Ghost weapon
Black Powder Bomb
An explosive taken from the invaders and turned back on them — the Ghost weapon with the clearest thematic charge in the game.
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- Ghost weapon progression
Armoury
Jin's blade, bows, Ghost weapons and armour sets — what each one changes about the way you fight, and how to earn it.
Ghost weapon
An explosive taken from the invaders and turned back on them — the Ghost weapon with the clearest thematic charge in the game.
Ghost weapon
A distraction rather than a weapon — thrown to pull guards toward a noise and away from where you intend to be.
Armour set
A loincloth with one perk, earned by visiting every hot spring on the island. It is a joke with a real mechanical payoff.
Armour set
Awarded by the story mission From the Darkness — cuts enemy detection sharply, shortens the road to Ghost Stance, and gives every kill a chance to terrify.
Armour set
The heavy melee set from The Unbreakable Gosaku — more health, more stagger damage, and health restored every time you kill a staggered enemy.
Ranged weapon
The light, fast bow — quick to draw and quiet, the stealth player's opener before the longbow arrives.
Armour set
The Ghost Weapon set from The Six Blades of Kojiro — faster Resolve gain, harder-hitting Ghost Weapons, and a debuff that makes struck enemies both weaker and more fragile.
Ghost weapon
Thrown blades that stagger a group instantly — the Ghost weapon that most often turns a losing melee back around.
Ranged weapon
The heavy bow recovered from The Curse of Uchitsune — slow to draw, but the only bow that punches through Mongol helmets, and the platform for Explosive Arrows.
Armour set
A disguise that works. Out of combat it massively reduces Mongol detection, because you are dressed as one of them.
Armour set
The early stealth set from Blood on the Grass — lower detection, higher melee damage, and a perk built specifically around the island's pampas grass.
Armour set
Jin's family armour, awarded in Act 2 — melee damage, health, and the only set that improves Standoffs, the game's one purely samurai mechanic.
Primary weapon
Jin's inherited blade and the only sword he carries — upgraded rather than replaced, and the delivery system for all four combat stances.
Armour set
The defensive set from The Tale of Lady Masako — heavy damage reduction, more health, and Resolve generated by getting hit rather than by landing hits.
Ghost weapon
Breaks line of sight instantly, dropping an active fight back into stealth — the tool that lets a failed approach be retried instead of survived.
Ghost weapon
An explosive that attaches to a target before it detonates — the answer to a single heavily armoured enemy rather than to a crowd.
Armour set
The archery set from The Legend of Tadayori — faster nocking, longer Concentration, and headshots that refund half the Concentration meter.
Sidearm
Jin's short blade — the weapon the assassination animations are performed with, and the one that never appears in a duel.
Armour set
The exploration set. It does nothing in a fight and is arguably the most useful thing you can wear on Tsushima.
Ghost weapon
A soft lure that draws a single curious guard away from the group — the precision instrument of the distraction tools.