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Ostian Repeaters Gear Render 001.png

The Ostian Repeaters are a special weapon type in Dauntless.

Contents

Summary

A fully-ranged option for the fleet of foot. Dance the line between close and long range as you dish out damage, buffs, and traps.

This weapon will be unlocked once you have completed the quest The Ironclad Admiral

There is a fair amount of damage falloff as you move farther away from behemoths. The closer you are, the more damage you do.

Parts

Ostian Repeaters are customizable weapons. Barrels, Chambers, Grips, and Prisms can be swapped out to enhance and perfect your playstyle.

Barrels

The barrel determines the element of your attacks. Certain barrels also apply an additional mechanic based on total elemental damage dealt.

Icon Name Power Elemental Power Unique Effect
 
Standard Barrel 28 153 None Shots and abilities deal physical damage.
 
Inferno Barrel 28 153 +80   Blaze Shots and abilities deal blaze damage.
 
Blizzard Barrel 28 153 +80   Frost Shots and abilities deal frost damage.
 
Storm Barrel 28 153 +80   Shock Shots and abilities deal shock damage.
 
Sylvan Barrel 28 153 +80   Terra Shots and abilities deal terra damage.
 
Dawnstar Barrel 28 153 +80   Radiant Shots and abilities deal radiant damage.
 
Twilight Barrel 28 153 +80   Umbral Shots and abilities deal umbral damage.
 
Volcanic Barrel 138 153 +80   Blaze Shots and abilities deal   Blaze damage.
Legendary Ability: [G]/[L+R] to enter a rage, gaining new attacks for 15 seconds. Deals +25% damage when the target is below 50% health. Usable once, but resets on Behemoth kill.
 
Dynamic Carbine 138 153 +80   Shock Shots and abilities deal   Shock damage.
Legendary Ability: [G]/[L+R] to teleport to a Behemoth, dealing   Shock damage. Usable once, but resets on Behemoth kill.
 
Animus Barrel 138 153 +80   Terra Shots and abilities deal   Terra damage.
Legendary Ability: [G]/[L+R] to revive all Slayers in a large radius, granting them healing over time and immunity to stagger. Usable while downed.
 
Eldritch Barrel 138 153 +80   Umbral Shots and abilities deal   Umbral damage.
Legendary Ability: [G]/[L+R] to deal   Umbral damage to nearby enemies and teleport high into the sky. Then choose a spot to slam down on to, dealing additional   Umbral damage. Usable once, but resets on Behemoth kill.

Chambers

The chamber changes your skillshot ability.

Icon Name Power Cooldown Skillshot Ability
 
Full-Bore Chamber 28 153 15s Fires a piercing bolt in a line, dealing damage that falls as it travels. Empowered: Deals greatly increased damage and pushes the slayer backwards.
 
Marksman Chamber 28 153 20s Fires a shot in a line, dealing 250 damage to the first Behemoth hit. If a part is struck, that part takes 40% more damage from Shots for 10 seconds.
Empowered: Damage bonus increased to 80%, and 25% to all allies.
 
Salvo Chamber 28 153 15s Fires an explosive missile in a line, dealing 400 damage in an area upon impact.
Empowered: Fires 3 missiles in a spread.

Grips

The grip sets your thrown ability.

Icon Name Power Cooldown Thrown Ability
 
Captain's Grip 28 153 20s Launches a collectible buff a short distance, granting 20% increased attack speed for 15 seconds when collected.
Empowered: Grants the same buff to all Slayers.
 
Saboteur's Grip 28 153 25s Launches an explosive mine that deals 400 damage. Mine charges after a short period, increasing damage to 700.
Empowered: Deals 900 damage when charged and can interrupt Behemoths.

Prisms

The Prism controls your passive bonus.

Icon Name Power Passive Bonus
 
Brilliant Prism 16 91 Once charged, your next attack will deal 550 bonus radiant damage. Charge rate increases with current health.
 
Eclipse Prism 16 91 On chance after dealing damage, generate Shadow Orbs that grant +2.25% damage for 5 seconds. At 5+ Orbs, the bonus doubles.
 
Ferocious Prism 16 91 Periodically become enraged, dealing +15% damage and becoming immune to stagger. Taking damage will cause you to enrage faster.
 
Firestorm Prism 16 91 After spending 150 stamina, next attack emits a cone of flame that deals +200 blaze damage to each unique target within the cone.
 
Frostbite Prism 16 91 Once charged, your next attack places a frost brand that deals 2,000 frost damage after 30 seconds. Slayers can destroy the brand, prematurely detonating it for 50% increased damage. Charges every 90 seconds.
 
Glacial Prism 16 91 After dodging, drop 3 Ice Mines on a 30 second cooldown that deals 300 damage.
 
Primal Prism 16 91 Once charged, your next attack unleashes whirling blades that deal 75 terra damage. Additional attacks speed up the blades, which explode at the end of the duration and deal damage based on blade speed.
 
Searing Prism 16 91 The tenth hit in quick succession deals 225 bonus damage and major blaze damage.
 
Snowdrift Prism 16 91 The last 4 shots in your magazine generate a Frost Sprite that cause your next attack to deal 50 bonus damage and minor frost damage. Max 4 Sprites.
 
Stoneheart Prism 16 91 Dealing damage has a chance (based on damage dealt) to grant a stacking, refreshing 40 health shield that lasts for 12s.

Exotics

The Exotic Repeaters are not craftable. They need to be bought through the Lady Luck store for  1.000 Steel marks or   1.600 Platinum.

Icon Name Power Cell Slots Unique Effect
 
Twin Suns 100 560   Technique Cell
  Mobility Cell
The Twin Suns Barrel: While Empowered, gain +40% critical strike chance instead of bonus damage.
The Twin Suns Chamber: Load 8 Mag Bombs into your magazine. They attach to enemies and are detonated on Reload. The first Mag Bomb attached to each Behemoth part deals +300 damage.
The Twin Suns Grip: Dash in a direction, becoming invulnerable for the duration. After dodging through an attack, fire 6 mini-shots that always crit. While in Mag Bomb mode, fires 2 Mag Bombs instead.
The Twin Suns Prism: After a critical strike, reduce the cooldown of Mag Bomb mode by 3 seconds.

Cells

All Ostian Repeaters have one   Technique Cell and one   Mobility Cell, Legendary barrels DO NOT have   Prismatic Cell.

Ostian Repeaters Mods

Name Description Obtained From
  Capacitive Magazine Using an ability returns 4 ammo to the magazine. Ostian Repeaters Mastery level 6
  Scoped Sights Increases damage falloff range by 25%. Ostian Repeaters Mastery level 10
  Lucky Magazine Grants 2% critical strike chance for each round missing from the magazine. Ostian Repeaters Mastery level 16
  Extraction Catalyst Reduce both ability cooldowns by 2 seconds when dodging through Behemoth attacks. Obtained from Quest
  Lightweight Frame Gain 20% increased movespeed when at 6 or less ammo. Obtained from Quest
  Precision Sights Deal 5 increased damage when attacking the same part multiple times. Stacks up to 8 times. Obtained from Quest
  Tactician's Magazine Empowered Reloading at exactly 0 ammo decreases the cooldown of both abilities by 4 seconds. Bought from Lady Luck Store for  250 Steel Marks
  Demolition Sights While empowered, deal +50% damage to objects created by Behemoths. Bought from Lady Luck Store for  250 Steel Marks
  The Twin Suns Barrel While Empowered, gain +40% critical strike chance instead of bonus damage. Available from start after buying Twin Suns.
The Twin Suns Chamber Load 8 Mag Bombs into your magazine. They attach to enemies and are detonated on Reload. The first Mag Bomb attached to each Behemoth part deals +300 damage.
The Twin Suns Grip Dash in a direction, becoming invulnerable for the duration. After dodging through an attack, fire 6 mini-shots that always crit. While in Mag Bomb mode, fires 2 Mag Bombs instead.
The Twin Suns Prism After a critical strike, reduce the cooldown of Mag Bomb mode by 3 seconds.

Weapon Skins

The following weapon skins can be used with the Ostian Repeaters:

Ostian Repeaters Mastery Card

Objective Level 1 Level 2 Level 3 Level 4 Level 5 Level 6 Level 7 Level 8
Break [x] parts with any Repeaters 5 10 25 50 250 500 1,000 2,500
Deal [x] damage to Behemoths with any Ostian Repeaters 50,000 100,000 250,000 500,000 2,500,000 5,000,000 10,000,000 50,000,000
Deal [x] damage to Behemoths with any neutral Ostian Repeaters 50,000 100,000 250,000 500,000 2,500,000 5,000,000 10,000,000 50,000,000
Deal [x] damage to Behemoths with any blaze Ostian Repeaters 50,000 100,000 250,000 500,000 2,500,000 5,000,000 10,000,000 50,000,000
Deal [x] damage to Behemoths with any frost Ostian Repeaters 50,000 100,000 250,000 500,000 2,500,000 5,000,000 10,000,000 50,000,000
Deal [x] damage to Behemoths with any shock Ostian Repeaters 50,000 100,000 250,000 500,000 2,500,000 5,000,000 10,000,000 50,000,000
Deal [x] damage to Behemoths with any radiant Ostian Repeaters 50,000 100,000 250,000 500,000 2,500,000 5,000,000 10,000,000 50,000,000
Deal [x] damage to Behemoths with any umbral Ostian Repeaters 50,000 100,000 250,000 500,000 2,500,000 5,000,000 10,000,000 50,000,000
Hunt [x] Behemoths with any Ostian Repeaters 2 10 20 50 100 200 500 1,000

Controls

Moves

Basic Shots
  Deals damage to the Behemoth from afar. Deals less damage at greater range.
Skillshot Ability
  Fires a skillshot in a direction. Differs depending on the Chamber equipped.
Thrown Ability
  Throws an object forward a short distance. Differs depending on the Grip equipped.
Reload
  Refills the ammo used by Basic Shots.
Empowered Reload
  Reloading close to the Behemoth absorbs some of its energy, empowering shots and abilities for a short period.

Combos

Ballistic Chamber
  Fires a missile in a line that deals damage to the first behemoth hit.
Empowered: Fires 3 missiles in a spread.
Marksman Chamber
  Fires a shot in a line that damages and marks a Behemoth part, increasing shot damage done against the part hit.
Empowered: Further increase bonus damage and grants a small bonus to friendly attacks to the part.
Captain's Grip
  Throws a buff that can be picked up by any Slayer, granting them increased damage and attack speed.
Empowered: Buffs all Slayers instead.
Saboteur's Grip
  Throws a mine that arms after a short period, damaging any Behemoth that hits it after arming.
Empowered: Deals increased damage and can interrupt Behemoths.


Moves

Basic Shots
  Deals damage to the Behemoth from afar. Deals less damage at greater range.
Skillshot Ability
  Fires a skillshot in a direction. Differs depending on the Chamber equipped.
Thrown Ability
  Throws an object forward a short distance. Differs depending on the Grip equipped.
Reload
  Refills the ammo used by Basic Shots.
Empowered Reload
  Reloading close to the Behemoth absorbs some of its energy, empowering shots and abilities for a short period.

Combos

Ballistic Chamber
  Fires a missile in a line that deals damage to the first behemoth hit.
Empowered: Fires 3 missiles in a spread.
Marksman Chamber
  Fires a shot in a line that damages and marks a Behemoth part, increasing shot damage done against the part hit.
Empowered: Further increase bonus damage and grants a small bonus to friendly attacks to the part.
Captain's Grip
  Throws a buff that can be picked up by any Slayer, granting them increased damage and attack speed.
Empowered: Buffs all Slayers instead.
Saboteur's Grip
  Throws a mine that arms after a short period, damaging any Behemoth that hits it after arming.
Empowered: Deals increased damage and can interrupt Behemoths.


Moves

Basic Shots
  Deals damage to the Behemoth from afar. Deals less damage at greater range.
Skillshot Ability
  Fires a skillshot in a direction. Differs depending on the Chamber equipped.
Thrown Ability
  Throws an object forward a short distance. Differs depending on the Grip equipped.
Reload
  Refills the ammo used by Basic Shots.
Empowered Reload
  Reloading close to the Behemoth absorbs some of its energy, empowering shots and abilities for a short period.

Combos

Ballistic Chamber
  Fires a missile in a line that deals damage to the first behemoth hit.
Empowered: Fires 3 missiles in a spread.
Marksman Chamber
  Fires a shot in a line that damages and marks a Behemoth part, increasing shot damage done against the part hit.
Empowered: Further increase bonus damage and grants a small bonus to friendly attacks to the part.
Captain's Grip
  Throws a buff that can be picked up by any Slayer, granting them increased damage and attack speed.
Empowered: Buffs all Slayers instead.
Saboteur's Grip
  Throws a mine that arms after a short period, damaging any Behemoth that hits it after arming.
Empowered: Deals increased damage and can interrupt Behemoths.


Basic Shots
  Deals damage to the Behemoth from afar. Deals less damage at greater range.
Skillshot Ability
  Fires a skillshot in a direction. Differs depending on the Chamber equipped.
Thrown Ability
  Throws an object forward a short distance. Differs depending on the Grip equipped.
Reload
  Refills the ammo used by Basic Shots.
Empowered Reload
  Reloading close to the Behemoth absorbs some of its energy, empowering shots and abilities for a short period.

Combos

Ballistic Chamber
  Fires a missile in a line that deals damage to the first behemoth hit.
Empowered: Fires 3 missiles in a spread.
Marksman Chamber
  Fires a shot in a line that damages and marks a Behemoth part, increasing shot damage done against the part hit.
Empowered: Further increase bonus damage and grants a small bonus to friendly attacks to the part.
Captain's Grip
  Throws a buff that can be picked up by any Slayer, granting them increased damage and attack speed.
Empowered: Buffs all Slayers instead.
Saboteur's Grip
  Throws a mine that arms after a short period, damaging any Behemoth that hits it after arming.

Empowered: Deals increased damage and can interrupt Behemoths.

Gallery

Images

Trivia

Guides