ESO Traits — every weapon, armor & jewelry trait with exact values
What each gear trait actually does and its value at gold quality — so you research and transmute the right one instead of wasting stones on the wrong trait.
🎮 Works on console (no add-ons)✓ Current as of Update 50 (2026)
Weapon traits
Two-handed weapons give double the listed one-handed value.
| Trait | Material | Effect | Value (gold) |
|---|---|---|---|
| Charged | Amethyst | Increases the chance to apply status effects (e.g. Burning, Concussion). | +117.5% status chance (2H +235%) |
| Decisive | Citrine | Chance to generate 1 additional Ultimate when you gain Ultimate. | 27.5% (2H 55%) |
| Defending | Turquoise | Increases Physical and Spell Resistance. | +1638 (2H +3276) |
| Infused | Jade | Increases the weapon enchantment's effect and reduces its cooldown by 50%. | +30% enchant (cooldown −50%) |
| Nirnhoned | Potent Nirncrux | Increases the weapon damage of this weapon. | +15% |
| Powered | Chysolite | Increases healing done. | +4.5% (2H +9%) |
| Precise | Ruby | Increases Weapon and Spell Critical rating. | +3.6% crit (2H +7.2%) |
| Sharpened | Fire Opal | Increases Physical and Spell Penetration. | +1638 (2H +3276) |
| Training | Carnelian | Increases experience gained from killing with this weapon. | +4.5% (2H +9%) |
Armor traits
| Trait | Material | Effect | Value (gold) |
|---|---|---|---|
| Divines | Sapphire | Increases the effect of your equipped Mundus Stone. | +9.1% per piece (+63.7% on 7 pieces) |
| Impenetrable | Diamond | Increases Critical Resistance; the item also takes 50% less durability damage. | +132 Critical Resistance |
| Infused | Bloodstone | Increases the armor enchantment's effect (e.g. the glyph on big-piece armor). | +25% |
| Invigorating | Garnet | Increases Health, Magicka and Stamina Recovery. | +16 to each Recovery |
| Nirnhoned | Fortified Nirncrux | Increases Physical and Spell Resistance. | +253 |
| Reinforced | Sardonyx | Increases this item's Armor (Resistance) value. | +16% |
| Sturdy | Quartz | Reduces the cost of Blocking. | −4% block cost |
| Training | Emerald | Increases experience gained from killing enemies. | +11% |
| Well-fitted | Almandine | Reduces the cost of Sprinting and Roll Dodging. | −6% |
Jewelry traits
| Trait | Material | Effect | Value (gold) |
|---|---|---|---|
| Arcane | Cobalt | Increases Maximum Magicka. | +877 |
| Bloodthirsty | Slaughterstone | Increases Weapon and Spell Damage against enemies under 90% Health, scaling up as they get lower. | up to +369 (scales with enemy health) |
| Harmony | Dibellium | Activating a Synergy restores Health, Magicka and Stamina. | +880 to each (on synergy) |
| Healthy | Antimony | Increases Maximum Health. | +965 |
| Infused | Aurbic Amber | Increases the effect of the jewelry enchantment (e.g. Spell/Weapon Damage glyph). | +60% |
| Ornate | Dawn-Prism / vendor | Increases the gold you get when selling the item to a merchant. | +300% sell price |
| Protective | Titanium | Increases Physical and Spell Resistance. | +1190 |
| Robust | Zinc | Increases Maximum Stamina. | +877 |
| Swift | Gilding Wax | Increases Movement Speed. | +7% |
| Triune | Dawn-Prism | Increases Maximum Health, Magicka and Stamina. | +482 Health / +439 Magicka / +439 Stamina |
The Infused trait, by item type
The Infused trait boosts the item's enchantment by a quality-dependent amount. Jewelry Infused (+60% at gold) is the strongest, which is why an Infused jewel + a strong glyph is a min-max staple. Weapons also get a flat −50% enchant cooldown.
| Item type | White | Green | Blue | Purple | Gold |
|---|---|---|---|---|---|
| Weapon | 10% | 15% | 20% | 25% | 30% |
| Armor | 9% | 13% | 17% | 21% | 25% |
| Jewelry | 24% | 33% | 42% | 51% | 60% |