recursal/Fanatic-Fandom huggingface dataset:
A Grudge Served Cold/Books

## Quick Reference

* **Tome 1**: Forest Outskirts - Turn right after the first rope bridge, follow the path.
* **Tome 2**: Forest Outskirts - At the fork walking up the slope, take the right path underneath, turn right into the cave, jump on the rocks.
* **Tome 3**: Wyr Migdahl - After dropdown for 'Open the Gate' event, behind crates on left side.
* **Grim 1**: Wyr Migdahl/Bardin's Path - After dropdown for 'Open the Gate' event, walk up the chain in the far right corner.
* **Grim 2**: Mad Dog Mine - Left after the second rope bridge, just before the war machine cave.

## Tome 1 - Forest Outskirts

After the first rope bridge you encounter turn right and follow the path downwards, the tome is in a wheelbarrow just after the entrance.

## Tome 2 - Forest Outskirts

Following the path you come across a Y-split, take the path down. After that take a right into the cave with a dead end, the tome is on the right side on a rock you have to jump on.

## Tome 3 - Wyr Migdahl

Just after dropping (before starting) the 'Open the Gate' event you'll find the Tome behind some crates on the left side.

## Grimoire 1 - Wyr Migdahl / Bardin's Path

After dropping (before starting) the 'Open the Gate' event, Walk up the large chain at a 45-degree-angle in the far right end of the area to 'Bardin's Path'. The Grimoire rest on the snowy ground near the ledge at the end of the path.

## Grimoire 2 - Mad Dog Mine

After the second rope bridge, just before the cave with the war machine, turn left and drop down. Jump on the rocks to enter the 'mining area', where you'll find the Grim on the ground.
Lifeleech

The **Lifeleech** is a type of Chaos Special in *Vermintide 2*.

The Lifeleech is a large, bloated Chaos sorcerer that teleports across the battlefield to try and capture his victims in a magical and deadly embrace. They wear a spiked hood under which they have glowing green eyes, and carry a staff with skulls and limbs mounted on the top.

## Background

Rotblood sorcerers are the true guiding power of the tribe, dripping tainted guidance into the waiting ears of Marauder and Chieftain alike. Unlike their brothers, the sorcerers are in no doubt that they serve ebullient Nurgle – that the plagues and diseases besetting their tribe are blessings from the most generous of the Dark Gods. The sorcerers themselves are most ‘blessed’ of all. They are mountains of rotten, swollen flesh that transpose through magic more readily than they waddle into the fray.

## Strategy

* Lifeleeches whisper ominously when they spawn, and will lurk some distance away from the party until they identify an opportunity to strike. The party can track its general movements by following the clear noises it makes when teleporting.
* When Lifeleeches detect a lone player or a distracted player, they will teleport behind them and attack with a magical spell that drags their victim toward the Leech. The attack does not deal damage until the captured victim is right in the face of a leech, allowing teammates with quick reaction times to save their friend before any damage is done.
* The Leech is stationary while capturing its victim and stays that way during its attack. Together with his big body, this allows teammates to quickly kill it with ranged weapons.
* The spell of the Leech works like a projectile, meaning the players can dodge it if they time it right. After hearing the teleportation sound, the Leech fires its spell after roughly a full second, so simply count down and dodge sideways to avoid being captured.
Kerillian's Hagbane Shortbow

## Description

An asari bow crafted to the firing of poisoned shot - though this one has seen better days.

## Weapon Attributes

Damage over time, Rapid fire, Crowd control, Splash damage

## Notes

The charged attack will create a small explosion when the arrow hits the target, doing additional initial damage as well as additional damage over time (roughly 70% of the regular damage over time). The explosion damage goes through armour if the charged arrow is a direct hit on the Armoured target, which becomes poisoned for 110% of the regular poison damage. An explosive arrow can poison several unarmoured targets if fired on the ground.
Kruber's Halberd

## Description

*"A beautifully fashioned halberd from the foundry of Master Smith Grimward Brucke. Also a life-lesson in not allowing one's five-year-old to name one's creations"*

- In-game description, Doom on a Stick.

## Advantages

* The swiss army knife of melee weapons, the Halberd has Attack combinations for Cleaving through Hordes, for precision poking at long range, and for heavy anti-Armour damage.
* This weapon's long range can be ideal for more vulnerable careers like the Huntsman, allowing you to safely engage in melee combat from behind a dedicated tank character.
* This weapon's long range is very helpful against Beastmen hordes, who can outrange melee attacks from other weapons.

## Disadvantages

* Ideal combos vs. hordes, armoured elites and Monsters mix Light, Heavy and Push Attacks in various ways, which makes this weapon comparatively hard to use.
* Low overall mobility, low Stagger values, slow cleaving attacks and limited horizontal attack arcs can leave you especially vulnerable if surrounded. The Mercenary's career skill can mitigate this weakness.

## Attacks

Light attacks:

1. Right to left swing
2. Stab
3. Overhead

Heavy attacks:

1. Stab
2. Right to left swing

Push attack:

1. Overhead

*A video showing the attack pattern of Krubers Halberd*

## Combos

Double Cleave combo:

* Light attack + Heavy attack

Double Stab combo:

* Heavy attack + Light attack

Double Overhead combo:

* Push attack + Light attack

## Notes

The heavy stab of the halberd has the longest range out of any of Kruber's melee weapons.
Monsters

**Monsters** are a type of Enemy in *Vermintide 2*, that have a chance to spawn at certain locations on each map. Monsters have an enormous health pool, hit hard and can even fling players across the map. Monsters are included in Talents that activates when a Boss dies.

The Monster type includes:

* Rat Ogre
* Stormfiend
* Spawn of Chaos
* Bile Troll
* Minotaur

## Grudge Marks

With the introduction of 4.4.2, Grudge Marked monsters can now appear in The Chaos Wastes.

## Power Bonus

The Power vs Monsters Property gives Heroes extra damage against all Monsters.

## Strategies

* Monsters can throw Heroes around with some of their attacks. Avoid fighting them near dead drops to avoid being thrown to your death.
* Though Monsters pose a big threat, it is often wiser to kill all other enemies in the area first instead of focusing the Monster. This can be done by letting one Hero kite the Monster while the other Heroes clear the area.
* Monsters have an enormous stagger resistance, only bombs and some Hero abilities can stagger a Monster. These stuns can be used to break an attack chain or free Heroes that have been grabbed by a Spawn of Chaos.
* Overhead slams of Monsters cannot be blocked, only dodged.
* For more details on how to deal with Monsters, check out their individual pages.

## Notes

* Each mission has a chance of spawning 0-2 Monsters over the course of the run. If you face a Monster early in the mission, there is a chance you will face another one towards the end.
* When a Monster spawns, an "arena" is created with warpflame walls in front and behind the Heroes. This makes defeating the Monster a necessity for completing the mission. Should a Hero die while fighting the Monster, the party will be able to rescue him inside the arena to rejoin the fight.
* Certain events have 100% chance to spawn a monster, like the Rat Ogre spawn after dropping the bell in The Screaming Bell and a random Monster in the barn in Against the Grain.
* Scripted Monsters do not spawn flame walls and do not count toward the "Kill 3 Monsters as a party" Daily Quest.
Engines of War/Okri's Challenges

## DEMOLITIONIST

**Blow up all three Doom Wheels within 5 seconds of each other on Engines Of War**

The goal is to blow up all Doomwheels at the same time. First order of business is to clear the whole area of extra Skaven, as additional to the spawning Infantry waves and Plague Monks, there are also Infantry and Stormvermin guarding the wheels. While doing this, take the Kegs up to each Wheel and drop them next to it for later use. Once these preparations are complete, split up and make your way to the Wheels. It is best to do this immediately after killing some Specials, as it will take some time for them to respawn. As there are three wheels and four players, it is advised to group up the two players with the least crowd control and survivability.

When all players are in place, count down and place the barrels. Let the player without keg count down in chat or use voice communication. Make sure to call out as soon as something goes wrong, so other players don't accidentally place the kegs too soon.

## LEGENDARY DEMOLITIONIST

**Legend: Blow up all three Doom Wheels within 5 seconds of each other on Engines Of War**
Similar tactics then for the regular challenge apply. Additionally, it is paramount every member of the group knows how to deal with, and can generally hold his own versus normal Infantry. Any Career should be able to handle this challenge, but players might want to consider bringing stealth careers like Huntsman or Handmaiden/Shade for the players going solo.

## ONE LAST JIG

**Perform a Bretonnian Dance in the Mother Black on Engines of War.**

Play through the level normally, until you reach the final event area, The Mother Black. Do not ring the Bell to signal the ship. Instead, clear out the area of Enemies, then enter the inn. You may have to turn up your game volume for this. On the ground floor, at the rear left of the inn (looking toward the river), there is a corner where you can hear a rhythmic creaking noise.

Standing in the corner, jump in time with the creaks, for about a minute. Gradually, you will start to hear a drum beat, then faint music, which grows louder as you continue. Keep it up until the music stops to complete the challenge. The timing does not change at any point, so setting a keypress macro at a regular interval (around 1,800ms-2.000ms) will work if you are playing on PC. Alternatively, you can use any kind of timer, set it on on the first jump and jump every 2 seconds.

## SHINY!

**Take the Dragonbane Gem from the thief's stash on Engines of War**

Before entering the Forester's Cave, take a right to a path that leads into a small cavern.

Jump up onto the pile of bricks at the left side of the cavern, then on the big rock, and then onto a spear rack to your left. From there, jump across the path onto another spear rack. Walk through the vines into a small cave with a waterfall (vine entrance visible at right side of screenshot).

A Chest can be found here with the Dragonstone Gem next to it.
Rotblood Tribe

The **Rotblood Tribe** (also referred to as **Northmen** or **Norscans** in *Vermintide 2*) are a faction of barbaric, Chaos-worshiping humans from the land of Norsca. They are allied with the Skaven and together they are the antagonists encountered by the Heroes throughout the course of *Vermintide 2*. They are devout fanatics of Nurgle, the god of disease and decay.

## Appearance

Because the Rotbloods worship Nurgle, they are often "gifted" physical deformities or diseases, while the pain or suffering from such an affliction is removed. In this, Spawns of Chaos and sorcerers like the Blightstormer and Lifeleech are bloated and ravaged by plague; their fodder of warriors are mostly emaciated and decrepit. As decay is part of their belief, Rotbloods wear dirty rags and rusted armour.

## Culture

### Language

As Rotbloods come from Norsca, their tongue would be ancient and influenced by the tongues of Dwarfs, humans and Elves. For gameplay purposes, the Rotbloods in *Vermintide 2* speak the common tongue and are understandable by the Heroes. It is clear, however, that Fanatics barely have the intelligence to speak, while most Marauders can only form simple sentences.

### Technology

As a barbaric tribe, Rotbloods seldom rely on advanced technology, instead supporting heavily of the magic powers of their Chaos sorcerers. The technology seen in *Vermintide 2* comes mostly from the Skaven.

### Society

The Rotbloods are a tribe of Norscans and as such have a primitive societal structure. Normally, the tribe is led by a king, but Olesya speaks of "superiors" after finishing The War Camp. The Rotblood forces in Helmgart are headed by a Champion which is elected by these superiors. Champions are likely chosen for their prowess in battle and dedication to Chaos.

## Notes

It is theorized Nurgle is worshiped the least of all Chaos Gods in Norsca, because praising Nurgle would mean inviting plague and disease to an already harsh environment. Norscan tribes often only turn to Nurgle if they were already plagued and a dire state. Rasknitt might have approached them specifically, not only because the worship of Nurgle lies closely to the domain of Clan Fester and its superior Clan Pestilens, but more importantly because the Rotbloods might have been weakened and more eager to accept an alliance with the Skaven.

## Units

The following Rotblood units appear in-game:

* Fanatics
* Raiders
* Chaos Warriors
* Maulers
* Savages
* Blightstormers
* Lifeleeches
* Bile Trolls
* Spawns of Chaos

## Notable Rotbloods

* Bödvarr Ribspreader
* Burblespue Halescourge
* Gatekeeper Naglfahr
* Nurgloth the Eternal
Saltzpyre's Axe

## Description

*"Witch Hunter Captain Wilhelm Freigig was a singularly unimaginative soul. Thus, when the time came to name his enchanded axe, he quickly setteled on a description of what it (and he) did best"* - Bane of Heretics (Illusion Flavour text)

A one-handed axe, great for cutting down the heretics that stand in the way of Sigmar.

## Weapon Attributes

High Damage, Armour Piercing, Shield Breaking
Saltzpyre's Brace of Pistols

## Description

*"A surprising number of Witch Hunters lose eyes in the course of their duties. Few complain, claiming they see better with one eye than most men do with two. Not Gunther Schoen, who repaid his loss many times over."* - One Eye's Revenge (Illusion flavour text)

Flintlock pistols are widely appreciated due to their formidable stopping power, but they come with a fair share of flaws, the most prominent one being the time required to be reloaded. In order to avoid having to deal with the complex and lengthy reloading process, most hunters carry a large number of firearms which they then proceed to fire and discard at will.

Primary fire - Victor extracts and fires one pistol after the other, dealing severe damage with each shot.

Secondary fire - Victor fires his pistols in quick succession. This type of attack greatly increases the weapon's fire rate whilst also reducing its accuracy.

## Notes

Quickly tapping Secondary fire then double clicking Primary fire will fire two shots in quick succession. This can be useful when needing to quickly swap to ranged and kill Specials or Elites that require more than one shot. Tapping the secondary fire has weird interactions, it cancels animations and allows you to fire the two shot combo faster than firing 4 shots one at a time, and with enough timing practice, you can empty an entire clip with these 2 shot bursts faster than secondary fire can.
Justus Francke

**Justus Frankce** is the Baron of Ussingen and is allied with a unnamed Nurgle cult. He fled Ussingen before it was attacked by the Rotblood Tribe. His manor, which was used by the Rotbloods to store supplies, is destroyed in Empire in Flames.

According to dialogue between Markus Kruber and Victor Saltzpyre at the start of *Empire in Flames*, Victor previously had an encounter with the Baron. The Baron was accused of blasphemy in an incident with his mistress and was offered a choice by the Witch Hunter: either give half his wealth to the Church of Sigmar, or burn on a witch pyre instead of the mistress. The Baron chose the former.

## Notes

The unnamed Nurgle cult might be The Society of Harmonious Growth and Splendour which was active in Helmgart.
Lord Ghûlmagak

**Ghûlmagak** was an ancient Chaos Lord, from the time before the Empire was formed.

In Festering Ground the Heroes' goal is essentially to bury the Monolith of Ghûlmagak. Later, in The War Camp, Bödvarr Ribspreader references this by hinting that the Heroes destroyed Ghûlmagak's artifacts and killed Chaos Warriors.

## Trivia

* Lord Ghûlmagak was created for *Vermintide 2* and has never been mentioned before in the Warhammer Fantasy lore.
Karak Azgaraz

*"Return to Karak Azgaraz. What devestation has been wrought in the intervening 7 years?"*

**Karak Azgaraz** is a free update for *Vermintide 2*,released on 13 June 2023.

Chaoter two and three are yet to be released.

## Content

The Campaign includes three new Missions

* Mission of Mercy
* A Grudge Served Cold
* Khazukan Kazakit-ha
Kruber's Bretonnian Longsword

## Description

*"A sword of folded steel, birthed from the forge under the eye of a master swordsmith. Only the boldest are worthy of such a weapon."*

- In-game description, Hero's Blade

## Unlock/DLC-weapon

You unlock the Crafting recipe by purchasing the Grail Knight DLC.

## Advantages

* Light Attacks with good speed, damage and cleave values make for effective Horde clearing.
* Heavy Attacks have good damage, Cleave and Stagger values, which makes them an effective option against Armoured enemies, and against hordes which have armoured Elites mixed in, something other Weapons struggle with.
* Surprisingly good mobility

## Disadvantages

* Light Attacks and Heavy Attacks mix anti-horde cleaving moves, with anti-armoured overhead chops. Ideal combos against different Enemy types are not intuitive.

## Attacks

Light attacks:

1. Lower right to upper left swing
2. Left to right horizontal sweep
3. Overhead

Heavy attacks:

1. Right to left swing
2. Left to right swing
3. Overhead

Push attack:

1. Overhead

## Notes

Holding the attack button will make you enter the riposte stance, allowing you to charge a heavy attack and block oncoming attacks at the same time.
Kruber's Bretonnian Sword and Shield

## Description

*"For ten long years, Captain Emeric Drekker oversaw the defences of benighted Ostbruck, with a keen longsword in his right hand, and a sturdy shield in his left. Of the two, he always preferred the shield, for the defence of his people ever came first."*

- In-game description, Shelter and Slaughter

## Unlock/DLC-weapon

You unlock the Crafting recipe by purchasing the Grail Knight DLC.

## Advantages

* Anti-Horde combo includes two shield bash attacks with heavy Stagger and limitless Cleave, and has a very low movement slowdown while executing it.
* As with all weapon/shield combinations, you can Block more attacks than normal Weapons. This includes the Rat Ogre's ground slams, and ranged attacks such as the Ratling Gunner's and Deathrattler's bullets. Because this can only be used by the Grail Knight, it always allows you to block the Warpfire Thrower's fire, as well.

## Disadvantages

* Anti-horde combo's first attack is poor and leaves you a little vulnerable. The combo itself deals low damage and takes time to clean up your foes.
* Anti-Armoured combo takes a long time to execute, hits only a single target and has poor stagger values.

## Attacks

Light attacks:

1. Lower right to upper left swing
2. Overhead
3. Shield bash

Heavy attacks:

1. Overhead
2. Shield bash
3. Stab

Push attack:

1. Stab

## Combos

Anti-horde combo:

* Light attack + Heavy attack + Light attack

Anti-armoured combo:

* Heavy attack + Light attack + Heavy attack

Shield push + shield bash combo:

* Push + Light attack
Kerillian's Briar Javelin

## Description

Javelin crafted from ever-oak, and balanced for throwing. Lethal, in the right hands.

The weapon can be used as a normal melee weapon, and as a throwing one. It cannot block, as right click is used to ready a throw. When holding down the "R" button (reload), the character gets a spear. It is not possible to replenish ammunition from other sources.

## This is a **DLC weapon!**

You unlock it by purchasing the Sister of the Thorn Career-DLC. After purchase, it will become available to craft in the crafting menu.
Necromancer Career

The **Necromancer** Premium Career was released on 19 October 2023.

## Content

Necromancers raise the dead to fulfill their every command. Drawn to the Dark Magic following a battle with her twin sister Sofia, Sienna now strides into battle at the head of a company of skeletons, wielding a Soulstealer Staff and Ensorcelled Reaper to bestow the gift of death upon her foes.

* Cut through your enemies with the Ensorcelled Reaper and drain their living essence with the Soulstealer Staff.
* Call upon Dark Magic to raise a regiment of skeletons to fight at your side.
* Master the Necromantic arts with a new career ability and talent tree.
* Embrace the path of unlife with exclusive character skins and new voice lines.

* **Change the appearance** of your Necromancer through the separately purchasable Necromancer Cosmetic Upgrade DLC.

* 100 Shillings Also included with your purchase.
Mission of Mercy/Books

## Quick Reference

* **Tome 1**: Grand Chasm - Left side of gate with Dwarf and Rat Ogre corpses, jump on stones, next to lava river.
* **Grim 1 (Left)**: Winterfoam Lane - After leaving the Dwarven quarters, turn right and jump from the snowy rocks to the Grimoire.
* **Grim 1 (Right)**: Grollo's Ally - Find the key (3 spots) and unlock the chest.
* **Grim 2**: Construction Site - Go right when entering and follow the two ladders down on the left.
* **Tome 2**: Construction Site - Past the Skaven bridge, right up stone steps > right > left inside a chest guarded by Skaven.
* **Tome 3**: Maintenance Tunnels - Circular, green-lit room with Dwarven corpses in cages, jump on them and continue jumping up

## Tome 1 - Grand Chasm

The first Tome can be found in the 'Grand Chasm'. You can find this by jumping on some stones on the left side of the gate with the dead Dwarfs.

## Grimoire 1 - Winterfoam Lane (Left) or Grollo's Ally (Right)

The first Grimoire can be found at two different locations depending on which turn you have to take at the statue of Valaya.
Left will be in 'Winterfoam Lane' and right will be in 'Grollo's Ally'.

### Left at Statue - Winterfoam Lane

If you have to go left walk through the buildings where one of the Heroes makes a comment about someone still being alive, after exiting turn right walk up the rocks and make a jump to the Grimoire, you will now be back at the entrance of 'Winterfoam Lane'.

### Right at Statue - Grollo's Ally

In 'Grollo's Ally' you'll find the Grimoire locked inside a chest, you'll first have to find the key which can spawn on different locations.

#### Grollo's Alley (Right) Key Locations (3)

1. Hanging on some pipes on right-hand wall.

2. Just before no-return dropdown on a barrel up stone steps.

3. In the last room of the Dwarven quarters (where a voiceline plays about someone still being alive) on a table next to a dead Skaven.

You can find the Grimoire locked inside the chest by going right just before the Dwarven quarters jumping up some barrels/Crates on the left side.

## Grimoire 2 - Construction Site

The second Grimoire can be found in the 'Construction Site' after the 'Help Stabilize the Pressure' event. When entering the 'Construction Site' go right and go down the ladders on the left side, go down another set of ladders and you'll find the Grimoire inside a chest.

## Tome 2 - Construction Site

The second Tome can also be found in the 'Construction Site'. When entering the 'Construction Site' go right and follow the path, but instead of going over the bridge continuing the mission keep going and go right into a hallway up the stairs, then go left upon another set of stairs, you'll find the Tome at the back of the hallway inside a chest (note: This Tome is always guarded by a combination of Skaven Elites: Stormvermin/Plague Monks)

## Tome 3 - Maintenance Tunnels

The last Tome is located inside the 'Maintenance Tunnels'. Near the end of the 'Maintenance Tunnels' you'll come across a circular room with dead Dwarfs locked up in cages, jump up these cages and follow the jumps up, at the end you'll find the Tome on a crate.
Pactsworn

**Pactsworn** is the name of the combined forces of Skaven and Rotbloods encountered in *Vermintide 2*. All enemies seen in the game are part of the Pactsworn, which was established somewhere after the events of *Vermintide 1* by Rasknitt and Burblespue Halescourge. The reason for this treaty is that the Skaven needed reinforcements after their initial defeat at the hand of the heroes in *Vermintide 1*, while the Rotbloods were offered a quick and safe way into the heart of The Empire, the home of their enemies.
Missions

The main game has 13 missions, divided into 3 acts, each with a final Boss. This is intentional, as 13 is the sacred number of the Horned Rat, the Skaven god. After defeating the Boss of each act, you can progress to the Final Mission. Missions can be played on four Difficulties, with the Winds of Magic DLC adding a fifth.

A repeatable Prologue mission is played automatically the first time you start up the game after which you are taken to Taal's Horn Keep, the home base of our Heroes.

The first free update, The Curse of Drachenfels, adds three missions, The first paid DLC, Shadows over Bögenhafen, adds two more. The second paid DLC, Back to Ubersreik, adds another three with one more hidden, and the third paid DLC, Winds of Magic, adds one new mission along with Weaves. Beginning of 2023, a free update A Treacherous Adventure adds yet another mission, with the addition in June 2023 of 3 missions within Karak Azgaraz. The second A Treacherous Adventure mission, Tower of Treachery, was added in late 2023.

Act 1

Act 2

Act 3

Finale

The Curse of Drachenfels

A Treacherous Adventure

Karak Azgaraz

Shadows over Bögenhafen

Back to Ubersreik

Winds of Magic
Kerillian's Sword

## Description

*"The Maiden Goddess is said to shun war, though she seldom lacks champions to aid its prosecution. Such asrai often bear tokens of Lileath’s favour; a few even wield weapons graced by her divine touch."* - Lileath's Boon (Illusion flavour text)

A one-handed, moonsteel sword, issued to all those who take up arms in Athel Loren's defense.

Its a balanced weapon with the notable feature of having an effective Dodge count of 100. Charged attacks also have a significant degree of penetration against armored targets, making the Sword the second-best damage option against these targets after the Glaive. As the special feature of the weapon is related to dodging, consider utilizing this weapon with dodge-enhancing talents such as those with Handmaiden and Shade.
Plague Monk

The **Plague Monk** is a type of Skaven Elite in *Vermintide 2*.

Plague Monks wield short dual blades, which they use to attack with a barrage of blows. They wear green robes and are often seen grouped together in a praying stance before spotting the Heroes.

## Background

Of all the Horned Rat’s children, Plague Monks are undeniably the foulest. Zealots dedicated to the spread of corruption and decay, they are recognisable through their ragged, soiled garments and a putrid stench that fogs the surrounding air.

Plague Monks hurl themselves into the fray without thought for their own lives. So scarred and swollen have their bodies become that pain is a distant memory, held at bay by diseases yet gnawing at their flesh, and callouses hardened into knotted lumps of flesh. Only death can still their fanatical ardour.

## Strategy

* Plague Monks perform four fast attacks in quick session, followed by a brief moment where they are especially vulnerable to Attacks. When they leap towards you, parry their attacks and immediately follow up with an attack of your own.
* Plague Monks have increased Stagger resistance during their flurry of attacks (similar to the Monster class), it is however possible to knock them back before they barrage you.
* Using a Ranged Weapon is often enough to send these fanatics of clan Pestilens to their graves without risking melee combat.
* If they come close they can be tricky to hit with a ranged weapon. It is safer to switch back to melee in order to Block the attacks and reduce the damage that you take!
* Plague Monks barely make noise right up to the moment they attack, making them especially deadly. The easiest way to know when to expect them is to listen for one of the Heroes to call them out.
* The Plague Monks are generally more difficult to deal with than Savages, primarily due to their numbers, as they are able to spawn with as many as four at a time.
* Due to their raw damage output, dealing with Plague Monks should be prioritized over dealing with accompanying Stormvermin.
Bardin's Dual Hammers

## Description

*"What's better than a good dwarf-forged hammer? Two dwarf-forged hammers, of course! Perfect for rhythmic retribution on the grudgeworthy."*

- In-game description, Warrior's Tukgrund

## Advantages

* Fast attacks, moderate cleave and excellent stagger adds up to a phenomenal anti-Horde performance.
* Good mobility and above-average stamina

## Attacks

Light attacks:

1. Right to left swing
2. Lower left to upper right swing
3. Right to left swing
4. Right to left swing

Heavy attacks:

1. Overhead
2. Left to right swing
3. Right to left swing

Push attacks:

1. Hammer stab

## Unlock/DLC-weapon

You unlock the crafting recipe by purchasing the "Back to Ubersreik" DLC, and completing all 3 associated missions with Bardin, on any difficulty.
Saltzpyre's Bill Hook

## Description

It's a long-running joke in the Empire that Stirlanders are only fractionally brighter than the neighbouring halflings. Whether this mis-named blade is a genuine mistake - or an outsider's joke - is impossible to know.

## Combos

The standard light attack sequence of the Bill Hook performs poorly against hordes, so it is better to use the combo of a push attack followed by two lights, which results in two sweeps followed by a thrust.

Doing this combo without the second light attack (the thrust) is more immediately effective, but will result in you eventually running out of stamina as it does not have time to regenerate. Including the thrust slightly lowers your average horde DPS but allows you to maintain the combo for far longer.

The use of stamina in the anti-horde combo makes additional stamina on this weapon highly valuable.

## This is a **DLC weapon!**

You unlock it by purchasing the "Winds of Magic"-DLC and then completing the mission "Dark Omens" as Saltzpyre. After completion on any Difficulty, claim the recipe in Okri's Challenges and it will become available to craft in the Crafting menu.
Consuming Embers

Radius: | 2.0m

*Abanazaar, the Fallen Lord of Envy, consumes all that he covets. His cravings are bottomless, absolute and destructive. Those who know how to tap into their most insane passions will understand the fiery power that the feeling contains. Shaping it into a burning ball comes with practice.*
Packmaster

The **Packmaster** is a type of Skaven Special in *Vermintide 2*.

Also known as a "Hook Rat", the Packmaster carries a long pole-arm with metal pincers at the end and a skull bound to the shaft. It uses this pole to capture victims and drag them off, or incapacitate them by standing the pole-arm upwards, letting its victim hang above the ground.

## Background

The Packmasters of Clan Moulder excel in driving packs of ravening beasts into battle, but in the crush of the swarm they favour other tactics. Clan Moulder is ever seeking new subjects to further its vile breeding experiments, and every Packmaster covets the bounty paid for a particularly noteworthy prize.

Thus lone Packmasters eschew their commonplace whip for a ‘things-catcher’– a barbed polearm, capable of strangling a foe into submission, and leaving them prone to later harvesting. Once caught in such a manner, the prey has no chance of escape, unless he or she has friends close by. Otherwise, the laboratories of Clan Moulder beckon…

## Strategy

* Packmasters pose as much of a threat as they did in the *Vermintide 1*, although tuned down a notch. Compared from the previous game, they seem to be appearing on their own more often or sometimes with another Special. Don't drop your guard however, as they can still appear during hordes.
* Keep in mind that Packmasters have the highest health of all Specials in the game and are highly resistant to staggering (similar to Monsters). If a Hero is grabbed, the only way to release him is by killing the Packmaster or using Hero Abilities or Bombs to stagger it.
* As Packmasters are as small as regular Skaven and have little distinguishing marks, keep an ear out for the sound of rattling skulls, wheezeful howling and ragged breathing. These can be signs of a Packmaster nearby.
* The Packmaster's pole-arm hook can be avoided by dodging to the sides right before it tries to grab you. Dodging backwards is not advised, as the range of the pole-arm is hard to predict and enemies/objects behind the player might prevent you from getting enough distance.
* Using a ranged weapon is often a preferred method when taking Packmasters out. Packmasters often walk straight towards their target, making shooting them an easy task.
* Unlike most Specials, when downing a hero, they will raise their pole-arm up with the captured hero on it and stick it into the ground, holding their victim in a choke-hold above the ground. They then proceed to run off, while causing continuous damage and often certain death for the unfortunate Hero if not rescued immediately, especially in the middle of a horde of enemies. In order to get the Hero back up on their feet, they need to be rescued **twice**.
* When approaching, Packmasters will make an audible clinking sound. Listen closely to which direction it is coming from as that can quickly give away the Packmaster's location.
Kruber's Blunderbuss

## Description

*"Most recruits cannot be trusted to aim straight, so canny drillmasters compensate by assigning them a weapon to which aim makes little difference"* - Recruit's Blunderbuss (Illusion flavour text)

This is in essence a shotgun that shoots a wide cone of pellets at your enemies.

Primary fire - Shoot

Secondary fire - Knock back close enemies with the butt of your gun.
Dark Omens/Books

## Quick Reference

* **Tome 1**: Encampment - straight across up the ramp
* **Grim 1**: After the ambush, bring explosive barrel to the cave on the right
* **Tome 2**: Rhya's Old Pilgrimage - cave between two rocks on the left
* **Grim 2**: Burning Forest - immediate right, jump to 2nd house
* **Tome 3**: Hillside climb - hug the right until you drop onto the ledge

## Tome 1

As you enter the Encampment, from where you dropped down, continue straight to the opposite side of the area. You should find a path leading up on a higher ledge, where you have to jump to the other side to find the tome in a box.

## Grimoire 1

After the ambush event, drop to the next area, turn right and keep to the rightern wall to find a cave. You'll need an explosive barrel to blow up the wall at the back of the cave in order to get the Grimoire. You'll also end up in this cave when going through the "Off the Beaten Track" Okri's Challenge.

## Tome 2

After dropping down and seeing the vortex caused by the meteor, continue until you reach Rhya's old pilgrimage, there is a cave on the left side between two rocks, hidden behind some shrubbery on a large open space. You'll have to jump over the small ledge to get into the cave, where the tome is on the floor.

## Grimoire 2

After you've crossed the chasm and enter the Burning forest, after you make it out to the open, you want to turn right and follow the wall to the second broken building towards where you came from.

Jump inside the building, and the Grimoire is on the floor next to the window with the corpse hanging from it.

## Tome 3

Near the end of Hillside Climb, when the cliff opens up on the left, and the path takes a sharp right and up some steps. There's a gap on the right where you can drop down to a ledge. Then go right again down to a second ledge with the tome.
Convocation of Decay/Books

## Quick Reference

* **Tome 1**: Temple Hispice dormitory - on top of back left bunk
* **Grim 1**: South Maintenance Shaft - wrong brick, left door
* **Tome 2**: Garrison Sewers - wooden wall on the left
* **Grim 2**: Old City Cesspit - key, up the rocks, across the beams, in a chest
* **Tome 3**: Carlomant's Memorium - behind the shrine

## Tome 1

When entering the dormitory in the **Temple Hospice**, the first Tome is on top of the leftmost bunk on the far side (the screenshot is taken looking back).

## Grimoire 1

In the **South Maintenance Shaft**, open the left Door on the bottom floor. In order to do this you will need to press the "wrong" brick (one which symbol that doesn't correspond to the marking on the upstairs door needed to progress) **BEFORE** opening all three doors on the upper level. A simple tactic is to keep pressing the left brick until the correct one opens.

Walk through the door into the sewers until you find a room to your right. There is a "Suspicious Brick" behind a bookshelf which can be reached by climbing the fallen bookshelf, activate it to lower another door just outside this room.

Take a right outside the room. The first Grimoire is located a little further in a hole in the left wall.

## Tome 2

In the **Garrison Sewers**, go to the left here:

The second Tome is in a crate near the wooden wall.

## Grimoire 2

Once you drop down into the **Old City Cesspit**, you will need to pick up a set of Keys. There are three possible locations for the keys to spawn. The first is by a corpse near a pillar on the right side (when looking towards the exit), the second possible location is in a crate in the far back, and the third possible location is by a corpse near a pillar on the left side (when looking towards the exit).

Immediately following the Old City Cesspit is a room with two beams running across the room. Head to the back corner of the room and jump up the rock formation (center of screenshot) or the cart plus rock pile to the right of the room.

From the top of either rock formation, make your way onto the stone beam. Follow the beam to the other side of the room and it will lead you through some corridors.

At the end of the corridors, a chained up Chest contains the second Grimoire. The hole in the floor will lead you back into the Old City Cesspit.

## Tome 3

The third Tome is in **Carlomant's Memorium**, on a sarcophagus behind the shrine seen in the center of the first screenshot.
Progression

There are a number of ways in which the player progresses through the game. As you play Missions you will acquire Experience Points (XP) and level up the Hero you played with. With higher hero levels you unlock new Careers and Talents. Additionally, you will also receive Loot Boxes which can be opened to obtain Equipment. By equipping these items, you can raise your Hero Power, which increases the damage you do and unlock higher Difficulties.

## Leveling

At the end of a mission (whether the party was victorious or defeated), the players gain XP for the hero they played. The amount of XP depends on the following:

* How far the heroes got in the mission
* The number of players still alive (if victorious)
* The number of Grimoires, Tomes and Loot Dice collected

The amount of XP does not depend on any of the following:

* Whether the player started at the beginning or joined a game in progress
* The mission's Difficulty

Leveling a hero unlocks new careers for that hero, and talents for the career that was played. It is not necessary to level each career individually, as XP the level is shared across careers per Hero. The maximum level for each hero is 35, after which levels can still be gained (shown as [35 + x] in the player's experience bar). Each additional level does reward a Commendation Chest, but does not increase hero power (see below).

### Careers

The first career of each hero is playable at level 1. To access the remaining other careers, the hero needs to gain XP and reach level 7 and 12 respectively. The fourth slot is for Premium Careers which are sold separately.

### Crafting

A character periodically gains the ability to Craft specific Weapons after leveling up.

### Hero Power

Hero power is calculated using the hero's level and gear. Each level adds 10 points, and this is added to the total power level of their equipped items divided by 5. The maximum hero power is 650.

### Talents

A new tier of Talents is unlocked every 5 levels; at level 5, 10, 15, 20, 25, and 30. Each tier grants 3 talents, however, only one talent from each tier can be active at a time. Players can switch talents any time they are in the Keep.

Usually, level 20 talents affect a career's Passive Ability, and Level 30 talents affect the career's Career Ability.

## Difficulties

Difficulties are unlocked based on the hero power of a character.

 Veteran
 Champion
 Legend

## Achievements

You can view a list of achievements Here.

## Quests and Challenges

More information in Quests and Challenges.
Nameless Voice

In the final Curse of Drachenfels mission, as well as in the pilgrimage chamber just before starting expeditions to the Chaos Wastes, a masculine voice identified by the subtitles as **Nameless Voice** will speak to the heroes. It is a Chaos-aligned entity that tries to get them to worship the Dark Gods and appears to be able to read their memories. His lines only exist in each characters' heads; no one else will hear what the voice is saying to them and instead express confusion when another character apparently responds to nothing in particular.

In the future, the nameless masculine voice was later identified as **Bel'akor, the Dark Master**.

## Trivia

* The file names for all of his lines have "daemon\_whispers" in them, and the heroes' responses all have "archdaemon\_response" in theirs. Considering this, and the fact that it only begins speaking to the heroes when Nurgloth the Eternal begins his daemon-summoning his ritual, it was thought that the voice is a Great Unclean One, a greater daemon of Nurgle.
Into the Nest/Books

## Quick Reference

* **Tome 1**: Gorog Drin - before the drop, instead drop to the ledge on the right
* **Grim 1**: Duraz Stromez - 1/2 way down the stairs, jump onto the scaffolding
* **Tome 2**: kuchungkuchung - behind the tower with the lever
* **Grim 2**: kuchungkuchung - back to start of the area, down the ladder
* **Tome 3**: Kron Khaz - far right minecart

## Tome 1

Gorog Drin. Before the drop down, keep to the right, there is a small ramp to the right of the Medical Supplies.

Drop over to the right side and follow the path around to the first Tome.

The first Tome is sitting at the end of the small bridge.

## Grimoire 1

As you reach Duraz Stromez, before climbing down the stairs there is some scaffolding you can climb onto by the exit of the room.

Follow the scaffolding to the left.

Head for a room in the back containing a crate, and the first grimoire.

## Tome 2

When you come to a Lever that needs to be pulled in order to extend a gear-like bridge. Drop down behind it.

The second Tome sits on the ground.

## Grimoire 2

After pulling the lever, return to the start of the Kuchungkuchung area, where a ladder leads you downward.

Now that the bridge has moved, you can drop down underneath it.

Turn left at the bottom, the second Grimoire is in a chest. The right path will lead you back out near the lever that moved the bridge.

## Tome 3

Kron Khaz. The third tome is found inside a mine cart in the big room, upper level.
Kruber's Greatsword

## Description

*"The light-fingered halflings of the Moot have a poor reputation along the Averland border - not least with the mad count Marius Leitdorf, who ordered the forging of this sword specifically to slice the kleptomaniac little swine into two even smaller pieces" -*

- In-game description, Halfling-Splitter

## Advantages

* The combination of high damage values, good Stagger values, good attack range, excellent Cleave values and moderate attack speed make this weapon's Light Attacks ideal for Horde clearing.
* Compared to other melee weapons, this weapon's Heavy Attacks are very effective against Enemy Berserkers.

## Disadvantages

* This weapon's best attack against Armoured targets is its Push Attack, which drains stamina and can therefore only be used so many times in a row.
* Push Attacks aside, this weapon has poor damage vs. armoured elites and armoured Monsters.

## Attacks

Light attacks:

1. Right to left swing
2. Left to right swing

Heavy attacks:

1. Right to left swing
2. Left to right swing

Push attack:

1. Overhead

*A video showing the attack pattern of Krubers Greatsword*
Kruber's Longbow

## Description

Kruber's longbow is very similar to Kerillian's longbows, with a similar aiming sight, weapon drop, and damage. The major difference is that Kruber's is slower to reach full draw and can't move once he's at full draw until he releases the arrow or cancels the shot. The longbow is, however, an incredibly hard-hitting ranged option with a fairly large ammo reserve. With enough time to draw and aim, elites and specials can be brought down in a single shot.
Kerillian's Dual Swords

## Decription

*"One sword strikes to forge a new beginning. The other falls to end an era. Together, they bring about the cycle of rebirth that sustains the ailing Weave."* - Dawn and Dusk (Illusion flavour text)

A pair of elven forged swords, with a graceful speed.

## Notes

Light attacks and push attacks gain an extra 10% critical hit chance.
Kruber's Mace and Sword

## Description

*"Its a favorite saying in the militia that you shouldn't trust anyone or anything but the weapons at your sides. More weapons equals more trust"*

- In-game description, Sergeant's Trusty Companions

## Unlock/DLC-weapon

You unlock the Crafting recipe by purchasing the "Back to Ubersreik" DLC, and completing all 3 associated Missions with Kruber, on any Difficulty.

## Advantages

* This weapon's Heavy Attacks are excellent all-around, dealing good damage vs. Hordes, Armoured and Monster opponents alike.
* This weapon's anti-horde combo is fast, deadly, and allows you to move at nearly full speed while executing it.

## Disadvantages

* Very short overall attack range.
* Anti-horde combo starts with a push attack, which limits how often you can use it.

## Attacks

Light attacks:

1. Right to left swing with mace
2. Left to right horizontal sweep with mace
3. Left to right swing with sword
4. Right to left swing with sword

Heavy attacks:

1. Right to left swing with both weapons
2. Left to right swing with both weapons

Push attack:

1. Left to right swing with the mace and right to left swing with the sword

## Combos

Anti-horde combo:

* Push attack + Light attack + Light attack

## Notes

The mace and the sword deal separate amounts of damage when using heavy attacks or the push attack.

When using heavy attacks and the push attack, only the sword can crit.

The sword deals more damage and has better Cleave than the mace, but the mace has more Stagger power.