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All Weapons in Mortal Shell 2

All eight primary weapons, the ability each one unlocks, and the Tarstones it will take. Weapons are shared across every Shell, so this is the one choice no Shell locks you out of.

8catalogued
177compatible stones across them

How weapons work

Every Shell can carry every weapon, so your primary is the one build decision no Shell takes away from you. What separates the eight is reach, swing speed, and the ability each one carries — a single unique move, paid for in Resolve, that you cannot get anywhere else.

Resolve is earned by landing hits and spent on abilities and sidearms, which makes aggression the resource loop rather than a risk you take on top of one. A weapon that hits often refills the bar it spends.

The ability is the weaponTwo weapons of the same shape still play differently, because the ability is what you build around. Pick the move first.
The stone lists are not equalPrimaries accept between 19 and 25 Tarstones, and 14 of those go in all eight. It is the two dozen that do not which separate one weapon from another.
AxatanaMorph Attack20Location Map purchased from Merrick
Axe and DaggerDeadly Flurry19Mushroom Village Gate Beacon
Black NeedleNeedle Storm25Map purchased from merchant
Clockwork ScytheClockwork Shardstone21Map purchased from Merrick
Great Martyr's BladeSpiral Surge23Martyr's Prison, Gloomshade Grove
Obsidian HammerHeavy Stomps24Obsidianite Mines, Mammon
The IconoclastPlummet Strike22Prologue Area
Veteran's Battle Axe23The King's Crypt dungeon, Blackridge Cliffs