How many Mortal Shell II tarstones can I equip?
Max ten: 4 Support, 2 Combat, 2 Infusion, 2 Ability. Some Combat / Infusion / Ability stones connect to the weapon or the sidearm. There is no fifth category.
This Mortal Shell II tarstones page is the slot sheet: about 75 collectibles, max 10 equipped, four categories only. Mortal Shell II (Cold Symmetry / Playstack) lets you swap stones anytime — not only at a beacon. Franz etches them at the Tarforge in Marrow Keep after you hand him an Etching Needle. Verified August 18, 2026 · Steam.
| Fact | Detail |
|---|---|
| Platform | Steam · PS5 · Xbox Series X|S |
| Genre | Soulslike ARPG · no stamina |
| Mode | Single-player |
| Price | $49.99 Standard · $59.99 Devout |
| Release | Advanced Access Aug 17 · worldwide Aug 20, 2026 |
| Developer / Publisher | Cold Symmetry / Playstack |
| Steam | App 2584270 |
| Collectibles | ~75 Tarstones in the world |
| Equip cap | Max 10 at once |
| Categories | Support 4 · Combat 2 · Infusion 2 · Ability 2 — no fifth type |
| Swap | Anytime — not Beacon-only |
| Upgrade desk | Franz · Tarforge · Marrow Keep · needs Etching Needle |
| XP | Equipped stones gain XP from kills, then spend at the forge |
| Ranks | Up to ~4 — exact etch numbers TBA |
| Trophy | Stoned = collect all |
| This page | Early / notable stones only — full 75 dump stays TBA |
Mortal Shell II tarstones cap at ten equipped. The live split is 4 Support, then 2 Combat, 2 Infusion, and 2 Ability. Some Combat / Infusion / Ability stones connect to the melee weapon or the sidearm — that is a slot pairing, not a fifth category. Do not invent Weapon-only, Defensive, or Crit as extra types.
| Category | Max equipped | Weapon / sidearm | Job |
|---|---|---|---|
| Support | 4 | Not a weapon/sidearm split | Kill-triggered passives: Resolve, stagger window, DR, extra Gloom |
| Combat | 2 | Some stones sit on weapon vs sidearm | Leech stacks, sidearm charge, dual-wield extras, on-hit Combat kits |
| Infusion | 2 | Some stones sit on weapon vs sidearm | Hold-to-apply Bloodcurse / Bleed until a high etch rank |
| Ability | 2 | Some stones sit on weapon vs sidearm | Active Resolve spends: charged heavy, seeking projectiles |
| Anything else | 0 | Does not exist | No fifth category — extras stay in the bag |
Support is the fat row: four holes for stones that fire off kills — Devout refunds sidearm Resolve, Shattering primes the next melee stagger, Bulwark cuts incoming damage for a beat, Gloombound feeds extra Gloom. Combat, Infusion, and Ability are two each. If a list on another page names “weapon tarstones” or “crit tarstones,” that is flavor, not a fifth slot in the UI.
The pairing rule is the part people miss. A Combat stone can be the one that rides the blade, or the one that rides the gun. Duality wants dual-wield melee. Charged and Viletongue Hedron want a sidearm you actually fire. Filling both Combat holes with gun stones while you never shoot is a wasted pair.
You do not need to rest to change Mortal Shell II tarstones. Open the menu, pull one, seat another. Rest at a beacon still matters for flasks, Shell swap, and fast travel — not for this loadout. If a room wants Bulwark instead of Gloombound, swap before the pull.
Once the four-by-two grid is clear, the next job is which stones actually deserve those ten holes on a first run.
First-run Mortal Shell II tarstones are Support plus one Combat that matches the weapon you committed to on weapons. Leave Infusion and Ability empty until you own a stone whose Resolve cost you can pay. This table is an early kit, not a 75-row ranked board.
| Stone | Slot | Why first | Skip if |
|---|---|---|---|
| Devout | Support | Sidearm Resolve on kill — feeds the gun without dumping the bar | You never fire the sidearm |
| Shattering | Support | Next melee after a kill hits harder on stagger | You do not chain kills into a Break |
| Bulwark | Support | Damage reduction after a kill — buys the next swing | You already leave the room after each kill |
| Gloombound | Support | More Gloom from enemies; Stones of Remembrance chest | You are not routing Gloom this hour |
| Parasitic | Combat | Leech stacks on kill — sustain without a flask panic | The room is a one-shot anyway |
| Charged | Combat | Sidearm charges faster | Nail Shot is panic-only |
| Duality | Combat | Doubles dual-wield-style attacks (beginner notes; exact multiply TBA) | You are on a spear or hammer, not dual-wield |
| Wounding | Combat | Early chest in Mushroom Village near Tiel | You have not reached that village |
| Arbiter’s Prize | Infusion | Hold to put Bloodcurse on the blade — after Great Arbiter of Flesh | You have not walked Widow’s Overlook |
| Viletongue Hedron | Infusion | Sidearm Bleed | The gun is not in the plan |
| Unwieldy | Ability | 35 Resolve charged heavy | The meter is always empty from panic shots |
| Tarblighted Trophy | Ability | 80 Resolve seeking projectiles — late spend | You cannot bank 80 Resolve |
Four Support holes are the cheap win. Devout, Shattering, and Bulwark all trigger off kills you already take. Gloombound is the economy stone: more Gloom, not more damage. Park those four before you detour for Grudge in the Citadel of Penance or Corroded past Sunken Village Beacon.
Combat is two holes. If you kept Axe and Dagger (or Axatana) from the Shrine of Trials, Duality is the stone that matches that kit — community-observed doubling of dual-wield-style attacks; do not quote a fake percent. If you stayed on Iconoclast, Parasitic sustain is the safer early Combat than a dual-wield stone you cannot use.
Empty Infusion slots are legal. An Infusion you cannot afford to hold is worse than nothing: it trains you to dump Resolve on a buff and then miss the Shell ability. Unwieldy at 35 Resolve is the first Ability that is worth a hole if you already time heavies. Tarblighted Trophy at 80 is a later combat spend, not a first-hour flex.
Filling the ten is free. Etching is not. The next gate is the needle.
Mortal Shell II tarstones do not etch at minute zero. Find an Etching Needle, take it to Franz at the Tarforge in Marrow Keep, and only then spend the XP the stones already earned. Equipped stones gain XP from kills while they sit in the ten. Unequipped stones in the bag do not farm that XP.

| Step | What happens | TBA / trap |
|---|---|---|
| Wear the stone | Kills grant XP to equipped Tarstones | Bag stones earn nothing |
| Find Etching Needle | Key item — not sold at minute zero | Community: bone chest, second village, pre-Magdalena |
| Give needle to Franz | Tarforge in Marrow Keep unlocks etching | Other Franz key items (lathe, actuator) are not this page |
| Spend XP | Ranks the equipped stone, up to ~4 | Exact XP totals and etch costs TBA |
| Repeat needles | Later needles exist — count TBA | Do not hold a first needle “for a better stone” |
Community routing puts the first Etching Needle in a bone chest in a second village, immediately before Magdalena, Lady of the Woods. That is a boss door, not a Marrow Keep vendor. If Franz has no etch option yet, you are missing the key item — walk the village, do not farm Iconoclast materials hoping the desk appears.
Franz also upgrades melee and sidearms. The needle is the Tarstone key. Do not spend the visit etching a stone you will unequip after the next walkthrough Beacon.
Wear the kit, get the kills, then spend. Ranking a stone you never equip is a dead XP sink. Rank ceiling is about four. Community test footage quotes huge stagger multipliers (including 200%). This page will not reprint those as live 1.0 facts — mark them TBA until a recapture.
Once Franz can etch, Infusions and Abilities start to matter because their Resolve cost can drop — or stay expensive — by rank.
Matched by build plan, shared topics, and guide progression — not random related links.
Infusion and Ability Mortal Shell II tarstones spend Resolve — the same meter as Shell kits, weapon skills, and every sidearm shot. There is no stamina bar. Infusions can keep costing Resolve until a high etch rank. Known spends below are community-observed; do not invent a full cost table for all 75.

| Stone | Category | Resolve | What you get |
|---|---|---|---|
| Arbiter’s Prize | Infusion | 30 (hold to apply) | Bloodcurse / bleed on the weapon. Rank 3 fusion may become permanent — community, TBA |
| Viletongue Hedron | Infusion | TBA | Sidearm applies Bleed |
| Unwieldy | Ability | 35 | Charged heavy |
| Tarblighted Trophy | Ability | 80 | Seeking projectile volley |
| Other Infusions / Abilities | Infusion or Ability | TBA | Do not invent costs |
Arbiter’s Prize is the Infusion people chase after Great Arbiter of Flesh at Widow’s Overlook. Hold to put Bloodcurse (bleed) on the melee. That hold costs 30 Resolve until a high rank. Community notes say rank 3 may fuse the element permanent — treat permanence as TBA, not a promised 1.0 fact. If the bar is already empty from Nail Shot, you cannot infuse, and you also cannot fire the Shell skill.
Viletongue Hedron is the sidearm Bleed Infusion. Pair it with Charged if the gun is real. Pair it with a panic Nail Shot and you have two holes doing nothing.
This Mortal Shell II tarstones list is early and notable, not all 75. Per-region counts stay TBA. Walk the room, loot the chest, then stop — do not invent pins this page has not named.
| Stone | Category | Where (community) | Notes |
|---|---|---|---|
| Devout | Support | TBA exact chest | Sidearm Resolve on kill |
| Shattering | Support | TBA exact chest | Next melee stagger after kill |
| Bulwark | Support | TBA exact chest | DR after kill |
| Gloombound | Support | Stones of Remembrance chest | More Gloom |
| Parasitic | Combat | TBA exact chest | Leech stacks on kill |
| Charged | Combat | TBA exact chest | Sidearm charge |
| Wounding | Combat | Mushroom Village, chest near Tiel | Early Combat if you take that Shell |
| Grudge | Combat | Citadel of Penance | Not a first-hour detour |
| Duality | Combat | Ravaged Tomb, chest after Nochtean Gate | Dual-wield pairing — exact double TBA |
| Unyielding | Combat | Deserted Mine dungeon, northeast trial reward | Trial, not a floor drop |
| Corroded | Combat | After Sunken Village Beacon, Mushroom Village Gate area | Past that Beacon cleanse |
| Arbiter’s Prize | Infusion | Great Arbiter of Flesh · Widow’s Overlook | 30 Resolve hold · Bloodcurse |
| Viletongue Hedron | Infusion | TBA exact chest | Sidearm Bleed |
| Unwieldy | Ability | TBA exact chest | 35 Resolve charged heavy |
| Tarblighted Trophy | Ability | TBA exact chest | 80 Resolve seeking shots |
| Emberseed | TBA category | Mushroom Village Beacon | Named; slot type TBA |
| Hag | TBA category | Outskirts of Nochte Beacon chest | Named; slot type TBA |
| Auspicious | TBA category | Mushroom Village entrance chest | Named; slot type TBA |
| Berserker’s | TBA category | Temple of Vatra field chest | Named; slot type TBA |
| Marksman’s | TBA category | Mushroom Village Gate, left-side trial | Named; slot type TBA |
| Siegebreaker’s | TBA category | Sunken Village first arena, chest after 3 Offerings | Named; slot type TBA |
| Remaining ~50+ | — | Full 75 dump TBA | Stoned trophy = collect all — achievements |
If you possess Tiel, Wounding is on the way: Mushroom Village, chest near that corpse. Auspicious, Emberseed, Marksman’s, and Corroded all sit on that village / gate / Beacon cluster — useful if you are already cleansing there, not a reason to skip Marrow Keep. Gloombound is the other early economy pickup: Stones of Remembrance chest, extra Gloom, Support hole.
Arbiter’s Prize is the Infusion worth a detour. Great Arbiter of Flesh lives at Widow’s Overlook. Kit for that fight sits on bosses and combat: Harden the swings, dodge the grab, spend Resolve on purpose. The stone is the drop, not a shop.
Duality is Ravaged Tomb after the Nochtean Gate. Grab it when that dungeon is on the walkthrough path and you already dual-wield. Grudge is Citadel of Penance. Unyielding is a Deserted Mine northeast trial. Siegebreaker’s wants three Offerings in the Sunken Village arena. Hag is Outskirts of Nochte. Berserker’s is Temple of Vatra. None of those replace the Support four.
Stoned is the collect-all achievement. It is a completion trophy, not a reason to wear a stone that fights your kit. Remaining names and exact chest pins stay TBA. If a slot question is still open, the FAQ below is the short version.
Max ten: 4 Support, 2 Combat, 2 Infusion, 2 Ability. Some Combat / Infusion / Ability stones connect to the weapon or the sidearm. There is no fifth category.
About 75 collectibles. This page lists early and notable stones only. A full 75-name dump stays TBA. Stoned is the collect-all trophy.
No. Swap anytime in the menu. Beacons are for rest, Shell swap, and travel — not for this loadout.
Franz at the Tarforge in Marrow Keep, after you give him an Etching Needle. Upgrades are not available at minute zero.
Community pin: a bone chest in a second village right before Magdalena, Lady of the Woods. Exact map marker beyond that stays TBA.
Equipped stones gain XP from kills. Then spend that XP at Franz once etching is unlocked. Bag stones do not farm XP. Ranks go up to about 4. Exact totals TBA.
Yes, until a high etch rank. Arbiter’s Prize costs 30 Resolve to hold-apply Bloodcurse. Rank 3 fusion may become permanent — community, TBA. Unwieldy is 35. Tarblighted Trophy is 80.
Combat stone in Ravaged Tomb after the Nochtean Gate. Beginner notes: it doubles dual-wield-style attacks. Exact multiply TBA. Skip it if you are not dual-wielding.
No. Ten is the cap. Fill Support first, then Combat that matches the weapon. Leave Infusion and Ability empty until you can pay the Resolve.
Collect all Tarstones. It is a completion trophy, not a reason to wear a bad kit. Details on the achievements page.
Pair stones with the melee on weapons and the gun on sidearms, then lock a build. Resolve and Seals: combat.
August 18, 2026
Matched by build plan, shared topics, and guide progression — not random related links.