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Mortal Shell IIV4mp Wiki

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.

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