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.
| Axatana | Morph Attack | 20 | Location Map purchased from Merrick |
| Axe and Dagger | Deadly Flurry | 19 | Mushroom Village Gate Beacon |
| Black Needle | Needle Storm | 25 | Map purchased from merchant |
| Clockwork Scythe | Clockwork Shardstone | 21 | Map purchased from Merrick |
| Great Martyr's Blade | Spiral Surge | 23 | Martyr's Prison, Gloomshade Grove |
| Obsidian Hammer | Heavy Stomps | 24 | Obsidianite Mines, Mammon |
| The Iconoclast | Plummet Strike | 22 | Prologue Area |
| Veteran's Battle Axe | — | 23 | The King's Crypt dungeon, Blackridge Cliffs |






