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)Last reviewed 2026-06-22
| 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%. Multiplying a base by 1.637 will not reproduce that column exactly, and that is not a mistake in either number. The 9.1% per-piece figure is a rounded display value; the column holds the game's own values, and across the ten flat-value stones the factor they actually imply runs 1.6344–1.6370. So use the column for what your character will read, and the per-piece table below for how the trait behaves — not the product of the two.
| 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.
How activating and switching Mundus Stones actually works
A Mundus Stone buff is applied by physically walking up to the stone and interacting with it, then choosing 'Yes' to activate its blessing. Only one Mundus Stone buff can be active at a time — activating a new stone immediately removes the old one and replaces it, so there's no way to run two Mundus bonuses simultaneously.
The buff itself is not tied to being near the stone or staying in that zone. Once activated, it stays on your character permanently — surviving death, logout, fast travel, and even switching alliances or campaigns — until you deliberately activate a different stone. This is why players commonly keep a 'DPS stone' and a 'tank/healer stone' in mind and simply travel to swap between them before different content, since there's no cooldown or cost beyond the travel time.
Because the bonus scales with character level and Champion Points, a newly leveled character standing at the same stone as a CP160 character will see a noticeably smaller number for the identical stone. The values on this page represent the cap (CP160); anyone below that level should expect proportionally lower numbers until they reach it.
Common questions
Does a Mundus Stone buff stay active after you log out, die, or change zones?
Yes. Once you activate a Mundus Stone, the buff persists indefinitely — through logging out, dying, fast-traveling, and changing zones — until you walk up to a different stone and activate it. You do not need to reapply it each session.
Do the listed Mundus Stone values apply if my character isn't CP160 yet?
No. Mundus Stone bonuses scale with character level and Champion Point total. The numbers on this page are the CP160 (max-level) values. A lower-level or lower-CP character activating the same stone will see a smaller bonus, and it increases as the character levels up toward CP160.
Besides the Divines armor trait, does anything else boost a Mundus Stone's bonus?
The Divines trait is the standard way to scale a Mundus Stone's bonus, and it only affects your currently active stone. No other trait, Champion Point passive, or set is known to multiply the Mundus Stone bonus the way Divines does; other buffs to the same stat (like Magicka Recovery from Champion Points) stack additively alongside it rather than scaling the stone itself.