Mortal Shell II tarstones

Mortal Shell II Tarstones

Mortal Shell II tarstones: about 75 collectibles, max 10 equipped. Support, Combat, Infusion, and Ability slots. Upgrade at Franz. Verified August 2026.

Ten slots, four types, Etching Needles at Franz.

~13 min read

At A Glance

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.

FactDetail
PlatformSteam · PS5 · Xbox Series X|S
GenreSoulslike ARPG · no stamina
ModeSingle-player
Price$49.99 Standard · $59.99 Devout
ReleaseAdvanced Access Aug 17 · worldwide Aug 20, 2026
Developer / PublisherCold Symmetry / Playstack
SteamApp 2584270
Collectibles~75 Tarstones in the world
Equip capMax 10 at once
CategoriesSupport 4 · Combat 2 · Infusion 2 · Ability 2 — no fifth type
SwapAnytime — not Beacon-only
Upgrade deskFranz · Tarforge · Marrow Keep · needs Etching Needle
XPEquipped stones gain XP from kills, then spend at the forge
RanksUp to ~4 — exact etch numbers TBA
TrophyStoned = collect all
This pageEarly / notable stones only — full 75 dump stays TBA

How do Tarstone slots actually work?

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.

CategoryMax equippedWeapon / sidearmJob
Support4Not a weapon/sidearm splitKill-triggered passives: Resolve, stagger window, DR, extra Gloom
Combat2Some stones sit on weapon vs sidearmLeech stacks, sidearm charge, dual-wield extras, on-hit Combat kits
Infusion2Some stones sit on weapon vs sidearmHold-to-apply Bloodcurse / Bleed until a high etch rank
Ability2Some stones sit on weapon vs sidearmActive Resolve spends: charged heavy, seeking projectiles
Anything else0Does not existNo fifth category — extras stay in the bag

Four categories, not a wiki taxonomy

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.

Swap anytime — Beacons are not the gate

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.

Which stones should I equip first?

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.

StoneSlotWhy firstSkip if
DevoutSupportSidearm Resolve on kill — feeds the gun without dumping the barYou never fire the sidearm
ShatteringSupportNext melee after a kill hits harder on staggerYou do not chain kills into a Break
BulwarkSupportDamage reduction after a kill — buys the next swingYou already leave the room after each kill
GloomboundSupportMore Gloom from enemies; Stones of Remembrance chestYou are not routing Gloom this hour
ParasiticCombatLeech stacks on kill — sustain without a flask panicThe room is a one-shot anyway
ChargedCombatSidearm charges fasterNail Shot is panic-only
DualityCombatDoubles dual-wield-style attacks (beginner notes; exact multiply TBA)You are on a spear or hammer, not dual-wield
WoundingCombatEarly chest in Mushroom Village near TielYou have not reached that village
Arbiter’s PrizeInfusionHold to put Bloodcurse on the blade — after Great Arbiter of FleshYou have not walked Widow’s Overlook
Viletongue HedronInfusionSidearm BleedThe gun is not in the plan
UnwieldyAbility35 Resolve charged heavyThe meter is always empty from panic shots
Tarblighted TrophyAbility80 Resolve seeking projectiles — late spendYou cannot bank 80 Resolve

Fill Support before you hunt a “best” Combat

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.

Leave Infusion and Ability empty on purpose

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.

How do I unlock upgrades with the Etching 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.

Etching Needle bone chest in the second village before Magdalena
StepWhat happensTBA / trap
Wear the stoneKills grant XP to equipped TarstonesBag stones earn nothing
Find Etching NeedleKey item — not sold at minute zeroCommunity: bone chest, second village, pre-Magdalena
Give needle to FranzTarforge in Marrow Keep unlocks etchingOther Franz key items (lathe, actuator) are not this page
Spend XPRanks the equipped stone, up to ~4Exact XP totals and etch costs TBA
Repeat needlesLater needles exist — count TBADo not hold a first needle “for a better stone”
  • Do01Finish the Marrow Keep beginner guide loop so Franz exists as a desk, not a rumor
  • Do02Wear the ten stones you actually want ranked — XP only accrues on equipped stones
  • Do03Push to the second village and loot the bone chest right before Magdalena, Lady of the Woods (community pin)
  • Do04Hand the Etching Needle to Franz at the Tarforge — upgrades stay locked until this handoff
  • Do05Spend XP on the Support and Combat stones you already fight with; do not etch a bag stone you never wear
  • Do06Treat rank ~4 as the ceiling and any 200%-style stagger quotes as TBA

The needle is a route, not a shop

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.

XP first, etch second

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.

After you learn the cap

Matched by build plan, shared topics, and guide progression — not random related links.

What do Infusions and Abilities cost?

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.

Arbiter’s Prize Infusion applied to a melee weapon at Franz
StoneCategoryResolveWhat you get
Arbiter’s PrizeInfusion30 (hold to apply)Bloodcurse / bleed on the weapon. Rank 3 fusion may become permanent — community, TBA
Viletongue HedronInfusionTBASidearm applies Bleed
UnwieldyAbility35Charged heavy
Tarblighted TrophyAbility80Seeking projectile volley
Other Infusions / AbilitiesInfusion or AbilityTBADo not invent costs

Hold Infusions until the bar can pay

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.

Ability spends are optional buttons

Unwieldy is a 35 Resolve charged heavy — usable if you already time heavies and you are not broke. Tarblighted Trophy is 80 Resolve seeking shots. That is a full bar for many first-run shells. Slot it only when you can bank 80 without skipping Harden / Parry windows on combat.

Empty Ability holes beat a stone you press by accident. Costs only matter for stones you own. Next: where the first high-value pickups actually sit.

Where are the first high-value stones?

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.

StoneCategoryWhere (community)Notes
DevoutSupportTBA exact chestSidearm Resolve on kill
ShatteringSupportTBA exact chestNext melee stagger after kill
BulwarkSupportTBA exact chestDR after kill
GloomboundSupportStones of Remembrance chestMore Gloom
ParasiticCombatTBA exact chestLeech stacks on kill
ChargedCombatTBA exact chestSidearm charge
WoundingCombatMushroom Village, chest near TielEarly Combat if you take that Shell
GrudgeCombatCitadel of PenanceNot a first-hour detour
DualityCombatRavaged Tomb, chest after Nochtean GateDual-wield pairing — exact double TBA
UnyieldingCombatDeserted Mine dungeon, northeast trial rewardTrial, not a floor drop
CorrodedCombatAfter Sunken Village Beacon, Mushroom Village Gate areaPast that Beacon cleanse
Arbiter’s PrizeInfusionGreat Arbiter of Flesh · Widow’s Overlook30 Resolve hold · Bloodcurse
Viletongue HedronInfusionTBA exact chestSidearm Bleed
UnwieldyAbilityTBA exact chest35 Resolve charged heavy
Tarblighted TrophyAbilityTBA exact chest80 Resolve seeking shots
EmberseedTBA categoryMushroom Village BeaconNamed; slot type TBA
HagTBA categoryOutskirts of Nochte Beacon chestNamed; slot type TBA
AuspiciousTBA categoryMushroom Village entrance chestNamed; slot type TBA
Berserker’sTBA categoryTemple of Vatra field chestNamed; slot type TBA
Marksman’sTBA categoryMushroom Village Gate, left-side trialNamed; slot type TBA
Siegebreaker’sTBA categorySunken Village first arena, chest after 3 OfferingsNamed; slot type TBA
Remaining ~50+—Full 75 dump TBAStoned trophy = collect all — achievements

Mushroom Village and the Arbiter are the two early hunts

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.

Later named stones are not a first-run checklist

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.

Mortal Shell II tarstones FAQ

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.

How many Mortal Shell II tarstones exist?

About 75 collectibles. This page lists early and notable stones only. A full 75-name dump stays TBA. Stoned is the collect-all trophy.

Can I swap Mortal Shell II tarstones only at a Beacon?

No. Swap anytime in the menu. Beacons are for rest, Shell swap, and travel — not for this loadout.

Where do I upgrade Mortal Shell II tarstones?

Franz at the Tarforge in Marrow Keep, after you give him an Etching Needle. Upgrades are not available at minute zero.

Where is the Etching Needle in Mortal Shell II?

Community pin: a bone chest in a second village right before Magdalena, Lady of the Woods. Exact map marker beyond that stays TBA.

How do Mortal Shell II tarstones gain XP?

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.

Do Mortal Shell II Infusions cost Resolve?

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.

What does Duality do in Mortal Shell II?

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.

Should I equip every Mortal Shell II tarstone I find?

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.

What is the Stoned achievement in Mortal Shell II?

Collect all Tarstones. It is a completion trophy, not a reason to wear a bad kit. Details on the achievements page.

What should I read next?

Pair stones with the melee on weapons and the gun on sidearms, then lock a build. Resolve and Seals: combat.

Last verified?

August 18, 2026

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Matched by build plan, shared topics, and guide progression — not random related links.

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