GuideAlabaster Dawn
Alabaster Dawn Skill Tree: Best Builds and Tips 2026
There's no single skill tree to solve: every Divine Weapon levels its own Growth Chart, so the real build choice is which weapons you fight with.
VerdictFight with the two weapons you'd keep anyway, buy the parry and break Combat Arts first, and test new ones in the Dojo before you commit Growth Points.
The Alabaster Dawn skill tree isn't one tree you have to solve before Chapter 2. Juno has a core Growth Chart, and every Divine Weapon carries its own chart, its own level and its own Growth Points, earned only by fighting with that weapon. So the build question comes down to which weapons you actually swing, and our answer is simple: pick a pair you like, buy the Combat Arts that fix your weak spot, and don't stress about waste, because Radical Fish says the weapon trees fill up fast in this Early Access build.

About the game
Alabaster Dawn
Radical Fish Games
Updated 2026-10-15: Rewritten against the 0.2.0 patch notes and the community wiki. The current build has six Divine Weapons (the Spear arrived on October 2), not eight, and weapons progress through Growth Points earned in combat rather than the three-tier mastery system and material economy this guide described before.
For dungeons, gems, cooking and the review call in one place, start at the Alabaster Dawn complete guide.
How the Growth Chart works
There are two layers, and they feed on different things.
The core chart belongs to Juno. Each time she levels up she earns a Growth Point (GP), plus one bonus point at the start, so her GP always matches her level. Some nodes, like guarding, the dash and the long jump, are "inherent": they unlock through story progress and never cost a point.
Weapon charts belong to each Divine Weapon. Using a weapon against Nuemera earns it XP; when it levels, it gets Growth Points for its own chart. A point earned on the Hammer stays on the Hammer. On the Sword, the first weapon you get, the chart holds five Combat Arts at one GP each, plus a node that opens a minor gem slot.
That second detail is where the Alabaster Dawn gems guide picks up: every weapon has one major gem slot, extra minor slots come from its Growth Chart, and melee and ranged weapons take different gem families.
The practical upshot: a weapon you leave on the bench never grows. There's no shared pool of materials to ration, so spreading out costs you time with each weapon, not resources.
The weapons in the current build
The Steam page promises 4 elements and 8 unique weapons, with 2 weapons slotted into each element at a time. That's the finished-game plan. Here's what Early Access gives you after 0.2.0:
| Weapon | Name | Type | Damage | Arrived |
|---|---|---|---|---|
| Sword | Claio Solas | Fast melee | Slashing | Launch (first weapon) |
| Crossbow | Bogha Solas | Long-range | Piercing | Launch |
| Hammer | Ortrom Solas | Slow melee | Blunt | Launch |
| Chakram | Fain Solas | Shorter range, redirection and area effects | Slashing | Launch |
| Kama | Corran Solas | Ranged; pulls you between Hook Poles and hooks enemies | Slashing | Launch (fifth, near the end of the current story) |
| Spear | Not listed yet | Melee | Piercing | 0.2.0, October 2 |
Aspects (the game's elements) work the same way. Physis is the one you start with, Aether comes from the Trial of Aether, and 0.2.0 added Cryo. Ignis, the fourth, isn't playable yet. The active Aspect changes the damage type your weapons deal to Nuemera, and each Aspect has its own Divine Arts.
Screenshot: Steam store page
The loadouts we'd build
Since weapons only grow when you use them, these are pairings to commit your fights to, not point maps.
Sword + Crossbow: the starter pair, and the one we'd keep longest. You get both first, they cover a fast slashing melee and a long-range piercing option, and the Sword's Combat Arts are the best documented in the game. Skip this pairing only if you already know you hate ranged play.
Hammer + Chakram: for players who want to break things. The Hammer is the slow blunt hitter, the Chakram the area and redirection tool. Pick it if you like heavy, deliberate hits; skip it if the Hammer's speed feels sluggish after the Sword, because the Chakram alone won't make up for it.
Spear + Kama: the 0.2.0 pairing. The Spear is the first melee weapon with piercing damage, and the Kama doubles as your traversal tool, so you'll have it out in the swamps anyway. It's the pick for anyone replaying the new content; skip it on a fresh save, since the Kama comes late in the story.
Mix across these once you see an enemy's info screen: Nuemera show damage-type weaknesses there, and the colour coding trips people up. On r/AlabasterDawn, ES_Kan pointed out that "the little bouncing rock mite enemies take more damage from blunt, but it's marked with the green arrow up". By that player's read, a green up arrow marks a damage type that works.
Since 0.2.0 you can swap loadouts by pressing the button of the Aspect you're already in, which makes carrying a second pair far less clumsy than it was at launch.
Which Combat Arts to buy first
Using the Sword as the model, since its chart is fully documented:
- Tide Breaker (counter after a parry). We'd buy this first. Since 0.2.0, starting a guard and blocking a hit both cost stamina, and a guard started on empty breaks unless the attack is parried. Parrying is now the efficient defence, and Tide Breaker is its payoff.
- Rain Fall (hold after the first hit of the combo). A rapid flurry that's good at filling an enemy's break bar, and the last hit counts as a Finisher.
- Crashing Wave (delayed combo after the second hit). Especially effective against broken enemies, so it pairs with Rain Fall: fill the bar, then cash it in.
- Ocean Ring and Vapor Thrust. A charged double sweep and a long, aimable thrust out of a back step. Useful, but neither fixes a problem the first three don't.
- The minor gem slot node. Take it as soon as you have a gem worth slotting; until then it's an empty socket.
Before you spend a point on an unfamiliar weapon, use the Dojo. It's a training ground you can open from any Waysprout, with infinite health and regenerating Divine Charge, and you can spend enemy essences to unlock more enemies to practise on.
Screenshot: Steam store page
What the Spear and Kama look like in motion
Radical Fish's own clip runs about half a minute and is labelled "Version 0.2.0 - Development Footage". In the first few seconds the Kama's chain shoots out to a hook post and drags Juno and Filia across a swamp gap together, the party-pull the patch notes promised. Around the 0:13 mark a purple burst explodes over an enemy beside the boardwalk. It's short, but it shows why the Kama earns a slot: you'll be pulling it out for the map whether you build around it or not.
Players who've tried the Spear sound happy with it. "The spin move is awesome!" wrote one r/AlabasterDawn player; another said "the slide one is also so fun to use to run away from enemies".
Why we wouldn't over-plan this yet
Radical Fish said it plainly in its May roadmap: the weapon skill trees "can be completed very quickly right now", and extending them is on the plan. Players noticed too. In a Growth Points thread, Zephyr_______ wrote that "the two melee ones are essentially copies of each other and the ranged ones aren't far off."
So a weapon you neglect isn't ruined, it's just behind. That's also why we'd ignore any guide (including the old version of this one) that sells a rigid tier ladder or warns you'll hit a wall in Chapter 2 for picking wrong. The Somu's Dream roguelite mode is a better test of a pairing than a spreadsheet, and the dungeon exploration guide covers where the puzzles ask for specific tools.
Our take
Treat the Growth Chart as a reward for the weapons you enjoy, not a puzzle to optimise. We'd run Sword and Crossbow through the opening, buy Tide Breaker and Rain Fall the moment the points land, and only bench a weapon after a few minutes with it in the Dojo. If you're coming back for 0.2.0, give the Spear a real run; it's the first new melee option since launch. Skip any plan that tells you to hoard: there's nothing to hoard.
How we checked this
On 2026-10-15 we read the Steam store page and Radical Fish's Steam announcements (roadmap, July development update, 0.2.0 patch notes), the community-run Alabaster Dawn wiki's Divine Gear, Aspects, Growth Chart and Claio Solas pages, and two r/AlabasterDawn threads, then watched Radical Fish's "Kama and Spear Weapon Gameplay" clip. The wiki was last edited before 0.2.0 on some pages, so the Spear's details come from the patch notes and roadmap. Nobody on staff played the 0.2.0 build for this guide. Each fact in this guide maps to a row in our source table.
Frequently Asked Questions
How many weapons are in Alabaster Dawn right now? Six in the Early Access build after the 0.2.0 update: Sword, Crossbow, Hammer, Chakram, Kama and the new Spear. Eight Divine Weapons is the target for the finished game, per the Steam store page.
How do you get Growth Points in Alabaster Dawn? Juno earns one Growth Point per level for her core Growth Chart. Each weapon also has its own level: using it against Nuemera earns that weapon XP, and its level-ups grant Growth Points for its own chart.
How many Growth Points does a Combat Art cost? One each on the Sword, which has five Combat Arts, according to the community wiki. Radical Fish has said the weapon skill trees can be completed very quickly in the current build and plans to extend them.
References
- Alabaster Dawn on Steam: store description (4 elements, 8 weapons in the finished game)
- Alabaster Dawn 0.2.0 patch notes: Spear, Cryo, Dojo, loadout swap, guard stamina change
- Roadmap and Milestone 0.2.0: Radical Fish on the Spear and on extending the weapon skill trees
- Alabaster Dawn Wiki: Divine Gear and Growth Chart
- Kama and Spear Weapon Gameplay: Radical Fish Games on YouTube
Related Reading
- Alabaster Dawn Tips: Weapons, Elements and Mastery Choices: early-game habits, the world map tools and what CrossCode veterans should unlearn.
- Alabaster Dawn Review: CrossCode's Shadow, Its Own Light: our Early Access verdict and who should wait.
- Alabaster Dawn Early Access: CrossCode Successor Overview: what Radical Fish changed from CrossCode and the roadmap so far.
- Alabaster Dawn Map Guide: Wellsprings, fast travel and the current route.
- Alabaster Dawn Cooking Guide: Palate Level, the Healing Bulb and food boosts for longer fights.
- Alabaster Dawn Complete Guide: Weapons, Builds & Tips: the hub for the whole cluster.
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