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Unity skills and equipment priorities

· Games / Assassin’s Creed Unity

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Unity skills and equipment priorities Original practical priorities, not an exhaustive equipment catalogue. Unity makes you buy some abilities that earlier games handed you, so spend those first points on things that actually open up your options. I'd start with Double Assassination and Apprentice Locksmith. Taking out a pair together changes how you approach a guarded doorway, and lockpicking gives you access to routes and chests you'd otherwise have to leave behind. Keep upgrading Locksmith when the story allows it. The later versions make the timing easier. If you've decided to clear the chests, don't keep fighting difficult locks with the weakest version just to avoid spending the points. Environmental Blending is another useful early pickup. It gives you more ways to disappear into an ordinary activity instead of relying on a crowd happening to stand where you need it. When Double Air Assassination becomes available, add it if you like approaching from above. Make sure both targets are highlighted before committing. A badly lined-up jump can turn a clean double kill into a fight with the surviving guard. For combat, buy the mastery that matches the weapon you actually carry. One-Handed, Heavy and Long Weapon Master aren't three upgrades to the same weapon. There's no reason to buy all three early if you're using one type almost all the time. You'll eventually need every skill for the achievement, but that doesn't mean buying them in a random order helps you now. The health upgrades are worth it if mistakes keep ending the mission. Put a bit of breathing room into the build before spending everything on an ability you barely use. Staggering Strike gives you another way to open up an enemy in a fight; Ground Execution is a later purchase for finishing a downed one. For ranged tools, the basic Ranged Weapon skill opens up pistols and rifles. Improved Phantom Blade comes much later. Buy for what your next few missions need rather than saving everything for a late-game upgrade while ignoring useful basics. The active support skills suit different situations. Group Healing is useful when the team keeps taking damage. Assassin Cache replenishes consumables. Communal Sense shares detection information. You earn Sync Points from story memories, co-op mission rewards and the Sync Point pickups inside co-op missions. Finishing a co-op mission once doesn't automatically mean you've collected every point inside it. Check the mission's total before deciding you're short because the game is broken. Equipment matters alongside skills. Read the actual bonuses and tool capacities before swapping a piece just because its overall rating is higher. If smoke bombs or Phantom Blades are what keep your approach working, equipment that supports those tools can be more useful than a general-looking upgrade. My order would be practical stealth access first, enough health to survive mistakes, then the weapon and support skills that match how you play. Clean up the remaining skills when you're going for the full achievement list. Dead Kings: lantern, Raiders and Guillotine Gun Basic tool guide, not the full collectible/riddle walkthrough. Dead Kings adds a few things worth learning before you run into the crypts swinging. You still have Unity's usual tools, but the lantern, Raider leaders and Guillotine Gun change how you handle parts of Franciade. The lantern is there for more than seeing the floor. It clears the creatures blocking your route and is involved in the underground exploration. Keep it filled from the oil jars. If you're stuck at a swarm, check the lantern before assuming you missed a jump somewhere. The Raiders have leaders. Find the leader before spending half your supplies fighting the whole group. Taking him out makes the others scatter, which can save a lot of unnecessary combat. It also builds the separate Raider-leader achievement counter. The Guillotine Gun works up close and at range. Its explosive shot is the part to use against a packed group. For the five-at-once achievement, wait until you actually have five targets together. A string of separate kills with the same weapon doesn't satisfy that requirement. Don't forget the optional mission conditions just because you've got a new explosive weapon. If the memory wants a quiet approach, blowing up the courtyard is still going to work against what you're trying to achieve. The underground and surface areas need different attention. Look at which level the marker belongs to before circling a building for ten minutes. Your usual habit of checking the surroundings and finding the actual entrance matters more than running straight toward the icon. Suger's Legacy is its own job. Completing the story isn't the same thing as solving all the riddles and claiming the Eagle of Suger. Keep that chain separate in your checklist so it doesn't disappear behind the main ending. Access is through the Franciade icon on Unity's map. Story-wise, I'd leave it until after the main campaign so you're following Arno's journey in order.

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