited by how big the buyer's market is. And the buyer's market is VERY small compared to, lets say, gems.
The other way I've been making gold, but will soon tank due to the Sea -> Snowfall vendor, is selling snowfall ink to the crazy card making people. Adder's Tongue and Icethorn sell for 40g a stack on good days. I get 1 snowfall ink per stack of those, on average. The snowfall ink sells for 80-100g. Sudden profit. I had a lot of leftover ink of the sea, and I burned through a ton of it on vellums to sell. That market's crashed a bit, from 10g per armor vellum iii, and 20g per weapon vellum iii, to 5 and 8 gold respectively.
I'm speaking as someone who has made roughly 15k since Inscription was released. I'm sure there are more dedicated people out there who have made more.
Alzerina, December 2008:
I agree with Kestre. I just hit lvl 450, yesterday, and have made thousands of gold selling the higher priced glyphs such as the ones Kestre listed (on Hellscream server). I've made a few of the darkmoon cards (mostly to level up), but considering the money to be gained from selling snowfall ink, rather than using it to make cards, I don't think there's much profit to be made from the cards. I would like to see other ways to discover new glyphs (maybe from questing, etc), and perhaps some new (and useful) scrolls that only inscriptors can make. I think selling snowfall ink (75g each on Hellscream, atm) is going to be a money making scheme I'll try for awhile. It would be nice if there was an addon that could sync with Auctioneer to show you the current AH prices of all your glyphs, without having to look at each one as I currently do. Oh and I would highly recommend Auctioneer for those serious about selling glyphs on the AH. Keep an eye on the "undercut" price, cause the prices of most glyphs goes down daily. If and when Blizzard puts the "dual spec" in play, there should be another big rush on glyphs for people to fill out their "second spec". Have your inks ready scribes.
Any other suggestions for how to make money from inscription? I'd love to hear it.
deadtolife, December 2008:
About 2 weeks ago I almost gave up inscriptions for mining because I wasn't making enough gold. With the number of scribes there are there weren't very many unique glyphs. I did make a fair amount of gold early on.
I made and sold my first Darkmoon card. It was a Nobles card. I forget what number. I sold it for 600g within minutes of posting in trade chat. If I knew better I would have sold it for more. Heck, I didn't know.
Making cards is how I make my gold now. It is a crap shoot trying for the Nobles cards but the other decks sell ok too. The Undeath cards on my server (Garithos) sell for around 500g each. The Chaos cards about 250g each and the Prisms for a tiny bit lower than the Chaos cards.
I can make about 2 cards per hour. I also have herbalism so that's definitely a good thing. I go to Sholazar Basin, collect about 10 stacks and start milling. Sometimes the icy pigments are nowhere to be seen. Only like 1 every couple of stacks. My luck sucks sometimes. Other times it seems like I get Icy Pigments more than 50% of the time. Whatever, to me I like it. A little bit over 1 hours worth of work and at the least I make 500g. If I make 2 Nobles cards then WOO HOO, 2k gold. That's never happenned but someday it will. My unlucky fingers are crossed.
I don't even plan on making gold from glyohs anymore. Darkmoon cards all the way. If the Darkmoon card market goes away then I am definitely dropping Inscription.
Zim, December 2008:
I guess we don´t have a "Moonsroud robe" or "motorcycle" from our skill list, but like the others had replied I agree you can make good money search for demanding glyphs. I add this: it changes from week or even day to day, maybe because others scribes gave up posting that so cheap glyphs and then you find a spot to profit or maybe because minors are left behind without none posted on AH.
Inscription is very easy to raise and has some low cost materials, but you need some work to make money and its an easy work... just watch the market. I dont have herbalism and buy most of herbs and inks (inks? yes ink of sea is very cheap on my server) I use the El´s list of herb and mills so if the given herb is expensive look for the others alternative and make a good deal!
Zim, an inscription defender and entusiastic.
PS: I´d like to see some Inscription love on next patches, but right now its easy money already.
Nils, December 2008:
Inscription-for-profit is broken on Twisting Nether. Discoverable major glyphs are going for 8-12 g each, darkmoon cards are going for 200G, and mats alone cost 500-600G per card.
Its now a broken profession, with no money to be made, only dumped into it.
Yes, there are maybe half a dozen well selling glyphs, but once you post to AH - you are undercut within a few hours.
Not dumping it - yet - but am watching it to see what may happen in the near future. Main reason I dont dump it now it htat I have alts to level, with other much more profitable professions.
Rhamona, January 2009:
Glyph-selling has slowed somewhat on Sisters of Elune, but it's still a steady business. I do the same as Kestre, focusing on glyphs that sell for 20g+, and I'm still averaging 250-350g a day. Having the patience to pay attention day to day helps keep my glyphs moving. Having the patience to harvest my own herbs helps with the profitability. Just call me the tortoise ;)
Zim, January 2009:
The Darkmoon card maket is crazy on my server:
Nobles decks: 14000g
Single cards: 1500-2000g.
Totally random luck, Its not something to relly on but what the hell give a try and have fun.
Just a warning you need learn when to cash out (like any casino).
I just made 2000g from spare ink from major glyphs: a noble card + 1 chaos. Hey there is no need to start a discussion if its worth try or not making cards, Its just a lottery with a high prize.
Yender, January 2009:
I too have made thousands of gold (over 18000) but I can imagine the market will vary a lot on different servers. You have to be rather lucky with which glyphs you discover and whether or not anyone else has discovered that glyph and are selling it. The market seems to fluctuate on my server; After patch 3.0.x pre-wrath, glyphs sold for hundreds in the first few days but gradually dropped to a few gold. When wrath was released and northrend glyphs were discovered, the same happened. Recently less Scribes have been selling glyphs. Some have made all the money they need from the profession but mainly, I feel, it is because everyone has the glyphs they want - I must have sold well over 100 glyphs of devastate, most warriors have it now :)
A good strategy for making money off inscription would be to study patch notes and decide which glyphs people will want to buy and whether changes to glyphs have made them more attractive or not. After every glyph I discovered I would check comments on various database websites to see if players liked the glyph. Patch 3.0.8 will bring many changes to glyphs; Ones I have noticed in particular are warrior and Death Knight glyphs. Most of the changes are improvements and the glyphs in question are used in main dps rotations - they will sell, stock up on them for now.
As a note, I don't think the darkmoon cards are good for making money. Sure if you make a decent one (...of Nobles) you can make ~1000g per card but there's a lot of chance and you might never sell one of the "lesser" cards/decks.
leonal.ee, February 2009:
Here are a few basic tips for making money with inscription:
Tip #1 - Undercut by 1s or less. The lowest priced glyph gets bought, but undercutting by 1c is all it really takes. Undercut by more than that and you're costing yourself money.
Tip #2 - Post for the shortest time possible. Once your glyph is undercut, it's usually dead. If you can make sure you have the cheapest glyph (by 1c) every 12 hours, you'll make (incredible amounts of) money.
Tip #3 - Only post 1 or 2 glyphs of a given type at a time. When folks post 4 or more glyphs of the same type, it gives the impression of a glut and folks wait to purchase assuming the price will come down.
Tip #4 - Keep track of which glyphs sell. You are wasting precious resources if you continue to make glyphs that consistantly sell for a low price or very infrequently. (Correllary: never post a glyph for less than it costs to make.)
Tip #5 - Buy up glyphs from folks who post them for too little. This decreases your need for raw materials and keep a constant upward pressure on the prices. I often buy up all available glyphs of one type ( usually 5 or 6 glyphs) for a gold or less each and find that I can sell that same glyph for 40g without difficulty once you've cleared out the underpriced noise.
Tip #6 - If there's no competition, post for 15g or more. Competition will rapidly drive the price down on slow moving glyphs. Rapid moving glyphs will be able to maintain a higher price. I actually post most of my uncontested glyphs at 50g.
Tip #7 - Packs of Endless Pockets are not unique equiped. I keep 4 of them stocked with glyphs and supplies. I swap them with another set of regular bags in the bank when I go questing so it's very easy to switch between questing mode and AH mode. Having 60 different glyphs on your person when you are in the AH with Auctioneer makes it very easy to get a wide variety of glyphs out quickly.
Kaero, October 2008:
Just wondering what everyone thinks prices will be when Inscriptioning comes out.
I'm kinda thinking it'll be something like
PIgments: 5-25g (Alabaster-Nether)
Inks: 10- 50g (Ivory- Ethereal)
Scrolls- Already in the AH...so prices are kinda set
Enchant parchments- figure 5-15g....maybe 20/25g for the lvl 60 required parchments
el, October 2008:
Prices for trainable recipes will quickly settle just above the cost of making the item, because almost everyone will be able to make these items. For low-level glyphs, that could be a couple of silver: A glyph like Backstab averages around 3-4 Peacebloom, plus a 20 copper for the parchment. Higher-level glyphs will cost a few gold (about 7 Felweed, plus 50 silver for the parchment, for something like Glyph of Mind Flay). Northrend glyphs may exceed 10g each.
(There's currently an issue with the vendor prices for glyphs: They're all about 38 silver. If the current code goes live, any herb stack sold for less than about 2 gold should be purchased, turned into glyphs, and vendored.)
Discoverable major glyphs will be fairly rare for a few weeks, and will allow Inscribers to charge a premium. Northrend research is a skill 385 recipe, with only a chance of discovering something. Minor discoverable glyphs should be rare (it takes 2 months to find them all), but will not be, because minor discoveries can be made by level 5 alts - there are lots of those about.
(That's the second money-making reason to roll Inscription on your low-level alts...)
I originally thought people would sell pigments and not inks. But now the recipes have been simplified, so that (with 1 exception) each ink uses a unique pigment, ink-selling may occur instead.
Overall, Inscription is a fundamentally low-cost, high volume profession, very similar to Alchemy. That's why we're so concerned that it doesn't have a clear, highly used consumable yet...
Gummo, October 2008:
Yes, scrolls are the obvious consumable, but they don't seem to be cost-effective with materials; glyphs could be consumable, but adding the lexicons of power prevent people from changing glyphs in instances, which knocks out another potential market (especially with only 2 major glyph slots before level 80). I think reducing scroll materials a bit more, and removing the lexicon requirement would help. Another would be adding scrolls that work like some potions that persist through death.
Yoco, October 2008:
After having played a bit with Inscription on the PTR, I'm somewhat puzzled about what Blizzard has intended for the pricing of glyphs.
There are glyphs that will be popular, and glyphs that noone will use. There will be glyphs that are cheap to make, and glyphs that are more expensive to make. But those two things seem to be totally unrelated - there are plenty of very popular glyphs that can be made soon after picking up inscription, at a low cost, and there are also quite some expensive glyphs for which I suspect the market is small. Inscription is the first tradeskill where cost of crafting any main product (that is: glyphs) seems to be more or less decoupled from the 'value' of that item. Though Inscribers will learn to note the difference soon enough, I can imagine that non-inscribers buying glyphs will be pretty confused about glyph pricing.
The only thing I can predict now is that minor glyphs will (initially) sell for more than major glyphs - not because of their functionality, but because of their rarity (blizzard fixed the discovery cooldown in the latest patch). And this will probably also come as a surprise to non-inscribers - "hey, this is a 'minor' glyph, doesn't that mean it should be cheaper?".
Anyone having more thoughts about what will happen when inscription finally launches? (Which is not unlikely to be next week's maintenance day)
Yender, October 2008:
I'm not looking forward to having to explain how inscription works to people. Most of the people I made glyphs for in the PTR didn' seem to understand it :(
I'm not sure how much I will sell my gylphs for. Maybe I'll give a load to my guild and then see how much they are going for on the auction house.
Gummo, October 2008:
Current prices for major glyphs on a low-pop server (Maiev) are around 25-35G on the first day of the patch.
ymck, October 2008:
Hey there. Update from my server (nordssril). Glyphs are anywhere from 8G to 75G. They started out with a 20G base and moved up from there. Also I am testing minor glyphs at around 100g.. and I have takers. Which is nice but scary. :)
Tantoroth, October 2008:
I picked up the profession the day it was released to the public. On Bronzebeard, Glyphs are roing for 8-300g depending on the rarity. I'm selling mine for standard prices, and giving them to my guildees, as I'm the GM of my guild.
Blizkin, October 2008:
In the first 36 hours of patch release I have made 4500g. The bubble is now burst unless you learn a minor that is hot! I am a little furious over the people posting glyphs up there in AH for 1s. Very annoying. Also a tip. One of my alts did not have a second profession so I used a few stacks of Silverleaf to get to Inscription level 75 so that she can learn Minor Glyphs as well. This way I am learning 2 every 20 hours. I will keep doing this until my main knows all the minors.
Also on the second day I didn't learn a glyph. It gave me 2 Scrolls of Recall ;(
Jordomazing, October 2008:
The inscription bubble lasted longer than expected, though prices have dropped considerably given that hundreds of players/server are leveling inscription. I stockpiled herbs for the last month or two and have made just over 20k gold selling both glyphs and herbs on Kel'Thuzad since the patch. For about a day I was routinely selling stacks of Goldthorn and Khadgar's for upwards of 69 g -- which is ridiculous.
The majority of glyphs sell now for 1-10g, with a few notable exceptions like Glyph of Crusader's Strike and Glyph of Water Mastery which still fetch 30-50 g. Useful minor glyphs sell for the same if not more, but each day means more and more people discover them and undercut war the prices to nominal levels.
Like others have mentioned, leveling multiple alt's inscription is a great way to build your minor glyph resume; although you run the risk of getting repeats (I have three toons with Glyph of Revive Pet -- ownt).
I anticipate the demand to drop considerably proportionate to supply over the next few days to the point that slim profits will be made transforming herbs into glyphs. When Northrend Inscription Research becomes available there will be spike in new glyph prices but as a whole I think it will be difficult for inscription to keep parity with alchemy in terms of profitability due to a lack of universally used consumables.
Archeal, October 2008:
I noticed in the Ah someone having a scroll with an enchant that required a item level of 35 or higher.
But when I look at the armor vellum that you can make level I says it has to be no level restriction and II has a 35 or lower restriction.
Am I missing something here??
Tantoroth, October 2008:
You are correct. You will learn different ranks of vellum,
Vellum I - (lvl 1 req) are non level required enchants (almost all Pre-BC enchants)
Vellum II - (lvl 40 req) Are lvl 35 or below level enchants (almost all TBC enchants)
Vellum III - (lvl 65 req) Won't be released till WoTLK, and will be restricted to lvl 60 enchants or lower.
There are vellum for both armor and weapon enchants, and you have to train in both.
See - http://wotlk.wowhead.com/?search=Vellum
Archeal, October 2008:
Okay I see that.
What I saw was a Scroll of Mongoose in the AH ( 500 gold )
If the scroll says it will take a enchant of level 35 and lower. How does it take a enchant of something that is 35 and HIGHER. Like Crusader and Fiery Enchants are level 35 and lower. And Mongoose is a enchant with a level 35 and HIGHER.
Am I'm totally off track here with this>?
el, October 2008:
The tooltip is misleading. I think it is trying to say "will accept TBC or pre-TBC enchants" (a few don't quite fit the pattern of TBC enchants require a level 35 or above item, but it is an easy way to think of the difference). It should say something like "accepts an enchant that requires a level 35 or above item; or any enchant with a lower level restriction".
Shika, December 2010:
I just want to add that I have used the Adventurer's Journal to gain +15% in damage against Humanoids.
Comments now closed.