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Ortrom Solas
May 10, 2026 at 04:16 AM
Created weapon article with description, location, and full Combat Arts list
Ortrom Solas, the Divine Hammer of Basil, is one of the four obtainable Divine weapons in Alabaster Dawn's launch build. It is a slow, weighty melee weapon dealing Blunt damage. Ortrom Solas is the strongest stagger-pressure weapon available at launch, and it doubles as a traversal tool: certain Blunt-only obstacles can only be broken by hammer attacks.
Ortrom Solas, Divine Hammer of Basil.
A weighty hammer that delivers devastating blunt attacks. Ortrom was the weapon of Basil of the Firstborn. Despite its size, Basil swung the hammer with such grace that it gained him the moniker "Dancing Lion".
"A hammer to smite evil and pave the way to progress."
Ortrom Solas is awarded by the gods during the Branching Out subquest of Unyielding Solidarity, in the Red Forest section of Koro Valley. Acquiring the hammer is mandatory because the path forward is blocked by Blunt-only rocks, and Juno does not have any other Blunt weapon at that point. Other Chosen use a hammer-form Divine weapon during the prologue, but Ortrom Solas itself is unique to Juno's run.
Move | Description |
|---|---|
Rock n' Roll | The base combo. A front-facing swing, a 360-degree spin (which can also hit enemies behind Juno), and an overhead slam. The slam counts as a Finisher. |
Sonic Slap | Replaces the first attack of Rock n' Roll when starting from a dash. A faster sweep with smaller range that flows into the second hit of the basic combo. |
Jump Attack | Hidden move not on the Growth Chart. Pressing attack while airborne performs a quick overhead slam. |
Five Combat Arts are unlockable in the Growth Chart, each costing one Growth Point. The hammer's Combat Arts emphasize area damage and break-bar pressure over raw single-target speed.
Hold attack to charge, then release to leap forward and slam the ground with a wide area of effect. The impact position is adjustable mid-jump. High damage and high break-bar pressure on landing.
After a Back Step, hold attack to charge. Release to grind the hammer through the ground and send out multiple shock spikes in a line in front of Juno. An aimable, long-range linear attack that hits hard against grouped enemies.
Hold attack after the first hit of Rock n' Roll, then keep mashing attack to swing the hammer wildly indefinitely. The combo can be slowly redirected, but it leaves Juno exposed to enemy attacks. The timing is tricky to master because it requires the player to attack, then briefly charge the second hit, then mash. Excellent for filling the break bar against single tough targets when used safely.
Press attack after a successful parry to perform a quick ground pound. The attack always faces the parried attacker and can hit multiple enemies in a wide area around the impact point. A reliable parry counter that doubles as crowd control.
Wait briefly after the second hit of Rock n' Roll, then press attack twice more for two overhead ground pounds. The pair is especially effective against broken enemies, and the second pound counts as a Finisher.
One Minor Gem Slot node is available, costing one Growth Point. The slot has no current use in the launch build because no minor weapon gems are obtainable yet.
One of the other Chosen during the prologue is shown using a hammer-class Divine weapon during a brief boss-attack moment, suggesting that the weapon class is shared but the specific divine artifact is unique to its bearer.