Egon’s Stone is one of the Fragile Tarstones added to Mortal Shell 2 in the game’s first major update, and it does something no other stone does: it hands you a second chance inside a dungeon. Die with it equipped and you get the option to stand back up at the dungeon entrance instead of being sent all the way back to a Beacon. It is not free, though — every use chips away at the stone until it shatters.
Quick answer: Buy Egon’s Stone from Merrick in Marrow Keep for 500, then equip it in one of the bottom Fragile slots of the Tarstones menu. It gives you three dungeon revives, and the third one — the break — also stops you from dropping any Gloom.
Egon’s Stone effect, cost, and durability
The stone’s in-game description is short and literal. Its effect only fires on death inside a Dungeon, and its break bonus is a one-time Gloom save rather than a permanent perk.
| Detail | Value |
|---|---|
| Tarstone class | Fragile |
| Cost | 500 |
| Sold by | Merrick, the merchant in Marrow Keep |
| Effect | Upon death inside a Dungeon, gives the option to revive at its entrance |
| On break | Prevents Gloom loss for this death |
| Durability | Decreases on activation; three activations total |
Fragile Tarstones are a separate class from the permanent stones you find in chests and Trials. They are not unique, they wear down through use, and they leave behind a Tarcore when they finally break — so a spent Egon’s Stone still returns something to your upgrade pool.
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How to equip Egon’s Stone
Buying it is not enough. Egon’s Stone does nothing sitting in your inventory, and Fragile stones do not share slots with your regular Support, Combat, Infusion, or Ability loadout.

What each of the three uses actually does
The most common misread is assuming the stone protects your Gloom every time. It does not. The first two revives still drop your Gloom at the spot where you died, exactly like a normal death — you simply respawn closer, at the dungeon entrance, and can jog back to pick it up. Only the death that breaks the stone keeps your Gloom in hand.
| Death | What happens | Your Gloom |
|---|---|---|
| 1st | Revive prompt appears; respawn at the dungeon entrance; one durability spent | Dropped at the death spot |
| 2nd | Revive prompt appears again; another durability spent | Dropped at the death spot |
| 3rd | Stone breaks and leaves your Fragile slot empty | Kept — nothing is dropped |
Tip: because the break is the only use that shields your Gloom, it is worth burning the last charge on a run where you are carrying a lot rather than during a low-stakes clear.
How to confirm Egon’s Stone is working
The game tells you outright each time the stone does something. Watch for these on-screen messages:
- EGON’S STONE DURABILITY CONSUMED — a revive fired and one charge is gone.
- EGON’S STONE FRAGILE TARSTONE BROKEN — the final charge was used and the stone is destroyed.
- GLOOM RETRIEVED — you have picked your dropped Gloom back up after a revive.
If you die and no revive option appears at all, there are only two realistic causes. Either the stone was never placed in a Fragile slot, or you died outside a Dungeon — the effect is restricted to dungeon interiors, so open-world deaths and Beacon-area deaths do nothing for it.
Once the stone breaks, the Fragile slot sits empty until you fill it again, so make a habit of checking your loadout after a rough dungeon run. Merrick restocks as you progress, which makes 500 a reasonable standing tax on any dungeon you expect to die in a few times.






