Elder Scrolls Enchanting Lore

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Redguard Lore The Elder Scrolls Online is a MMO spin-off of the Elder Scrolls franchise. It takes place in the year 2E 582, making it the earliest-set game in the series. It is a time of strife and unrest. In this guide I will breakdown all that you need to know about Enchanting in Elder Scrolls Online. I will share discoveries made and will update as more are uncovered. For guides on other professions such as Alchemy, Blacksmithing, Woodworking and Clothing, please turn to our ESO Guide Directory.

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Magic (Magicka in the Ayleid Language)[1] is the general term used for the focusing of raw energy into various properties and for various purposes. This raw energy, often referred to as magicka, flows from Aetherius into Mundus by way of the sun and stars, and from it the Mundus was created.[2][3] Magicka comprises every spirit, it is the energy of all living things and can be harnessed in a variety of ways. Despite thousands of years of study, there is an enormous amount of speculation about how magic is generated, how it might be used by Aedra and Daedra, and how it might flow between living things.[3][4]

  • 3Arcane Arts
  • 5See Also

Origin[edit]

Magnus was the god who designed Mundus, the mortal realm, during its creation. After it was completed, however, he ordered the project terminated, and left for Aetherius at great cost. In doing so, he tore a hole in the veil of Oblivion through which the magicka of Aetherius flows into the world.[5][6] The great rift he left behind, the sun, is itself known as Magnus.[7] Soon, other et'Ada who agreed with Magnus followed his lead, leaving smaller holes which are the stars, through which magicka also flows. This is why the stars under which a person is born have such a great influence on that person's fortunes and fate, and why many materials which fall from the heavens have great magical properties.[2][3][8]

History[edit]

Some of the first recorded uses of magic were by the Ayleids of the First Era. Through the salvaging of fallen fragments of Aetherius, they attained great arcane power, which they used to enslave the early Cyrodiils.[2] A common phrase in the Ayleid Language is 'Av molag anyammis, av latta magicka', which means 'From fire, life; from light, magic'.[1] With one or two exceptions, wizards of the early First Era were generally solitary, and there was little collaboration beyond the master-apprentice relationship, or standardization in magical practices.[9] Until the Second Era and the construction of the Arcane University, the Crystal Tower of Summerset Isle was considered the pinnacle of magical research and learning in Tamriel.

Many different magical arts have been developed during Tamrielic history for purposes ranging from warfare to technological advancement to religion and divination, and there is often much scholarly disagreement between various researchers.[10] Notable magical endeavors include the Redguards' Shehai Shen She Ru, the Nords' Thu'um, the Bosmer's Beast Tongue, the Maormer's sea serpent-taming magic, and the numerous innovations of the Dwemer. There are many other little-understood magical phenomena, like the mysterious constructs the Towers, as well as the process of 'reaching heaven by violence' known as CHIM. A person's reserves of magicka are determined by numerous, often unknown influences, and some people are naturally very gifted in various ways, but no one has the infinite power of Magnus himself.[11]

The power of the Aedra and other deities is sometimes, but not always, within the meaning of 'magic' on Tamriel, depending on the context.[12][5] The worship of deities is suspected to be desirable to those spirits due to the belief that they transform the energy exuded by the worshipper into another, distinct kind of magic they can wield for the benefit (or downfall) of all.[4][13]

A myriad of great wizards have come from the Altmer from Summerset Isle and the Breton from High Rock, as well as powerful Nibenese battlemages, Telvanni magelords,[14] and Sload necromancers. Many rulers of the Summerset Isle were advised by the Psijic Order, a body of mages concerned with the practice of Mysticism. In particular, the formation of the Mages Guild in the early Second Era altered the political and societal landscape. By forming the Guild, its ex-Psijic founder, Vanus Galerion, allowed magical items, potions, and spells to be bought by any member of the public that could afford to pay. In effect, magic was no longer dictated by the aristocracy or intelligentsia.[15]

Throughout history, many institutions devoted to acquiring arcane knowledge have been erected, including the Crystal Tower, House Telvanni, the College of Winterhold, and the School of Julianos.[16]

Some time before the Three Banners War, the curricula of the Mages Guild was seen as haphazard and disorganized. Gabrielle Benele saw that the Shad Astula Academy divided magic into eight 'schools' and that this resulted in novice mages being trained in half the time, so she proposed the Mages Guild follow this model as well.[17] The Guild did adopt this and while the number of schools have changed over time, the concept has endured since its adoption.

The magical arts are not always met with warmth. Often this has been with good reason, as magical studies have proven to be all-consuming in numerous cases, making the mages threats to themselves and others. The Psijic Order, the oldest known magical organization in Tamriel, is now considered a rogue organization by the Thalmor of the Aldmeri Dominion, and the two have clashed before.[18] Most Redguards consider wizardry both 'weak' and 'wicked', and it fell out of favor with the Nords in the First Era. Necromancy is reviled in most societies.[19]Daedra summoningtrafficking is also hated in many provinces, especially in the wake of the Oblivion Crisis, which many believed was a result of magic gone wrong.[20]Shadow Magic, while rare, is feared because of its power.

Arcane Arts[edit]

Spellcasting[edit]

The act of drawing on one's own magicka reserves in order to generate some kind of effect in the physical world is called 'casting a spell'. The Psijic Order consider it an intensely personal exercise. No two mages weave their spells in exactly the same way. Like painting or sculpting, each artist has their own distinctive style.[21]

There have been seven widely accepted schools of spellcasting over time, each with a number of spells that pertain to its particular purpose:

  • Destruction spells harm the target by damaging its health with either elemental or magical attacks, draining and damaging its attributes, skills, health, magic, and fatigue, making it weak to the elements, poisons and magic, and corroding its armor and weapons.
  • Restoration spells augment the target by restoring its health, attributes, stamina, and magicka, fortifying its health, attributes, skills, stamina, and magicka, granting it resistances to the elements, magic, disease, paralysis, poison, and un-enchanted weapons, curing it of disease, poison and paralysis as well as harming the target by absorbing its health, magicka, stamina, attributes and skills.
  • Conjuration spells call upon otherworldly entities through telepathy, certain skilled Conjuration mages can develop telepathic links with each other. Conjuration spells augment the caster by granting them Daedric and Undead guardians, Daedric weapons and armor, and the ability to repel the undead and banish Daedra.
  • Alteration spells alter the physical and magical properties of the target. Alteration spells harm the target by making the objects it is carrying heavier and augments the target by making the objects it is carrying lighter, granting it elemental and physical shields and the ability to breath and walk on water as well as opening locks.
  • Illusion spells affect light and a sentient target's mind. Illusion spells harm the target by commanding, demoralizing, paralyzing, silencing, and causing it to frenzy, as well as augmenting it by rallying, charming, calming it, granting it invisibility, night-vision, translucency and illuminating it.
  • Mysticism is an obscure school, though its spells seem to manipulate magicka itself. Due to its spells that bind the target's soul, this school is closely related to necromancy. Mysticism spells augment the target by granting it the ability to detect life, reflect damage, absorb and reflect spells as well as harm it by dispelling its magical effects and trapping its soul, including the ability to move objects through space with telekinesis. The nature of the School of Mysticism is the subject of much scholarly debate.[22]
  • Thaumaturgy does not change the appearance or structure of a force or object, but can manipulate laws temporarily.

The schools of magic have often been subject to revision by existing magical institutes, and some have fallen out of favor. For example, following the Warp in the West the school of Thaumaturgy was rearranged into other schools and was largely replaced by the growing popularity of Conjuration, while in the fourth era the school of Mysticism was gradually consolidated into the other five extant schools.

Enchanting[edit]

Elder Scrolls History Lore

Enchanting is the act of endowing objects with magical properties through the use of a soul, almost always with the use of a soul gem. An enchanted item's power diminishes with use, in which case additional souls may be used to replenish it. The strength of an enchanted item and the amount by which it can be recharged is directly related to the magnitude of the souls used.[23]

The effects of enchanted apparel may augment the wearer, and the effects of enchanted weapons may harm the target, and vice versa. Some enchanted equipment, such as magical staves, can be used to cast spells without expending Magicka.

Artifacts, powerful items created by Aedra, Daedra or otherwise extraordinary circumstances, are often enchanted and can be recharged in the same way that the usual enchanted item can.

It is said that Raven Direnni created the art of enchantment in the First Era,[24][25] though other sources suggest that the enchantress merely revolutionized a process that, prior to her work, used to fail nine times out of ten.[26] There have been many styles or sets of enchantments throughout the years, each with their own properties. One such example is the Night's Silence, which was created by the mad wizard, Mesanthano. The energy still lingers in places such as his ruined tower on the coast of Glenumbra.[27]

Alchemy[edit]

Alchemy is the act of mixing, boiling, and distilling various substances to obtain their chemo-magical properties and create potions and poisons. Potions are usually imbibed orally and usually grant the imbiber with positive effects. Poisons are introduced into the target's bloodstream by pouring it onto a weapon and attacking the target with it and usually gives the target negative effects.

Alchemical ingredients include extracts from plants, animals, undead, and Daedra. Certain ingredients are very valuable to alchemists due to their rarity, many of which are extracts from Daedric creatures. Prospective alchemists often need to experiment with ingredients to gauge what effects can be created, usually by eating samples of ingredients. This practice is referred to as wortcraft.

Stationary alchemical stations are often used for the preparation of potions. In the Iliac Bay, they were often utilized by the temple clergy and the elusive Dark Brotherhood as a service to their members. In Skyrim, such stations were not only used by apothecaries but also installed by court wizards and even some taverns. Some landowners may also have an alchemy laboratory in their own homes.

In contrast, within Cyrodiil and Morrowind it was far more common for smaller travel apparatus to be used by alchemists. These portable laboratories had four components:

  • Mortar and Pestle: used for grinding the ingredients together into a paste to be boiled, required for potion brewing
  • Retort: used for distilling the brew, increases the magnitude of the potion's positive effects, optional for potion brewing.
  • Calcinator: used to increase all effects of the brew, both positive and negative, optional for potion brewing.
  • Alembic: also distills the brew, used to decrease its negative effects, optional for potion brewing

Alchemy was formulated into an art and science by Asliel Direnni.

Auramancy[edit]

Auramancy is an arcane art that involves evoking memories from the auras left behind on objects by individuals' emotions. By casting auramancy on a lingering aura or magic tied to objects, it may reveal a scene from the past in the form of harmless phantasms that act out a scene of the memory. Auramancy works best on personal possessions that are imbued with a significant emotional aura or have arcane residue clinging to them. As powerful emotions are the most likely to leave their mark on objects, the memories that auramancy reveal are usually those of important events. Some consider auramancy to be a useful tool for unraveling the history of ancient, forgotten places. For instance, Count Verandis Ravenwatch used auramancy to recall memories of the vampires in Nighthollow Keep.

Through the use of auramancy, a memory of the caster's choice can be implanted in an object, subsequently causing the object to glow. Upon interaction with the object, the auramancy will activate and display the memory like it would normally if directly cast. Auramancy can appear as golden or red light.

Necromancy[edit]

Necromancy, also called the Necromantic Arts, Dark Arts, or Dark Practice, is the manipulation of the souls or corpses of the dead. Dragons know it as alok-dilon. Different groups and cultures have varying positions on what exactly constitutes necromancy. In its broadest sense, necromancy can be understood as any form of soul manipulation. Some might consider it a subset of the conjuration school of magic, as both involve the summoning of spirits and utilizing the powers of Oblivion. However, necromancy is more generally understood to connote the manipulation of the souls of mortals and the reanimation of their corpses. Typically, this soul manipulation is accomplished by binding a soul to a physical form which has been prepared by the necromancer.

Necromancy has generally been considered immoral and illegal in most cultures, as it is believed to contravene the natural process of life and death and violate the sanctity of spirits. However, there have been significant exceptions, and various disreputable groups have employed necromancy as a tool of war throughout history. Much of the knowledge of it is often attributed to Daedric influences, specifically Molag Bal. Molag Bal is also the father of vampires, undead creatures who often practice and have a heightened affinity for necromancy, or work alongside necromancers. Vampirism is sometimes considered to be directly related to necromancy.

Flesh Magic[edit]

Flesh Magic is an obscure and ancient form of magic, believed by some to be older than the world itself. It is characterized by what practitioners call the 'sixth element', otherwise known as Flesh. According to legend, the element of Flesh was birthed in ancient times by the original five elements of Earth, Water, Air, Fire and Light when darkness turned into day and the Void took form. Said to have been hidden by virtue of its own self-awareness, it remains largely unknown and esoteric among modern societies.

Blood Magic[edit]

Blood Magic is a dark and ancient form of magic. It is most often used by vampires belonging to powerful bloodlines, who can use it to drain life, reanimate the dead, telekinetically lift others from a distance, summon gargoyles, and paralyze others. Vampire Lords can only perform blood magic while levitating and can use their life drain effect to slay mortal men and enhance their blood magical power. To a lesser extent, non-vampires can also use blood magic in combat to siphon health from enemies.

Soul Magic[edit]

Soul Magic is an obscure form of magic focused on the manipulation of souls and vestiges. Practitioners of the craft are known as soul mages.

Sight[edit]

The Sight is the ability possessed by some individuals that allows them to divine information through visions and prophecy.

The Thu'um[edit]

The thu'um, also called the Storm Voice or simply the Voice, is a form of magic inherent in most Nords and some others which uses the words of the language of the Dragons to form 'Shouts', the equivalent of spells, of immense power. The word actually means 'shout' in the Dragon language. It is said that dragons makes no distinction between debating and fighting, and so their words have always been magical and powerful, for those who take the time to learn and understand their meaning. The Nords believe that Kyne, the embodiment of the wind who is viewed as the Nordic aspect of Kynareth, breathed onto the land at the Throat of the World to form them. As such, the Nords believe that their voice and breath is their very essence, and that channeling this life essence is how the thu'um operates. Those who can wield this power are called Tongues by the Nords. Most, if not all, Nords have some capacity for the thu'um, but it takes particular talent and many, many years of study and training to become a Tongue. The thu'um can be used for a wide variety of purposes, anything from sharpening blades to quickly traveling across the land, even controlling animals or killing enemies. Some stories suggest that the ancient Tongues even had the power to 'sing Shor's ghost into the world'. The most powerful Tongues must be careful when they speak and are often gagged for safety, as their voice can cause great destruction.

The Shehai[edit]

A Shehai, also known as a 'Spirit Sword', was a magical sword created from the soul of a warrior through sheer willpower. Elite YokudanSword-singers, called Ansei, were famous for using this technique in ancient times, but knowledge of it was gradually lost to history.

Notes[edit]

  • Chronomancy (the manipulation of time) and Cheesemancy (the manipulation of cheese) are two obscure fields of magical practice. The only known practitioners are among the insane mortal residents of the Shivering Isles.[28][29]
  • There is an ancient figure known as Thorgrima, who held the title 'Lord of Magicka'. He is also known as the 'Keeper of Crimson Fire'. A stone is commemorated to him in Skyrim, raised by his wife, Lungerd.[30]

See Also[edit]

  • For game-specific pages, see the Arena, Daggerfall, Battlespire, Morrowind, Stormhold, Dawnstar, Shadowkey, Oblivion, Oblivion Mobile, Shivering Isles, Skyrim, and Blades pages.

Books[edit]

  • The Apprentice's Assistant by Aramril — Advice from Valenwood's most prestigious spellcaster
  • Arcana Restored by Wapna Neustra — Cryptic instructions for the restoration of Arcana
  • The Art of War Magic by Zurin Arctus, with Commentary By Other Learned Masters — Mastering the art of winning
  • The Black Arts On Trial by Hannibal Traven, Archmagister of the Mages Guild — A summary of the salient points of the debate which led to the resolution of the Mages Guild on the subject of Necromancy
  • Catalogue of Armor Enchantments by Yvonne Bienne, Synod researcher — An incomplete list of all the spells and armor used in enchanting
  • Catalogue of Weapon Enchantments by Yvonne Bienne, Synod researcher — An incomplete list of all the spells and weapons used in enchanting
  • Children of the Sky — A description of the Nords and the Thu'um
  • Dark Magic: Three Pretexts by The Aureate Serpent — A rebuttal addressing the criticism against Dark Magic
  • Feyfolken by Waughin Jarth — The Great Sage tells a story of Artaeum, Psijics, and Robotic Enchanters
  • The Final Lesson by Aegrothius Goth — Two apprentices are separated
  • Incident in Necrom by Jonquilla Bothe — A story about an illusionist
  • Liminal Bridges by Camilonwe of Alinor — A Discourse On The Theory and Praxis of Traveling Between Mundus and Oblivion
  • Lithnilian's Research Notes by Lithnilian — A scholar's notes on Welkynd Stones
  • The Liturgy of Affliction by Anias Gae (transcribed) — A Collection Of The Writings Of Vexis Velruan
  • Magic from the Sky by Irlav Jarol — Treatise concerning Ayleid Wells, Welkynd Stones, and Varla Stones
  • Malham's Annotated Compendium of Arcane Contrivances of the Second Age, Volume IV by Malham
  • Malyn Varen's Grimoire by Malyn Varen, Master Enchanter — A proud mage boasts of altering a Daedric artifact
  • Manual of Spellcraft — An introduction to magic and the Mages Guild
  • The Monomyth — A theological book containing the common creation myths
  • Mysticism by Tetronius Lor — A treatise on the school of Mysticism
  • The Old Ways by Celarus the Loremaster — A guide to the Psijic Order and their beliefs
  • Origin of the Mages Guild by The Archmage Salarth — Where and how the Mages Guild started
  • Overview of Gods and Worship by Brother Hetchfield — Speculation concerning the worship of gods and their benefit from such
  • Pocket Guide to the Empire, 3rd Edition: Arena Supermundus: The Tapestry of Heaven by the Imperial Geographical Society
  • Proposal: Schools of Magic by Gabrielle Benele, DaggerfallMages Guild — A proposal to change the Mages Guild study program
  • Reality & Other Falsehoods — Summary of the basic principles of Alteration magic
  • The Sage by Aegrothius Goth — A Breton's journey to become the Sage
  • Shalidor's Insights by Shalidor — A disquisition on the origin and nature of Dragons
  • Souls, Black and White — A scholar's look at the souls of man and beast
  • Tal Marog Ker's Researches by Tal Marog Ker — On the exploits and studies of Chimere Graegyn
  • Twin Secrets by Brarilu Theran — A tale of an enchanter's path to discovering how to weave two enchantments onto one item
  • Wind and Sand by Afa-Saryat — A treatise on the sands of the Alik'r Desert, and their relationship to magic

References[edit]

  1. ^ abAyleid Reference Text — Raelys Anine
  2. ^ abcMagic from the Sky — Irlav Jarol
  3. ^ abcPocket Guide to the Empire, 3rd Edition: Arena Supermundus: The Tapestry of Heaven — Imperial Geographical Society, 3E 432
  4. ^ abKing Edward, Part XII
  5. ^ abThe Monomyth
  6. ^Before the Ages of Man — Aicantar of Shimerene
  7. ^36 Lessons of Vivec, Sermon 33 — Vivec
  8. ^The Firmament — Ffoulke
  9. ^The Final Lesson — Aegrothius Goth
  10. ^Arcana Restored — Wapna Neustra
  11. ^The Apprentice's Assistant — Aramril
  12. ^Lost Histories of Tamriel
  13. ^Overview of Gods and Worship — Brother Hetchfield
  14. ^The Affairs of Wizards — Turedus Talanian
  15. ^Origin of the Mages Guild — The Archmage Salarth
  16. ^Galerion the Mystic — Asgrim Kolsgreg
  17. ^Proposal: Schools of Magic — Gabrielle Benele, DaggerfallMages Guild
  18. ^Ancano's dialogue in Skyrim.
  19. ^The Black Arts On Trial — Hannibal Traven, Archmagister of the Mages Guild
  20. ^The Infernal City — Gregory Keyes
  21. ^Loremaster Celarus's dialogue in ESO: Summerset
  22. ^Mysticism — Tetronius Lor
  23. ^Enchanter's Primer — Sergius Turrianus
  24. ^De Rerum Dirennis — Vorian Direnni
  25. ^Raven Direnni's Inflammable Rug in ESO
  26. ^Once — Beredalmo the Signifier
  27. ^Mesanthano's Tower
  28. ^Earil's dialogue in Shivering Isles
  29. ^Cheesemancer card in Legends
  30. ^Drain Vitality second word wall in Skyrim
Scrolls
Main Schools
Alteration •Conjuration •Destruction •Illusion •Mysticism •Restoration •Thaumaturgy
Institutions
College of Sapiarchs •College of Whispers •College of Winterhold •Mages Guild •Order of the Black Worm •Psijic Order •Shad Astula •Synod •Greybeards
Other
Alchemy •Auramancy •Blood Magic •CHIM •Enchanting •Flesh Magic •Necromancy •Shadow Magic •Shehai •Sight •Soul Magic •Thu'um •Tonal Architecture •Water Magic
Retrieved from 'https://en.uesp.net/w/index.php?title=Lore:Magic&oldid=2282163'

An Enchanter in the Elder Scrolls Online gathers Runes found throughout the world. They can then be used at Enchanting Tables to assemble Glyphs, which are enchantments that can be applied to Jewelery, Armor or Weapons. See Glyphs for their usage.

Runes in ESO

Please see the Runes page for a detailed list of all the available runes and their properties.

  • Potency ( Square) determines the level of the item that can be enchanted with the glyph. There are Additive Potency and Subtractive Potency runes.
  • Aspect ( Circle ) determines the strength of the enchantment (within the range for the level of the enchanted item),
  • Essence ( truncated Triangle) will determine the magical effect each of which can be used for only one of the kinds of glyph, weapon, armor, or jewelry.


An enchanter can collect and combine runes, one of each type, to translate their hidden language into a description of their magical properties.

Glyphs in ESO

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 Glyphs 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.

Enchanting Tips

Enchanting in ESO is a time-consuming vocation that can yield high performance equipment at high levels. Crafting Legendary Glyphs and selling them at Guild Traders is great way of making gold, and can also significantly impact your gameplay.

Farm glyphs from dungeons and monsters, and trade with friends for deconstruction fodder. Scout the land at night to easily spot runes and a chance to harvest coveted Aspect ones. Invest into the hireling and do daily writs and Enchanting Surveys to maximize your chances of getting legendary Kuta runes.

As with any Crafting Vocation, Inspiration gain can be boosted by 10% from ESO Plus, 10% from the Orc Race and 20% from the Inspiration Boost Champion Skill.

Enchanting Leveling Guide

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.

Elder Scrolls Enchanting Lore Wow Classic

  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.

The Elder Scrolls Lore

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 RewardMaterialsTurn-in
1Enchanter's Coffer I
1,000 Inspiration
Trifling Glyph of Magicka, Health or StaminaConsortium Trading Post
: Vulkhel Guard in Auridon
: Daggerfall in Glenumbra
: Davon's Watch in Stonefalls
2Enchanter's Coffer II
2,000 Inspiration
Petty Glyph Magicka, Health or StaminaAlliance Supply Depot
: Elden Root in Grahtwood
: Wayrest in Stormhaven
: Mournhold in Deshaan
3Enchanter's Coffer III
4,000 Inspiration
Minor Glyph Magicka, Health or StaminaRefugee Relief Site
: Marbruk in Greenshade
: Shornhelm in Rivenspire
: Stormhold in Shadowfen
4Enchanter's Coffer IV
6,000 Inspiration
Moderate Glyph Magicka, Health or StaminaFighters Guild Provisioner
: Velyn Harbor in Malabal Tor
: Sentinel in Alik'r Desert
: Windhelm in Eastmarch
5Enchanter's Coffer V
8,000 Inspiration
Strong Glyph Magicka, Health or StaminaPrivateer Drop-Off
: Rawl'kha in Reaper's March
: Evermore in Bangkorai
: Riften in The Rift
6Enchanter's Coffer VI
10,000 Inspiration
Major Glyph Magicka, Health or StaminaMages Guild Locus 1
Hollow City in Coldharbour
7Enchanter's Coffer VII
13,000 Inspiration
Grand Glyph Magicka, Health or StaminaBelkarth Quartermaster 2
Belkarth in Craglorn
8Enchanter's Coffer VIII
16,000 Inspiration
Belkarth Quartermaster 2
Belkarth in Craglorn
9Enchanter's Coffer IX
20,000 Inspiration
Belkarth Quartermaster 2
Belkarth in Craglorn
10Enchanter'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

Elder Scrolls Enchanting Lore Eso

Enchanting Inspiration Leveling Guide

Elder Scrolls Lore Names

LevelExperience Needed To CompleteSkills Available to Unlock
1640Potency Improvement I & Aspect Improvement I
23,995Keen Eye I
36,920Hireling I
48,900Aspect Extraction I
510,560Potency Improvement II
613,040Aspect Improvement II
716,360Keen Eye 2
817,960--
921,880--
1024,400Potency Improvement III
1126,989--
1229,400Hireling II
1330,200--
1431,000Keen Eye III
1532,600Potency Improvement IV
1634,200Aspect Improvement III
1735,800--
1839,610--
1943,420Aspect Extraction II
2045,750Potency Improvement V
2148,080--
2250,500--
2352,920--
2455,560--
2558,200Potency Improvement VI
2661,280--
2764,360--
2867,660--
2970,960Aspect Extraction III
3074,700Potency Improvement VII
3178,440Aspect Improvement IV
3282,400Hireling III
3386,360--
3490,980--
3595,600Potency Improvement VIII
36100,440--
37105,280--
38116,280--
39128,600--
40135,200Potency Improvement IX
41141,800--
42149,280--
43156,760--
44164,647--
45173,073--
46181,840--
47191,080--
48200,760--
49211,320--
50Potency Improvement X