ZG Class Enchants: Zanza's Head/Leg Enchants and Zandalar Signets
Zul'Gurub enchants are special head, leg and shoulder enhancements that no enchanter can apply in Vanilla 1.12.1. The trolls of the Zandalar Tribe hand them out for trophies from the Zul'Gurub raid, and on the WoW x5 realm they are one of the most accessible ways to fill those "empty" gear slots long before Naxxramas.
Contents
◆What ZG enchants are and why you want them
In 1.12.1 the Enchanting profession covers weapons, shields, chest, cloak, bracers, gloves and boots. Head, legs and shoulders can only be improved with special items: Dire Maul arcanums, Zul'Gurub enchants and Naxxramas rewards. The full overview of every source lives in the arcanums and head, leg and shoulder enchants hub; this page covers everything tied to Zul'Gurub.
The Zandalar offer three kinds of upgrades:
- class head or leg enchants — one option for each of the nine classes, created by the loa Zanza the Restless;
- Savage Guard — +10 nature resistance on head or legs;
- Zandalar Signets — shoulder enchants sold by Rin'wosho the Trader.


How to get a class head or leg enchant
- Raise your standing with the Zandalar Tribe to at least Friendly — enough to take Zanza's quest. The farming routes are described in the Zandalar reputation guide.
- Obtain a Primal Hakkari Idol. One is guaranteed from Bloodlord Mandokir and one from Jin'do the Hexxer, so a full clear of the Zul'Gurub raid yields two idols.
- Find the Punctured Voodoo Doll for your class. The dolls are found in Jinxed Hoodoo Piles scattered around Zul'Gurub; each doll belongs to one specific class.
- Bring the idol and the doll to Zanza the Restless on Zanza's Rise — a small temple beyond High Priest Venoxis' chamber, to the left of the path leading to Mandokir.
- Collect your reward and apply it to a helmet or leggings. The quest is repeatable and grants another 250 Zandalar reputation.
Before patch 1.11 Zanza also demanded an Arcanum and a class-specific Hakkari trophy; in 1.12.1 the idol and the doll are enough.
◆Table: class → enchant
| Class | Enchant | Effect in 1.12.1 |
|---|---|---|
| Warrior | Presence of Might | +10 Stamina, +7 Defense, +15 shield block value |
| Paladin | Syncretist's Sigil | +10 Stamina, +7 Defense, healing up to +24 |
| Rogue | Death's Embrace | +28 Attack Power, +1% Dodge |
| Hunter | Falcon's Call | +24 ranged attack power, +10 Stamina, +1% hit |
| Shaman | Vodouisant's Vigilant Embrace | +15 Intellect, spell damage and healing up to +13 |
| Mage | Presence of Sight | +18 spell damage and healing, +1% spell hit |
| Warlock | Hoodoo Hex | +10 Stamina, spell damage and healing up to +18 |
| Priest | Prophetic Aura | +10 Stamina, 4 mana per 5 sec, healing up to +24 |
| Druid | Animist's Caress | +10 Stamina, +10 Intellect, healing up to +24 |
Note that the warrior option is purely for tanking and the paladin one mixes Defense with healing, so a damage-focused warrior or a holy paladin may prefer an arcanum from the Dire Maul librams.
◆Savage Guard: nature resistance
From Honored onwards Zanza accepts any one of the three Dire Maul arcanums — Focus, Rapidity or Protection — and rewards Savage Guard: +10 nature resistance on head or legs. It is a niche swap for encounters where the raid stacks nature resistance; in a normal raid the class enchant is stronger.
◆Zandalar Signets for shoulders
The most sought-after Zandalar reward is the shoulder signet. At Exalted, Rin'wosho the Trader on Yojamba Isle (Stranglethorn Vale) trades 15 Zandalar Honor Tokens for one signet of your choice:
- Zandalar Signet of Might — +30 attack power;
- Zandalar Signet of Mojo — spell damage and healing up to +18;
- Zandalar Signet of Serenity — healing up to +33.
Honor Tokens come from quests that take sets of Zul'Gurub coins and Hakkari bijous; a token can also be used for reputation, so players usually spend them on standing before Exalted and save them for signets afterwards. For a comparison with the Naxxramas and Argent Dawn options, see shoulder enchants.

Tips for ZG enchants
- There are only two idols per clear, so agree on an order in advance: tanks and main healers usually get theirs first.
- Head and legs are separate slots: each needs its own idol and doll.
- Enchant an item you will keep for a long time. Swapping gear means farming the enchant again.
- If you own a Dire Maul arcanum, compare it to your class enchant: for some roles the gap is small and the arcanum is easier to buy.
- Keep the route to Zul'Gurub handy to get the raid inside faster.

◆Related pages
- Arcanums and head, leg and shoulder enchants — hub
- Dire Maul librams
- Shoulder enchants in WoW Classic
- Hakkar — the final boss of Zul'Gurub
- Best enchants by slot
Ready to farm idols and Zandalar tokens? Create an account, set up your connection and gather a Zul'Gurub raid on WoW x5.
FAQ
?What do I need for a Zul'Gurub class enchant in 1.12.1?
Friendly reputation with the Zandalar Tribe, a Primal Hakkari Idol and a Punctured Voodoo Doll for your class. Both items are handed to Zanza the Restless inside Zul'Gurub. Since patch 1.11 no Arcanum or other Primal Hakkari items are required.
?Where does the Primal Hakkari Idol drop?
One idol is guaranteed from Bloodlord Mandokir and one from Jin'do the Hexxer, so a full clear yields two idols for the raid. The idol binds when picked up.
?Can I enchant both head and legs with ZG enchants?
Yes. The quest is repeatable: bring a second idol and doll to get another enchant. It does not stack with other enchantments in the same slot, so each item holds only one.
?How much does a Zandalar Signet cost?
Rin'wosho the Trader on Yojamba Isle trades a Signet of Might, Mojo or Serenity for 15 Zandalar Honor Tokens. You must be Exalted with the Zandalar Tribe.
Now jump into WoW Classic X5
Theory alone gives no XP. Join WoW Classic X5 — Vanilla 1.12.1, x5 rates, blizzlike mechanics — and try this guide in game.
- Create an account on wowx5.ru
- Download the WoW Classic 1.12.1 client
- Put into realmlist.wtf:
set realmlist play.wowx5.ru