
There are only 4 weapons in the entire game (5 with the DLC), and you can only carry one at a time, with the others being stored at the Tower along with your other Shells. Hyperspace Arsenal: Surprisingly averted for a "Souls-like" game.The Fragile Speedster of the group has lots of poison abilities and can learn to be immune to poison.
They're all good with a weapon, but the "scholar" shell learns more about items upon use and has more "resolve," the secondary resource you use for special attacks.
Fighter, Mage, Thief: The four shells you can possess have different playstyles that align roughly with the typical Fighter, Mage, Thief dynamic. You can do it at any time, even in the middle of other animations such as attacking, though it has to recharge between uses. Elemental Shapeshifter: In lieu of a shield, you can Harden, briefly turning your body to stone in order to block damage. The living inhabitants seem to mostly be brigands who attack you on sight, and cultists guarding more advanced ruins, but any semblance of civilization seems to have fled long, long ago. Crapsack World: Mortal Shell seems to take place in a world that feels very much dead. Both are heavy weapons that are slow to swing and use up a considerable amount of stamina, but are great for crowd control with the range of their move sets and powerful special attacks. Boring, but Practical: The Smoldering Mace and to a lesser extent the Martyr's Blade. The hilt of the sword is as long as your character's torso and the blade stands taller than you do. The Martyr's Blade you can unlock at the beginning of the Abandoned Chamber is even bigger. BFS: Your starting weapon is the Hallowed Sword, a long blade that requires two hands to swing effectively. The bolt fired by that thing tends to turn lesser enemies into Pink Mist and can kill all but the toughest elites, often pinning them to the wall. BFG: The "Ballistazooka" you can repair for buying Tools for 8000 Tar at the top of the hub area is a heavier-than-heavy boxy crossbow affair that launches a huge bolt. It also does a relatively small amount of damage to bosses as well as being slow to both use and reload. Naturally you might assume you'll be able to go crazy with it and turn the game into a cake walk, however ammo is expensive to buy and very rarely dropped from enemies. Awesome, but Impractical: The players sole projectile weapon melts just about all non-boss monsters in one or two hits. So a reliable strategy most of time will be to pick an opening and go in swinging stun locking enemies till they are defeated or your stamina runs out while hardening if the they manage to get a swing in or other enemies interrupt your moves. Enemies hit hard and attack quickly but Hardening will deflect any attack and will interrupt enemy combos while briefly stunning them if timed correctly. Attack! Attack! Attack!: The game pushes you towards this with the harden and health mechanics. Ascend to a Higher Plane of Existence: The Foundling at the end of the game, maybe. MORTAL SHELL QUENCHING ACID PORTABLE
The one ranged weapon the Foundling gets, however, is anything but "annoying," as it's more like a siege weapon in portable form.
(Even more so if you're Hardened, the arrows don't even break your hardening stance).
Annoying Arrows: Depending on the shell you inhabit, arrows can take off a lot or a little health, but they all bounce off your armor, because all four shells happen to be heavily armored. And Your Reward Is Clothes: After the "Rotten Autumn" update, feeding Gorf certain amounts of food (X amount of rats, frogs and/or rotten food) and then playing the lute in front of him will make him puke up a new Shade on a Shell, and each Shell has two different Shades.