
Armour set
Ghost Armor
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.
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- From the Darkness (Act 2)
Ghost of Tsushima
Every weapon in the game, with side-by-side stats, acquisition, price and availability.
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Sticky BombAn explosive that attaches to a target before it detonates — the answer to a single heavily armoured enemy rather than to a crowd.
Smoke BombBreaks line of sight instantly, dropping an active fight back into stealth — the tool that lets a failed approach be retried instead of survived.
KunaiThrown blades that stagger a group instantly — the Ghost weapon that most often turns a losing melee back around.
FirecrackerA distraction rather than a weapon — thrown to pull guards toward a noise and away from where you intend to be.Every equipment in Ghost of Tsushima. Filter by category or search by name.

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
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.

Ghost weapon
An explosive taken from the invaders and turned back on them — the Ghost weapon with the clearest thematic charge in the game.

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
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
A loincloth with one perk, earned by visiting every hot spring on the island. It is a joke with a real mechanical payoff.

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
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.
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