Mortal Shell II Weapon Abilities
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Save an ability for the moment it changes
Weapon abilities add a second layer to a melee moveset. The official overview puts Sidearms and extensive upgrades beside the sequel’s posture-breaking combat, so an ability works best when it creates a clean result: force a stagger, survive a dangerous gap-close, or apply the effect your build was made to use.
| Ability Tarstone | Cost | Level 1 action |
|---|---|---|
| Acolyte’s Stone | 40 Resolve | charged light attack |
| Unwieldly Stone | 35 Resolve | charged heavy attack; Leech on kill |
| Shrike Stone | 70 Resolve | leap and ground plunge with a shockwave |
| Infused Stone | 70 Resolve | throw your weapon through targets, then recall it |
| Captive’s Scabstone | 100 Resolve | violent nearby-enemy arc |
| Solnir Shard | 25 Resolve | arcing heavy Sidearm round that bursts on impact |
Combine, do not duplicate
Pick one job for your ability and leave the other tools free. If your weapon ability is your status trigger, keep your Shell ability available for escape or crowd control. If a Sidearm is your ranged answer, do not spend every Resolve point on a melee follow-up before the enemy creates distance.
Ability Tarstones are the concrete way to add these actions. Shrike Stone begins with a 150-splash-damage shockwave, then reduces its Resolve cost at the next level. Infused Stone begins by adding three Perforation stacks per strike, then can hit up to four targets. Sidearm Ability Tarstones cover a different distance: Solnir Shard starts as a small-area burst, and Strange Remnant fires a stream that later chains between targets.
