Mortal Shell 2 Resolve


Resolve

TypeCore Mechanic
EffectPowerful resource consumed to fire sidearms and trigger abilities.

Resolve is a core combat mechanic in Mortal Shell 2.

Powerful resource consumed to fire sidearms and trigger abilities.

Tarstones

Tarstones whose effect mentions Resolve.

TarstoneEffect
Accursed StoneConsume Resolve to infuse your Sidearm with Curse
LevelEffect
Level 1Infusion lasts for 4 shots
Level 2Infusion lasts for 8 shots
Level 3Infusion is permanent
Acolyte's StoneConsume Resolve to perform a Charged Light Attack
LevelEffect
Level 1The charged attack has +15% Critical Chance
Level 2The charged attack deals 150% Critical Damage
Level 3Resolve cost reduced to 30
Arbiter's PrizeConsume Resolve to infuse your Weapon with Bloodcurse
LevelEffect
Level 1Infusion lasts for 4 strikes
Level 2Infusion lasts for 8 strikes
Level 3Infusion is permanent
Barrage StoneConsume Resolve to launch a heavy round that detonates above the target, scattering explosive projectiles below
LevelEffect
Level 1The heavy round detonates 2 times, each explosive projectile deals 4 splash damage
Level 2The heavy round detonates 2 times, each explosive projectile deals 8 splash damage
Level 3The heavy round detonates 3 times, each explosive projectile deals 8 splash damage
Captive's ScabstoneConsume Resolve to swing your weapon in a violent arc, striking down all who stand close
LevelEffect
Level 1Each strike deals 300% damage
Level 2Each strike deals 250 Stagger Damage
Level 3Resolve cost reduced to 75
Clockwork ShardstoneConsume Resolve over time to hold your weapon before you with its chainsaw spinning at full speed
LevelEffect
Level 1Each chainsaw spin deals 12% of the weapon base damage
Level 2Each chainsaw spin deals 15 Stagger Damage
Level 3Each chainsaw spin deals 20% of the weapon base damage
Colossus StoneConsume Resolve to thrust your weapon into the ground to send shockwaves rippling through nearby foes
LevelEffect
Level 1Each shockwave deals 30 splash damage
Level 2Each shockwave covers a wider area
Level 3Each shockwave deals 80 splash damage
Confessor's KeepsakeConsume Resolve to charge your Sidearm, firing a powerful, devastating shot
LevelEffect
Level 1The charged shot deals 200% damage
Level 2The charged shot deals 300% damage
Level 3The charged shot deals 350% damage
Conqueror's RewardConsume Resolve to drive your weapon forward in a series of swift, piercing thrusts
LevelEffect
Level 1Each strike deals 200% damage
Level 2The attack delivers 4 additional strikes
Level 3Resolve cost reduced to 75
Curseblood StoneConsume Resolve to infuse your Weapon with Curse
LevelEffect
Level 1Infusion lasts for 15 strikes
Level 2Infusion lasts for 30 strikes
Level 3Infusion is permanent
Devout Stone
LevelEffect
Level 1Generates 7 Resolve
Level 2Generates 14 Resolve
Level 3Generates 28 Resolve
Emberseed StoneConsume Resolve to infuse your Sidearm with Burn
LevelEffect
Level 1Infusion lasts for 4 shots
Level 2Infusion lasts for 8 shots
Level 3Infusion is permanent
Frostshard StoneConsume Resolve to infuse your Sidearm with Frost
LevelEffect
Level 1Infusion lasts for 4 shots
Level 2Infusion lasts for 8 shots
Level 3Infusion is permanent
Fulminant StoneConsume Resolve to fire a heavy-caliber round that triggers multiple explosions around the target
LevelEffect
Level 1The heavy-caliber shot triggers 3 explosions around the target
Level 2The heavy-caliber shot triggers 5 explosions around the target
Level 3Each explosion deal 20 Break Damage
Fusillade StoneAt Resolve or higher, unleash a flurry of consecutive shots
LevelEffect
Level 1Each shot has +20% Critical Chance
Level 2Each shot has +35% Critical Chance
Level 3Each shot deals +100% Critical Damage
Hag StoneConsume Resolve to infuse your Sidearm with Poison
LevelEffect
Level 1Infusion lasts for 4 shots
Level 2Infusion lasts for 8 shots
Level 3Infusion is permanent
Hand of RockConsume Resolve to unleash a swarm of relentless homing projectiles
LevelEffect
Level 1Each projectile deals 10 damage
Level 2Each projectile deals 5 Break Damage
Level 3Firing rate is increased by 70%
Hexapod CoreConsume Resolve to carve through enemies with a rapid succession of strikes
LevelEffect
Level 1Each strike grants 3 Warp stacks
Level 2The ability has Stagger immunity
Level 3Resolve cost increased to 80, but the ability continues with another barrage of ruthless dual-blade strikes
Infested StoneConsumes Resolve to fire a clinging projectile that triggers a massive explosion after a brief delay
LevelEffect
Level 1The clinging projectile deals 100 damage upon exploding
Level 2The clinging projectile draws the aggression of all nearby enemies
Level 3The clinging projectile scatters 3 other clinging projectiles upon exploding
Inflamed ClawstoneConsume Resolve to infuse your Weapon with Burn
LevelEffect
Level 1Infusion lasts for 4 strikes
Level 2Infusion lasts for 8 strikes
Level 3Infusion is permanent
Infused StoneConsume Resolve to throw your weapon to strike multiple targets before it circles back to you
LevelEffect
Level 1Each strike inflicts 3 Perforation stacks
Level 2The thrown weapon strikes up to 4 targets
Level 3Each strike inflicts 150% damage
Lost ClotstoneConsume Resolve to spin in place and release your weapon with brutal force
LevelEffect
Level 1The thrown weapon deals 200 splash damage on impact
Level 2The thrown weapon deals 300% damage to the struck target
Level 3Resolve cost reduced to 40
Magdalena's MementoConsume Resolve to rise into the air and unleash a flurry of ruthless strikes.
LevelEffect
Level 1Each strike inflicts 2 Weak stacks
Level 2Each strike has +15% Critical Chance
Each strike deals +50% Critical Damage
Level 3Each strike deals +100% Critical Damage
Monarch's VestigeConsume Resolve to infuse your Sidearm with Phantom
LevelEffect
Level 1Infusion lasts for 4 shots
Level 2Infusion lasts for 8 shots
Level 3Infusion is permanent
Myriad StoneYour Sidearm fires multiple projectiles in an arc without consuming additional Resolve
LevelEffect
Level 1Fire 3 projectiles per shot, each dealing 60% of the original damage.
Level 2Fire 5 projectiles per shot, each dealing 40% of the original damage.
Level 3Fire 7 projectiles per shot, each dealing 30% of the original damage.
Nightgrasp StoneConsume Resolve to infuse your Weapon with Phantom
LevelEffect
Level 1Infusion lasts for 4 strikes
Level 2Infusion lasts for 8 strikes
Level 3Infusion is permanent
Scholar's WormstoneConsume Resolve over time to set the chainsaw in motion, augmenting your every attack
LevelEffect
Level 1Each chainsaw spin deals 15% of the weapon base damage
Level 2Each chainsaw spin deals 25% of the weapon base damage
Level 3Each chainsaw spin deals 35% of the weapon base damage
Serpent StoneConsume Resolve to infuse your Weapon with Poison
LevelEffect
Level 1Infusion lasts for 4 strikes
Level 2Infusion lasts for 8 strikes
Level 3Infusion is permanent
Shrike StoneConsume Resolve to leap high and plunge your Weapon into the ground ahead
LevelEffect
Level 1The attack triggers a shockwave upon landing that deals 150 splash damage
Level 2Resolve cost reduced to 50
Level 3The attack deals 25 Break Damage to nearby foes upon landing
Solnir ShardConsume Resolve to launch a heavy round in a parabolic arc that bursts on impact to deal splash damage
LevelEffect
Level 1The heavy round deals 70 splash damage in a small range
Level 2The heavy round deals 120 splash damage in a small range
Level 3The heavy round bursts into a wider explosion
Splitting StoneYour Sidearm fires multiple projectiles without consuming additional Resolve
LevelEffect
Level 1Fire 2 projectiles per shot, each dealing 55% of the original damage.
Level 2Fire 3 projectiles per shot, each dealing 40% of the original damage.
Level 3Fire 4 projectiles per shot, each dealing 35% of the original damage.
Strange RemnantConsumes Resolve to unleash a stream of projectiles that chain between multiple targets
LevelEffect
Level 1Chaining projectiles deal 20 damage
Level 2Projectiles chain between up to 4 targets
Level 3Chaining projectiles deal 40 damage
Summoning StoneConsume Resolve to summon the last slain foe to fight on your side
LevelEffect
Level 1The summoned foe attacks 2 times before vanishing
Level 2The summoned foe attacks 5 times before vanishing
Level 3Summon 2 foes instead of one
Tarred FragmentConsume Resolve to fire multiple tethered projectiles, spinning at high speed
LevelEffect
Level 1The tethered projectiles spin for 6s
Level 2The tethered projectiles spin for 8s
Level 3The tethered projectiles cover 150% the range
Torpor StoneConsume Resolve to infuse your Weapon with Stasis
LevelEffect
Level 1Infusion lasts for 4 strikes
Level 2Infusion lasts for 8 strikes
Level 3Infusion is permanent
Unwieldy StoneConsume Resolve to perform a Charged Heavy Attack
LevelEffect
Level 1The charged attack grants 2 Leech stacks on kill
Level 2The charged grants 3 Leech stacks and restores 20 Health on kill
Level 3The charged grants 5 Leech stacks and restores 25 Health on kill
Viletongue HedronConsume Resolve to infuse your Sidearm with Bloodcurse
LevelEffect
Level 1Infusion lasts for 4 shots
Level 2Infusion lasts for 8 shots
Level 3Infusion is permanent
Voltaic AmberConsume Resolve to infuse your Sidearm with Lightning
LevelEffect
Level 1Infusion lasts for 40 shots
Level 2Infusion lasts for 80 shots
Level 3Infusion is permanent
Voltaic CrownConsume Resolve to infuse your Weapon with Lightning
LevelEffect
Level 1Infusion lasts for 4 strikes
Level 2Infusion lasts for 8 strikes
Level 3Infusion is permanent
Warden's StoneConsume Resolve to infuse your Weapon with Frost
LevelEffect
Level 1Infusion lasts for 4 strikes
Level 2Infusion lasts for 8 strikes
Level 3Infusion is permanent
Weeping StoneConsume Resolve to infuse your Sidearm with Trauma
LevelEffect
Level 1Infusion lasts for 4 shots
Level 2Infusion lasts for 8 shots
Level 3Infusion is permanent
Wretchcaller's StoneConsume Resolve to infuse your Weapon with Trauma
LevelEffect
Level 1Infusion lasts for 4 strikes
Level 2Infusion lasts for 8 strikes
Level 3Infusion is permanent
Zealot's Stone
LevelEffect
Level 1The light finisher generates +140% Resolve
Level 2The light finisher generates +170% Resolve
Level 3The light finisher generates +250% Resolve

Shells

Shells whose kit uses Resolve, and the abilities that interact with it.

Abilities

Named abilities that apply or benefit from Resolve.

AbilityFromEffect
GloomslayerSlayer SealSidearms deal Break Damage. Some Health and Resolve are restored when Riposting an enemy in a glorious manner.

Shell Abilities

Every Shell Ability that interacts with Resolve, including all effect levels.

Eredrim

Alacrity

From Eredrim

Each level reduces the Resolve cost of Eredrim's abilities

Shell Point cost: 1 / 2 / 3 / 4

Effect by Level

LevelEffect
Level 1Shoulder Bash charges 30% faster
Level 270% Shoulder Bash Resolve cost
Level 375% Ethereal Diapason Resolve cost
Level 4After killing an enemy with a Riposte, Eredrim's abilities cost No Resolve for 8 sec.

Consecration

From Eredrim

When Eredrim uses Mether's Pulse:

Shell Point cost: 1 / 2 / 3

Effect by Level

LevelEffect
Level 1Eredrim restores 15 Resolve
Level 2Eredrim restores 20 Resolve
Level 3Eredrim has 40% chance to fully restore Resolve

Oppression

From Eredrim

Each level improves Shoulder Bash

Shell Point cost: 1 / 2 / 3

Effect by Level

LevelEffect
Level 1Shoulder Bash deals 110% Break Damage
Level 2Shoulder Bash deals 120% Break Damage
Level 3Shoulder Bash releases a frontal shockwave that inflicts 10 Trauma stacks but costs 20 more Resolve

Genessa

Augmentation

From Genessa

Each level improves Faithful Doubles

Shell Point cost: 1 / 2 / 3

Effect by Level

LevelEffect
Level 1Faithful Doubles cost 85% less Resolve to summon
Level 2Faithful Doubles cost 75% less Resolve to summon
Level 3Faithful Doubles regenerate 1 Resolve on damaging an enemy

Catalyst

From Genessa

Each level improves Stray Doubles

Shell Point cost: 1 / 2 / 3

Effect by Level

LevelEffect
Level 1Stray Doubles cost 85% less Resolve to summon
Level 2Stray Doubles cost 75% less Resolve to summon
Level 3Duration of Stray Doubles increased by 120%

Gragu

Attunement

From Gragu

Each level reduces the Resolve cost of Staggering Blow

Shell Point cost: 1 / 2 / 3

Effect by Level

LevelEffect
Level 1Staggering Blow costs 80% less Resolve
Level 2Staggering Blow costs 70% less Resolve
Level 3Staggering Blow costs 50% less Resolve

Devourer

From Gragu

While Revered Heart power is full:

Shell Point cost: 1 / 2 / 3

Effect by Level

LevelEffect
Level 1Gragu kills grant 15% additional Gloom
Level 2Gragu kills grant 15 additional Resolve
Level 3Gragu kills restore 20 Health

Lazlo

Inflamed

From Lazlo

Each level improves Lazlo's Retribution

Shell Point cost: 1 / 2 / 3 / 4

Effect by Level

LevelEffect
Level 1Heat Meter no longer drains over time
Level 2Overheated shockwaves no longer consume Resolve and inflict 10 Burn stacks
Level 3Overheated shockwaves have 30% chance to not deactivate Lazlo's Armor
Level 4Overheated shockwaves cure all negative conditions on Lazlo

Rekindle

From Lazlo

Lazlo's Heat Meter:

Shell Point cost: 1 / 2 / 3

Effect by Level

LevelEffect
Level 1Restores 1 Health every 1s as it drains
Level 2Restores 1 Resolve every 1s as it drains
Level 3Restores 15 Health and Resolve when fully empties

Warmed Up

From Lazlo

Lazlo gets stronger as the Heat Meter increases

Shell Point cost: 1 / 2 / 3

Effect by Level

LevelEffect
Level 1Lazlo deals up to 30% more damage
Level 2Lazlo gains up to 35% more Resolve from melee attacks
Level 3Lazlo's armor provides up to 10% more damage reduction

Worthy Armor

From Lazlo

Each level reduces the Resolve cost of Lazlo's Retribution

Shell Point cost: 1 / 2 / 3

Effect by Level

LevelEffect
Level 1Retribution costs 80% less Resolve
Level 2Retribution costs 70% less Resolve
Level 3Retribution costs 60% less Resolve

Proxima

Attunement

From Proxima

Each level reduces the Resolve cost of Biosampler

Shell Point cost: 1 / 2 / 3

Effect by Level

LevelEffect
Level 1Biosampler costs 80% less Resolve
Level 2Biosampler costs 70% less Resolve
Level 3Biosampler costs 50% less Resolve

Energize

From Proxima

When reviving Proxima:

Shell Point cost: 1 / 2 / 3

Effect by Level

LevelEffect
Level 1Grafted Armor always mitigates damage for 8s
Level 2Proxima releases a shockwave that inflicts 15 Lightning stacks
Level 3Proxima has 30% chance to fully restore Resolve

Shellshock

From Proxima

Whenever Grafted Armor mitigates damage:

Shell Point cost: 1 / 2 / 3

Effect by Level

LevelEffect
Level 1Proxima gains 10 Resolve
Level 2Proxima gains 15 Resolve
Level 3Proxima inflicts 10 Lightning stacks to the attacker

Sariel

Agonize

From Sariel

As long as Sariel is at max Pain:

Shell Point cost: 1 / 2 / 3

Effect by Level

LevelEffect
Level 1Resolve slowly refills over time up to 30%
Level 2Resolve slowly refills over time up to 35%
Level 3Resolve slowly refills over time up to 40%

Smert

Devotion

From Smert

Each level improves Smert's Deadly Revelation

Shell Point cost: 1 / 2 / 3

Effect by Level

LevelEffect
Level 1Faith regenerates 120% the Resolve
Level 2Faith regenerates 130% the Resolve
Level 3While Faithful any Resolve gain has 20% chance to fill Resolve completely

Tenacity

From Smert

While Faithful:

Shell Point cost: 1 / 2 / 3

Effect by Level

LevelEffect
Level 1Miracle cost 90% Resolve to activate
Level 2Miracle cost 80% Resolve to activate
Level 3Miracle cost 70% Resolve to activate

Tiel

Lethality

From Tiel

When killing an enemy with a Shadow Strike:

Shell Point cost: 1 / 2 / 3

Effect by Level

LevelEffect
Level 1Tiel restores 10 Resolve
Level 2Tiel restores 20 Resolve
Level 3Tiel has 50% chance to reactivate Lingering Shadow immediately