Tools
Mortal Shell 2 Damage Calculator
Dial in an upgrade level and see exactly what every weapon stat multiplies to - damage, stagger, crit, and the Tarforge cost of getting there. One page, every number that exists.
Mortal Shell 2 does not publish absolute weapon damage numbers, so every public calculator - including this one - works with upgrade multipliers. If you have tested a weapon's base damage or stagger value yourself, enter it above and this tool computes the real numbers at every upgrade level, plus how many hits break each boss's poise pool. Just want the arsenal? The weapons guide covers where to find all eight, and the best build guide pairs them with shells and sidearms.
Damage
x1.50
Enter a base damage value above
Stagger damage
x1.50
Enter a base stagger value above
Elemental · Crit · Resolve
x1.50
Elemental Efficiency, Critical Chance, Critical Damage and Resolve Regeneration share this curve.
Guard Meter
x1.25
The only stat with per-weapon variance.
Getting to +10 at the Tarforge
Level +10 costs 12× Laterite + 5,000 Coin — cumulative 20,650 Coin from +0.
Ability Tarstones for Axatana
Shrike Stone (fits 2) · Hexapod Core (this one only)
How damage scaling works in Mortal Shell 2
Every melee weapon in the game shares one upgrade curve per stat. That sounds strange until it clicks: weapons differ by their hidden base values, not their scaling paths, so the upgrade system raises every weapon by the same proportion and never reorders the arsenal. Upgrading happens at Franz the Tarforge Smith in Marrow Keep, unlocked by the Muradean Actuator key item.
- Damage: x1.00 at +0 to x1.80 at +16 - then capped; +17 to +25 add nothing documented
- Stagger Damage: x1.00 at +0 to x2.00 at +20 - keeps scaling four levels after damage stops
- Elemental Efficiency, Critical Chance, Critical Damage, Resolve Regeneration: the same x2.00 curve, but they start at zero and read "inactive" at +0
- Guard Meter: x1.25 for every weapon except Great Martyr's Blade, the sole exception at x1.30
Because stagger scales further and faster than raw damage, late-game upgrades are effectively posture tools: a +20 weapon breaks bosses twice as fast as a +0 one even though it hits for only 1.8 times as much.
Tarforge upgrade costs: every level to +25
Five tar-metals, five tiers of five levels. Ventrium covers +1 to +5, Laterite +6 to +10, Dorsalite +11 to +15, Thoracium +16 to +20, and Ossinite +21 to +25. The full ladder from +0 to +25 adds up to 185,650 Coin and 31 of each material.
| Level | Material | Amount | Coin | Cumulative Coin |
|---|---|---|---|---|
| +1 | Ventrium | 1 | 100 | 100 |
| +2 | Ventrium | 3 | 300 | 400 |
| +3 | Ventrium | 6 | 500 | 900 |
| +4 | Ventrium | 9 | 1,000 | 1,900 |
| +5 | Ventrium | 12 | 1,250 | 3,150 |
| +6 | Laterite | 1 | 2,000 | 5,150 |
| +7 | Laterite | 3 | 2,750 | 7,900 |
| +8 | Laterite | 6 | 3,500 | 11,400 |
| +9 | Laterite | 9 | 4,250 | 15,650 |
| +10 | Laterite | 12 | 5,000 | 20,650 |
| +11 | Dorsalite | 1 | 5,750 | 26,400 |
| +12 | Dorsalite | 3 | 6,500 | 32,900 |
| +13 | Dorsalite | 6 | 7,250 | 40,150 |
| +14 | Dorsalite | 9 | 8,000 | 48,150 |
| +15 | Dorsalite | 12 | 8,750 | 56,900 |
| +16 | Thoracium | 1 | 9,500 | 66,400 |
| +17 | Thoracium | 3 | 10,250 | 76,650 |
| +18 | Thoracium | 6 | 11,000 | 87,650 |
| +19 | Thoracium | 9 | 11,750 | 99,400 |
| +20 | Thoracium | 12 | 12,500 | 111,900 |
| +21 | Ossinite | 1 | 13,250 | 125,150 |
| +22 | Ossinite | 3 | 14,000 | 139,150 |
| +23 | Ossinite | 6 | 14,750 | 153,900 |
| +24 | Ossinite | 9 | 15,500 | 169,400 |
| +25 | Ossinite | 12 | 16,250 | 185,650 |
Enemy poise reference: stagger pools by boss
The game exposes no absolute stagger numbers, so each enemy's poise pool is measured relative to the toughest target in the game - Hexapod at 1200. The table lists every boss and miniboss from toughest down; enter your weapon's stagger damage above to turn these into hit counts.
| Enemy | Tier | Poise pool |
|---|---|---|
| Hexapod | Boss | 1200 |
| The Lost Child | Boss | 800 |
| Magdalena, the Lady of the Woods | Boss | 500 |
| The Monolith | Boss | 500 |
| Zmey, the Unbidden | Boss | 500 |
| Droeg, the Conquerer | Boss | 400 |
| Orrem, the Discarded Golem | Boss | 400 |
| Orrem, the Reclaimed | Boss | 400 |
| The Nameless Captive | Boss | 400 |
| Malborn Offspring | Boss | 350 |
| Caged Grisha | Miniboss | 300 |
| Pale Grisha | Miniboss | 300 |
| Sir Isaac, the Scholar-Prince | Boss | 300 |
| Grisha | Miniboss | 270 |
| Strange Grisha | Miniboss | 250 |
| The Warden | Miniboss | 250 |
| Zmee, the Royal Guard | Miniboss | 250 |
| Tishina's Confessor | Miniboss | 220 |
| Great Arbiter of Flesh | Miniboss | 200 |
| Infested Miner | Miniboss | 200 |
| Prophet of Profane Infinities | Miniboss | 200 |
| Stray Sesters | Miniboss | 200 |
| Tainted Vestige | Miniboss | 200 |
| The Silent Sester | Miniboss | 200 |
All 8 collectible weapons in Mortal Shell 2
Eight weapons count toward the Lord of War achievement - Game8, Fextralife, and Mortal Shell DB agree on the same eight, with identical official flavor text. Two extra melee entries, Fists and the Hallowed Sword, exist in game data but are not collectible.
| Weapon | Description | Ability Tarstones |
|---|---|---|
| Axatana | Forged by an unrepentant smith, this exquisite weapon once bore the name "Dream Thresher." | Shrike Stone, Hexapod Core |
| Axe & Dagger | An unusual pairing of a simple thieve's tool and a vicious axe from the northern lands. | Magdalena's Memento |
| Black Needle | Stolen from the Twiceborn, this spear enables the bearer to reach further and more quickly than seems physically plausible. | Conqueror's Reward, Infused Stone |
| Clockwork Scythe | The ambitious instrument of a madman or a genius, perhaps he was in fact both. | Scholar's Wormstone, Clockwork Shardstone |
| Great Martyr's Blade | The devout weapon of the First Martyr Tarsus, reforged after his final sacrifice. | Captive's Scabstone |
| Obsidian Hammer | A brutalist chunk of obsidianite, profaned by bloodshed beyond the Seat of Infinity. | Colossus Stone, Lost Clotstone |
| The Iconoclast | Exceptionally light for a two-hander, it was once held by a seedbearer of great renown | Shrike Stone |
| Veteran's Battle Axe | This solid steel axe is rumored to have been quenched in the blood of the Revered. | Lost Clotstone |
Full locations and the sidearm roster are in the weapons guide; per-shell pairings live in the best build guide.
Frequently asked questions
How is damage calculated in Mortal Shell 2?
Mortal Shell 2 does not publish absolute weapon damage numbers. Damage is a multiplier applied to each weapon's own hidden base stats: every melee weapon shares one upgrade curve, scaling from x1.00 at +0 to x1.80 at +16. A weapon's strength comes from its hidden base values, not its upgrade path - so two fully upgraded weapons still hit for different amounts. Enter your own tested base damage above and the calculator applies the correct multiplier for every upgrade level.
Does weapon upgrade level affect stagger damage?
Yes. Stagger damage scales from x1.00 at +0 to x2.00 at +20 - and unlike raw damage, which stops improving at +16, stagger keeps scaling through +20. Elemental Efficiency, Critical Chance, Critical Damage, and Resolve Regeneration follow the same x2.00 curve, but start at zero and unlock from +1 onward. Guard Meter is the one exception: it is x1.25 for every weapon except Great Martyr's Blade at x1.30.
What is the maximum weapon upgrade level in Mortal Shell 2?
The Tarforge upgrades primary weapons from +0 to +25. Raw damage stops improving at +16 (x1.80) and the other stats stop at +20 (x2.00); what the final five levels (+21 to +25) improve is not documented in any public source. Upgrading requires the Muradean Actuator key item, then tar-metals and Coin at Franz the Tarforge Smith in Marrow Keep.
How much does it cost to fully upgrade a weapon in Mortal Shell 2?
Taking a weapon from +0 to +25 costs 185,650 Coin in total plus tar-metals: 31 of each of the five types - Ventrium for +1 to +5, Laterite for +6 to +10, Dorsalite for +11 to +15, Thoracium for +16 to +20, and Ossinite for +21 to +25. Within each tier the amounts rise 1, 3, 6, 9, then 12. The full level-by-level cost table is above.
Data methodology
Mortal Shell 2 does not publish per-weapon damage numbers. All figures here are upgrade multipliers applied to each weapon's own base stats - the same curve is shared by every melee weapon, so a weapon's strength comes from its hidden base values, not its upgrade path. Stagger comparisons use each enemy's poise pool relative to the toughest target, since the game exposes no absolute stagger values. Tarforge material and Coin costs per level are listed in full, +1 through +25.
Data sourced from Mortal Shell DB, Game8, and the Fextralife wiki, cross-checked against each other and verified on August 25, 2026 against game version 1.0. Weapon upgrade multipliers, Tarforge costs, and poise pools are single-source (Mortal Shell DB, internally consistent); the weapon roster and descriptions are agreed by all three sources.