Mortal Shell 2 All Weapons List & Locations

Mortal Shell 2 all weapons: every confirmed weapon, where to find it, which infusions it accepts, how upgrades work and the respec most players miss.

Status: Partially verifiedUpdated Aug 29, 20265 min readGame version: Launch build + Balance Patch 1 (PC live, console following)

Quick answer

Confirmed weapons include the Iconoclast (starting sword), Axe and Dagger (Shrine of Trials), Axatanas, Great Martyr's Blade, Black Needle and Clockwork Scythe. Every weapon can use generic passives, but not every weapon can use every infusion — check compatibility before investing gold.

How many weapons are in Mortal Shell II?

8 main weapons and 8 sidearms, confirmed against the Steam achievement list. Achievement names are read directly from game data, so they prove an item exists with that exact spelling — which makes them a stronger source than any wiki.

Two corrections to earlier versions of this page:

  • Forgotten Crossbow is a sidearm, not a main weapon. It was previously listed under main weapons.
  • Locations, categories and stats are Unconfirmed. The achievement list confirms that an item exists; it says nothing about where it drops or what it does. Any site claiming full weapon locations right now is guessing.

Where this roster came from

This roster originally reached us via a third-party wiki domain. We kept it only because the Steam achievement list independently confirms the same names. That wiki is not cited as a source anywhere on this site, and we do not treat it as authoritative.

Main weapons (8)

WeaponType / characterWhere it comes fromInfusion notes
IconoclastStarting swordEquipped after the prologueViable to the endgame; one player upgraded it to +3 before leaving the hub
Axe and DaggerFast-hitting short-range pairReward from the Shrine of Trials (the Chapel dungeon), behind the knight at the endAccepts Blood Curse
Veteran's Battle AxeAxeUnconfirmedUnconfirmed
Great Martyr's BladeHeavy two-handedUnconfirmedPaired with tank Shells; +20% in Balance Patch 1
Obsidian HammerHammerUnconfirmedOnly weapon that can use the Colossus stone
AxatanaDual katanas, fastUnconfirmedCannot be infused with Blood Curse; light-attack tracking improved in Patch 1
Black NeedleNamed in community tier listsUnconfirmedLight-attack tracking improved in Patch 1
Clockwork ScytheScytheUnconfirmedOnly weapon that can use the Scholar's Whetstone; tracking improved in Patch 1

Sidearms (8)

SidearmNotes
NaylshotteUnconfirmed
Forgotten CrossbowConfirmed to exist via the Steam achievement list; behaviour Unconfirmed
Troubadour's Lute+100% in Balance Patch 1 — the single largest buff in the patch
Salvaged TrebuchaxeUnconfirmed
BallistazookaUnconfirmed
Triarch RepeaterMinimum Resolve requirement removed in Balance Patch 1
Cursed ChildUnconfirmed
Caged HystrixMinimum Resolve requirement removed in Balance Patch 1

Why the achievement list matters here

Achievement names are read from game data, so they confirm that an item exists with that exact spelling. They do not tell you where it drops or what it does — which is why the location column is still Unconfirmed for most entries.

How weapons differ when there is no scaling

Mortal Shell II removes scaling entirely. There is no strength or dexterity, no letter grades, and no upgrade path that changes how a weapon scales. Instead, three things separate weapons:

Moveset. Speed, reach, and recovery. Fast weapons interrupt enemies constantly; heavy weapons trade pressure for damage and break damage.

Infusion compatibility. Every weapon can use generic passive stones such as the Auspicious Stone for melee crit chance, but not every weapon can use every infusion. If you are building around an element or status, check compatibility first.

Signature Tarstones. Some stones are locked to a single weapon: the Colossus stone to the hammer, the Scholar's Whetstone to the scythe. These stones are strong enough to define an entire build.

Weapon upgrades and the respec

Weapon enhancements are bought with gold, and the later tiers get expensive. The important mechanic most players miss: you can respec weapons later in the game. If you fully invest in one weapon and then find something better, you can refund the materials you invested instead of re-farming every stone from scratch.

That does not mean you should invest blindly. Before the respec is available, put your gold into the weapon you are actually swinging.

Test first, invest second

Equip every new weapon and fight with it for ten minutes. Return to the Citadel afterwards and decide. This single habit saves more gold than any farming route.

Weapon slots and sidearms

Beyond your main weapon, the game has sidearms — the ranged option used to pull enemies, kill bats in trees, and trigger pressure plates. Sidearms are enhanced at the Tar Forge in Marrow Keep using items found in dungeons, such as the Obsidian Lathe, which one walkthrough pulls from the Martyr's Tomb.

Sidearms also matter for infusions: one early reward, the Ember Seed Stone, is described as an infusion that makes the gun apply burning on crit.

Tarstones attached to weapons

Infusion Tarstones buff a weapon for a limited number of strikes and consume resolve. Levelling them changes both the duration and the cost — the Voltaic Crown example from player footage goes from four lightning-infused strikes, to eight, and finally to a permanent infusion that costs nothing.

Reaching that third tier requires Tar Core, a material that only drops from levelling up other Tarstones. Players therefore level stones they do not want, harvest the Tar Core, and spend it on the stone they actually use.

Balance Patch 1 changed this page

Weapons are the category most affected by the first patch, so treat everything above as last verified for Balance Patch 1. The confirmed changes:

  • Great Martyr's Blade: +20%
  • Troubadour's Lute: +100%
  • Caged Hystrix and Triarch Repeater: minimum Resolve requirement removed
  • Axatana, Black Needle, Clockwork Scythe: light-attack tracking improved

The patch notes also state that spent Glimpses are refunded and that Weapon Smelting Gloom cost was reduced by 75%, which changes how freely you can experiment with weapons. See the Patch Notes page.

Still unconfirmed

Drop locations for most main weapons and sidearms, all damage values, and the in-game behaviour of the sidearms listed above. Damage in particular must be measured in-game: base damage, scaling, upgrade damage and post-patch damage are four different numbers, and none of them can be read reliably from video footage.

Sources

Fan-made wiki. Not affiliated with Cold Symmetry or Playstack.

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