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Dreadbound is a weapon found in Returnal. Unlike other weapons, the Dreadbound cannot be reloaded and features no Overload mechanic, as it only has a magazine of three shards that have to return to the weapon after firing. These shards are pretty damaging and travel until they hit something, or upon traveling far enough. Because of this, it is best used in close quarters, where the weapon's rate of fire is higher.

One thing to note when using this weapon is that its lack of an Overload mechanic makes missing shots punishing (especially in areas with few walls, like the higher levels in the Tower of Sisyphus, and if this weapon has lower Projectile Speed and Projectile Return Speed statistics). This effect can be mostly negated with higher Projectile Speed and Projectile Return Speed statistics, but it is important to keep it in mind when using this weapon in certain scenarios. The Dreadbound is found naturally in the Fractured Wastes region within a Containment room.

This weapon has 3 Statistics: Bonus Damage, Projectile Speed, and Projectile Return Speed.

  • Bonus Damage increases this weapon's damage.
  • Projectile Speed increases how fast shards travel.
  • Projectile Return Speed increases how fast shards come back to the weapon.
    • With no stats in Projectile Speed and Projectile Return Speed, it takes shards 5 seconds to return to the weapon after they are fired. With 15 stats in Projectile Speed and Projectile Return Speed, it instead takes 2 seconds.

In Game Description[]

Unknown weapon. Fires projectiles that return to it.

Alt-Fire Modes[]

There are 11 Alt-Fires that weapons have access to. For more information about Alt-Fires, please visit the Alt-Fire page found here.

Weapon Traits[]

The following is a list of the Dreadbound's Weapon Traits. For more information about how Weapon Traits work, please visit the Weapon Traits page found here.

Trait Effect Review
Fourth Shard Has an additional projectile, which grows more powerful at higher levels.
  • The "fourth" shard is the first shot of the magazine and is colored a dark purple, while the other shards are a bright pink.
  • Higher levels of this perk increase the "fourth" shard's damage.
  • Because of this, the extra damage only activates when all four shards are in the gun (or when close enough to enemies).
Excellent; a must have perk that dramatically increases this weapon's forgiveness and damage.
Obolite Magnet Increases Obolite collection radius.
  • Higher levels _.
Okay; helpful, but Parasites can give the same benefit without costing a weapon trait.
Staggering Increased Stagger Power.
  • Enemies hit by this weapon become Staggered more easily.
  • Higher levels _.
Good; quicker staggers can help, but melees provide the same benefit.
PROFICIENCY LEVEL 5 REQUIRED
Protection Steal Successful hits provide bonus Protection upon return.
  • Hits give 3% Protection per Shard (maximum of 9% Protection, or 12% with Fourth Shard) upon the Shard's return.
  • This effect only ends when its duration runs out.
  • While this trait is active, the shards in the counter underneath the reticle will have shard outlines in the middle. For each shard that returns after a hit, an outline will be filled in.
  • Higher levels increase how much Protection each Shard gives.
  • Level 2: 5% Protection per Shard (maximum of 15% Protection, or 20% with Fourth Shard)
  • Level 3: 7% Protection per Shard (maximum of 21% Protection, or 28% with Fourth Shard)
Great; can be helpful with the aggressive play style that this weapon encourages.
Expanding Shards Projectile size and damage increases the further they travel.
  • The shard's damage and size increase starts as soon as it leaves the weapon, and stops after a short time.
  • Increased size makes its hit box much higher.
  • Higher levels MAY increase the shard's damage and size further.
  • When combined with Explosive Shards, the following effects occur (this has no impact their damage):
    • The explosion's size is increased exponentially.
    • Adrenaline shots have a random chance to get larger.
    • Shards can explode on objects that are nowhere near it at times.
    • With the "Hostiles counter on hit" permanent Malfunction, the counter shots will appear from where ever the shard's explosion occurred.
Excellent; the size makes the shards more forgiving and increases viability across medium and long ranges.
PROFICIENCY LEVEL 15 REQUIRED
Returning Damage Projectiles deal damage when returning as well.
  • Shards turn red when they start to return to the user.
  • Shards deal this extra damage to any hit targets as well.
  • Higher levels _.
Okay; not bad, but Explosive Shards is better in most cases.
Explosive Shards Projectiles explode upon impact.
  • Added explosion increases the shards's damage.
  • With Expanding Shards, this increases the explosion's size exponentially.
  • Higher levels MAY increase the blast radius and damage.
Excellent; noticeably increased damage and the blast radius, though small, can clear up hordes of weak enemies quickly.
PROFICIENCY LEVEL 25 REQUIRED
Damage Steal Successful hits provide bonus damage upon return.
  • Damage bonus is not exclusive to the shards that got the hit; all shards benefit from the increased damage.
  • While this trait is active, the shards in the counter underneath the reticle will have arrow outlines above the shards. For each shard that returns after a hit, an outline will be filled in.
  • Higher levels increase how much increased damage this weapon does. Level 3 increases damage by 5% per shard (maximum of 15% more damage, 20% with Fourth Shard).
Excellent; adds even more damage onto what is already a damage monster.
Obolite Generator Successful hits generate Obolites.
  • This works with enemies getting healed by Proterons, giving potentially infinite Obolites.
  • Because picking up Obolites gives points in the Tower, this could (theoretically) give infinite points and break the Score system.
  • Higher levels _.
Good; free Obolites can be helpful to have in a pinch.

Databank Entries[]

Research Level 1[]

A long-range weapon of unknown origin. It fires [LOGIC ERROR] shards, which return to it, echoes that never be lost. It can maintain only three of these at a faceless eternity. Their pain is louder the closer you get [CRITICAL ERROR] as the inescapable loss endured forever lost in time devours useless cycles.

Research Level 2[]

binding sinew [CORRUPTED TEXT] strand to strand in spiderwebbing deception never enough to notice consciously [CORRUPTED TEXT] i control my victim [CORRUPTED TEXT] unwilling puppetry

Research Level 3[]

#^;/secret, edging around leprous growths. For a waystation, it felt more like a morgue... appropriate given the events about to occur. His eyes darted around, reluctantly locking with hers in the end. She mouthed back: "I wash my hands." Their long run of luck was about to dissolve unless they managed to finally capture=\{*';^

Pictures[]

Dreadbound Concept (ArtStation, Veera Hokkanen)
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