The Divine Weapons, also called Divine Arms, are the weapons granted by the gods to Valors so they can fight back against Nyx. Alabaster Dawn is built around four elements and a planned eight arms, with two arms slotted into each element setup at any time. This guide covers the known roster, what each arm is for, and how to plan your loadouts without spreading upgrades too thin.
Last updated: August 14, 2026
Each arm has a distinct form, damage type, and combat role. The spear is included as a hinted future weapon, so plan around the five arms currently obtainable in Early Access.
| Weapon | Form | Slot | Damage type | Role |
|---|---|---|---|---|
| Claio Solas | Sword | Melee | Slashing | The first Divine Arm obtained. A fast melee weapon for safe pressure, combo timing, and break follow-up. |
| Bogha Solas | Crossbow | Ranged | Piercing | The second Divine Arm obtained. Long-range pressure for switches, purple targets, and flying enemies. |
| Ortrom Solas | Hammer | Melee | Blunt | A slow, heavy-impact arm for shells, rocks, and armored enemies that shrug off lighter hits. |
| Fain Solas | Chakram | Ranged | Slashing | A shorter-range ranged arm with area and redirection effects; the go-to tool for catching and moving objects. |
| Corran Solas | Kama | Ranged | Slashing | A hooking arm that pulls Juno between hook poles and can latch onto enemies for traversal. |
| Spear | Spear | Melee | Piercing | A hinted future arm: a long, fast piercing melee weapon with quick pokes and wide combo attacks. |
Alabaster Dawn expects you to switch arms mid-fight and mid-room. Treat each arm as an answer to a specific problem rather than a permanent main weapon.
| Situation | Reach for | Why |
|---|---|---|
| Flying enemies are out of reach | Bogha Solas (crossbow) | Ranged pressure lets you keep dealing damage without chasing and whiffing melee strings. |
| A hard-shell or armored target refuses to break | Ortrom Solas (hammer) | Heavy impact builds break pressure faster and opens the target for a punish window. |
| A room needs an object caught or redirected | Fain Solas (chakram) | The chakram is the tool for catching balls and moving them into rings, not just a damage source. |
| The route crosses a gap with hook poles | Corran Solas (kama) | The kama turns hook poles into movement, opening traversal routes no jump can reach. |
| You need reliable close-range pressure | Claio Solas (sword) | The sword is the safest all-round melee arm for combos, break follow-up, and general pressure. |
| You need to hit a switch or crystal from safety | Bogha Solas (crossbow) | Long-range shots handle switches, purple targets, and chip damage without closing distance. |
Weapons earn XP separately, and their Growth Charts unlock Combat Arts, gem slots, and stat boosts. Pick a melee and ranged pair to invest in first so one dependable setup stays ahead of the difficulty curve.
Every arm has a major gem slot, with minor slots unlockable through its Growth Chart. Use gems to answer the problem in front of you — survival, break support, ranged power, or elemental resistance — and let Artificers craft or upgrade them as new materials arrive.
Growth Chart unlocks add stronger attack options beyond the base combo. Having at least one useful Combat Art on your main melee arm before a major boss gives you a real punish window instead of just chip damage.
Not yet. The full game is planned around eight Divine Arms, but Early Access currently includes the sword, crossbow, hammer, chakram, and hooking kama, with additional arms still rolling out as the seven-area campaign is shipped.
They are the same thing. The game calls the weapons granted by the gods to Valors the Divine Weapons, also referred to as Divine Arms. They are what lets Juno fight back against Nyx.
Each of the four element loadouts can hold two weapons, typically one melee and one ranged. You assign arms to element setups and switch between those setups during combat instead of committing to a single pair.
No. Every arm has its own Growth Chart and earns XP separately, so spreading upgrades across all of them leaves you under-prepared. Focus on a dependable melee and ranged pair first, then add other arms when the route demands their specific tool.
Each arm has a major gem slot, and its Growth Chart can unlock additional minor slots. Gems shape your build around damage, defense, break, resistance, and utility, and Artificers craft or upgrade them as you progress.