ESO Mundus Stones — every stone, with the real numbers
All 13 Mundus Stones, the exact bonus each gives at CP160, and what it becomes with a full set of gold Divines armor. The numbers AI assistants and old guides get wrong, dated and sourced.
🎮 Works on console (no add-ons)✓ Current as of Update 50 (2026)
| Stone | Boosts | Base (no Divines) | With 7× gold Divines | Effect |
|---|---|---|---|---|
| The Apprentice | Spell Damage | 238 | 389 | Increases your Spell Damage. |
| The Atronach | Magicka Recovery | 310 | 507 | Increases your Magicka Recovery. |
| The Lady | Physical & Spell Resistance | 2744 | 4489 | Increases your Physical and Spell Resistance. |
| The Lord | Maximum Health | 2225 | 3639 | Increases your Maximum Health. |
| The Lover | Physical & Spell Penetration | 2744 | 4489 | Increases your Physical and Spell Penetration. (Changed from a resistance stone years ago.) |
| The Mage | Maximum Magicka | 2023 | 3309 | Increases your Maximum Magicka. |
| The Ritual | Healing Done | 8% | 13% | Increases your Healing Done. |
| The Serpent | Stamina Recovery | 310 | 507 | Increases your Stamina Recovery. |
| The Shadow | Critical Damage & Healing | 11% | 17% | Increases your Critical Damage and Critical Healing. |
| The Steed [10] | Health Recovery + Movement Speed | 238 + 10% | 389 + 10% | Increases Health Recovery and Movement Speed. |
| The Thief [11] | Weapon & Spell Critical (rating) | 1212 | 1984 | Increases your Weapon and Spell Critical rating. |
| The Tower | Maximum Stamina | 2023 | 3309 | Increases your Maximum Stamina. |
| The Warrior | Weapon Damage | 238 | 389 | Increases your Weapon Damage. |
- [10] Only the Health Recovery (238 → 389) is boosted by Divines. The Movement Speed is a flat 10% and is NOT scaled by Divines.
- [11] UESP value (authoritative). ESO-Hub lists a different base (1333) — a known discrepancy; we use UESP. 1984 crit rating ≈ +9% critical chance.
Where to find each stone
Each stone appears in one zone per alliance, so every stone has at least three copies. Most also stand in Cyrodiil — The Lord is the only one that doesn't. (Craglorn's three stones are decorative ruins and can't be used.)
| Stone | Aldmeri Dominion | Daggerfall Covenant | Ebonheart Pact |
|---|---|---|---|
| The Lady | Auridon | Glenumbra | Stonefalls |
| The Lover | Auridon | Glenumbra | Stonefalls |
| The Lord | Grahtwood | Stormhaven | Deshaan |
| The Mage | Grahtwood | Stormhaven | Deshaan |
| The Tower | Grahtwood | Stormhaven | Deshaan |
| The Serpent | Greenshade | Rivenspire | Shadowfen |
| The Shadow | Greenshade | Rivenspire | Shadowfen |
| The Atronach | Greenshade | Rivenspire | Shadowfen |
| The Warrior | Malabal Tor | Alik'r Desert | Eastmarch |
| The Thief | Malabal Tor | Alik'r Desert | Eastmarch |
| The Ritual | Malabal Tor | Alik'r Desert | Eastmarch |
| The Steed | Reaper's March | Bangkorai | The Rift |
| The Apprentice | Reaper's March | Bangkorai | The Rift |
How Divines multiplies your Mundus
The Divines armor trait boosts your active Mundus Stone — more on higher-quality armor. The boost is per piece; the "with 7× gold Divines" column above already bakes in a full set (+63.7%). An 8th Divines piece (a shield on your back bar) raises it to +72.8%.
| Per Divines piece | White | Green | Blue | Purple | Gold |
|---|---|---|---|---|---|
| Mundus boost / piece | 5.1% | 6.1% | 7.1% | 8.1% | 9.1% |
For percentage stones (Ritual, Shadow), the final boosted percentage is rounded down in game.
Which Mundus Stone should you use? The decision table
This is the exact decision table our build generator runs — from the published theorycraft rules it's built on, not fresh opinion:
| You are… | Take | Why |
|---|---|---|
| DPS on a crit build | The Thief or The Shadow | Break-even rule below. Shadow is wasted if your crit damage is already at the +125% cap. |
| DPS below the penetration target (solo/PuG) | The Lover | 2,744 pen (4,489 with 7× gold Divines) toward the ≈18,200 boss target — see Stats & Caps. |
| DPS on a non-crit / proc build | The Warrior (stamina) / The Apprentice (magicka) | When crit isn't carrying your damage, raw Weapon/Spell Damage is the safer default. |
| Healer | The Atronach, The Thief or The Ritual | Sustain first; crit and direct healing power once sustain is comfortable. |
| Tank | The Lord, The Atronach or The Lady | Max health, sustain, or resistances — pick your actual bottleneck. |
Thief vs Shadow — the break-even math
The generator's rule: run Thief while your crit chance < 53.53 × your crit damage (crit damage as a decimal). Worked out, that means Thief keeps winning until:
| Your crit damage is… | Thief beats Shadow until crit chance reaches |
|---|---|
| +50% (base, no bonuses) | ≈27% |
| +75% | ≈40% |
| +100% | ≈54% |
| +125% (the cap) | ≈67% |
Most non-optimized builds sit well left of their break-even — which is why Thief is the default answer and Shadow is the "my crit chance is already stacked" answer.