Items

Four item pages sit in this bucket and the interesting thing about them is that no two are paid for with the same currency. One costs money, one costs evenings, one costs a Persona you have already built, and one costs a shopping trip and then never costs anything again.

Armor is the straightforward one. Our page lists it split into unisex, male, female and Morgana's own equipment, with defence, evasion, bonuses and price, which is the format you want when the question is what you can afford right now.

Money in Persona 5 is unusually easy to run short of because it competes with everything else: books, gifts, medicine, guns. If armour is what you need and funds are what you lack, our money farming guide covers the fastest routes, and best accessories and best weapons cover the other two slots you will be spending on.

Books look like the least exciting page in this bucket and are quietly the most important. Every readable book has a location, a cost and a payoff, and the payoff is usually a social stat.

That matters because of something our mechanics guide works out from the parameters list: reading is the only activity that sits at the top of all five social stat lists, worth three points to whichever one the book covers. Nothing else in the game is that flexible. A book bought in April and read on a rainy evening in June is the cheapest progress available.

Some of them do something else entirely, including unlocking fast travel, which is the kind of quality-of-life change that pays back over the rest of the year rather than in a single stat point.

The Electric Chair is the one genuinely strange transaction in the game. You take a Persona you have collected, negotiated for or fused, and you execute it, and what comes out is an item: an ultimate weapon, an accessory or a skill card.

Our page sorts the whole execution list by Arcana, which is the correct way round, because it lets you look at the Personas you happen to be carrying and see what they are worth as raw material. It also covers Fusion Alarm executions, which change the results, and that is the reason to hold your executions until an alarm fires rather than clearing your stock as soon as it fills.

Skill cards are the underrated output here. Our personas guide uses one as its worked example, since fusing Ame no Uzume with a Frei card is how you get the version worth having.

Eternal Lockpicks are the exception to this whole bucket. Ordinary lockpicks are consumed by the chest they open, which turns every locked chest in a Palace into a small arithmetic problem about whether it is worth a pick. Eternal ones are not consumed at all.

They need the Ace Tools requirement and the right materials, and our page covers where to farm both. The reason to prioritise them is the same reason Kawakami's maid service is worth ranking: it removes a recurring cost rather than paying a one-off benefit. Every chest after that is free.

Crafting them also feeds Proficiency, since making infiltration tools raises that stat. That is the tightest loop in the game: an evening spent crafting raises a social stat, which unlocks a Confidant, whose Arcana makes your next fusion stronger, which produces a better Persona to execute into a better item.