Help
Help

TESOの付呪はタムリエルにあるルーンストーンを集め、グリフを作るクラフト。そのグリフには鎧、武器、アクセサリに魔法をかけ、付呪でより強くします。

ルーンストーン

 

ルーンストーン ページにリストがあります。

付呪師は世界各地にあるルーンを彙め、 付呪台を使ってルーンを組み合わせてクリフにすると、 消耗されていたり使用済みのアイテムの鮪力を向上させることかできます。 へルプのクリフの嬌で使い方を見ることかできます。

付呪台で抽出のタブを閲〈と、 クリフか5ル一ンを抜き出すこともできます。 抽出を行うには所持品かぅ夕リフを遣ぴます。 抽出を行うと夕リフは燻れてしまうことを賞えておいてください。

 

Potency Rune.jpg Aspect Rune.jpg Essence Rune.jpg

 

グリフ

 

Enchanters create Glyphs by combining runes of three different types: Potency, Aspect and Essence. They can then create Armor, Weapon and Jewelery glyphs depending on unlocked skills and available materials.

Please see the グリフ page for a detailed list of all available glyphs.

Runes can also be extracted from Glyphs by opening the "Extraction" tab at an enchanting table. Chose a Glyph from your Inventory to perform an extraction. Remember that performing the extraction process will destroy the Glyph.

 

付呪ヒント

skills-enchanting-eso 付呪スキル
leveling-guide-enchanting-eso 付呪レヴェルガイド
glyph-deconstruction-guide-enchanting-eso グリフ抽出
lore-enchanting-eso ロア

 

Name & Image
Rank Description
Unlock
Tree Level
Aspect Improvement.png

Aspect Improvement

(Passive Skill)
Rank I Enchanting Rank 01
Rank II Enchanting Rank 06
Rank III Enchanting Rank 16
Rank IV Enchanting Rank 31
Potency Improvement.png

Potency Improvement

(Passive Skill)
Rank I Enchanting Rank 01
Rank II Enchanting Rank 05
Rank III Enchanting Rank 10
Rank IV Enchanting Rank 15
Rank V Enchanting Rank 20
Rank VI Enchanting Rank 25
Rank VII Enchanting Rank 30
Rank VIII Enchanting Rank 35
Rank IX Enchanting Rank ??
Rank X Enchanting Rank ??
Keen Eye Rune Stones.png

Keen Eye Runestones

(Passive Skill)

Rank I
  • Runes in the world will be easier to see when you are 20 meters or closer.
Enchanting Rank 02
Rank II
  • Runes in the world will be easier to see when you are 30 meters or closer.
Enchanting Rank 07
Rank III
  • Runes in the world will be easier to see when you are 40 meters or closer.
Enchanting Rank ??
Hireling.png

Hireling

(Passive Skill)

Rank I
  • When you go offline a hireling will find Runestones for you
  • Your hireling refreshes every 24 hours.
Enchanting Rank 03
Rank II
  • When you go offline a hireling will find Runestones for you
  • Your hireling refreshes every 24 hours.
  • your hireling has a good chance of finding rarer Runestones.
Enchanting Rank 12
Rank III
  • An enchanter hireling will search for resources for you.
  • A new delivery from your hireling can be claimed the next time you login or change zones, provided it has been no less than 12 hours since the last bundle.
Enchanting Rank 32
Aspect Extraction.png

Aspect Extraction

(Passive Skill)

Rank I
  • Increases the chances of extracting each type of Runestone by 3%.
Enchanting Rank 04
Rank II
  • Increases the chances of extracting each type of Runestone by 6%.
Enchanting Rank 19
Rank III
  • Increases the chances of extracting each type of Runestone by 10%.
Enchanting Rank 29

 

Leveling up Enchanting is an arduous process. It has been made easier with incremental patches, but it is still the slowest ranking of the professions.

Deconstruction always grants more inspiration than creation and yields materials. Items made by another player gives the most inspiration, enhanced with higher level and better item quality.

  1. Find a crafting partner who is near your crafting level.
  2. Each partner creates glyphs for the maximum level as possible in the following progression: 4, 16, 26, 36, 46, Champion: 10, 40, 80, 100
  3. Trade the items to each other.
  4. Deconstruct the glyphs made by the other person.

The table at the bottom of this page shows the XP (inspiration) required for each level. Please see Glyph Deconstruction Guide for XP details.

Enchanting Writ Guide

You may also craft writs to not only obtain experience, but also gain special tempers and other items.

  • Quest Giver: Consumables Crafting Writs Board
  • Prerequisite Quest: Enchanter Certification
  • Rewards: Enchanter's Coffer and Enchanting Inspiration
Enchanting     Reward Materials Turn-in
1 Enchanter's Coffer I
1,000 Inspiration
Trifling Glyph of Magicka, Health or Stamina Consortium Trading Post
aldmeri_icon.png: Vulkhel Guard in Auridon
daggerfall_icon.png: Daggerfall in Glenumbra
ebonheart_icon.png: Davon's Watch in Stonefalls
2 Enchanter's Coffer II
2,000 Inspiration
Petty Glyph Magicka, Health or Stamina Alliance Supply Depot
aldmeri_icon.png: Elden Root in Grahtwood
daggerfall_icon.png: Wayrest in Stormhaven
ebonheart_icon.png: Mournhold in Deshaan
3 Enchanter's Coffer III
4,000 Inspiration
Minor Glyph Magicka, Health or Stamina Refugee Relief Site
aldmeri_icon.png: Marbruk in Greenshade
daggerfall_icon.png: Shornhelm in Rivenspire
ebonheart_icon.png: Stormhold in Shadowfen
4 Enchanter's Coffer IV
6,000 Inspiration
Moderate Glyph Magicka, Health or Stamina Fighters Guild Provisioner
aldmeri_icon.png: Velyn Harbor in Malabal Tor
daggerfall_icon.png: Sentinel in Alik'r Desert
ebonheart_icon.png: Windhelm in Eastmarch
5 Enchanter's Coffer V
8,000 Inspiration
Strong Glyph Magicka, Health or Stamina Privateer Drop-Off
aldmeri_icon.png: Rawl'kha in Reaper's March
daggerfall_icon.png: Evermore in Bangkorai
ebonheart_icon.png: Riften in The Rift
6 Enchanter's Coffer VI
10,000 Inspiration
Major Glyph Magicka, Health or Stamina Mages Guild Locus 1
Hollow City in Coldharbour
7 Enchanter's Coffer VII
13,000 Inspiration
Grand Glyph Magicka, Health or Stamina Belkarth Quartermaster 2
Belkarth in Craglorn
8 Enchanter's Coffer VIII
16,000 Inspiration
  Belkarth Quartermaster 2
Belkarth in Craglorn
9 Enchanter's Coffer IX
20,000 Inspiration
  Belkarth Quartermaster 2
Belkarth in Craglorn
10 Enchanter's Coffer X
20,000 Inspiration
  Only available if you own Orsinium DLC
Otherwise writs will remain at Level 9
Orsinium Quartermaster 3
Orsinium in Wrothgar

 

Enchanting Inspiration Leveling Guide

Level Experience Needed To Complete Skills Available to Unlock
1 640 Potency Improvement I & Aspect Improvement I
2 3,995 Keen Eye I
3 6,920 Hireling I
4 8,900 Aspect Extraction I
5 10,560 Potency Improvement II
6 13,040 Aspect Improvement II
7 16,360 Keen Eye 2
8 17,960 --
9 21,880 --
10 24,400 Potency Improvement III
11 26,989 --
12 29,400 Hireling II
13 30,200 --
14 31,000 Keen Eye III
15 32,600 Potency Improvement IV
16 34,200 Aspect Improvement III
17 35,800 --
18 39,610 --
19 43,420 Aspect Extraction II
20 45,750 Potency Improvement V
21 48,080 --
22 50,500 --
23 52,920 --
24 55,560 --
25 58,200 Potency Improvement VI
26 61,280 --
27 64,360 --
28 67,660 --
29 70,960 Aspect Extraction III
30 74,700 Potency Improvement VII
31 78,440 Aspect Improvement IV
32 82,400 Hireling III
33 86,360 --
34 90,980 --
35 95,600 Potency Improvement VIII
36 100,440 --
37 105,280 --
38 116,280 --
39 128,600 --
40 135,200 Potency Improvement IX
41 141,800 --
42 149,280 --
43 156,760 --
44 164,647 --
45 173,073 --
46 181,840 --
47 191,080 --
48 200,760 --
49 211,320 --
50 --

To level your enchanter, deconstruction of Glyphs crafted by another player is the most efficient method.

This page is based off a spreadsheet created by Kenneth Younger that details the XP obtained via deconstruction. Please note the Update 4 changed values significantly. The data on the table below is current to the Dark Brotherhood update of June 2016

Glyph Deconstruction Guide

Glyph Name Inspiration from Creation Inspiration from Deconstruction
  White Green Blue Purple White Green Blue Purple
Trifling 164 329 549 987 312 625 1043 1875
Inferior 232 464 774 1392 441 882 1472 2646
Petty 307 615 1027 1845 586 1172 1967 3516
Slight 403 807 1347 2421 768 1536 2565 4608
Minor 487 975 1628 2925 928 1857 3101 5571
Lesser 592 1184 1977 3552 1127 2254 3764 6762
Moderate 692 1385 2312 4155 1318 2636 4402 7908
Average 814 1629 2720 4887 1552 3104 5183 9312
Strong 969 1938 3236 5814 1845 3690 6162 11070
Major 1200 2400 4008 7200 2284 4568 7628 13704
Greater 1281 2562 4278 7686 2437 4875 8141 14625
Grand 1362 2724 4549 8172 2591 5182 8653 15546
Splendid 1483 2697 4954 8901 2744 5873 9166 16467
Monumental 1605 3210 5360 9630 3282 6564 10961 19692
Superb n/a n/a n/a n/a 3654 7308 12205 21926
Truly Superb n/a n/a n/a n/a 3807 7616 12720 22851





Original Spreadsheet here

From the official Website here

Telenger the Artificer presents his unusual theory and answers your questions about Enchanting.

Time to dust off another tome from the archives! Today, Telenger the Artificer wishes to share with you his latest theory, which is sure to get you thinking about the power of language. He discusses how Enchanting ties into his postulations and answers a few of your questions on the topic.

Madam Firilanya, who you might already know, will be here next week. Send your questions about the clothier profession, dyes, or any Elder Scrolls lore topic to community@elderscrollsonline.com.

external image c3125a49636aed493abb7e921833bea9.jpg

Words and Power

By Telenger the Artificer
Are languages in Tamriel more than a convenient means of communication? Throughout my studies, particularly in my ongoing research of the mysterious runestones, a theme of language explicitly interconnected with magic has surfaced with frequency that cannot be ignored. Is the very act of casting ideas into words an invocation? I present here evidence that may just support this admittedly radical position, which I hope the sapiarchs of the Crystal Tower will be enticed to expound upon or refute.


Let us begin with the runestones of Enchanting. Each is marked with a symbol consisting of syllables arranged together. Alone, a rune is inert, but magical potential is unleashed when combined with others in the appropriate syntax. The full form, the complete expression, conveys magic. One does not even need to fully understand the language to unlock the power it contains—not enough words exist or are known to truly speak it, but by studying glyphs and combining runestones, it is possible to grasp enough of the raw concepts to utilize it. The language itself is undeniably connected in a fundamental way to magical energies, though its origin remains a mystery.


As an aside for prospective students of Enchanting, do not become discouraged when you encounter a rune you are unable to decipher. Only through repetition of words and phrases you have learned and the extraction of runes from glyphs will you obtain the knowledge you need to master more difficult runes. Be patient and work with other students to create and deconstruct glyphs to gain more insight into their interplay and true meaning.


Language, specifically the written word, is also of critical importance to the Altmer. Not only does it preserve our history, but it captures and defines our auspicious lineage and ensures that every Mer knows his or her place in the hierarchy. It is no accident that Altmeri society is the most orderly and structured in Tamriel—it is the will of Xarxes himself. The scholar-priests of the divine scribe, secretive though they are, are said to preserve an ancient tongue long forgotten to any but their order. In Helaameril’s “Conversations with the Etymon-Binders,” an anonymous scribe hints at tomes capable of producing tastes, smells, and dancing images, and texts that can be read by any gazing upon them—even the unlettered. Another form of word-magic, if Helaameril is to be believed.


Consider even what may seem mundane: the speech of a great general upon the morn of battle that rouses his troops to perform incredible deeds, the songs of a master bard that inspire emotion, the calming tone of a mother to her child. Are there traces of magic in everyday exertions of will through speech or writing? It seems possible that some remnant of ancient pre-Dawn power lingers on here, though it has grown faint. There is even more evidence to support this throughout the history of Tamriel—far too much to detail here—and I look forward to debating this theory among my peers.

Telenger the Artificer answers your questions:

I have always been fascinated by enchanting and soul gems in particular. Is it possible to utilize the souls in Soul Gems in other ways than powering enchantments and spells? Could one extract the soul and manipulate it outside of the gem? Surely it is the intent of Molag Bal to use the power of soul magic—so why can we not do the same? – Araeynir Fireheart
Telenger the Artificer says: “Though there is currently a great deal of investigation into soul-trapping and soul-manipulation occurring on continental Tamriel, as an Altmer I cannot in good conscience condone such experiments, which in the Summerset Isles would be rightfully banned as darkest necromancy. I advise you to turn the fire in your heart to other, brighter pursuits.”

I am a humble Breton battlemage who has only recently started learning the art of Enchanting. My search for runes is slow going, even with the assistance of a hireling. I find I am often lacking in aspect runes. On the opposing side of the spectrum, I have an over-abundance of essence runes. I have a number of potency runes, but they are beyond my level of comprehension. Have you any recommendations for learning this art more quickly? – Marola Eponine
Telenger the Artificer says: “Ah, you young Bretons – sometimes talented, but always hasty! My advice is to seek out the companionship of others with the same interests to form a society of mutual support – an enchanters’ guild, if you will. In this way, you will be able to pursue different approaches simultaneously, and all will benefit from the resulting knowledge. You will also be able to trade runes amongst yourselves.”

I read with great interest your volume on the "Enigma of the Runestones," certainly the most comprehensive account to date on this fascinating topic. I would be interested in knowing more about the words associated with the runestones. What language are they? I am aware of the theory proposed by Nolin the Many-Hued, according to which runestones would be the result of an Ayleid wizard's experiment. And yet the Ayleid word for "fire" is "molag," whereas the essence runestone associated with fire is "rakeipa." And what is your personal opinion on the origin of runestones? – Salagar Feynn, Evermore Mages Guild
Telenger the Artificer says: “A fascinating question, which I myself have spent some time researching. Study of the runes shows that they are made of repeating figures, each of which is expressed as a verbal syllable: thus ‘Jora,’ the trifling rune that translates as ‘develop,’ combines the two angled slashes that we know as ‘jo’ and ‘ra.’ When ‘je’ is added, the result is ‘Jejora,’ the slight rune that means ‘raise.’

“So the rune names clearly form a language that is coherent and consistent, if limited. The question is, What language is it? This is where we begin to run out of answers, as the rune-language seems to derive from no known historic or pre-dawn culture. My personal best guess is that it is a language that was entirely invented by some Dawn Era enchanter or school of enchanters who left no other record of their existence than the spread of runestones across Tamriel.”

Further Reading:

Enigma of the Runestones

By Telenger the Artificer


The origin of the mystic runestones found scattered across Tamriel is obscure and uncertain. Even their nature and material composition is a matter of hot debate among the sages of the Crystal Tower. The Venerable Ancirinque, Sapiarch of Mythohistory, holds that certain difficult passages in Torinaan's Journal indicate that runestones were already here when the Foresailor arrived from Old Aldmeris. However, Nolin the Many-Hued, Sapiarch of Enchantment, contends that they date from the early Merethic Era, and are the unintended consequence of an Ayleid wizard's experiment gone awry.


Whatever the truth of their origin, after generations of study by the finest magical minds in the Summerset Isles, their various properties have nearly all been identified, and their uses in the enchantment of arms, armor, and ornaments are well understood. For general classification they fall into three categories, which we latter-day mages have dubbed Potency, Aspect, and Essence.


For enchantment purposes these three types of runestones can be understood as mystically complementary, for only by combining one of each category can the enchanter create a "glyph," our term for the magical substance we use to endow an item with sorcerous power.


However, though we know how to use runestones to create magical items, the enigma remains: what are they? We have named their three standard categories Potency, Aspect, and Essence—but what does that mean? Even the great Phariiz the Antic, who gave them these names, even he, when asked what they meant, merely shrugged and replied, "Those are the names that feel right to me."


Even the fact that there are three kinds of runestones generates debate, as it seems to contradict the Anu-Padu Theorem, which posits that duality is the foundation of the Aurbis. Camilonwe of Lillandril asserted that it was impossible that there were only three types of runestones, and spent the last two hundred years of his life searching for a fourth, convinced that proper classification called for such entities to appear in dual pairs. He never found this "quartonic runestone," which he dubbed Celerity, but he insisted until the end that his theory was sound.


Was Camilonwe right? Do Celerity runestones exist, but in some state of reality that makes them imperceptible to normal mortals? That is a question that is, so far, unanswerable.