Ghostwire: Tokyo — EQUIPMENT Skill Tree Overview
Ghostwire: Tokyo has a surprisingly large amount of skills to select from, and at first, I was a bit intimidated by the sheer amount — especially with all of the weird-sounding names — but I eventually understood which were great and which weren't.
Originally, I was going to write the entire overview for all of the skills in the game, but the articles simply ended up being far too long. So, instead, I'll be writing about the ABILITIES, ETHEREAL WEAVING, and EQUIPMENT skill tree overviews separately. Throughout the article, I will mention all of the skills, what they're useful for, and whether you should prioritise them. I hope this article will help you figure out which ones you want and which ones you should skip.
EQUIPMENT
The most miscellaneous-feeling tab in Ghostwire: Tokyo is EQUIPMENT. Although not nearly as useful as some of the other tabs in the skill trees, there are still some skills you should get that are very much worth your SKILL POINTS.
Hoteison I–IV
Talismans - Capacity Boost
- I: Story progression
- II: 10 SKILL POINTS
- III: 10 SKILL POINTS
- IV: 15 SKILL POINTS
- Total: 35 SKILL POINTS
Later on in the game, you unlock the capability to use talismans; cards with different effects that you can activate to stun Visitors, cause noise, or create walls to stop enemies from seeing you. They're handy, but limited, and you'll need to spend your meiko to buy more.
Hoteison vastly depends on how much you use talismans, as I personally am not that much of a talisman user. Increasing how many you can carry is indispensable if you do like them however, as you'll be able to carry up to eight into battle and have to make fewer trips to the Convenience Store.
Yumitsukai I–IV
Quiver Boost
- I: Story Progression
- II: 10 SKILL POINTS
- III: 15 SKILL POINTS
- IV: 15 SKILL POINTS
- Total: 45 SKILL POINTS
Yumitsukai increases how many arrows you can hold from 10 to 13/15/20, which is a massive upgrade for bow and arrow wielders.
That said, although I do recommend investing until perhaps Yumitsukai III (which would cost 25 SKILL POINTS), I wouldn't recommend the fourth upgrade unless you like using the bow and arrow as a main source of fighting; 15 arrows should be enough to make it through most encounters until you can return to a Convenience Store.
Yuminarashi I–II
Bow - Speed Boost
- I: 10 SKILL POINTS
- Skill Lock: 3 MAGATAMA
- II: 15 SKILL POINTS
- Total: 25 SKILL POINTS and 3 MAGATAMA
Yuminarashi increases the bow draw speed by 1.5x/1.75x with its upgrades, allowing you to draw the bow at higher speeds to get stronger shots.
Although the bow’s draw speed is quick already, those that use it as a more common weapon to fight (much like the Ether Weaving) will definitely benefit from this, as the increased draw speed allows you to fight more comfortably with it. That said, unless you like the bow, it's best not to get this skill, as the speed is already good enough for stealth.
Fukurokuju I–III
Prayer Beads - Extra Set
- I: Story progression
- II: 10 SKILL POINTS
- Skill Lock: 3 MAGATAMA
- III: 15 SKILL POINTS
- Total: 25 SKILL POINTS and 3 MAGATAMA
Once you finally unlock the prayer beads, you'll find them to be a great opportunity to customise your character's skill and which ones you focus on.
Fukurokuju III allows you to wear two extra sets of prayer beads, allowing you to further customise Akito's strengths to your advantage. This is a great skill to get, but you should only really get it on a per-need basis; buy Fukurokuju only when you have additional prayer beads you want to equip.
Daikoku I–III
Consumables - Capacity Boost
- I: 10 SKILL POINTS
- II: 10 SKILL POINTS
- Skill Lock: 3 MAGATAMA
- III: 10 SKILL POINTS
- Total: 30 SKILL POINTS and 3 MAGATAMA
Daikoku increases your carrying capacity for consumables to 3/7/10 depending on your upgrade. Although Daikoku isn't necessarily a useful combat skill through increasing your battle prowess, it is still an efficient skill for encounters thanks to it increasing how many times you can heal.
Despite all of that, I like to believe that Daikoku is more of a per-need basis sort of skill. I've only increased Daikoku every time I can no longer carry any consumables, and perhaps that's the outlook you should take with it throughout your run too!
That's it for the EQUIPMENT overview and the overall skill tree overviews. Have you read the others yet? If not, and you found this one useful, do yourself a favour and check the other ones! Find out why all who like Michikiri deserve to be prosecuted, and why I hate Wadanokami!
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