Gold Guides
The Mule Class Guide

Hey Everyone,

This is Daknit. I wanted to blog this up for those that might have missed this on the fourms. I’ve added a few things (nothing too noticeable). I’m working on finalizing a couple projects to help with your farming experiences. I hope this helps as well.

Until next time….

–Daknit


The Mule Class Guide

You may not know it, but you need one. You might already have one. If you are reading this on a site under the lure of fast leveling up, then you definitely need one.

A Mule is an Alt that sits by the bank/mailbox and receives packages from your Main to store and/or sell. He is the most under-appreciated and overworked of all your alts. He saves your playing time of the main character by doing the things you would normally do with your Main, like bartering on the AH. He is your inside man in town.

First. Choose a race and character that you will like to play much, much later on. Level him up to at least 10 (optional)*. Set him up in some city where the AH and the Bank are close (Ironforge comes to mind).

You are going to need 6 bags. The cheapest sell for 4.75 SP each. Four bags go on the Mule. Two bags go in the bank. Now you got room to start.

[Note: Don’t have the capital to buy the bags or the bank tabs? That’s fine. Sit and wait for your Main to supply you. The two characters must work together now.]

Any addons that help with Mail, tracking recipe lists, and working with the AH is going to help alot. Be sure to have those installed and familiarize yourself with them before you start accepting packages from your Main.

What to mail to the Mule

–Don’t mail gray items. Those your Main can sell for himself.
–White items that your Main can’t use.
–Trade goods that you will need later on.

The Main must make a drop every time he goes to town. The more room you clear the more stuff you can bring back from the fields; the more money you make.

The Mule has to set up shop according to your Main. As your Main levels up, his bags get bigger and the skills he needs to learn get more expensive. The Mule has to be prepared for the Main for each section of levels the Main advances.

Apprentice Mule

Much of the low white items may not sell well in price in the AH, but it will quickly add up. The first goal of the Main is to get to level 20 and get a mount. The Mounts will cost 4 GP for training and 1GP for the mount itself. That’s 5 gold you’ll need before the Main hit level 20. (If you are a warlock, pally, or druid, then you won’t have to worry about this as much. You’ll have/be your own class mount) Try to save 5GP on the side, but the rest of the money goes back to the Main.

At level 40, you Main will be able to upgrade his mount. It will cost 40GP to train and 10GP for the mount. At level 60, it will cost 250 GP (or less) to train for a flying mount and 50 GP. These are the numbers that you need to save for. As soon as you are ready for Northrend, you’ll need the near 5,000 GP to train to artisan flying, much less the 1,000 for Cold Weather flying training. Be sure to have mastered the AH to save up for this.

Journeyman Mule

Firstly, the more time you spend away from the Mule, the bigger his bags will need to be. Some items might need to be saved to be sold later or used by your Main at a different time. This may call for more bank space. Buy tabs as you need them. If your Main is a tailor, have him make bags for the Mule. If not, it will be the mission of the Mule to supply bags for both Main and himself.

The Mule is the town runner that collects supplies for your Main’s professions (thread, flux, what have you). This way, the Main will not have to come back to the city to make those on the spot items. Remember, the point of the mule is to save play time for your Main.

As a bonus, your Mule will need to know your profession path and set aside money to buy items that will be needed later on. (For example, Medium leather will be needed by the Engineer to make Bronze Frames)

Expert Mule

The expert Mule is one that acts as a hub for more than 1 character. You can bribe a few people to create a guild for a few gold. Once you have ten signatures, you’ll have guild. Kick these people out once it is set up. This may seem dastardly, but don’t worry; many people already understand their role in your guild. Just think of it as a quest. Your Mule should never be part of a main guild. We start a guild only to get the guild bank and it’s tabs.

With multi Toons to worry about, you’ll need the space to organize trade needs, stock pile in mass highly profitable items, and form an armory. The armory will be used to twink up lower level Toons. Enchanters will also use this armory to create a stock pile of dust, gems, shards, and essences.

Ex-Mule

At any time, you may not want this Toon to be your Mule. You can setup another mule and transfer funds and items over.

This is an excellent idea for maxed out toons who’s soul purpose is to craft goods for the AH for profit. Usually, Mules are low level because high levels are not really needed to run the AH and make a profit. Having a crafter in town as a Mule opens up new avenues to make money. If you are going to do this, then be sure the toon is maxed out in skills so there is no limitations to what you can do with your profession. (If you need to know how to do this, read the Professions link in the Members Area.)

Remember, the Mule has been sitting in a city for quite some time. That double Exp might just last you a very long time.**

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*And yes, level 10 is optional. It is a good goal if you are first setting up camp on a server and you have no other toons yet. Level 10 takes less than an hour to reach, and by the time you reach that level, you have a enough money and supplies to get bags for your Main and start a small resale business going while your Main is in the field gathering items to sell. While it is not necessary, especially if you have more than one toon already, it is a great start up for beginners.

**Level 80? Results will vary.

Leave A Reply (24 comments So Far)

  1. Brandie  2 years ago

    It’s imaivptere that more people make this exact point.

    Reply

  2. Jessa  6 years ago

    including the concept of takinng.a0 In group play like raids and dungeons, it takes a team of players made up of various characters.a0 One very important role is that of the tank.a0 The tank is the warrior, paladin, Xena or Conan

    Reply

  3. Roadwyrm  8 years ago

    I love that add-on! Very handy for other toons to know what what your other toons have already when your buying upgrades and such through a different toon or looking to see what other toon has spare change or mats.

    Reply

  4. Paradox  8 years ago

    I’ve just started taking a new approach to the mule strategy. My main (level 80) is starting to take on some mule responsibilities. Sounds crazy, I know, but in a way it makes sense. This character is DPS class which means 15-17 minute wait to get into a random. You can spend tons of time farming but you still have to spend a significant amount of time at the auction house selling it. While its true that I could be farming with this character while waiting, its also true that my other 80 has more efficient gathering methods so I use that one for most of the farming.

    Reply

  5. Kim  8 years ago

    Nice guide. I just realized that I’ve been doing something right.

    The guild bank is one of the greatest purchases I ever did. The idea was that my main carried gold and not had a “bank account”. In a guild bank, you can deposit and withdraw gold as well.

    Today, I have guild tabs for enchanting mats, tailor mats, engineering , food (cooking and buffs) and blue armor/weapons (for later levels and alts). I make most alts members with “banker” status, so they are allowed to deposit and withdraw from all tabs. The lower status members can’t see the tabs or touch the tabs (as I had some friends in and out).

    It’s easy to pass the guildvault in Dalaran and pick out items for creating something with your higher toons at times.

    The collecting is done the same way with mail to mules and directly in and out of the guild bank.

    Making daily gold deposits from higher toons gives the mules freedom and you see the gold “bank account” growing faster. Each of my toons never carries much gold, but got the guild one available.

    Reply

  6. Kevin  8 years ago

    You can use the addon altoholic to compare in game. It allows you to see all your alts gear, whats in their bags, etc without having to log off your main. This is great when leveling your professions, just pull up altoholic to see what you are crafting is better than what your alts are wearing. Use your professions to your benefit.

    Reply

  7. Dragonhawk  8 years ago

    Oh and one final suggestion that I remembered right after hitting Submit before 🙂

    Despite the temptation, don’t name your character “Stevesbank” or “Bankieee” or “Guildmule” or any of the thousand variations thereof – it looks stupid in town even when you ARE using it as a bank alt, and if you ever decide to play it for real, it’s even worse. Just pick a simple decent name.

    Also in terms of addons (if you’re religiously opposed, I understand) I recommend Bagnon for bag management and Postal for mailbox management. And Armory is just terrific for keeping track of your alts’ inventory, bank, professions, guild bank and more.

    Finished, I promise. 🙂

    Reply

  8. Dragonhawk  8 years ago

    Another tip for Mules/bank alts is to set your home to Shattrath, or to Dalaran once your main reaches 70. The ability to reach any capital city in a few seconds can come in really handy. Have a friend port, summon or taxi you in, unless you know some other trick.

    I also highly recommend The Exodar (Alliance) or Silvermoon City (Horde) for basic mule work. Everything is right there, no excessive running around, no canals, bridges, lava, lakes etc, and it’s usually quasi deserted so your lag and annoyance factor is zero. Those cities also have the only Jewelcrafting trainers outside of Northrend and Outland, so you can easily get supplies.

    Thanks again for these guides.

    Reply

  9. Leif  8 years ago

    It´s true. An ally takes about an our. Blood elf just the same. Orc and troll a little bit longer. Nice Guide. Work perfekt. Have an lvl 13 orc shammy as an bank alt. Buying and selling and send the mone to my main. 250G every day almost.

    Reply

  10. muck  8 years ago

    “Level 10 takes less than an hour to reach”

    maybe with RAF, if your talking about soloing leveling this is bull****, proof me wrong 🙂

    Reply

    TheDemon Reply:

    Not really sure how to prove lvl 10 takes an hour to reach, but I have never spent more than an hour getting there.

    Reply

  11. Daknit  8 years ago

    Yeah. Usually if you have one main to look after, this isn’t too much a problem. If you get more than that, then your head begins to spin. I’ve picked up Alt-coholic myself. It’s not bad. It’s defiantly a step up in the right direction; getting an addon to keep track of your “team.” There is alot of addons out there to choose from. I’m glad there’s people out there like you creating them.

    Ah, my poor, poor little notebook and worn, little #2 pencil. Rest now, with what is left of your sad little existence.

    Reply

  12. Matflix  8 years ago

    I got kinda shocked when you said that it took 1 hour to get to lvl 10, can’t really understand how that’s possible ¤_¤.
    Also, rested EXP can’t go further than 1,5 lvls 🙂

    Reply

    Daknit Reply:

    I’ve noobed out so many times that I could run the first 10 level blindfolded. Humans are the easiest because everything is so close together and I know which quests to take and which to skip. Bam Bam Bam. Done.

    There’s been some discussion about how far one can take a blue bar. If you play 6-8 hours a day, then yeah, the blue bar won’t last very long. If you’re a working stiff like me, then playing 2-3 hours (if lucky) and resting for 20 hours can make that blue bar last a very long time. It all depends on your play style how far you can carry that double exp.

    Reply

    Matflix Reply:

    well, quests have no effect on the rested experience, and it still can get up once you’ve spent some of it and regained some, so…

    Reply

    blackship Reply:

    Rest experiance – I have a couple of 80’s (tank, healer, dps) and the way I pushed them up in levels is to park them until I got the max rest bonus, and then to pull them out one at a time and burn it off. My focus was on quests and not grinding, and like Daknit I only played for a few hours each day. The way it ended up working is that by the time I worked through the rotation of my characters and started over – the first character was back to max rest. I’ve done this a couple of times and the leveling for all the toons involved is fairly fast.

    The other benifit I saw to this is that all my armored classes were gathers and the squishy classes were the crafters. I was able to support the professions of all my toons for the most part without having to buy from the AH.

    As too my mule – I spent a few days each month doing quests to gain levels. My mule is now close enough that I could spend a little time and have them out in Northrend.

    My suggestion. If you get to the point to think of starting a guild to bank items on your mule, save you’re gold first and do some shopping. There are a lot of guilds started during the summer that end up folding when school starts up. Look to buy a guild that is folding-up for less than what it would require to buy the bank tabs they have. Just be sure that you’re not buying a guild that has members that want to stay and rebuild.

    Dragonhawk Reply:

    Just to be clear about your final comment – The “blue bar” of rest XP bonus that your mule accumulated as it sat at level 10 will last for 1 1/2 levels (30 “bubbles”) of kill XP – period. It takes 10 days logged off in an inn or major city to accumulate 30 bubbles of rest bonus. After 10 days, you’re no longer gaining bonus.

    It’s true that you can make your rest bonus “last longer” by doing lots of quests and discoveries since those kinds of XP don’t touch the rest bonus. It’s also true that you can continue to add to your bonus after you’ve used some or all of it, by logging out again and letting it accumulate. But the bonus your mule racked up during its months as a bank alt will not take it to 80.

    The smartest thing, if you’re planning to use your mule as a real character later, is to log it in once a week and go out and level a bit. Even casual play should yield a couple of levels until you’re quite high up. And there are advantages: you hit 20, you can ride. You hit 40, you can ride faster. At higher levels you can easily manage a Tanaris or Booty Bay run for neutral AH goodness.

    Thanks for an excellent series of guides.

    Reply

  13. Ryp  8 years ago

    Advanced Mules may want to consider using specialist bags as appropriate.
    For instance; all toons find gems, and most professions need them, so you instantly know which bag to check. It also assists with auto sorting the mail for you.
    If you have a miner, a BS, a JC, or a an Engineer, then a mining bag will probably help.
    Have a tailor, or spend lots of time farming humanoids, a tailoring bag might help.
    Have a skinner or leatherworker, maybe a leatherworking bag is justified.
    You probably don’t need all the different bags, but consider which classes of materials you deal with in bulk …. some will benefit from the appropriate bag.
    Safe travels and happy hunting. 🙂

    Reply

    Daknit Reply:

    you know, I keep forgetting about that. I have an addon that combines all my bags together, and sorting never even crosses my mind half the time. Come to think of it, my Guild tabs have been slopped together in one big mess.

    Thanks for the comment.

    Reply

  14. Ruafraidd-Muradin  8 years ago

    Thank you very much for posting this. I had already done both but someone else will benefit from the knowledge.

    Reply

  15. Rageflame  8 years ago

    Nice guide, thinking of turning an alt into a mule, and the guild idea is a new one. Going to try that one out.

    Reply

  16. Ruper  8 years ago

    never thought of the guild angle, thanks for the great tip!

    Reply

  17. WyWy  8 years ago

    I like your suggestions. I started developing a mule just before I read your guide, and after reading the guide, I was able to proceed more smoothly with the development….Thanks very much

    Reply

  18. atesorrowate  8 years ago

    im glad there someone like you out there that thinks of small things that helps us all out think you

    Reply