Tyr's Hand Scarlet Crusade Gold Farm: Runecloth and Greens (56–60)

A tyrs hand gold farm loop for levels 56–60: Scarlet Crusade humanoids in Eastern Plaguelands, Runecloth by the stack, greens to disenchant, and a route map.

Updated · 8 min read

Tyr's Hand Scarlet Crusade Gold Farm: Runecloth and Greens (56–60)

Every vanilla-era realm keeps a short list of places where a level 60 makes money without a raid group, and the Scarlet Crusade stronghold in the south-east corner of Eastern Plaguelands is on all of them. Ask about a tyrs hand gold farm in any end-game channel and you get the same story: walled streets packed with humanoids in the high fifties, every one of them carrying Runecloth and silver, with a steady trickle of green gear on top. The appeal is not rarity. The town is dense, a vendor is a short ride away, and the loot sells on every server. This guide covers who can run it, an eight-stop loop with safe pull spots, what the drops are worth and how to set the same loop up in ForeverBot.

Where and what you need

Tyr's Hand sits on the coast south of Light's Hope Chapel, behind a stone wall with a single gatehouse facing the road. Inside is the Scarlet Crusade garrison: armoured praetorians patrolling the yards, archmages and enchanters casting from the squares, and clerics who heal whatever you are hitting. On 1.12-style realms the whole garrison is non-elite, which is the only reason one player can farm it; mouse over a few guards on your own realm before you commit an evening, because elite tuning turns the same streets into a five-man job.

  • Level. 58 is where the farm becomes comfortable and 60 is ideal. At 56 and 57 stay in the fields outside the wall and at the gatehouse, where every pull is a single, and move inside once a caster no longer costs you half your health.
  • Class. Anything that can finish a pull of two. Mages and other area-damage classes get the most out of the packed yards; hunters, warlocks, paladins and well-geared warriors do fine one target at a time.
  • Gear. Dungeon blues mixed with good greens are enough. The honest test is killing one praetorian and one archmage back to back and still having half your health.
  • Professions. None are required, but three change the numbers. Tailoring turns Runecloth into bolts and bags, Enchanting turns unsellable greens into dust, essences and shards, and First Aid makes the best bandages out of the cloth you are already looting. A herbalist near the top of the skill can add Plaguebloom from the blighted ground along the road. There is nothing to skin.
  • Bag space. Empty bags, and big ones. Runecloth stacks to 20, greens do not stack at all, and grey weapons take a slot each; a full hour can eat forty slots.

The route

Route map: the Tyr's Hand gold farm loop from Light's Hope Chapel through the outer fields, the gatehouse, the barracks yard, the cathedral square and the lower terrace, with eight numbered stops
Route map: the Tyr's Hand gold farm loop from Light's Hope Chapel through the outer fields, the gatehouse, the barracks yard, the cathedral square and the lower terrace, with eight numbered stops

The loop runs clockwise through the town and ends every fight next to a wall, never in an open yard. The numbers match the map.

  1. Light's Hope Chapel. Fly or ride in. The camp has vendors, repairs and a flight master. Empty your bags, buff up and take the road that leaves the chapel heading south along the coast.
  2. The outer fields. Where the road bends toward the wall, the Scarlet farmland opens up on your left. Single guards and small patrols wander between the fences; use them to warm up and to check your damage before you commit to the town.
  3. The gatehouse. The gate is in the north wall, facing the road. Stand a few steps outside it and pull one guard at a time; the wall blocks line of sight from the yard behind, so nothing extra follows.
  4. The barracks yard. Step through the gate and turn left into the first yard, where praetorians move in twos and threes between the long buildings. Pull them back to the inside of the wall and fight with your back to the stone.
  5. The cathedral square. Follow the street south to the tall church. This is caster ground: archmages and enchanters stand on the steps and in the small squares around it. Duck behind a corner so they walk to you instead of casting from range.
  6. The lower terrace. The quiet strip along the south wall behind the cathedral. Fewer mobs, slower patrols. Eat, drink and bandage here while the first yards respawn behind you.
  7. The west wall walk. Return north along the inside of the west wall toward the gate, taking the respawns one by one, then step outside and clear the fields again.
  8. The bag run. When the bags are full, or roughly every forty-five minutes, ride back up the road to Light's Hope. Sell the greys, restock water, and hearth or fly to a city when it is time to post cloth and greens.

What you get

Source Drops Why it sells
Praetorians and guards (melee) Runecloth, silver, grey weapons and armour, an occasional green Runecloth is bought by tailors, bandage-makers and everyone grinding another city's reputation for a mount
Archmages, enchanters and clerics (casters) Runecloth, silver, drinks and potions, greens Casters die faster for the same cloth, and the drinks they carry keep your own stock untouched
Bind-on-equip greens, level 50s to 60 Sold whole or disenchanted Disenchanting gives Illusion Dust, Greater Eternal Essence and Large Brilliant Shards, which every end-game enchant needs
Grey weapons and armour Vendor only A grey weapon at this level vendors for a good chunk of silver, enough to cover repairs and water
Plaguebloom along the road Herbs, for herbalists near the top of the skill Alchemists burn it for the flasks and potions raiders buy every week

Gold per hour

Count a whole session, not your best ten minutes. Raw coin plus vendored greys lands at roughly 15–25 gold an hour for a single-target class and roughly 25–40 for one that kills groups. Add the Runecloth and a good hour sits roughly between 30 and 60 gold, with the greens responsible for most of the swing: three hours without a sellable green happen, and so does one bind-on-equip piece that pays for the whole evening.

Four things move those numbers. Kill speed is the biggest; an area-damage class can roughly double the cloth. Competition is the second: one other player inside the walls halves your take, so change the hour rather than argue over the yard. The third is your realm's Runecloth price, which climbs when people chase reputation mounts and sinks when a fresh wave of tailors arrives. The fourth is downtime: every ride to the vendor with half-empty bags is money left on the ground.

Tips

  • Fight with your back to a wall. Respawns appear in the open yards, and the open yards are where new players stand.
  • Casters first. A praetorian walks to you anyway; an archmage keeps casting until you deal with it.
  • Keep a snare, a stun or a ranged hit for the last ten percent. Humanoids at this level run at low health and come back with a friend.
  • Loot everything, including grey weapons. They are heavy on bag space and light on regret when you see the vendor total.
  • Sell Runecloth in full stacks of 20 and keep one stack for your own bandages. Post greens in the evening, when raiders are shopping, not when other farmers are dumping.
  • If someone is already inside, take the fields and the lower terrace. The respawn supports two players comfortably and three badly.
  • On a PvP realm the road from the chapel is the dangerous part, not the town. Eastern Plaguelands is contested, and the gate is a favourite ambush spot.

For a change of pace in the same zone, the Plaguebloom route through Eastern Plaguelands uses the same flight point, and the Twilight's Hammer camps in Silithus are the other classic humanoid farm at 60.

Running it with ForeverBot

Open the Farming section, pick an empty route, press Record loop and run stops 3 to 7 once by hand, finishing at the gate so the loop closes. Target each kind of mob as you meet it and press + Current target: the praetorians and guards first, then the archmages, enchanters and clerics. Under Farm route keep Go to a vendor when bags are full and Repair at vendors on, so the bag run to the chapel happens on its own, and under Loot and bags tick Sell gray items, Auto loot and Buy food and water.

In Settings, set the Navigator's Route mode to safest, which keeps the arrow hugging the walls instead of cutting across the yards, and widen the Arrival radius a few yards so the loop does not stall on a corner; raise the Food/water stock under Macros and gear if your class drinks a lot. A herbalist can also tick Herbalism in Professions with Remember nodes on, so the Plaguebloom along the road is kept for the next lap. Press Save profile, name it something like "Tyr's Hand 60" and press Start: the arrow leads you around the loop, the Target key picks the next mob from your list, and the Current status panel counts Kills, Gold and Gold/hour so you can compare evenings honestly. The Farming section is part of every plan; see plans and pricing for what is included.

FAQ

Can I start the tyrs hand gold farm at level 56?

Yes, at the edges. At 56 and 57 the outer fields and the gatehouse are safe single pulls, while the casters inside still hit harder than you would like. Farm outside until 58, then move into the barracks yard and the cathedral square.

Is the Scarlet Crusade garrison elite?

On 1.12-style realms the town's defenders are regular humanoids, which is the whole reason one player can farm them. Mouse over a few guards on your own realm before you commit a session; if they show as elite, the same loop needs a group.

Where should I sell everything?

Greys go to the vendors at Light's Hope Chapel on every bag run. Runecloth and greens belong on the auction house in full stacks, posted when raid groups are shopping rather than when other farmers are dumping. Anything that fails to sell twice goes to an enchanter for dust and shards.

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