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The current documented reference list for Mortal Shell II contains 27 named conditions. They cover damage over time, control, break pressure, defense, and combat utility—but not every effect works immediately: some require stacks, a timer to expire, a particular attack type, or a prerequisite. The list comes from unofficial game references, not a developer-certified catalog, and mechanics may change with updates.
Damage and buildup conditions
These effects damage a target directly or create a payoff after buildup or expiration.
- Bloodcurse: Deals massive damage when enough stacks have been inflicted.
- Burn: Deals accumulated damage over time.
- Cosmic Disease: Damages the affected target over time and reduces the damage it deals.
- Lightning: Deals damage over time; enough repeated applications release a shockwave.
- Phantom: Deals accumulated splash damage and Stagger Damage when it expires.
- Poison: A long-lasting effect that deals damage over time.
- Trauma: Deals Break Damage over time.
Control and disruption
These conditions interfere with enemy actions or movement. Pay attention to their trigger and duration rather than treating every one as an instant stun.
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- Confusion: Makes the victim attack nearby allies for the effect’s duration. If no allies are nearby, the victim instead suffers severe Break Damage.
- Frost: Freezes the target for a duration once enough stacks have been inflicted.
- Stasis: Slows the target by distorting time; additional stacks intensify the effect.
- Vomit: Stuns an enemy that is already poisoned, so Poison is a prerequisite.
Damage amplification and break pressure
These effects make attacks more consequential by increasing damage, adding Break Damage, or changing when an enemy can be executed.
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- Execution: Melee attacks against affected victims deal Break Damage.
- Fragile: Affected targets take bonus damage from weapon attacks.
- Havoc: Ranged attacks against affected victims deal Break Damage.
- Perforation: Affected targets take bonus damage from Sidearm attacks.
- Slaughterer: Each stack raises the low-health threshold at which enemies are executed.
- Weak: Affected targets deal less damage.
Defense, utility, and resources
- Curse: Applying enough stacks curses the target. Its next melee strike against you is nullified and turned back upon the target.
- Faith: While the effect is active, melee attacks regenerate additional Resolve.
- Infect: When you are struck, the effect spreads Poison to the attacking enemy.
- Leech: Slaying enemies grants stacks; each stack increases Max Health, and all stacks are lost on death.
- Mitigation: Gives a chance to resist the application of a negative condition.
- Pain: Marks health as Gray Health. It is lost in a single hit but cured by melee attacks.
- Shadow: Makes you undetectable for the effect’s duration.
- Warp: Slightly increases weapon attack speed.
A special named combat entry
- Critical Hit: A hit that deals bonus damage. The reference lists it among conditions, but its description is a combat event rather than a persistent ailment.
How to read the list in a fight
For a quick decision, look at the kind of opening you want to create:
- To build damage: Bloodcurse, Burn, Cosmic Disease, Lightning, Phantom, Poison, and Trauma are damage-focused; several require buildup or expiration before their payoff.
- To interrupt or control: Frost and Stasis provide control through freezing or slowing; Vomit requires Poison, while Chaos and Confusion disrupt through their own triggers.
- To pressure posture or breaks: Execution favors melee, Havoc favors ranged attacks, and Trauma adds Break Damage over time. These are distinct from Fragile and Perforation, which amplify weapon or Sidearm damage.
- To protect or support yourself: Mitigation resists negative-condition application; Curse reverses a qualifying melee strike; Faith supports Resolve generation; and Leech ties added Max Health to kills, with a death reset.
These are practical groupings, not official categories or a ranking. Which condition is useful depends on your weapon, enemy, combat situation, and the game’s current patch. The official update feed records a change allowing status effects to apply to enemies recovering after a riposte, so application is not limited to enemies fully standing: Cold Symmetry and Playstack’s Mortal Shell II updates on Steam.
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How complete and current is this condition list?
The 27 entries above appear in both the Mortal Shell II Database’s condition reference and the Mortal Shell 2 Wiki’s status-effects reference. Both are independent, unofficial resources; their agreement supports this as the current documented list, but does not make it a developer-certified exhaustive catalog. The descriptions here are paraphrases, and the references’ stack behavior or wording may not reflect later patches. Check the current in-game descriptions for exact mechanics.
Do these 3 things before closing this tab:
1Repair Windows errors before they cause bigger problems2Fix the driver behind crashes, sound loss and screen glitches3Clear out junk files and repair common Windows errorsThe official Mortal Shell II site describes combat built around breaking enemy posture and landing critical strikes, alongside sidearms and upgrades. The PlayStation US game page describes the game as an open-world action RPG with warrior Shells that have distinct abilities. That context helps explain why break pressure, attack-type bonuses, and control effects matter, but it does not certify the unofficial condition catalog.
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