Mortal Shell II Stats
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Durability is your life in and out of a Shell
Durability is the red bar at the bottom-left of the screen. A Shell sets its Durability: Eredrim, for example, has a high value. Outside a Shell, the Harbinger has only 1 Durability.
| State | What happens | What to do |
|---|---|---|
| Shell intact | its Durability absorbs incoming damage | use its abilities and keep your normal combat plan |
| Shell depleted | the Harbinger is expelled | retrieve the Shell before taking another hit |
| Harbinger hit after ejection | 1 Durability is lost | you die and return to the last checkpoint |
Resolve pays for your big actions
Resolve is a segmented meter beside Durability. It fuels Shell abilities, Weapon Abilities and Sidearms. Its maximum capacity comes from the Shell you are wearing, so two Shells can give the same weapon different special-attack headroom.
Build Resolve by dealing damage with your primary weapon. You can also break the bright Resolve effigies found around the map and absorb the resource they drop. That creates a clean loop: melee to build Resolve, spend it on a Sidearm or ability when the opening is there, then go back to melee.
Other progression values
Gloom pays for Harbinger levels. Raising that level improves Health, Shell Health, Base Damage, Critical Chance and Shell Points. Shell Points unlock the individual Shell’s ability tree, while Glimpses are spent with Zhirelle to raise Bond Tier, Shell Point capacity, revive efficiency and Memories. Keep Gloom safe: a death drops it at the death site, and a second death before recovery loses it.
