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All Mortal Shell 2 Tarstones and upgrade effects

Complete Mortal Shell 2 guide to tarstones and upgrade effects, with helpful in-game visuals, practical comparisons, and quick answers.

Complete Mortal Shell 2 guide to tarstones and upgrade effects, with helpful in-game visuals, practical comparisons, and quick answers.

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Official Mortal Shell II gameplay scene

Image credit: Playstack

QUICK ANSWER
Tarstones are Mortal Shell 2’s build-defining modifiers for Support slots, weapons, and Sidearms; use this effect reference to choose which ones to equip and upgrade first.

Tarstones can reinforce a familiar playstyle or transform how an attack behaves. This reference contains 79 Tarstone names and supplied effect-line entries; collectible totals vary between 73 and 75 because some available text appears as separate effect lines rather than named stones.

Quick answer: what Tarstones do

Tarstones provide passive bonuses, altered attacks, weapon and Sidearm infusions, projectile modifiers, and Resolve-powered abilities. Compatibility determines which Support, weapon, or Sidearm slot can accept each one.

Equipped Tarstones earn Tarstone XP through combat and enemy kills. Once upgrades are unlocked, eligible stones can be improved at the Tarforge. This is an effects and upgrade-planning reference, not a pickup-location route.

Mortal Shell II
Image credit: Playstack

Mortal Shell 2 Tarstones at a glance

Support Tarstones — 13

# Tarstone Main effect Location / source
1 Auspicious Stone +18% melee Critical Chance Mushroom Village chest
2 Headsman’s Stone +100% melee Critical Damage Mammon outskirts
3 Devout Stone +100% Resolve from melee attacks Sester’s Abbey
4 Shattering Stone +220% melee Stagger Damage Collapsed Mines
5 Berserker’s Stone Up to +165% melee damage at low HP Temple of Vatra
6 Marksman’s Stone +15% ranged Critical Chance Mushroom Village Gate Trial
7 Deadeye Stone +40% ranged Critical Damage Sanguine Caverns Gate
8 Siegebreaker’s Stone +150% ranged Stagger Damage Glutted Mire Gate
9 Spite Stone Up to +160% ranged damage at low HP Bellkeeper’s Corner
10 Bulwark Stone +25% Damage Reduction Citadel of Penance
11 Retribution Stone +20% Riposte damage Widow’s Overlook Trial
12 Gloombound Stone +30% Gloom from kills Stones of Remembrance
13 Justiciar’s Stone +30% Coin from kills Stones of Remembrance

 

Combat Tarstones — 23

# Tarstone Main effect Location / source
14 Wounding Stone Melee attacks inflict Perforation Mushroom Village
15 Grudge Stone Every 5th attack is guaranteed Critical Citadel of Penance
16 Duality Stone Light-combo attacks strike twice Ravaged Tomb
17 Unyielding Stone Light combo gains Stagger immunity Deserted Mine Trial
18 Parasitic Stone Gain 3 Leech per kill Martyr’s Tomb
19 Thief’s Stone Gain 3 Warp per strike Fainweald Trial
20 Stillblade’s Stone Special Light Combo Finisher + Break Citadel Annex
21 Zealot’s Stone Special Light Finisher generates Resolve Besieged Ruins
22 Clerik’s Stone Heavy Finisher gets +30% Crit Chance Glutted Mire
23 Tyrant’s Stone Heavy Finisher inflicts Weak Abbey Entrance
24 Enfeebling Stone Projectiles inflict Fragile Mammon outskirts Trial
25 Shuddering Stone Projectile impact creates Knockback shockwave Illusionist’s Cache
26 Pulse Stone Projectile impact pulls enemies inward Conquered Temple Gate
27 Ironpiercer’s Stone Projectiles pierce up to 5 targets Prisoners’ Domain
28 Myriad Stone Fires 7-projectile arc Feeding Grounds
29 Splitting Stone Fires 4-projectile arc Gate of Mammon
30 Rupturing Stone Critical projectiles deal Break damage Prisoners’ Domain
31 Blackblood Stone Projectiles explode mid-air Pulsing Caves
32 Corroded Stone Projectiles inflict damage over time Sunken Village
33 Squall Stone Projectiles spin after impact Executioner’s Pulpit
34 Charged Stone +50% Sidearm charging speed Nameless Pass
35 Unstable Stone Repeated hits trigger an explosion Mammon
36 Volatile Fragment Ranged kills explode Mushroom Village Gate

 

Infusion Tarstones — 17

# Tarstone Infusion Location / source
37 Arbiter’s Prize Bloodcurse — Weapon Great Arbiter of Flesh
38 Serpent Stone Poison — Weapon Lucian
39 Voltaic Crown Lightning — Sidearm Nochtean Gate
40 Warden’s Stone Frost — Weapon Urrig
41 Curseblood Stone Curse — Weapon Gate of Infinity
42 Nightgrasp Stone Phantom — Weapon Fainweald tower
43 Torpor Stone Stasis — Weapon Ossinite Falls
44 Wretchcaller’s Stone Trauma — Weapon Gate of Mammon
45 Inflamed Clawstone Burn — Weapon Holding Cells
46 Hag Stone Trauma — Sidearm Outskirts of Nochte
47 Emberseed Stone Burn — Sidearm Mushroom Village Gate
48 Viletongue Hedron Bloodcurse — Sidearm Castigator’s Keep
49 Voltaic Amber Lightning — Sidearm Starved Harridan
50 Frostshard Stone Frost — Sidearm Conqueror’s Hoard
51 Monarch’s Vestige Phantom — Sidearm Abbey Entrance
52 Accursed Stone Curse — Sidearm Abandoned Outpost
53 Weeping Stone Trauma — Sidearm The Collector, Night Mode

 

Ability Tarstones — 22

 

# Tarstone Ability Location / source
54 Acolyte’s Stone Charged Light Attack Merrick
55 Unwieldly Stone Charged Heavy Attack Merrick
56 Magdalena’s Memento Aerial flurry of attacks Magdalena
57 Captive’s Scabstone Violent weapon arc Nameless Captive
58 Conqueror’s Reward Rapid piercing thrusts Conquered Temple Gate
59 Infused Stone Throw weapon through multiple targets The Collector
60 Shrike Stone Leap and plunge weapon Glutted Mire Gate
61 Colossus Stone Ground shockwaves Fainweald
62 Lost Clotstone Spin and throw weapon Lost Child
63 Scholar’s Wormstone Chainsaw-enhanced attacks Faded Citadel Gate
64 Clockwork Shardstone Chainsaw attack Mammon
65 Hexapod Core Rapid succession of strikes Withered Shoals Gate
66 Solnir Shard Heavy explosive round Faded Citadel Gate
67 Confessor’s Keepsake Charged devastating shot Prisoners’ Domain
68 Fusillade Stone Consecutive Sidearm shots Winterglass Lake
69 Barrage Stone Explosive projectile barrage Gloomshade Grove Trial
70 Tarred Fragment Tethered spinning projectiles Tarblighted Stoner
71 Fulminant Stone Explosive heavy-caliber round The Collector
72 Strange Remnant Chain-lightning-style projectile stream Withered Shoals Gate
73 Infested Stone Clinging explosive projectile The Collector
74 Summoning Stone Summon the last slain enemy Faded Citadel Gate
75 Hand of Rock Homing projectile swarm One-Legged Wolf Tavern
 

The list spans dependable passive bonuses, modifiers that reshape normal attacks, and active techniques fueled by Resolve. Effect-line entries remain verbatim when a corresponding Tarstone label is unavailable.

Mortal Shell II
Image credit: Playstack

How Tarstone slots, XP, and Tarforge upgrades work

Check both a Tarstone’s category and its equipment compatibility before investing in it. Even a strong effect will remain unavailable when the chosen slot, Weapon, or Sidearm cannot accept that stone.

Slot or system Use
Support Four character slots for passive critical, defensive, resource, and reward bonuses.
Combat Changes melee combos, projectile behavior, or another part of a normal attack.
Infusion Adds an elemental or status property to compatible attacks.
Ability Grants an active technique, commonly powered by Resolve.
Weapon compatibility A melee Weapon can accept compatible Ability, Combat, and Infusion Tarstones.
Sidearm compatibility A Sidearm can accept compatible Ability, Combat, and Infusion Tarstones.
Upgrade levels Tarstones have up to four levels, with later levels improving or transforming their effects.
Tarstone XP Accumulates for an equipped stone during combat and enemy kills; each new tier requires more XP.
Tarforge Upgrades eligible Tarstones in Marrow Keep after the Etching Needles unlock the relevant forge function associated with Franz.

Tarforge upgrades use Coin, while later progression can involve Tarcore. The required XP must be earned again after each level increase, so stones left outside the active loadout will not progress.

QUICK WIN

Equip a Tarstone you expect to reuse before clearing an enemy-heavy area. Its level belongs to the stone, so it remains upgraded when moved to another compatible Weapon or Sidearm.

Mortal Shell II
Image credit: Playstack

How to choose Tarstones for your build

Start with the attack you use most, then use the remaining slots to correct a weakness. A melee setup that generates Resolve reliably can sustain a powerful Ability stone, whereas a Sidearm-centered loadout gains more from projectile behavior, charging, and ranged critical bonuses.

Build goal Look for
Melee critical Auspicious Stone for Critical Chance, Headsman’s Stone for Critical Damage, and Grudge Stone for guaranteed critical strikes.
Ranged critical Marksman’s Stone for Critical Chance, Deadeye Stone for Critical Damage, and the Break Damage effect line for critical projectiles.
Resolve ability Devout Stone for melee Resolve gain, paired with an Ability stone that supplies missing range or crowd pressure.
Projectile or Sidearm Charged Stone, Myriad Stone, Ironpiercer’s Stone, Pulse Stone, or another compatible projectile modifier.
Status or infusion Accursed Stone, Arbiter’s Prize, Emberseed Stone, Corroded Stone, Enfeebling Stone, or Wounding Stone.
Survivability Bulwark Stone for broad Damage Reduction. Berserker’s Stone and Spite Stone reward low Health but do not protect you.
Farming Gloombound Stone for additional Gloom or Justiciar’s Stone for additional Coin.
Crowd control Pulse Stone for grouping, Shuddering Stone for Knockback, or Blackblood Stone and Volatile Fragment for splash damage.

For a Resolve-heavy setup, pair one dependable generator with an ability you can activate at useful moments. Projectile builds should select a specific job—piercing, grouping, Knockback, delayed explosions, or splash damage—rather than filling several slots with effects that address the same problem.

Mortal Shell 2 Tarstone effects and upgrade changes

Support Tarstones

Tarstone Base effect Upgrade change
Auspicious Stone +18% melee Critical Chance Increases melee Critical Chance
Headsman’s Stone +100% melee Critical Damage Increases melee Critical Damage
Devout Stone +100% Resolve from melee attacks Increases Resolve generation
Shattering Stone +220% melee Stagger Damage Increases melee Stagger Damage
Berserker’s Stone Up to +165% melee damage at ≤50% HP Improves low-health melee damage
Marksman’s Stone +15% ranged Critical Chance Increases ranged Critical Chance
Deadeye Stone +40% ranged Critical Damage Increases ranged Critical Damage
Siegebreaker’s Stone +150% ranged Stagger Damage Increases ranged Stagger Damage
Spite Stone Up to +160% ranged damage at ≤50% HP Improves low-health ranged damage
Bulwark Stone +25% Damage Reduction Improves Damage Reduction
Retribution Stone +20% Riposte damage Improves Riposte damage
Gloombound Stone +30% Gloom from kills Fragile; no upgrade tiers
Justiciar’s Stone +30% Coin from kills Fragile; no upgrade tiers

 

Combat Tarstones

Tarstone Base effect Upgrade change
Wounding Stone 7 Perforation stacks per melee strike Higher levels increase stacks per strike
Grudge Stone Every 5th attack guaranteed Critical Requires fewer attacks to trigger
Duality Stone Light combo attacks strike twice Doubled effect expands to later attacks in combo
Unyielding Stone Light combo has Stagger immunity Extends/improves combo Stagger immunity
Parasitic Stone +3 Leech stacks per kill More Leech stacks per kill
Thief’s Stone +3 Warp per strike Improves Warp generation
Stillblade’s Stone Special Light Finisher; 25 Break Damage Increases Break Damage
Zealot’s Stone Special Light Finisher; +150% Resolve Improves Resolve generation
Clerik’s Stone Heavy Finisher with +30% Critical Chance Improves Heavy Finisher
Tyrant’s Stone Heavy Finisher inflicts 6 Weak Improves Weak application
Enfeebling Stone Projectiles inflict 7 Fragile Improves Fragile application
Shuddering Stone Projectile impact creates Knockback shockwave Larger/stronger shockwave
Pulse Stone Projectile impact pulls enemies inward Larger/stronger pull shockwave
Ironpiercer’s Stone Pierces up to 5 targets Improves piercing
Myriad Stone 7 projectiles, 35% damage each Improves multi-projectile effect
Splitting Stone 4 projectiles, 50% damage each Improves multi-projectile effect
Rupturing Stone Critical projectiles deal 20 Break Damage Increases Break Damage
Blackblood Stone Mid-air projectile explosion; 4 splash damage Improves explosion damage
Corroded Stone 15% damage every 7 sec for 30 sec Improves damage-over-time effect
Squall Stone Spins 5 sec; 10% original damage Improves spin effect
Charged Stone +50% Sidearm charging speed Further improves charging
Unstable Stone Repeated hits trigger explosion Reduces hits required
Volatile Fragment Ranged kills explode; 35 splash damage Improves explosion damage

 

Infusion Tarstones

These are particularly straightforward: the current retail database lists the final upgrade as making the infusion permanent for these stones.

Tarstone Base effect Upgrade change
Arbiter’s Prize 30 Resolve → Bloodcurse Weapon infusion Infusion becomes permanent
Serpent Stone 15 Resolve → Poison Weapon infusion Infusion becomes permanent
Voltaic Crown 30 Resolve → Lightning Sidearm infusion Infusion becomes permanent
Warden’s Stone 30 Resolve → Frost Weapon infusion Infusion becomes permanent
Curseblood Stone 30 Resolve → Curse Weapon infusion Infusion becomes permanent
Nightgrasp Stone 30 Resolve → Phantom Weapon infusion Infusion becomes permanent
Torpor Stone 25 Resolve → Stasis Weapon infusion Infusion becomes permanent
Wretchcaller’s Stone 30 Resolve → Trauma Weapon infusion Infusion becomes permanent
Inflamed Clawstone 30 Resolve → Burn Weapon infusion Infusion becomes permanent
Hag Stone 20 Resolve → Trauma Sidearm infusion Infusion becomes permanent
Emberseed Stone 20 Resolve → Burn Sidearm infusion; Critical Hits only Infusion becomes permanent
Viletongue Hedron 20 Resolve → Bloodcurse Sidearm infusion Infusion becomes permanent
Voltaic Amber 20 Resolve → Lightning Sidearm infusion Infusion becomes permanent
Frostshard Stone 20 Resolve → Frost Sidearm infusion Infusion becomes permanent
Monarch’s Vestige 20 Resolve → Phantom Sidearm infusion Infusion becomes permanent
Accursed Stone 20 Resolve → Curse Sidearm infusion; Critical Hits only Infusion becomes permanent
Weeping Stone 20 Resolve → Trauma Sidearm infusion Infusion becomes permanent

 

Ability Tarstones

Tarstone Base effect Upgrade change
Acolyte’s Stone 40 Resolve → Charged Light Attack Resolve cost reduced to 30
Unwieldly Stone 35 Resolve → Charged Heavy Attack Attack grants 3 Leech + 25 HP on kill
Magdalena’s Memento 100 Resolve → aerial attack flurry Each strike deals 100% Critical Damage
Captive’s Scabstone 100 Resolve → violent weapon arc Resolve cost reduced to 75
Conqueror’s Reward 100 Resolve → piercing thrust series Resolve cost reduced to 75
Infused Stone 70 Resolve → throws weapon through targets Each strike deals 150% damage
Shrike Stone 70 Resolve → leap/plunge attack Landing deals 25 Break Damage
Colossus Stone 80 Resolve → ground shockwaves Each shockwave deals 80 splash damage
Lost Clotstone 60 Resolve → spinning weapon attack Resolve cost reduced to 40
Scholar’s Wormstone Resolve over time → chainsaw attacks Each chainsaw spin deals 35% weapon base damage
Clockwork Shardstone Resolve over time → chainsaw held at full speed Each spin deals 20% weapon base damage
Hexapod Core 60 Resolve → rapid succession of strikes Cost becomes 80, but continues with another barrage
Solnir Shard 25 Resolve → heavy explosive round Wider explosion
Confessor’s Keepsake 60 Resolve → devastating Sidearm shot Shot deals 350% damage
Fusillade Stone 80+ Resolve → consecutive shots Each shot gets +100% Critical Damage
Barrage Stone 40 Resolve → explosive projectile barrage Detonates 3 times; projectiles deal 14 splash damage
Tarred Fragment 50 Resolve → tethered spinning projectiles Projectiles cover 150% range
Fulminant Stone 60 Resolve → explosive heavy round Each explosion deals 20 Break Damage
Strange Remnant 15 Resolve → chaining projectile stream Projectiles deal 40 damage
Infested Stone 60 Resolve → clinging explosive projectile Explosion scatters 3 additional clinging projectiles
Summoning Stone 70 Resolve → summons last slain foe Summons 2 foes instead of 1
Hand of Rock 80 Resolve → homing projectile swarm Firing rate +30%

 

Upgrade costs

Stage Requirement Result
Level 1 Equip Tarstone + earn 10,000 XP Tarstone reaches first upgrade threshold
Level 1 → 2 100 Coins Level 2 + 1 Tarcore
Level 2 Earn another 20,000 XP Unlocks final upgrade
Level 2 → 3 150 Coins + 6 Tarcores Maximum level; 3 Tarcores returned

 

So the important progression trick is to level several less-important Tarstones from Level 1 → 2 to generate Tarcores, then spend those Tarcores on the Tarstones you actually want at Level 3. 


Frequently Asked Questions

Does every Tarstone in this reference include a location?

No. Tarstones can come from story progression or pickups across different locations, but these tables are organized around effects and upgrade planning rather than individual routes, merchant inventories, or pickup directions.

Why does a Tarstone not appear for my Weapon, Sidearm, or slot?

The equipment must support that Tarstone’s type. Check whether you are editing a Support, Combat, Infusion, or Ability slot, then try another compatible Weapon or Sidearm if the stone remains unavailable.

What if Resolve costs or upgrade values differ after a patch?

Use the current in-game tooltip and Tarforge screen for exact calculations. Resolve costs, XP thresholds, Coin costs, Tarcore requirements, hit counts, and level scaling can change while the Tarstone’s core function remains recognizable.

Should I upgrade Ability or Support Tarstones first?

Prioritize the stone that affects the greatest share of your fights. A passive Support stone is the steadier early investment, but an Ability stone should go first when your build generates enough Resolve to use it consistently and its attack solves a recurring range, damage, or crowd-control problem.

How to use this Tarstone reference

Use the comparison tables to identify the Tarstone you own, then check its effect against your current weapon, sidearm, or combat plan before spending resources.

Complete reference: Resolve-consuming sidearm effects

Tarstone Confirmed effect wording
Infested Stone Consumes Resolve to fire a clinging projectile that triggers a massive explosion after a brief delay.
Strange Remnant Consumes Resolve to unleash a stream of projectiles that chain between multiple targets.

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