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All Mechanics in Mortal Shell 2

The systems everything else is written in terms of: your three bars, the three things you are paid in, every buff and debuff that can be on you, and how Break and Riposte actually end a fight. If a Tarstone says it costs Resolve or inflicts Bloodcurse, this is what it means.

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Colour keyDebuffCurrencyStatthe same tone means the same thing on every page

The systems everything is written in

Three bars, and every other page is written in terms of them. Durability is your health, and running it out expels you from your Shell rather than killing you. Resolve is what weapon abilities and sidearms spend, and it is earned by landing hits — which is why Mortal Shell 2 rewards pressing an advantage rather than waiting one out. Guard Energy is the third, and only the Untarnished Seal spends it.

The rest is what those bars are spent on and what gets spent on you. Break and Stagger are the meters that actually end fights; the buffs and debuffs are what a Tarstone means when it promises to infuse your weapon with Bloodcurse or stack Perforation on whatever you hit.

Resolve is the whole economyOne bar pays for every deliberate thing you do, and it only fills while you are landing hits. Every build on this site is a decision about what gets it.
Immunity beats absorption sometimesPoison Immunity blocks it; Poison Absorption heals you from it. Which is better depends entirely on where you are going.
BloodcurseDebuffA wasting curse carried by Arbiter's Prize and the Viletongue Hedron. Bloodseed cures it outright and leaves you with standing mitigation against the next one.
Break DamageCombatThe second meter every enemy carries, under its health. A Perfect Guard, a Parry or a Perfect Harden all deal it, and filling the meter opens a Riposte — which is why a Seal decides how quickly you win a fight.
BurningDebuffDeals damage over time for the duration of the debuff.
CoinCurrencyWhat upgrades cost: weapons and sidearms at the Tarforge, Tarstone levels from Franz, and everything Merrick sells. The Justiciar's Stone raises the drop by up to 40%.
ConfusionDebuffTurns an enemy on its own side for a moment. The Troubadour's Lute is the only piece of gear in the catalog that inflicts it.
CurseDebuffThe state the Accursed Stone and the Curseblood Stone infuse, one for each half of your loadout — sidearm and primary weapon.
Damage ReductionBuffTemporarily reduces damage taken by the player by 5%.
DurabilityStatDetermines the total health of the Harbinger.
FragileDebuffApplied at range by the Enfeebling Stone, so the same shots that soften a target are the ones hurting it.
FrozenDebuffImmobilizes the player and blurs their vision during the effect
GlimpsesCurrencyWhat a Shell's bond is raised with, spent at the Shellkeeper to open the next tier of its skill tree. Bosses drop them, Merrick sells them, and the Increased Glimpses buff makes enemies drop more.
GloomCurrencyDropped by almost everything and accepted alongside Coin by every merchant. The Gloombound Stone raises the drop by up to 40%, and returning to Marrow Keep with Mether's Breath costs you all of it.
Guard EnergyStatThe third bar, and the one only the Untarnished Seal spends. Every block drains it, a Perfect Guard does not, and running it dry leaves you stunned.
Increased Attack DamageBuffIncreases the player's base damage.
Increased GlimpsesBuffIncreases the chances of Enemies dropping Glimpses
Increased TarBuffIncreases the chances of Enemies dropping Tar-related Items
LeechBuffA stacking return on kills. The Parasitic Stone grants up to three stacks per kill and the Unwieldly Stone adds health on top once levelled.
LightningDebuffCarried by Champion's Brooch on a weapon and the Voltaic Crown on a sidearm. The Galvanic Shard cures it and raises your resistance for half a minute.
OvaCurrencyWhat the Harbinger is actually collecting. An Ovum comes out of each cleansed beacon and Milos keeps them at Marrow Keep. What the collection is finally handed over for is the thing the last hours of the story turn on, so it is written down on the endings guide behind its notice rather than here.
PerforationDebuffA stacking wound. The Wounding Stone lays on up to seven a strike and Sapper's Stone adds it to every melee attack, so it is the one debuff you build rather than apply.
PhantomDebuffThe state the Nightgrasp Stone puts on a weapon and Monarch's Vestige puts on a sidearm. Nothing in the catalog cures it, which makes it the one element you cannot answer with an item.
PoisonDebuffDeals damage over time for the duration of the debuff or until the player uses any item that cures it.
Poison AbsorptionBuffHeals the player whenever they take damage from Poison
Poison ImmunityBuffMakes the player immune from being inflicted by any source of Poison
ResolveStatResource consumed when using a Weapon Ability.
Resolve StalkCombatA growth you interact with to refill Resolve, placed on the route through the harder regions. It is the only way to top the bar up without landing a hit, which makes noting where one is the difference between opening a fight with an ability and opening it hoping.
RiposteCombatThe finisher a filled Break meter opens. The Slayer Seal returns health and Resolve on a clean one, and the Retribution Stone raises its damage by up to 50%.
Stagger DamageCombatPressure on an enemy's posture rather than its health. Shattering Stone and Siegebreaker's Stone raise it by up to 220% in melee and at range, and a full posture bar leaves an enemy open.
StasisDebuffA binding cold applied by the Torpor Stone. The Winterglass Gem cures it on use and grants +50% mitigation for 30 seconds.
TraumaDebuffApplied by Wretchcaller's Stone in melee and the Weeping Stone at range, and one of the four states that becomes permanent once its stone reaches level 4.
WarpBuffStacking attack speed, granted by the Thief's Stone every time a melee strike lands — so it rewards staying on one target rather than rotating between them.
WeakDebuffA stacking softener. Magdalena's Memento applies two stacks per strike of its flurry.