Sunshine Daydream Guild


Sunshine Daydream's Guide to Enchanting


PDF available here

Enchanting is the skill line which enables the creation of glyphs with which to place special effects on armor, weapons, or jewelry.

This guide to enchanting covers:



Enchanting Skills

Skills for Anyone (even the Non-Enchanter)

Enchanting is the only ESO craft skill line for which I would recommend a non-crafter not spend any points at all.

Runestone Extraction is the only skill that even might interest someone who does not dabble in enchanting. The white glyphs that drop from kills are nearly worthless, but some of their component runes if they can be extracted might have more value. However, the small potential increase in value is not worth the skill points in my opinion.

Skill Progression for the Enchanter

15 skill points are recommended to effectively train your enchanter.

Skill Level Skill Name Benefit
4 Aspect Extraction (1) increases the chances of extracting runestones from glyphs
5 Potency Improvement (2) allows use of potency runes which make glyhps for items of level 10-15+
6 Aspect Improvement (2) allows the use of Denata runes to create Superior (blue) glyphs
10 Potency Improvement (3) allows use of potency runes which make glyhps for items of level 20-25+
15 Potency Improvement (4) allows use of potency runes which make glyhps for items of level 30-35+
16 Aspect Improvement (3) allows the use of Rekuta runes to create Artifact (purple) glyphs
19 Aspect Extraction (2) further increases the chances of extracting runestones from glyphs
20 Potency Improvement (5) allows use of potency runes which make glyhps for items up to CP 10+
25 Potency Improvement (6) allows use of potency runes which make glyhps for items up to CP 30+
29 Aspect Extraction (3) significantly increases the chances of extracting runestones from glyphs
30 Potency Improvement (7) allows use of potency runes which make glyhps for items up to CP 50+
31 Aspect Improvement (3) allows the use of Kuta runes to create Legendary (gold) glyphs
35 Potency Improvement (8) allows use of potency runes which make glyhps for items up to CP 70+
40 Potency Improvement (9) allows use of potency runes which make glyhps for items up to CP 100+
45 Potency Improvement (10) allows use of all potency runes enabling glyhps for items of any level

This table does not include the Keen Eye skill which claims to make spotting runes easier. In reality, all runestones glow already and do not blend into the vegetation like many other collectible materials, so once you learn to recognize them they can be easily spotted from afar.

Nor does this table include the hireling. While sometimes useful, when skill points are at a premium I'd not spend any here.


Potency Runes

Potency runes determine the strength of an effect and is tied to the minimum level of an item upon which the resulting glyph can be applied. Each tier has potency runes that are classified as either additive or subtractive; this factor combines with the Essence Rune to determine the precise effect produced.

Every runestone has a 1/3 chance to drop a potency rune in addition to its aspect & essence runes and occasionally you will also find a Mundane Rune which is used in furniture crafting. When they are found, potency runes have a 50% chance to be based on character level and a 50% chance to be based the Potency Improvement skill. If you are unable to find the proper potency runes in the wild, you can purchase them from a vendor.


ADDITIVE

RUNES
SUBTRACTIVE

RUNES
Rune
Translation
Potency Glyph Prefix Item Level Rune
Translation

Jora
Jora
Develop
1 Trifling 1+ Jode
Reduce

Jode

Porade
Porade
Add
1 Inferior 5+ Notade
Subtract

Notade

Jera
Jera
Increase
2 Petty 10+ Ode
Shrink

Ode

Jejora
Jejora
Raise
2 Slight 15+ Tade
Decrease

Tade
ADDITIVE

RUNES
SUBTRACTIVE

RUNES
Rune
Translation
Potency Glyph Prefix Item Level Rune
Translation

Odra
Odra
Gain
3 Minor 20+ Jayde
Deduct

Jayde

Pojora
Pojora
Supplement
3 Lesser 25+ Edode
Lower

Edode

Edora
Edora
Boost
4 Moderate 30+ Pojode
Diminish

Pojode

Jaera
Jaera
Advance
4 Average 35+ Rekude
Weaken

Rekude

Pora
Pora
Augment
5 Strong 40+ Hade
Lessen

Hade

Denara
Denara
Strengthen
5 Major CP 10+ Idode
Impair

Idode
(continued on next page)
ADDITIVE

RUNES
SUBTRACTIVE

RUNES
Rune
Translation
Potency Glyph Prefix Item Level Rune
Translation

Rera
Rera
Exaggerate
6 Greater CP 30+ Pode
Remove

Pode

Derado
Derado
Empower
7 Grand CP 50+ Kedeko
Drain

Kedeko

Rekura
Rekura
Magnify
8 Splendid CP 70+ Rede
Deprive

Rede

Kura
Kura
Intensify
9 Monumental CP 100+ Kude
Negate

Kude

Rejera
Rejera
Amplify
10 Superb CP 150+ Jehade
Divest

Jehade

Repora
Repora
Reinforce
10 Truly Superb CP 160 Itade
Plunder

Itade


Essence Runes

Essence runes determine the variety of effect a glyph produces. Each essence rune can produce one of two different effects; which of those two effects the glyph carries is determined by using an additive or subtractive potency rune.

Whether a glyph can be placed on armor, weapon, or jewelry is determined by its effect. There are 18 jewelry effects, 14 weapon effects, and 4 armor effects. If the resulting glyph is classed for armor placement, realize that only armor glyphs applied to head, chest, legs, or shield fully gain its stated benefit. Forty percent (40%) of a glyph's stated benefit is granted when a glyph is applied to shoulders, waist, hands, or feet.

Every runestone should contain an essence rune along with an aspect rune since the launch of Dark Brotherhood. Essence runes are random; which area you farm makes no difference to the rune you acquire.

Placement
Additive Effect(s)
Additive
Glyph
Rune
Translation
Subtractive
Glyph
Placement
Subtractive Effect(s)
Weapon
deals cold damage
Frost Dekeipa

Frost
Frost Resist Jewelry
adds cold resistance
Armor
adds maximum stamina
Stamina Deni

Stamina
Absorb Stamina Weapon
deals magic damage
and restores stamina
Jewelry
increases stamina recovery
Stamina Recovery Denima

Stamina Regen
Reduce
Feat Cost
Jewelry
reduces stamina cost of abilities
(continued on next page)
Placement
Additive Effect(s)
Additive
Glyph
Rune
Translation
Subtractive
Glyph
Placement
Subtractive Effect(s)
Weapon
grants a damage shield
Hardening Deteri

Armor
Crushing Weapon
reduces physical & spell resist
Armor
adds maximum health,
adds maximum magicka,
& adds maximum stamina
Prismatic Defense Hakeijo

Prism
Prismatic Weapon
deals magic damage to undead and to daedra
Weapon
deals disease damage
Foulness Haoko

Disease
Disease Resist Jewelry
adds disease resistance
Jewelry
increases bash damage
Bashing Kaderi

Shield
Shielding Jewelry
reduces cost of bash & blocking
Weapon
deals poison damage
Poison Kuoko

Poison
Poison Resist Jewelry
adds poison resistance
Jewelry
adds spell damage
Increase Magical Harm Makderi

Spell Harm
Decrease Spell Harm Jewelry
adds spell resistance
Armor
adds maximum magicka
Magicka Makko

Magicka
Absorb Magicka Weapon
deals magic damage
and restores magicka
Jewelry
adds magicka recovery
Magicka Recovery Makkoma

Magicka Regen
Reduce Spell Cost Jewelry
reduces magicka cost of spells
Weapon
deals shock damage
Shock Meip

Shock
Shock Resist Jewelry
adds shock resistance
(continued on next page)
Placement
Additive Effect(s)
Additive
Glyph
Rune
Translation
Subtractive
Glyph
Placement
Subtractive Effect(s)
Armor
adds maximum health
Health Oko

Health
Absorb Health Weapon
deals magic damage
and restores health
Jewelry
adds health recovery
Health Recovery Okoma

Health Regen
Decrease Health Weapon
deals Oblivion (unresistable) damage
(36% weaker after Horns of the Reach)
Weapon
increases weapon & spell damage
Weapon Damage Okori

Power
Weakening Weapon
reduces target's weapon damage
Jewelry
increases duration of potion effects
Potion Boost Oru

Alchemist
Potion Speed Jewelry
reduces cooldowns of potions
below this item's level
Weapon
deals flame damage
Flame Rekeipa

Fire
Flame Resist Jewelry
adds flame resistance
Jewelry
adds weapon damage
Increase Physical Harm Taderi

Physical Harm
Decrease Physical Harm Jewelry
adds physical resistance


Aspect Runes

Aspect runes determine the quality of the glyph created. Every runestone should contain an aspect rune since the changes to enchanting with Dark Brotherhood; aspect & essence runes are found together in all runestones when they spawn. Aspect runes are random; which area you farm makes no difference to the rune you acquire.

If you find Kutas while leveling, I suggest selling or saving them until you reach gear-level cap. For the short time you will use any particular tier of lower level gear, it's simply not worth enchanting with anything beyond artifact (purple) quality enchants. The 6k-8k gold price of each Kuta can be far better spent while leveling.

Rune Glyph Quality Aspect Improvement

Ta
Base (white) 1

Jejota
Fine (green) 1

Denata
Superior (blue) 2

Rekuta
Artifact (purple) 3

Kuta
Legendary (gold) 4


Leveling Enchanting

Common sources of inspiration boost include joining ESO+ which grants a 10% boost to inspiration gain or spending thirty (30) Champion Points in The Tower for a passive 20% boost to inspiration gain. However as these bonuses are not available to all players, they are not reflected in the data below which displays base values without any inspiration bonus.

Translating a rune (the first time you use it in the creation of a glyph) grants a bonus to inspiration. Since this bonus increases as you level enchanting, it is wise to hold off on unnecessary translations until your enchanting level is in the mid-40s; waiting past level 46 will waste the translation bonus as you will max the craft with some runes still unknown. If you need a rune to create a glyph sooner then go ahead as needed (each translation bonus isn't that much inspiration), but saving unnecessary translations until enchanting level is in the mid-40s reaps the most rewards for this process.

Enchanting Level Translation Bonus
2 1060
5 1876
10 2646
15 3518
20 4610
25 5569
30 6762
35 7909
40 9310
45 11072

Despite costing rune materials, creation of a glyph only grants roughly half the inspiration as deconstruction of a glyph of the same tier/quality. Creating glyphs is not the best way to level; runes should be saved and used to create glyphs as you need them or translated late in the leveling process. Never deconstruct a glyph you created as doing so yields only about 10% of the inspiration otherwise obtained, instead trade/sell it (often through a guild store) to another enchanter.

Deconstruction inspiration is greater with higher level and higher quality glyphs, but does suffer from a cap to inspiration based on your enchanting level (more on that to follow in just a moment). Since typically only base (white) quality glyphs drop while adventuring, leveling enchanting can be a grueling & tedious process unless you spend a bit of gold on the right glyphs.

Prices are not the only variable that affect which glyphs are the right glyphs to purchase; your enchanting level matters due to the inspiration cap. The following table can help ensure you don't waste inspiration due to the cap. Note that the cap increases with inspiration boost, so 10% inspiration boost from ESO+ will raise the numbers shown below by 10% as well, making the same glyphs useful regardless of what amount of inspiration boost you do or do not have.

Any glyphs one is likely to deconstruct are no longer impeded by enchanting level 38.
Enchanting
Level
Inspiration
Cap
applied to
Extraction
When Glyphs Become Unimpeded by the Inspiration Cap
and Start to Receive Full Inspiration for Deconstruction

(Advice on Which Glyphs to Seek for Leveling)
1 427
2-3 2458 Lesser green glyphs or Greater white glyphs
4-5 3954 Average or Strong green glyphs or any white glyphs
6-7 4747 Moderate blue glyphs or Major green glyphs
8 5280 Average blue glyphs or Greater or Grand green glyphs
9 6336 Strong blue glyphs or Splendid green glyphs
10-11 7363 Monumental or Superb green glyphs
12-13 8725 Major, Greater, or Grand blue glyphs
14-15 9074
16-17 10502 Splendid blue glyphs
18-19 11154 Monumental blue glyphs
20-21 12829 Superb blue glyphs
22-23 13606
24-25 14319 Major purple glyphs
26-27 16672 Greater, Grand, or Splendid purple glyphs
28-29 17752
30-31 18816
32-33 19954 Monumental purple glyphs
34-35 21304
36-37 22707 Superb purple glyphs
38-39 24321 Truly Superb purple glyphs

All purple and blue glyphs and most green glyphs are made by crafters, although green glyphs can apparently be acquired from writ rewards and on rare occasions while questing in certain areas (Sentinel zombie strand has been mentioned by @helediron). The following table shows comparative inspiration for different tiers/qualities of glyph and may help you choose which glyphs to purchase based on your server's prices.

Inspiration data extracted from ESOwiki.
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

Daily writs provide a boost to inspiration upon delivery and sometimes provide enchanting surveys which help replenish supplies. However, I'm not assured that doing daily writs will even allow you to break even on average.

Potency
Improvement
Inspiration
as Reward
1 1,000
2 2,000
3 4,000
4 6,000
5 8,000
6 10,000
7 13,000
8 16,000
9 20,000
10 20,000




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