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Ghostwire: Tokyo — ETHEREAL WEAVING Skill Tree Overview

Ghostwire: Tokyo — ETHEREAL WEAVING 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.

ETHEREAL WEAVING

ETHEREAL WEAVING is basically the one that increases your elemental powers — aka your pew pew capabilities. Allowing you to upgrade either your Wind, Fire, or Water Weaving to facilitate fighting, this tab is easily one of the most important ones in the game. Although I prefer most abilities on the ABILITIES tab, ETHEREAL WEAVING is very important too!

Shinatobe I–III

Wind Weaving - Speed Boost

Shinatobe

  • I: 15 SKILL POINTS
  • II: 20 SKILL POINTS
  • III: 40 SKILL POINTS
  • Total: 75 SKILL POINTS

Shinatobe increases the firing speed for Wind Weaving, allowing you to shoot them at a total of 15%, 30%, and 50% faster firing rates. This attack is very useful for knocking enemies down, which, paired with Tajikara, can be a means for swift execution.

If you use Wind Weaving often to fight your foes and have good aim, Shinatobe is definitely a great skill to get. That said, Shinatobe III's exorbitant price puts me off from buying it, as there are better skills both in the ETHEREAL WEAVING and ABILITIES tabs. If you really like Wind Weaving, or want no other skills, you can buy the third upgrade. If not, stick to Shinatobe II early and focus on others.

Shinatsuhiko I–II

Wind Charge Attack - More Shots

Shinatsuhiko

  • I: 15 SKILL POINTS
  • Skill Lock: 3 MAGATAMA
  • II: 20 SKILL POINTS
  • Total: 35 SKILL POINTS and 3 MAGATAMA

Shinatsuhiko raises how many times your Wind Weaving Takehaya (Charge Attack) shoots after a full charge, increasing by one per upgrade.

Even if you don't like Wind Weaving a whole lot, Shinatsuhiko II can be extremely useful for facing some Visitors, such as the Rugged Walker, due to breaking their umbrella shield. Plus, being able to shoot four times at the cost of one ether is always a great tradeoff.

Wadatsumi I–II

Water Weaving - More Shots

Wadatsumi

  • I: 15 SKILL POINTS
  • Skill Lock: 3 MAGATAMA
  • II: 20 SKILL POINTS
  • Total: 35 SKILL POINTS and 3 MAGATAMA

Wadatsumi increases how many shots of Water Weaving you do per shot by one each upgrade. What's great about Wadatsumi II is that shooting three water waves at the cost of one ether is extremely useful whenever you're short, and also allows you to hit several targets at once with much more ease.

Another no-brainer, as Wadatsumi II will trivialise enemy hordes coming at you at high speeds, and anything allowing more for less is always a plus. Three shots for one ether is a phenomenal deal, and one you shouldn't skip on — especially if you like Water Weaving. 

Wadanokami I–III

Water Charge Attack - Width Boost

Wadanokami

  • I: 15 SKILL POINTS
  • II: 20 SKILL POINTS
  • III: 40 SKILL POINTS
  • Total: 75 SKILL POINTS

Wadanokami increases the width of a charged Water Weaving shot, which allows you to hit more targets with a single attack. Although promising in text, I found Wadanokami to be a bit underwhelming and one of the weaker skills to unlock, especially for its excessive price.

Wadanokami is easily bested by Hinokagabiko for the same price and should be skipped; there are far superior skills in all of the tabs, and Wadanokami is one of the weakest ones in the entire game.

Hinokagutsuchi I–II

Fire Weaving - Piercing

Hinokagutsuchi

  • I: 15 SKILL POINTS
  • II: 20 SKILL POINTS
  • Total: 35 SKILL POINTS 

Hinokagutsuchi allows your Fire Weaving attacks to pierce the first target and hit another one, allowing you to hit two enemies at once with each use of ether.

My personal problem with Hinokagutsuchi is that it's one of those skills that you either go hard or go home. Hinokagutsuchi I is pretty useless unless you can align enemies comfortably, but Hinokagutsuchi II is phenomenal, as it allows you to shoot through umbrellas, an indispensable skill for some foes. A great thing about this skill is that it has no MAGATAMA cost, so getting it early is feasible; do get it, even if you have to go through Hinokagutsuchi I to do so.

Hinokagabiko I–III

Fire Charge Attack - Radius Boost

Hinokagabiko

  • I: 15 SKILL POINTS
  • II: 20 SKILL POINTS
  • Skill Lock: 3 MAGATAMA
  • III: 30 SKILL POINTS
  • Total: 65 SKILL POINTS and 3 MAGATAMA

Hinokagabiko increases the radius of the charge attack for Fire Weaving, allowing it to go from 5m in the first upgrade to 8m in the third; a peek at the range shows how ginormous an 8m Fire Weaving blast can be.

I personally prefer Hinokagabiko to Wadanokami, as the immense damage dealt by Fire Weaving (and the limited ether for it) make being able to hit several enemies with it far more worth it. Plus, its AoE radius and high damage offer the opportunity to expose many cores at the same time. Definitely a great skill to get.

Takehaya I–III

Charge Attack

Takehaya

  • I: Story Progression
  • II: 15 SKILL POINTS
  • III: 20 SKILL POINTS
  • Total: 35 SKILL POINTS

Takehaya is the first skill you unlock in the game through story progression, and it allows you to charge all of the different Ethereal Weavings in order to get different effects. Takehaya II and III decrease the charge speed exponentially — by 25% of the base time each — to allow for faster combat.

I believe the first skill I maxed out was Takehaya, as being able to use the numerous charge attacks is phenomenal for the quick-paced combat that you need to keep track of in Ghostwire: Tokyo. Its low SKILL POINTS cost and lack of MAGATAMA makes it a great one to get early, too, as getting it buffs every other charge attack skill (Hinokagabiko, Wadanokami, and Shinatsuhiko) you can get thenceforth.


That's it for the ETHEREAL WEAVING tab! Thank you for joining me on this journey, and I hope that this was at least a little useful in letting you decide which one you will be going for! Make sure to check the other entries, including the ABILITIES tab where we talk about why Michikiri sucks, and EQUIPMENT, and how we justify getting Daikoku!

Artura Dawn

Artura Dawn

Staff Writer

Writes in her sleep, can you tell?

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