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The first, and last, line of defense against the Behemoths that roam the Shattered Isles.

    Katerin Sorrel 
"If I had a half-Note for every Slayer who thinks they're gonna be the next Kat Sorrel... I'd have a lot of Notes."

Mentor and guide, Katerin "Kat" Sorrel is a retired Slayer who now helps train the next generation.


    Xelya the Farslayer 
"I'm not weird, you're weird."

A self-taught 'Farslayer' and wilderness survivor. Xelya is a little... eccentric, but her knowledge of the more exotic behemoths will be invaluable to you as you roam further and further from Ramsgate.

  • The Quiet One: Compared to everyone else, Xelya speaks very quietly most of the time. The only time she really speaks up is if she's trying to get your attention for quests.


Not everyone can be a Slayer; some folk are just Survivors. But that doesn't mean they aren't willing to help the cause if they can.

    Markus Boehr, Bosun 
"What's the word, Cap'?"

Bosun and Helmsman of an airship, Markus Boehr is also responsible for helping you craft the potions and pylons you'll need to survive.

  • Ace Pilot: Isn't afraid to sail into regular storms. Doesn't want to mess with aether storms, though.
  • Badass Longcoat: Shin-length, brown, rolled up sleeves. It's pretty badass.
  • Cool Airship: He flies one.
  • Item Crafting: Markus assists you in crafting consumable potions and pylons, which offer various benefits to Slayers.
  • My Significance Sense Is Tingling: Apparently has a bad knee. He can tell that a storm's coming because it starts acting up.
  • Noodle Incident: Seems to attract a couple. The rams of Ramsgate seem to cause him no small amount of trouble.
  • Scarf Of Asskicking: Wears a long grey scarf.

    Gregario Flynt, Stylist 
[chuckles] "I've definitely seen better... and I've definitely seen worse."

Gregario helps you customize your appearance, in case you're not satisfied with your initial design.

    Wils Bormen, Weaponsmith 
"Behemoths Beware Bormen Blades!"

What good is a Slayer without a weapon? Wils Bormen (and his assistant, Zebko) is an Ostian who is all too happy to provide you with the weapons you'll need to take down the Behemoths that prowl the Shattered Isles... though you will have to provide him with materials, of course.


    Moyra Heigsketter, Armoursmith 
"Don't let the Behemoths getcha down!"

Wils' Distaff Counterpart, forging the armour you'll need to survive on your hunts.

  • The Blacksmith: Compared to Wils, Moyra gives more of a Wrench Wench vibe. Probably thanks to the goggles she wears.
  • Item Crafting: Moyra is responsible for helping you craft and upgrade the armour you'll need to survive.

    Arkan Drew, Aethersmith 
"The storms are not what they may seem."

Rounding out the crafters, Arkan Drew is responsible for finding ways to harness aether that it might aid Slayers on their hunts. As a result, he's the man to talk to when you're looking for a different Aether Lantern.

  • Cool Old Guy: Arkan Drew is one of the older residents of Ramsgate judging by his hair colour. Doesn't stop him from being a skilled Aethersmith who can create all kinds of handy Aether Lanterns to help you in your hunts.
  • Eye Glasses: Wears a pair of simple oval glasses.
  • Item Crafting: He's the one to talk to when it comes to Lanterns.

    Dr. Priyani, Behemoth Expert 
A scholar with an interest the lifecycles and behaviours of Behemoths.
  • Everything Fades: Lampshades and laments the fact that Behemoth corpses disintegrate into Aether upon death, complaining it means she doesn't get many opportunities to study them properly.

    Metin Lessandria 
"The Orrery watches over us all."

A representative of a faction known as The Orrery. Not much is known about them at this time, though they seem to have an interest in learning more about Behemoths.



Aether-devouring titans, Behemoths are a danger to humanity, as their mere presence can send the floating islands off-course and drastically alter the landscape of the Isles.

General Behemoth Tropes

  • Cognizant Limbs: Typically in the form of head, tail, forelegs (or arms), rear/main legs, and maybe other extra parts depending on the Behemoth. 'Breaking' limbs is an essential part of the Item Crafting system, and often completely disables or reduces the effectiveness of certain attacks.
  • Mix-and-Match Critter: Pretty much all of them can be summed up as a mashup of two different 'normal' creatures, with one or two exceptions.
  • Musical Spoiler: One way to easily figure out if a Behemoth is nearby is if its signature music starts playing.
  • Tactical Withdrawal: Most Behemoths will make one or two of these depending on how the battle is going, forcing the Slayer(s) to track them down again to finish them off. Most of them will use Fast Tunnelling, though avian types will just fly away, and electrical types will Ride the Lightning.
  • Tail Slap: Pretty much every Behemoth has a tail, and thus has some form of tail slap and/or slam attack they'll use against anyone that gets too close.
  • Turns Red: All non-Rogue Behemoths can Enrage after a certain amount of time or taking a certain amount of damage, changing up their attack patterns. Elementally-attuned Behemoths can also become Aether-charged, which can grant them new attacks or enhance existing ones. Both states can stack, and often have their own interactions (e.g. an Enraged, Aether-charged Embermane will spit fire everywhere).
  • Warmup Boss: The first three Behemoths you face are de-powered 'Rogue' variants. They lack some of the attacks of their standard kin (e.g. the Rogue Shrike only makes two melee swings in its combo, rather than four) and aren't quite as powerful. The Embermane in particular serves as an Early-Bird Cameo, as you won't see one again until you reach The Yonder Keys.

Behemoths of The Monstrous Verge and Beyond

The first Behemoth you'll face, the Beaver/Pangolin-like Gnasher is an uncomplicated beast that mostly just tries to flatten Slayers by smashing them with its tail, or rolling over them.

A hulking hybrid of owl and bear, Shrikes swoop and dive at Slayers whilst harassing them from a distance. Surprisingly considered a 'neutral' type, rather than there being an air/wind element.
  • Ground Punch: Shrikes like to leap into the air, then slam down with a strike from above.
  • Mix-and-Match Critter: Owl + Bear.
  • Razor Wind: The Shrike can throw out Sword Beam style "blades" of wind that can deal some serious hurt. When Enraged, it throws two at once; one vertical, then one horizontal.
  • Tornado Move: Unsurprisingly, Shrike can create mini-tornadoes.

A big lizard-porcupine type critter, Quillshots are a little more of a ranged combatant than other Behemoths, though they're still quite deadly up close.
  • Cognizant Limbs: Quillshot's quills can be broken off, reducing the effectiveness of its ranged attacks quite significantly. The spines regenerate whenever a Quillshot enrages, though.
  • Mix-and-Match Critter: Pig + Porcupine? It's a little vague.
  • More Dakka: In porcupine form. Quillshots are covered in spines they can launch a pretty good distance, to rain down upon Slayers from above.

The hulking Skarn might look intimidating at first, as it uses aether to manipulate rock plating. Underneath all that, it's a fairly regular - albeit quite large - lizard.
  • Damage Reduction: Skarn's rock plating is extremely resilient to damage from piercing and slashing weapons. Only hammers can break it with any kind of speed or efficiency.
  • Dishing Out Dirt: Skarn's abilities are pretty simple and mostly revolve around trying to bludgeon Slayers with its rock plating. Sometimes it summons rocky spikes from underground though.
  • Mix-and-Match Critter: One of the few that seems to largely avoid this trope. Skarn are really just a big lizardy things with rocks on, and that's about it.
  • Mobile Shrubbery: Skarn have a penchant for ambushing Slayers; their preferred tactic is to burrow into the ground, using their rocky plating and aether-emitting spinal 'vent' to disguise themselves as a normal aether vent. Keen-eyed slayers can easily tell which one is the fake, though.
  • Spin Attack: Can turn into a spinning maelstrom of rock and wind that drags Slayers in close and bludgeons them repeatedly. This does render them vulnerable to being struck and staggered, though.

Behemoths of The Yonder Keys and Beyond

The first elementally-attuned Behemoth you'll encounter, the blazing Charrogg is quite the nuisance between its flame jets and homing fire-blobs.
  • Homing Boulders: One of its basic attacks is to sic a swarm of flaming, homing blobs on the Slayer team; one blob per Slayer. Whilst the blobs are slow-moving, this means they're a Super-Persistent Missile as they can track you through most evasive maneuvers; your best bet is to try to outrun them (which requires sprinting).
  • Spin Attack: Once they're pissed off enough, Charrogg will light up a flamethrower jet on each corner of its body and begin to spin in place. The jets are positioned such that they make it a lot harder to attack the Behemoth's limbs without getting set on fire.

The following report was collected by Ramsgate Harbourmaster Tressa Froller as part of her biographical studies of Captain Katerin Sorrel.

The scouts had assured us the island was ripe for settlement. Fertile soil, ample lumber and ore, aether vents of rare purity, and no large predators. That last should have been our first clue.
Fire And Fury Lore Entry

First encountered in rogue form early on, then conspicuously absent, the canine/lizard-esque Embermane is the first Behemoth you'll encounter that can become Aether-Charged.

  • Bullet Hell: Aether-charged Embermanes like to spit out a stream of fairly fast-moving fireballs across a wide arc in front of them. Normally they'll only do one sweep, but if they're Enraged, they'll often double back for a second sweep; from above, the battlefield will briefly resemble a low-intensity Bullet Hell bossfight.
  • Bullfight Boss: Embermanes love to charge and swipe at Slayers before bouncing away again. This renders them vulnerable to Interrupts though, especially during their longer charges.
  • Early-Bird Cameo: The third Behemoth you'll fight as part of the initial story quests is a weak and depowered 'Rogue' Embermane, which lacks the fire-based attacks and will have to stop to catch its breath every so often. You won't see Embermanes again until you make it to The Yonder Keys.
  • Horn Attack: One of its primary weapons is a prominent horn that can be aether-charged with fire.
  • Mix-and-Match Critter: Canine + Lizard.
  • Playing with Fire: Lots of fire, once they're aether-charged. At range, Embermanes will launch arcing fireballs at Slayers to create burning hazards, or spit a stream of fireballs out horizontally to sweep a cone in front of them. When they're Enraged, expect to see at least twice as much fire.
  • Took a Level in Badass: Full-grown Embermanes can seem like this compared to the Rogue Embermane you face early on; unlike the Rogue, they have their full suite of fire-based abilities, and they don't tire out anywhere near as easily.

It's just an ice-themed Shrike, right..? Well, technically, yes. But don't underestimate them because of that; when you're up against a Skraev, you know you're in for an ice time.
  • Ground Punch: Skraev take the Shrike's ground punch attack and add an extra icy shockwave that can freese Slayers solid.
  • Harmless Freezing: Skraev will do this to Slayers a lot if they're no good at avoiding attacks.
  • Mix-and-Match Critter: Owl + Bear... + Ice.
  • Palette Swap: Don't mistake Skraevs for a simple one of these. All of their attacks are changed up, and they have a couple of new ones to boot.

We arrived at the island in the dead of night. Their leader, Willa Garvenne, warned me to keep my distance from their quarry. “Keep your eyes open too and be ready to move, watcher,” she said. “Just because a Drask is far away doesn’t mean it can’t melt your bones while you’re standing around watching.”

“Drasks can melt bones?” I asked in mild horror. “The Orrery has no such reports.”

“Maybe, maybe not,” she replied with a sardonic grin, “but I wouldn’t want to be the one to find out.”
Thunderstruck Lore Entry

A serious wake-up call for overconfident Slayers, the Drask is a lightning-powered lizard that will quite happily open every engagement with its signature lightning bolt attack. Slayers would be wise to stay on the flanks of any Drask they encounter, and never approach from the front if possible.

  • Breath Weapon: Drask's signature lightning blast takes the form of a breath weapon. Without lightning-resistant armour, it can punch clean through the Deflector Shields utility function of the Skarn-derived Lantern.
  • Lightning Bruiser: Most of Drask's lethality comes from the fact it's basically just a really tough and strong lizard with some rude lightning-based powers. It doesn't have much in the way of special mechanics.
  • Shock and Awe: Being electrically-powered and all. Drasks like to open combat by zapping the first Slayer they see with a powerful bolt of electricity. When they're Enraged, Drasks will fire three bolts in rapid succession, with devastating accuracy to boot. They'll quite happily blast you out of the air if you're not careful.

Known as the Sovereign of Thorns, the Koshai uses its mastery over vines and the like to root Slayers so it can devastate them with little effort.
  • Green Thumb: The Koshai can control vines and thorns, and stepping into the latter means slowed movement, damage over time, and an inability to dodge, making you a sitting duck for any attacks it has up its sleeve. To make matters worse, it tends to spawn thorns over aether vents, preventing healing if you've run out of health potions. The vines can be attacked, though.

Behemoths of The Uncharted Reaches and Beyond

A variant of the Quillshot. Smaller and faster than Drask yet no less dangerous, Nayzaga isn't quite as directly powerful; it instead launches its electrically-charged quills out to act like turrets that harass Slayers with shock blasts.
  • Hoist by Their Own Petard: Sometimes launches a pentagram-like pattern of five quills; shattering this will stun/stagger the Nayzaga, leaving it open to attacks.
  • Mix-and-Match Critter: Has the porcupine-type spines, but is a bit more like a crocodile or alligator. A common drop from its legs, though, is chitin; something you'd only really expect to find on insects.
  • Tennis Boss: The Nayzaga's electrically charged quill 'turrets' launch lightning orbs that can be launched back with well-timed strikes. This can make it much easier to destroy the quills. In its empowered Maelstrom variant, this is the only way to break the lightning 'shields' on the quills, which are otherwise protected against Slayer attacks.

The campsite was utterly wrecked by the time Kat arrived. The Ramsgate scouting party was lucky they weren't in the same condition. One survivor, a long-retired slayer who hailed from the northern reaches, called it the mysterious behemoth a Pangar. She swore it shouldn’t be this far south. Kat had to agree.

A green apprentice could have followed the trail. A wide, deep trench sliced through forest island leading into the woods beyond, ending in an open field. Then she saw it, shining like a jewel in the cold midday sun.
It Came From The North Lore Entry

An icy variant of the Gnasher, Pangar is huge - and fast. It adds ice/frost aether-charging to its ability pool, along with the ability to launch volleys of ice shards at Slayers with a spinning tailwhip attack.

  • Harmless Freezing: Pangar doesn't do this to Slayers quite as much as Skraev, but it can still pull it off now and then.
  • Lightning Bruiser: Pangar are surprisingly fast and agile for being one of the biggest Behemoths around.
  • Long-Range Fighter: One of the largest behemoths around, with the biggest tail that it loves to swing in huge arcs, plus some fairly quick dashes and rolls. But its methods for dealing with slayers right next to its feet — a weak "foot shuffle" and a heavily telegraphed stomp — are some of the least effective attacks you'll see in the Uncharted Reaches.
  • Rolling Attack: One of Pangar's main attacks is to roll up into a giant ball and attempt to squish any Slayers in its way.

As if Pangar wasn't bad enough, the Hellion is its Fire-themed counterpart. This hulking beast can be a serious challenge for those unprepared to deal with its incendiary attacks.
  • Dig Attack: One of the new attacks encountered on Hellions is the ability to briefly burrow underground, then launch themselves skyward to slam down on their foes.
  • Hoist by Their Own Petard: Breaking the aether off an aether-charged Hellion's plates creates glowing orange orbs; if a Slayer then picks up one of said orbs, they're granted complete and total immunity to Fire damage for a short period.
  • Lightning Bruiser: You thought Pangar was fast? Hellion's just as fast too. Maybe even faster.
  • Playing with Fire: Hellions will set everything on fire, as often as they can.

Take an Embermane, scale it up, and give it lightning powers. Now you have Stormclaw. Oh, and they can deploy electrical spikes that link up to create a field that'll trap you and reduce your mobility without impeding the Stormclaw.
  • Cognizant Limbs: Severing the Stormclaw's tail renders it unable to create its lighting field traps.
  • Flash Step: Stormclaws can
  • Ride the Lightning: Like the other lightning-themed Behemoths, Stormclaw disappears in a flash of electrical energy upon fleeing. Difference is you can easily track the path it takes and quickly follow it to its destination.
  • Tennis Boss: Stormclaws will occasionally launch lightning orbs at Slayers. Swatting the orbs back with certain weapon attacks can make the Stormclaw flinch or even stagger them completely.

A giant insectoid, and the final Behemoth Slayers will have to face before being able to enter the Maelstrom, Kharabak is a fast and deadly wasp-like creature that can carve unprepared Slayers into ribbons.
  • Big Creepy-Crawlies: Real big. Real, real big.
  • Breather Boss: Compared to the other Behemoths of the Uncharted Reaches (looking at you, Hellion), the Kharabak can seem much easier.
  • Damage-Increasing Debuff: Some of Kharabak's attacks can inflict the Wounded status on Slayers, which causes its victims to take more damage. It can be cleared by any kind of healing or by standing still and not taking damage for several seconds. If your Stamina hits 0, you'll take an extra hit of damage too.
  • Invisibility Cloak: Kharabak turns invisible when they're enraged. They're not impossible to see, and will decloak if they're stunned or staggered (e.g. by part breaks), but they're much harder to see.
  • The Swarm: Kharabak summons a swarm of smaller insects around its body. Slayers coming into contact with the swarm will take a small amount of damage over time, and have their actions interrupted.
  • Sword Beam: Kharabak can sling out deadly cutting 'blades' with some of its attacks.

Behemoths of The Maelstrom

Imagine a threatening Behemoth with mastery over Radiant aether, the ability to fire beams and orbs of light at you, and more than a passing resemblance to the Kharabak. That's the Rezakiri in a nutshell.
  • Big Creepy-Crawlies: An insectoid behemoth, similar to the Kharabak.
  • Bullet Hell: The Rezakiri loves to fly up high and then blast you with dozens of light orbs or rays. The only way to get close enough to the Rezakiri during its brief moments of vulnerability is to run toward it and dodge through the attacks, which is far easier said than done.
  • Light 'em Up: Uses light-based attacks such as illuminated orbs and beams.
  • Light Is Not Good: It is a behemoth just like all the others and a threat to humanity. And it certainly doesn't show any restraint when you arrive to battle it.

This avian Behemoth is loaded with Umbral aether, using it to surround you in darkness and prevent you from seeing it, firing dark blobs at you, and even creating a miniature version of itself to double the pain.
  • Casting a Shadow: The Shrowd is an avian behemoth with a full suite of shadow powers, including chucking shadowy blobs of goo at you, a Doppelgänger Attack made of shadow, and trapping you inside a bubble of darkness for an audiovisual Interface Screw.
  • Doppelgänger Attack: The Shrowd might spawn a mini-Shrowd made of shadow to independently attack the slayers. The doppelganger's attacks are somewhat less dangerous than those of the real thing, but it's still a significant threat and best focused down.
  • HP to 1: The Shrowd will occasionally set a shadowy time bomb onto the field. Fail to destroy it in time, and its explosion will set every slayer's health to 1 point. This may be the inspiration for the unique "when under 20% health, deal 150% damage" effect of Shrowd weapons.
  • Interface Screw: The Shrowd will occasionally trap you in a bubble of darkness, resulting in a severely restricted view range (though you can still see the Shrowd's glowing eyes as it charges attacks), and your sound turning garbled and echoed.

This Umbral beast has the ability to open and travel through umbral rifts (i.e. shadowy portals), allowing it to attack from angles an unprepared Slayer wouldn't expect. It can even transport an unwilling party into its own shadowy dimension, where it has home-field advantage.
  • Teleport Spam: It uses umbral rifts to exit into its dark dimension, attacking Slayers from any direction once it emerges. When Enraged, it even goes so far as to create a pair of portals that cause it to fall infinitely, then fling itself out of more portals while traveling at terminal velocity for maximum hurt.

This horned Radiant Behemoth doesn't have much in the way of physical attacks, instead preferring to attack you with light spheres, bursts of Radiant aether from its limbs, and drones that fire beams of light.
  • Flash Step: The Valomyr can use an ability called the "flash jump", in which it briefly becomes pure Radiant energy and leaps a small distance away from any Slayers attacking it in a pillar of light. Even worse, it damages any unlucky Slayer close enough when it jumps.

This hulking icy Behemoth is unique in that it doesn't fight alone. It psionically summons flying minions to back it up while surrounding its body with an ice shield that prevents Slayers from damaging it; fortunately, those minions are the key to taking down the shield, as taking them out charges the Slayers' weapons with energy powerful enough to smash through it.
  • Flunky Boss: When damaged enough, it'll call in its minions, and you'll have to deal with them and the Boreus' continued attacks.
  • Hoist by His Own Petard: The very minions it summons are key to taking down the ice shield it surrounds itself in simultaneously because of the energy that resides within them. Whoops.

Example of: