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Divine Weapons
May 10, 2026 at 01:19 AM
Rephrased Claio Solas acquisition note to avoid claiming Cabbage as the explicit giver
Divine weapons are the gods' instruments, granted to the Twelve Chosen as the only effective tools against Nyx and the Nuemera infestation. The full system planned for the Early Access roadmap is eight weapons across four elements, paired as one melee and one ranged weapon per element. Juno carries one melee and one ranged weapon at a time and can swap loadouts mid-combat.
Four Divine weapons are obtainable in the launch build, covering two of the four element gods. Each has its own animation set, combo string, and Growth Chart skill tree.
Weapon | Type | Damage | Element / God | Notes |
|---|---|---|---|---|
Melee (Sword) | Slashing | Vasia | First Divine weapon obtained, fast melee with a forgiving combo string. A strong default for new players. | |
Ranged (Crossbow) | Piercing | Vasia | Second Divine weapon obtained, long-range projectile that excels at flying Nuemera and pulling singles from groups. | |
Melee (Hammer) | Blunt | Basil | Slow, weighty melee. Heavy stagger contribution; doubles as a traversal tool for breaking obstructive rocks in the field. | |
Ranged (Chakram) | Slashing | Basil | Pair of returning chakrams, used both for clearing crowds around Juno and slashing distant enemies. Also used to push or pull objects in puzzles. |
Two more Divine weapons have been confirmed by the developer as planned for future Early Access patches but are not in the May 2026 launch build:
Spear (melee, piercing).
Kama (chain-sickle style, weapon class to be detailed).
The remaining two weapons of the planned eight have not been publicly named at the time of writing. Two additional element gods beyond Vasia and Basil are also expected to surface in later chapters; this article will be updated when those weapons and gods enter the build.
Equip exactly one melee weapon and one ranged weapon.
Each weapon is locked to a specific element, which determines the matching Divine Art.
Mid-combat weapon switching briefly slows time, letting you change loadouts without losing the active combo.
Each weapon has an independent Growth Chart skill tree. Skill points are weapon-specific; switching weapons mid-fight does not consume them.
Weapons accept gem slots; see Gem Crafting for the customization layer.
Damage type determines how a Divine weapon interacts with armored or shielded Nuemera:
Slashing (Claio Solas, Fain Solas) is balanced, effective against unarmored enemies, and contributes moderate stagger.
Piercing (Bogha Solas) bypasses light armor and excels at single-target threats and flying enemies.
Blunt (Ortrom Solas) is the strongest stagger contributor and is reliable against shielded Nuemera, at the cost of slower recovery on missed swings.
Element matters as much as damage type: pairing a Divine weapon with a Divine Art that exploits an enemy's elemental weakness can outperform raw stat scaling. See Combat System for the offensive loop.
Divine weapons are story rewards. Claio Solas and Bogha Solas are granted during the early Lyhamn arc; Ortrom Solas and Fain Solas come later in Chapter 1 and the early stages of Chapter 2. The currently shipped acquisition order is:
Claio Solas: obtained during the prologue tutorial alongside Cabbage, the Water Pig companion.
Bogha Solas: granted alongside Claio Solas as the prologue's ranged complement.
Ortrom Solas: obtained partway through the Lyhamn arc, with a tool-use role in the side quest Unyielding Solidarity.
Fain Solas: obtained later in Chapter 1 as the ranged counterpart to Ortrom Solas.
New chapters will surface the remaining four Divine weapons of the planned eight.