All Sidearms in Mortal Shell 2
The eight ranged offhands. Each one draws on Resolve rather than ammo, which makes the sidearm slot a spending decision every fight rather than a loadout decision once.
8catalogued
135compatible stones across them
How sidearms work
The sidearm is your ranged answer, and it runs on Resolve rather than ammunition. There is no scarcity to manage and no reloading to plan around — only the question of whether this shot is worth the Resolve your next weapon ability wants.
The ranged slot has its own stone pool: 35 Tarstones are named by at least one sidearm, and exactly one of them — the Voltaic Crown — also fits a primary. A sidearm build is not a smaller version of a melee one, it is a second collection.
It competes with your abilityBoth draw on the same bar. A sidearm build is really a decision to spend Resolve at range instead of on the weapon move.
The lists are not the sameSidearms take between 13 and 22 stones each, and only nine go in all eight. The Forgotten Crossbow's pool is nine stones deeper than the Troubadour's Lute's, which is most of what separates a build from a utility pick.
The Slayer Seal changes the mathsIt makes sidearms deal Break damage, which turns the ranged slot from chip damage into a way to set up Ripostes.
| Ballistazooka | — | 19 | Sentry's Grave |
| Caged Hystrix | — | 17 | Reward for beating Sariel the Endless in the Chamber of Becoming |
| Cursed Child | — | 15 | Revered Beacon dungeon, Sester's Refuge |
| Forgotten Crossbow | — | 22 | Chapel inside the Flooded Village dungeon |
| Naylshotte | — | 17 | Given with Harros the Vassal in the Prologue |
| Salvaged Trebuchaxe | — | 19 | Ravaged Hideout dungeon, southern Gloomshade Grove |
| Triarch Repeater | — | 13 | Blackwell Cavern, below Castigator's Keep |
| Troubadour's Lute | — | 13 | Left of the stage in the One-Legged Wolf Tavern |







