ESODecoded

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.

TraitMaterialEffectValue (gold)
ChargedAmethystIncreases the chance to apply status effects (e.g. Burning, Concussion).+117.5% status chance (2H +235%)
DecisiveCitrineChance to generate 1 additional Ultimate when you gain Ultimate.27.5% (2H 55%)
DefendingTurquoiseIncreases Physical and Spell Resistance.+1638 (2H +3276)
InfusedJadeIncreases the weapon enchantment's effect and reduces its cooldown by 50%.+30% enchant (cooldown −50%)
NirnhonedPotent NirncruxIncreases the weapon damage of this weapon.+15%
PoweredChysoliteIncreases healing done.+4.5% (2H +9%)
PreciseRubyIncreases Weapon and Spell Critical rating.+3.6% crit (2H +7.2%)
SharpenedFire OpalIncreases Physical and Spell Penetration.+1638 (2H +3276)
TrainingCarnelianIncreases experience gained from killing with this weapon.+4.5% (2H +9%)

Armor traits

TraitMaterialEffectValue (gold)
DivinesSapphireIncreases the effect of your equipped Mundus Stone.+9.1% per piece (+63.7% on 7 pieces)
ImpenetrableDiamondIncreases Critical Resistance; the item also takes 50% less durability damage.+132 Critical Resistance
InfusedBloodstoneIncreases the armor enchantment's effect (e.g. the glyph on big-piece armor).+25%
InvigoratingGarnetIncreases Health, Magicka and Stamina Recovery.+16 to each Recovery
NirnhonedFortified NirncruxIncreases Physical and Spell Resistance.+253
ReinforcedSardonyxIncreases this item's Armor (Resistance) value.+16%
SturdyQuartzReduces the cost of Blocking.−4% block cost
TrainingEmeraldIncreases experience gained from killing enemies.+11%
Well-fittedAlmandineReduces the cost of Sprinting and Roll Dodging.−6%

Jewelry traits

TraitMaterialEffectValue (gold)
ArcaneCobaltIncreases Maximum Magicka.+877
BloodthirstySlaughterstoneIncreases Weapon and Spell Damage against enemies under 90% Health, scaling up as they get lower.up to +369 (scales with enemy health)
HarmonyDibelliumActivating a Synergy restores Health, Magicka and Stamina.+880 to each (on synergy)
HealthyAntimonyIncreases Maximum Health.+965
InfusedAurbic AmberIncreases the effect of the jewelry enchantment (e.g. Spell/Weapon Damage glyph).+60%
OrnateDawn-Prism / vendorIncreases the gold you get when selling the item to a merchant.+300% sell price
ProtectiveTitaniumIncreases Physical and Spell Resistance.+1190
RobustZincIncreases Maximum Stamina.+877
SwiftGilding WaxIncreases Movement Speed.+7%
TriuneDawn-PrismIncreases 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 typeWhiteGreenBluePurple Gold
Weapon10%15%20%25%30%
Armor9%13%17%21%25%
Jewelry24%33%42%51%60%

Sources

Research vs. Transmutation: How to Actually Get the Trait You Want

There are two separate systems for getting a specific trait onto gear, and mixing them up is the most common reason players waste materials. Research is done at a crafting station (Blacksmithing, Clothing, or Woodworking) and permanently unlocks your ability to craft new items of that weapon or armor type with that trait. Each trait must be researched once per item line (e.g. researching Sharpened on swords doesn't unlock it for axes), and research time increases the more traits you've already learned on that character.

Transmutation works differently: it changes the trait on an item you already own, at a Rededication Shrine or Transmute Station, using Transmute Crystals and gold. This bypasses research entirely, which is why transmutation is the practical option for dropped or reward gear (from dungeons, trials, overland sets, etc.) where crafting a fresh item isn't an option. The trade-off is that Transmute Crystals are a limited resource, so most players save them for gear they intend to keep long-term rather than experimenting.

A common workflow is to research traits you'll craft often (Divines on armor, Precise or Sharpened on weapons, for example) so new crafted items come out correct from the start, and reserve transmutation crystals for correcting the trait on drop-only or trial gear that can't be crafted at all.

Common questions

Do I need to research a trait before I can put it on gear I already own?

No. Research is only required if you want to craft a brand-new item with that trait at a crafting station. If you already own the item, you can change its trait directly at a Transmute Station using Transmutation Crystals plus gold, regardless of which traits you've researched on your character.

Does item quality (white through gold) change the value of any trait besides Infused?

No. Infused is the only trait whose bonus scales with item quality, which is why the quality breakdown table above only applies to it. The other weapon, armor, and jewelry traits listed on this page have a fixed effect once the item is Legendary (gold) quality — quality below gold doesn't reduce those traits, it just means the item hasn't been upgraded, and most players only care about trait values at gold since that's the endgame standard.

Can every set item have its trait changed with a transmutation crystal?

Most craftable set items (crafted, overland, and many crafting-station sets) can have their trait swapped freely via transmutation. Some set pieces that only drop from specific sources (certain dungeon, trial, or arena drops) come with a trait already assigned by the game and cannot always be reassigned the same way — check the item's tooltip in-game before assuming any trait can be freely changed.