mortal shell 2 tarstones

Tarstones are compatible equipment modifiers that change attacks, passive effects, damage, Critical Chance, or Resolve interactions. A full loadout can hold ten Tarstones: four Shell-compatible slots plus two Combat, two Infusion, and two Ability slots.

Mortal Shell II in-game screenshot 11
Mortal Shell II in-game scene 11

Learn the four Tarstone groups

Tarstones are divided into Support, Combat, Infusion, and Ability groups. Compatibility matters, so the useful question is not which stone has the most dramatic description, but whether it fits the Shell, weapon, or sidearm you want to use. A stone that changes a move you never perform is not helping the build.

Combat stones include effects such as Duality Stone, Retribution Stone, and Parasitic Stone. Infusion stones include elemental or status options such as Serpent Stone, Warden's Stone, and Inflamed Clawstone. Ability stones modify weapon or sidearm actions, while Support stones cover effects such as Riposte, resource, and other utility-oriented changes.

Start with one clear job for every slot. A fast weapon may want Poison, a crowd-control sidearm may need an effect that makes its disruption matter more, and a parry-focused Shell can benefit from a Riposte-related option. That approach creates a usable loadout before you begin collecting stones that only make sense in a narrower situation.

Equip stones as a connected loadout

The ten-slot limit means a Tarstone plan has trade-offs. Four Shell-compatible slots sit beside two spaces each for Combat, Infusion, and Ability stones, so filling every category with a favorite effect is not possible. Keep the slot distribution in mind before treating a newly found stone as a direct replacement for the entire build.

Pair stones with the action they actually modify. Duality Stone improves the Axatana light-combo plan, Serpent Stone supports Poison on Axe and Dagger, and Hag Stone gives Caged Hystrix a Poison option. Those pairings work because they attach an effect to a move or tool already used in the combat loop.

Test one changed stone at a time. Run it against ordinary enemies, then try it in the type of encounter it was chosen to solve, such as a group, a distant target, or a boss with short melee openings. If two or three new stones enter the loadout at once, a better or worse result tells you almost nothing about which one caused it.

Level Tarstones at the Tarforge

Tarstones gain experience while equipped as you defeat enemies. They can reach four levels, with later levels improving an effect or changing how it behaves. Do not spend coins on an upgrade plan until the stone has been equipped enough to meet the experience requirement.

Franz expands Tarforge upgrade options after receiving the Etching Needle. The Etching Needle is in a chest before the Magdalena encounter: after passing Ruk by the bridge, turn right to a small section with a bone chest. Take the needle to Marrow Keep before expecting the full Tarforge menu to be available.

Level two upgrades cost coins as well as the required experience. That makes it sensible to invest first in a stone that supports the weapon and Shell already in active use. A rare stone is not automatically the right first upgrade if it will spend most of the route unequipped.

Use collection routes with purpose

Tarstones arrive through story progress, locations, bosses, and route-specific rewards. The collection includes Ability stones such as Magdalena's Memento and Hexapod Core, Combat stones such as Duality Stone, and many Infusion and Support choices. A route is more valuable when you know which slot the reward could fill before you enter it.

The most practical early improvement is usually a stone that fixes a visible problem. A slow weapon can use a ranged or crowd-control partner elsewhere in the build, while a fast weapon may benefit from a status effect that rewards repeated contact. Avoid turning every pickup into an immediate overhaul of a loadout that is already carrying you through the current region.

Keep a familiar baseline set in reserve. When a new stone makes a route feel worse, restore the known setup and try the new effect in a less demanding fight. This keeps experimentation useful without forcing every boss attempt to double as a build test.

Avoid wasting upgrade resources

A Tarstone earns experience only while equipped. Keep the intended stone active during a normal route. Swapping it out before fights slows the upgrade plan without testing the effect.

Coins spent at the Tarforge should reinforce a working loadout. The Etching Needle expands the upgrade options, but it does not make every owned stone equally useful. Upgrade the effect that appears in your regular combat loop first.

Use the category labels to avoid slot mistakes. Combat, Infusion, Ability, and Shell-compatible stones compete within their own limits. A good find may still require replacing another effect in the same group.

The strongest Tarstone setup is the one you can explain in play. Know which action triggers each effect and which encounter it is meant to solve. If a stone has no clear job after several routes, save the slot for a tool that does.

Test combinations in a fixed order

Choose the main weapon before the stone. Its moveset tells you whether you need speed, reach, status, or a changed special action. The stone then reinforces a choice already made.

Choose the sidearm after checking what melee cannot safely do. A ranged answer and a crowd-control answer solve different fights. Their Tarstone choices should reflect that distinction.

Use Shell-compatible stones to support the Shell's own role. A parry-oriented Shell and an aggressive close-range Shell do not ask for exactly the same assistance. Keep the effect connected to an action you use often.

Upgrade after the combination has survived a normal route. That shows whether the effect appears often enough to deserve coins and experience. A boss-only idea may be worth holding until you have tested it under pressure.