recursal/Fanatic-Fandom huggingface dataset:
Bestigor

**Bestigor** are a type of Beastmen Elite introduced in Winds of Magic.

## Background

Among the toughest and most skilled of the Beastmen are the Bestigors, the best the Beastmen have to offer in terms of natural fighting ability. With this given status the Bestigors are given the best in food, armour and equipment the Beastmen could bang into something vaguely counting for armour or scavenged from the battlefield and fitted around the Bestigor’s monstrous frame.

Wielding large two handed weapons and possessing brute strength, Bestigors can cleave a man in two. They can also ram into enemies with immense power using their thick skulls and jagged horns. They often lead many other of their lesser kin into battle, and charge with reckless abandon at full speed into the enemy baring their horns. A single Bestigor is a tough opponent that can cause massive damage if engaged carelessly. The Ubersreik Five have seen and beaten much worse though, so a single Bestigor is nary a problem to a player who knows what he’s doing. But when among a horde or even worse with a bunch of other Bestigors, they can become formidable opponents to face much like the Stormvermin of Clan Fester.

They also like the other factions form patrols that vary in strength depending on the difficulty, but on the higher difficulties much like any other patrol these are to be feared and avoided at all costs, lest your journey end in a bloody, dramatic spectacle.

## Strategy

Much like any other armoured type elite, the weak spot is the less armoured head which can bring these imposing warriors crashing down quick. Normal strikes are powerful yet can be parried and the heavy strikes are even more so but slow like the Halberd variant of the Stormvermin and are easily dodged, parrying is not advisable. But when the Bestigor is at its most dangerous is when it goes on the charge, usually done at a distance to get a good run up.

These cause heavy damage and throw back the player far and destroys your block, leaving you dangerously exposed. It is best to either kill the Bestigor on the charge using a ranged weapon or dodge aside where the Bestigor will stumble and trip, leaving himself extremely vulnerable.

However, with confidence and a bit of luck it is possible to outright kill a charging Bestigor with a charged heavy attack to the head. Your odds become all the better if the Bestigor was already peppered with ranged attacks or if your strike crits. Though, it’s generally a good idea to dodge as you strike anyway so it will miss and stumble regardless. If done incorrectly you’ll suffer it’s charge but it makes for a highly efficient method of downing Bestigors.
Kerillian's Dual Daggers

## Description

*"These matched daggers gleam with a light hidden from lesser species. Their blades cut keenly, if the wielder's will is true"* - Ambusher's Glaia (Illusion flavour text)

Dual daggers are a melee weapon. Using daggers allows four primary attack animations, two power attacks, a secondary block as well as a blocking shove.

## Attacks

###### Primary attack

1. Side Strike Right
2. Side Strike Left
3. Swipe

######  Power attack

1. Overhead strike
2. Thrust

## Notes

Light attacks and push attacks gain an extra 10% critical hit chance. They also inflict a bleed effect for 4 or 5 ticks, each equal to roughly 75% the damage of the initial strike. If the first strike is interrupted by armor, there will be no bleed effect. Heavy attacks do not apply bleed, but inflict four times the damage of a normal strike (both daggers hit the target).

Bleeding effect makes it so that a light strike does over time slightly less or more damage than a heavy strike, depending on the number of bleed ticks.

## Weapon Attributes

Fast Attacks, Headshot Damage, Damage over time (Bleed)
Reikland

*The Grand Principality of Reikland*, or simply **Reikland**, is a major and founding Imperial Province that lies to the south-west of the Empire of Man. The province is the main location for the events of both *Vermintide 1* and *Vermintide 2*.

## Background

Reikland has been the most important state of the Empire for nearly one hundred years, for it surrounds Altdorf, the Imperial capital, and its armies are those under the command of the Emperor himself. It was also one of the founding Provinces of the Empire during the reign of Sigmar Heldenhammer. Indeed, within the eyes of the Empire citizenry, the territories of the Reiklands are considered the very heartland of the Empire.

The mines of the Grey Mountains yield valuable ores ranging from iron to gold, as well as marble and precious gems, whilst the Reikwald Forest, generally considered safer than woods in other parts of the Empire, yields valuable timber that supports a thriving boat-building industry. River travel is the most common way to get around Reikland, since the majority of the settlements are along the river Reik itself.

At their best, Reiklanders are friendly, sociable, and open-minded, more so than the rest of the Empire. Reiklanders are optimists who believe that the best is yet to come. They point out several reasons for this: the natural bounty of their lands, educated and energetic populace, and the fact that Sigmar was one of them.

## Places of Interest

### Helmgart

Helmgart, together with its surroundings, is the main location of *Vermintide 2*. It is a now devastated town, caused by the invasion of the Skaven and Chaos forces. The center of town has completely collapsed due to the extensive labour on the Skittergate and its surrounding infrastructure.

### Ubersreik

Ubersreik, as well as its surroundings, is the main location of *Vermintide 1* and also visited in the second DLC of *Vermintide 2*. It was one of the most important trade centers in Reikland, situated a little below the Grey Mountains. During the first invasion of the Skaven, the town was attacked and most of its inhabitants killed.

### Grey Mountains

The Grey Mountains are an enormous range of mountains covering the south-western region of Reikland, so high and rugged that only a few passes cross them. The mountains are riddled with Dwarfen Tunnels, many of which are abandoned. Some holds still exist in the highlands above Reikland, but these are islands in a sea of orcs, goblins, Skaven, and Mountain Trolls. The two main passes over the Grey Mountains are Axe Bite Pass and Grey Lady Pass. The passes are guarded by Imperial Fortresses of Helmgart and Ubersreik respectively.

## Additional Locations

### Towns

* Ussingen
* Bögenhafen
* Ubersreik
* Stromdorf

### Dwarven Holds

* Karak Gnol
* Karak Azgaraz
Kruber's Spear and Shield

## Description

*"No one knows what happend to Captain Grauber after he ventured into the troll den. Happily, his weapons survived"*

- In-game description, Grauber's Arms

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

You unlock it by purchasing the "Forgotten Relics" DLC. After purchase, it will become available to craft in the Crafting menu.

## Advantages

* Long, wide sweeps with moderate speed and good Cleave values allow for effective Horde clearing. Where other Weapons struggle heavily with Beastmen hordes, this weapon handles them very well.
* Has a special attack that can be performed while Blocking, which is useful when fighting Berserkers.
* 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.

## Disadvantages

* This weapon's attacks stop if they hit Armoured targets. As a result, armoured Enemies in the middle of a horde can be very troublesome.
* This weapon's Heavy Attacks have low Stagger values, moderate damage, and long wind-up animations that disallow cancelling the attack into a Block. This makes killing armoured enemies unsafe, in a similar way to how switching to a Ranged Weapon to kill enemies while you are engaged in melee is unsafe.

## Attacks

Light attacks:

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

Heavy attacks:

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

Push attack:

1. Stab

Unique move, Weapon Special while blocking:

1. Stab
2. Stab

## Weapon Attributes

Fast Attacks, Wide Sweeps, Powerful Blocks
Ratling Gunner

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

Also known as a "Gun Rat", the Ratling Gunner is a armoured blackfur Skaven with a large gatling gun (called a Ratling gun) and an ammo supply on his back. He fires Warpstone ammunition in rapid volleys, which can pin down Heroes and deal extreme damage if allowed to keep firing.

## Background

The Ratling Gun is a six-barreled, rapid-fire machine gun, powered by warp steam and operated with a hand crank. On the battlefield, they are normally operated by a Clan Skryre weapons team, but lighter, experimental versions have been sighted in the Reikland, crewed only by a single ratman.

Encumbered by his weapon, the Ratling Gunner is slow and vulnerable, but once he begins to fire, he deals devastating damage and is almost impossible to approach. Such gunners are known for their single-mindedness. Having chosen a target, they track it continually, firing relentlessly until either the weapon jams, needs to reload, or the victim lies shredded beyond recognition. Ratling Gunners show no regard for their comrades, indiscriminately firing on anything that gets between them and their target.

## Strategy

* The Ratling Gunner, unlike the Warpfire Thrower, is capable of firing at long range, but is highly inaccurate except at medium-to-close range.
* The Gunner will cease firing periodically to reload or un-jam his weapon. Use these openings to shoot him with ranged weapons, or approach and stagger him.
* The Ratling Gunner will focus his fire on a single Hero, leaving him vulnerable to approach from other angles. If you are targeted, seek cover. If you are not targeted, flank and kill the Gunner.
* A firing Gunner will only turn at half its normal speed. If you are close enough, this allows you to strafe around the Gunner and outflank him, even when he is targeting you.
* The Ratling Gunner's bullets can harm his allies. With careful positioning, this can be used to deal great damage to an oncoming horde.
* If you are under fire by a Ratling Gunner, it's often best to wait until his weapon stops firing before attempting to kill it off at range, as each hit you take while aiming will throw off your shot.
* Bardin Goreksson (except for the Slayer career) and Markus Kruber can use any weapon paired with a shield to completely block the Ratling Gunner's fire at very little stamina cost.
* Once spotted, a lone Ratling Gunner is often very easily dealt with using an accurate ranged weapon such as the Crossbow or the Handgun.
Old Haunts

## Temple Event

Upon picking up the Map in the Temple Nave you will be attacked by a Horde. Plague Monks break open the front door after which a wall to the right will break away with a guaranteed Ratling Gunner inside allowing you to leave the village.

## Finale

After dropping down to the final room a Lever will need to be flipped which opens up the Gate to the first of four Gargoyle Heads. These need to be placed back on the necks of the Gargoyles that surround a grate in the middle of the room. Once placed, blood starts flowing into the grate. Another door will open containing (a) Chaos Warrior(s) and the second head along with triggering a horde. Once that is placed the final doors open with stairs leading to a room below containing the last two heads. When all four are in place the grate will open allowing the Heroes to escape.

## Locations

* **Blutberg Approach:**
* **Krünerplatz:**
* **Madeleine's Blumenchirurgie:**
* **The Twice-Built Mill:**
* **Klara's Washery:**
* **Drunkard's Bridge:**
* **Potter's Nook:**
* **Aldebard's Tavern:**
* **The Jolly Swineherd:**
* **Azderheim Manor:**
* **Kellerman's Halt:**
* **Temple of the Twin-Tailed Comet:**
* **Temple Nave:**
* **Sinner's Trail:**
* **Crazy Engel's Cabin:**
* **Path of Woe:**
* **Crooked Cliffside:**
* **Portal of Decay:**
* **Snagglefang Camp:**
* **Gate of Epidemius:**
* **Drachenfels Approach:**
* **Fool's Gate:**

## Objectives

1. Enter the Village
2. Reach the Temple
3. Enter the Temple
4. Find the Map
5. Escape the Temple
6. Leave the Village
7. Follow the Trail
8. Find the Secret Entrance
9. Explore the Crypt
10. X/4 Restore the Gargoyle Heads
11. Escape the Crypt
12. Return to Taal's Horn Keep

## Notes

The area from Path of Woe up to the Gate of Epidemius is a slightly altered version of the final mission in *Vermintide 1*'s Drachenfels DLC.
Kruber's Handgun

## Description

*"It's difficult to be sure whether this handgun was named thus out of affection for some old besom, or as a judegement on the sharpness of her tongue. Either way, it seems likely that the mysterious Aunt Bessie was not a lady to cross. Not by a long chalk."* - Aunty Bessie (Illusion Flavour text)

Primary fire - The weapon fires a single musket ball with incredibly low damage falloff.

Secondary fire - Hold your secondary fire button to zoom in on your crossair whilst also increasing the weapon's accuracy.
Lords

**Lords** are a type of unique Monster in **Vermintide 2** that appear at the end of specific missions.

The following Lords can be encountered in **Vermintide 2**:

* Burblespue Halescourge during Halescourge
* Skarrik Spinemanglr during Into the Nest
* Bödvarr Ribspreader during The War Camp
* Gatekeeper Naglfahr, Deathrattler, and Rasknitt during The Skittergate
* Nurgloth the Eternal during The Enchanter's Lair

## Power Bonus

As Lords are an enemy type with different armour classes among them, player needs different weapon properties for a damage bonus, depending on the Boss:

* The Power vs Infantry property gives Heroes extra damage against Rasknitt.
* The Power vs Armoured property gives Heroes extra damage against Skarrik Spinemanglr, Bödvarr Ribspreader and Gatekeeper Naglfahr.
* The Power vs Monsters property gives Heroes extra damage against Burblespue Halescourge and Deathrattler.

## Notes

* Lords drop one to four Loot Dice, depending on the Lord.
* Lords (as all scripted Monsters) do not count toward the "Kill 3 Monsters as a party" Daily Quest.

## Footnotes

1. ↑ 1.0 1.1 Gatekeeper Naglfahr and Deathrattler are not technically **Lords** for the purposes of challenges, but are still unique, named Monsters.
2. ↑ Examples of other scripted Monsters include the Monster in the barn on Against the Grain, the Bile Troll at the end of Hunger in the Dark, the Rat Ogre at the end of The Screaming Bell, and the Minotaur at the end of Dark Omens.
Kruber's Sword and Shield

## Description

*"So named because a soldier needs both virtues if he's to fulfil his calling. Duty sees one's foes slain, but courage keeps you in the fight."*

- In-game description, Duty and Courage

## Advantages

* Combining the mighty cleaving options of a sword with the potent stagger options of a shield, this weapon has an excellent anti-horde toolkit.
* 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. If used by the Grail Knight, you can also block the Warpfire Thrower's fire.

## Disadvantages

* Anti-armoured damage combos are among the weakest out of any melee weapon in the game.

## Attacks

Light attacks:

1. Right to left swing
2. Left to right swing
3. Right to left horizontal sweep

Heavy attacks:

1. Shield bash
2. Stab
3. Left to right horizontal sweep

Push attacks:

1. Stab

*A video showing the attack pattern of Krubers Sword and Shield*

## Combos

Cleave combo:

* Light attack + Heavy attack

Anti-armour combo:

* Push attack + Heavy attack

## Weapon Attributes

Fast Attacks, Wide Sweeps, Powerful Blocks
Pyromancer

> *Though Sienna’s angry departure from the Bright College lies many years in the past, Thyrus Gormann’s critique remains with her still. As much as she curses the old man for his sharp tongue, Sienna knows he was more right than wrong. But the arrogance of youth too easily callouses into the habit of middle-age. Though part of her knows that she is not a true Battle Wizard – she relies too much on instinct and too little on her lessons for that – Sienna tells herself it is better to be a free-spirit Pyromancer than an adept caged by rule and ritual.*
>
>

> *Sienna credits her survival in Ubersreik to this creed. How many times did her quick-thinking save her companions from annihilation? How often did an instinctive casting rescue victory from the ashes of defeat? And yet, Sienna is honest enough with herself to admit that she lacks the control for the most ostentatious of spells. Only by channeling her wildness into tightly-focused castings can she hope to keep control of the power blazing within.*
>
>

> *As a Pyromancer, Sienna is a ferocious single-target annihilator, specialising in incinerating the hardiest of enemies at a brisk pace, one at the time.*
> *-* Vermintide 2 Official Website
>
>

 Hit Points | 100

**Pyromancer** is one of the three Careers from which Sienna Fuegonasus can choose.

This career is available at level 7, after Battle Wizard and prior to Unchained at level 12.

## Description

As the Pyromancer, Sienna revels in her power but is careful not to overstep the mark, at least when out of battle. Through instinct and the half-remembered lessons from the Bright College, she balances the magic she wields with enough discipline to skirt damnation.

In battle, the Pyromancer career turns Sienna into an efficient single-target annihilator, specializing in incinerating the hardiest of Enemies at a brisk pace, one at the time.

## Skills and Traits

 **Critical Mass**
 **Searing Focus** | **Passive Ability**
 **The Volans Doctrine** | **Passive Ability**
 **On with Aqshy** | **Passive Ability**
* 50% increased max Overcharge.

## Talents

You may select one talent from each tier and change them freely in Taal's Horn Keep.

* **Huntsman**
* **Foot Knight**
 **Bardin Goreksson** | * **Ranger Veteran**
* **Ironbreaker**
* **Slayer**
 **Kerillian** | * **Waystalker**
* **Handmaiden**
* **Shade**
 **Victor Saltzpyre** | * **Witch Hunter Captain**
* **Bounty Hunter**
* **Zealot**
 **Sienna Fuegonasus** | * **Battle Wizard**
* ****Pyromancer****
* **Unchained**
* Sienna necromancer active.png

**Necromancer**
Lightning Strike

Range: | 15.0m

**Lightning Strike** is a lightning active skill.

## Unlock

Lightning Strike is one of the 2 skills that you can choose from during the opening tutorial, however it can also be unlocked through the item *Tome: Lightning Strike* which is dropped when killing enemies, opening chests or purchased from an Archivist.
Kerillian

## Summary

**Kerillian** is one of the five playable Heroes in *Vermintide 2*. In official media, she is always seen with her face covered, wearing a cloak and usually wielding a Longbow.

Enigmatic and sharp-sighted, Kerillian is a Wood Elf with little affection for others. She left her post as a Waywatcher in her ancestral home of Athel Loren, for reasons that are her own. Using her exceptional skills with a bow and blade to take down anyone perceived as a threat, she is as likely to kill you as she is to begrudgingly acknowledge your presence.

Kerillian has little patience to teach others, mainly focusing on her own path and improvement. Like all elves, Kerillian regards humans as nothing more than clueless children, and treats them accordingly, most often drenching her answers to their naive questions in patronising sarcasm.

Based on which Career the player chooses in-game, she is seen as either a Waystalker, resolved to perfecting her existing Waywatcher skills, a Handmaiden, who has whole-heartedly devoted herself to Isha, a Shade who has embraced her role as an exile, or a Sister of the Thorn who embraces the dark side of nature.

 Official Description

> *Like all wood elves, Kerillian feels the pull of both light and dark. First as a Waywatcher, and now as a more experienced Waystalker, she has kept those aspects in balance. Indeed, Kerillian’s reason for journeying to Ubersreik was an attempt to help her reclaim her moral poise. Thus Kerillian is mercurial at best, at once resentful of the path she has been called upon to walk, and grateful for the chance to make amends. But who knows how little it may take to topple her from that path?*
>
>

## Background

Even for a Wood Elf, Kerillian’s sight was sharp, able to pick off a ladybird eating a leaf at a hundred paces if she chose to. But this gift, coupled with a natural curiosity also turned into a curse when she saw something that no mortal was meant to see. One autumnal night, when both moons rode high in the sky, Kerillian spotted a Spellsinger as he meandered under the boughs. The Elf mage was no trespasser and so there was no reason Kerillian should have kept track of him, and yet she did.

Her curiosity piqued. The Waywatcher followed the mage from above as he walked deeper into the forest… and put her on a path that would change her fate forever?

1. ↑ Vermintide.com: Dev Blog 14 - Kerillian
Hunger in the Dark/Strategy

Reason: " *This is a Build/Strategy page:*
As part of the VerminWiki Restoration Project, we are seeking to make this website a resource for objective, concise, and accurate information. In service of that, we will be scrubbing many guide or strategy themed pages to cut down the volume of prescriptive content on the wiki. But that doesn't mean guides will no longer exist on the wiki! All of the valuable information contained in this page will find its way to a streamlined aggregate page. *"*

**This page is a candidate for deletion.**
Reason: " *This is a Build/Strategy page:*
As part of the VerminWiki Restoration Project, we are seeking to make this website a resource for objective, concise, and accurate information. In service of that, we will be scrubbing many guide or strategy themed pages to cut down the volume of prescriptive content on the wiki. But that doesn't mean guides will no longer exist on the wiki! All of the valuable information contained in this page will find its way to a streamlined aggregate page. *"*

## Pitch-black Mines

The complete darkness of the mines halfway through the mission might be difficult for players, as they have to rely on the light of the minecart and sound to locate enemies. Stay close to the cart, and when you do venture into the dark (to get consumables or the tome, make sure your teammates know where you are so they can keep an eye on you. Spam your tagging button to highlight Elites and Specials. If a horde spawns, especially at the start of the section, it is often easier to backtrack through the tunnel you came from until your vision returns, and hold out there. The same goes for when a Monster spawns.

* It is possible to see through the dark by putting your Gamma-setting to maximum, thereby cheesing this section.

## Finale

The easiest way to succeed here is to lure the Bile Troll over the bridge up to the plateau with the "dinner bell". Here you have enough room to fight him, just make sure to clear any other enemies coming from behind. Then the finale simply turns into a Monster fight, check the page of the Bile Troll for more specific strategies on how to deal with them. Killing the troll is not mandatory, so if the fight turns south, the last player can also run across the bridge and to the Bridge of Shadows to end the mission.
Saltzpyre's Flail

## Description

*"Few find Redemption. It finds them. This is as true of the Witch Hunter to whom it is bequeathed by a dying colleague as it is the deviant struck down in the shadows."* - Redemption (Illusion Flavour text)

Hold primary fire to keep swinging your flail. Do this to perfectly time a charged attack to find an enemy's face.

## Weapon Attributes

Ignore Shields, Wide Sweeps, Crowd Control
Minotaur

The **Minotaur** is a type of Beastmen Monster in *Vermintide 2* introduced in Winds of Magic.

## Background

Also known as Bullgors, Minotaurs are infamous for their great strength and violent tempers. Though less intelligent than other Beastmen, they are nevertheless formidable warriors made even more vicious when they have the opportunity to feast upon the flesh of their enemies.

## Attacks

Boasting two axes, a large stature and a furious temper - the Minotaur's wide axe attacks and brutish charges pose an immediate threat when it arrives.

### Triple Axe Attack

A blockable three-hit combo attack, with a delayed swing of the third.

### Axe Attack

The Minotaur cleaves with a heavy swing from his right axe, dealing heavy damage and shattering guard on block.

### Headbutt

A quick headbutt attack with short range.

### Charge

The Minotaur sets its sight on a distant enemy, causing them to kick up the ground beneath them before charging through. Enemies and allies to the Minotaur alike are thrown to the side upon collision. This attack cannot be blocked without taking damage.

## Strategy

* The larger size of the Minotaur, alongside its upright posture, allows for easier shots against the head as it's recovering from attacks.
* Barring the stampeding charge, the Minotaur will tend to have shorter range and speed against its target compared to other monsters. Backpedaling during its triple-axe attack will safely keep you out of range for its headbutt or single axe swing.
Kerillian's Longbow

## Description

Predator's Nastirrath
The longbow of a lone hunter, accustomed to lurking in the shadows for as long as the perfect shot requires.

Glade Guardian's Nastirrath
The signature weapon of an Asrai - a longbow for which human huntsmen would kill, but more often die in an attempt to attain.

The Longbow is the sniper of Kerillian's ranged arsenal, sporting a high level of zoom while aiming and high damage, particularly when hitting targets in the head. Compared to the Swiftbow, the Longbow sports superior damage and armor penetration but the slower fire rate is punishing when missing shots or when hip fire is required.
Necromancer

> *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.*
>
>

*-* Vermintide 2 Official Website

**Necromancer** is one of 4 Careers available to Sienna Fuegonasus. It is purchased as a Premium Career, separate from Battle Wizard, Pyromancer, and Unchained.

 Hit Points | 100

## Skills and Traits

 **Malediction of Nagash**
 **Cold Flames** | **Passive Ability*** Sienna's damage over time effects last 100% longer.

## Weapons

Sienna's Ensorcelled Reaper was released as an exclusive melee weapon for the necromancer.

Sienna's Soulstealer Staff was released as an exclusive ranged weapon for the necromancer.

## Talents

You may select one talent from each tier and change them freely in Taal's Horn Keep.

* **Huntsman**
* **Foot Knight**
 **Bardin Goreksson** | * **Ranger Veteran**
* **Ironbreaker**
* **Slayer**
 **Kerillian** | * **Waystalker**
* **Handmaiden**
* **Shade**
 **Victor Saltzpyre** | * **Witch Hunter Captain**
* **Bounty Hunter**
* **Zealot**
 **Sienna Fuegonasus** | * **Battle Wizard**
* **Pyromancer**
* **Unchained**
* Sienna necromancer active.png

****Necromancer****
Righteous Stand/Strategy

## Arena Event

The event consists of timed waves of Infantry with a couple of Elites (not Chaos Warriors), alternating between Rotbloods and Skaven. Keep watch for Specials, as they still spawn during the event. The Rotbloods come from two entrances at opposite sides of the arena, while the Skaven drop down from windows on the second floor, which are all around the arena. This makes creating a bottleneck difficult, and during the first period of the holdout its best to either kite groups of enemies in the middle of the arena or stay in one of the corners at either side of the stairways leading up to the portcullis (beware of Globadiers if choosing the second strategy). As two portcullis need to be lowered in sequence, players are able to enter the chamber of the elevator halfway throughout the event. There is an ammo crate here, and the stairways leading up to the chamber create a choke which is easier to hold. After the second portcullis is down, the waves stop and the players can take the elevator up. However, as it is relatively save (only Specials will spawn for a while), players are advised to take this time to get any pickups left in the arena.

## Finale

The finale is another holdout event. However, in contrary to the arena event, waves do not spawn in time but when the previous wave is defeated. Waves again consist of either Skaven or Rotblood Infantry mixed with some Elites, and Specials still spawn during the event. Enemies appear from the balconies of the temple and through holes and crevice in the walls. The best strategy is to stick to the galleries at either side of the temple: this prevents enemies from landing on top of the players and allows for a clear view of most of the arena. Let one or two players guard the holes along the gallery from which Skaven can spawn and have at least one player carry a sniper weapon to take out ranged Elites. Once you hear the sound queue of the Hammer of Sigmar almost exploding, simply keep your guard up as the explosion will wipe out all remaining enemies.

### Notes

* Due to the nature of the finale, it is possible to get stuck there when running into the Temple and activating the bell with a large number of enemies still in the map (when speedrunning for example). As the maximum number of enemies might already be on the map, this will cause no enemies to spawn in the event, making progressing impossible.
Kerillian's Elven Axe

## Weapon Attributes

High Damage, Armour Piercing, Shield Breaking

## Unlocking/DLC Weapon

You unlock the recipe by completing all the "Back to Ubersreik"-missions as Kerillian, on any difficulty. The missions are a part of the "Back to Ubersreik"-DLC.

You can complete the missions from "Back to Ubersreik" via quickplay or via joining a friend who launches those missions for you. If you complete the missions and take a look Okri's challenges, you can see you have progressed. HOWEVER, if you haven't purchased the DLC, you cannot claim the recipe once it becomes available.
Kruber's Mace

## Description

*The Empire takes whatever militia recruits it can find, regardless of ability. When such recruits cannot be trusted with a sharp edge, a poor-quality mace is provided instead.*

- In-game description, Recruit's Mace

## Advantages

* This weapon combines the fairly good mobility of one-handed weapons, with a high base stamina, nearly as much as weapon-and-shield setups.
* High stagger values
* Fast, powerful Heavy Attacks will break shields and crunch through armoured foes.

## Disadvantages

* Short overall attack range.
* This weapon is largely ineffective at facing Beastmen hordes in particular, as they outrange you significantly, and closing the distance to dispatch them quickly doesn't work with this weapon's low anti-horde damage.

## Attacks

Light attacks:

1. Right to left swing
2. Left to right swing
3. Lower to upper swing - this attack has 10% increased crit chance
4. Overhead

Heavy attacks:

1. Overhead
2. Overhead

Push attacks:

1. Left to right horizontal sweep

*A video showing the attack pattern of Krubers Mace*
Kerillian's Moonfire Bow

## Description

*"Forget carrying a quiver - This magical bow creates arrows out of the thin air!"* - DLC item description.

A magical bow that has unlimited ammo but needs to recharge. When holding in the arrow (right-click) and releasing, it will do a magical explosion of blue fire on the target, setting your target on fire with blue magical flames, dealing damage over time. (After nerfs, this no longer applies)

## Weapon attributes

Armour piercing, Sniper, Versatile, Unlimited ammo, Damage over Time.

## Tips

* This weapon is most effective on Handmaiden, Shade and Sister of the Thorn, since they benefit greatly from the infinite ammunition. It is comparatively less useful on Waystalker, since it wastes that career's passive ammo boost, but it is nonetheless still one of the most powerful ranged weapons in the game.
* By left clicking immediately after shooting a charged shot, you can shoot again extremely quickly. This will inflict less total damage compared to shooting two fully charged shots in a row, but it will inflict the damage much faster, which is more useful against specials or when a boss is already on low HP and just needs to be killed quickly.
* If the charge bar is completely depleted then there is a significant wait time before you can shoot the bow again; even though you do actually have enough charge to make another shot, the game will not let you shoot until the waiting period has passed. If possible, it is better to leave the charge at *almost* zero rather than fully depleting it.
* After nerfs, this weapon no longer has splash damage, and is now a single-target bow with unlimited ammo.

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

You unlock it by purchasing the "Forgotten Relics"-DLC. After purchase, it will become available to craft in the crafting menu.
Kruber's Mace and Shield

## Description

*"Mace and shield is an uncommon weapon pairing in much of the Empire, but remains prevalent in the area around Axe Bite Pass, thanks to the long-ago example of Count Folke Brekhart"*

- In-game description, Soldier's Mace and Shield

## Advantages

* As with all weapon and shield setups, this weapon can generate large amounts of temporary health with its Shield Push and Shield Bash moves, when used with talents that generate temporary health when you stagger enemies.
* High stagger values keep most enemies stunned as you attack them.
* 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. If used by the Grail Knight, you can also block the Warpfire Thrower's fire.

## Disadvantages

* Ideal attack combos mix Light Attacks with Heavy Attacks vs. Hordes, and Push Attacks with Light Attacks vs. armoured elites and monsters. This makes for a relatively complex weapon to attack with.
* Moderate movement slowdown while attacking, large slowdown while blocking, low dodge count and no dodge distance bonus combine for low overall mobility.
* With its modest cleaving and low overall damage, this weapon struggles in situations that require killing enemy units quickly.

## Attacks

Light attacks:

1. Right to left sweep
2. Left to right swing
3. Lower to upper swing - this attack has 10% increased crit chanced

Heavy attacks:

1. Shield bash
2. Right to left sweep

Push attacks:

1. Overhead

*A video showing the attack pattern of Krubers Mace and Shield*

## Weapon Attributes

Wide Sweeps, Crowd Control, Powerful Blocks
Kruber's Executioner Sword

## Description

*"A two-handed sword forged for dealing broad, decapitating strikes. The weapon's lighter-than-average blade suggests it was borne by newly-trained soldier, not yet strong enough to wield a true executioner's sword."*

- In-game description, Recruit's Executioner

## Advantages

* Simple attack patterns make this weapon very user-friendly: Light Attacks are good vs. hordes, and Heavy Attacks are good vs. armoured elites and monsters.
* Light Attacks 1 & 2 trace perfectly horizontal arcs, making it easy to score multiple headshots with every strike. This weapon's Light Attacks also get a much greater damage boost on headshots than normal.
* This weapon's Heavy Attacks are vertical overhead strikes, making it comparatively easy to aim for headshots.
* This weapon's Heavy Attacks are some of the most devastating melee weapon attacks in the game against armoured enemies, bested in damage only by Bardin's War Pick's charged Heavy Attacks.

## Disadvantages

* Because this weapon's Light Attacks stop if they hit armoured targets, and Heavy Attacks take time to wind up, armoured enemies in the middle of a horde can be especially troublesome.
* The Executioner Sword has some of the slowest melee attacks in the game. Career Talents, as well as equipment Properties and Traits that increase your Attack Speed, are especially valuable to mitigate this weakness.

## Attacks

Light attacks:

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

Heavy attacks:

1. Overhead
2. Overhead

Push attacks:

1. Right to left swing

A video showing the attack pattern of Krubers Executioner Sword

## Weapon Attributes

Headshot Damage, Wide Sweeps, High Damage
Rat Ogre

The **Rat Ogre** is a type of Skaven Monster in *Vermintide 2*.

Rat Ogres are the pinnacle of experiments performed by Clan Moulder. These muscular brutes tower above any other Skaven and use raw force to pummel their opponents. Ogres are made by putting together parts of multiple rats, which can be seen from the stitches covering its body.

## Background

Few Enemies are as terrifying or as dangerous as Clan Moulder’s Rat Ogres. Though their precise provenance is clouded by history and the shrouded nature of Skaven society, it is clear that the brutes are well-named, melding a rat’s ferocity and cunning with the bullish, lumbering might of an Ogre. Doubtless the breeders of Clan Moulder have made many other ‘improvements’ beyond the obvious, but proximity to such a beast encourages the broadest and swiftest of analyses if one is to survive.

Veterans of Skaven conflicts know too well not to underestimate a Rat Ogre’s strength and speed. They are rapacious and unstoppable, covering ground with great speed and undaunted by all but the most serious of wounds. Many a triumph has been cut short by the pounding of a Rat Ogre’s fists, the jellied pulp that remains after such a blow serving little purpose save as fodder for the beast’s prodigious appetites. Those same veterans, therefore, take care to hunt a Rat Ogre only when well-prepared to do so, lest they join the roster of its victims.

## Attacks

The Rat Ogre has 4 attacks, all of which hit all targets in front of the ogre. Standing near the ogre's target can cause a player to be hit even if the ogre was targeting someone else.

### Sweep

The ogre winds up his left or right arm and hits the player, knocking them back a significant distance. The damage from the attack can be negated by Blocking, at the cost of all of a players Stamina. After successfully knocking a player away, the ogre will usually change targets.

### Slam

The ogre raises one or both of his fists and hits downwards, doing significant damage to any targets in front of the ogre. This attack cannot be blocked, so players must Dodge out of the way to avoid taking damage.

### Triple Hit

Three rapid hits aimed at a player while advancing. Each hit can be blocked.

### Leap

The Ogre leaps through the air from a formidable distance, targeting a Hero's current position and knocking every hero in the vicinity back upon landing.

### Strategy

* All of the Rat Ogre's attacks can be dodged, although this can be tricky due to its high movement speed.
* The Triple Hit is the only attack which can be blocked without taking damage or being thrown away.
* The Rat Ogre's attacks have a short range and will mainly focus on one Hero, but can still hit any other Hero in its path.
* If targeted, make sure to move away from your party, so his attacks will not also hit your allies. However, be sure to avoid any dead drops lest you find yourself knocked into a fatal fall.
Kerillian's Glaive

## Description

"*There is no richer field in all Athel Loren than where battle once ranged, the foes of yesterday transmuted to tomorrow’s boughs. This glaive has ever been borne by those who would work to feed the soil, and thus the Weave." -* Bonemulcher (Illusion flavour text)

Glaives are a melee weapon. Using a glaive allows 3 primary attack animations, a heavy attack, a secondary block as well as a blocking shove or a blocking attack. The basic attack combo has some degree of penetration against armor, though heavy attacks will still offer better damage. This is the strongest anti-armor weapon available to Kerillian.

## Weapon Attributes

High Damage, Armour Piercing, Fast attacks
Poison Wind Globadier

The **Poison Wind Globadier** is a type of Skaven Special in *Vermintide 2*.

Also known as "Gas Rat", the Globadier wears a gas mask and caries a large supply of highly toxic Warpstone-based gas on its back. It uses this supply to fill glass baubles with gas and throw these at the Heroes, dealing damage on impact and creating a toxic cloud which lasts several seconds.

## Background

Tattered robes and ramshackle gas masks grant Poison Wind Globadiers a sinister silhouette. This is a harbinger well-deserved, as are the rasp of rotting lungs and the acrid stench of warp-gas that sours the air about them. Each of a globadier’s gas spheres swirls with tendrils of a lurid, poisonous gas. Upon impact, the globe shatters, releasing a cloud of toxic fumes that eats away at flesh and armour alike. Those caught within the cloud approach their last, panicked moments. Eyes weeping and lungs burning, they must fight their way clear before the poison takes hold.

Globadiers care nothing for the lives of their fellow skaven, and will happily slaughter dozens of their own kind to fell a single foe. Life is cheap in the Under-Empire, and victory forgives all.

## Strategy

* Globadiers throw two gas globes in quick succession, aiming at the location of one of the Heroes. The arch of the globes can be big, so Globadiers can often hit the party even when standing underneath a cliff or behind a wall.
* As Globadiers can completely deny access to an area, it is highly advisable the party always keep an escape route at hand when fighting hordes. A back alley may seem nice to deal with hundreds of Skavenslaves, but if a Globadier throws its gas and the only way out is through these Slaverats it can result in a quick wipe.
* Once a Globadier is heavily damaged, it will perform an animation and charge up a suicide mechanism. After this it will run towards the nearest player to blow itself up, creating another poison cloud. Using ranged weapons is therefore always preferred to deal with Globadiers.
Patch Notes

Reason: " *This page does not contain enough significant information to warrant its own page.* "

**This page is a candidate for deletion.**
Reason: " *This page does not contain enough significant information to warrant its own page.* "

The patch notes of the game can be found in the steam announcements: Steam announcements

Fatshark forums also keep all the patch notes(including consoles): Fatshark patch notes
Heroic Deeds

Heroic Deeds are tailored Missions that are consumed only upon completion. They offer a wide variety of challenges with set Difficulty levels.

All present party members will receive the specified reward upon completion. Matchmaking is disabled in this game mode.

Based on the Rarity of the deed a different number of deed effects are attached. Starting with green deeds which have 1 effect, over blue deeds with 2 effects and orange deeds with 3 effects.

## Deed Description

The example on the right shows a Deed of Valor on the mission The Skittergate. The difficulty is set to Recruit and 3 random Deed Effects have been applied. The Reward is an Emperor's Strongbox upon completion.

## List of Deed Effects

###  Abduction

Players will not Respawn after being put out of action

### Back to Basics

Hero Power limited to starting value. Removes all Talents, Properties and Traits from the player.

###  Harder, Better, Faster, Stronger

Elite Enemies have double health and deal double damage

###  Seek and Destroy

Specials spawn with much higher frequency and in larger numbers

###  Sudden Death

Getting Knocked Down instantly kills the player.

Note: this refers to the downed state in which other players can revive the downed player. If a Hero dies, they will still respawn.

###  The Vanguard

Replaces all roaming enemies with more powerful foes
Infantry

The weakest type of enemies, **Infantry** are seen as the grunts of both Skaven and Chaos armies. Individually they are easily slain by the Heroes, but can form a threat when attacking in hordes.

The Infantry type includes:

* Skavenslave
* Clanrat
* Clanrat (shielded)
* Fanatic
* Raider
* Bulwark
* Gor

## Power Bonus

The Power vs Infantry property gives Heroes extra damage against all Infantry units.

## Notes

Even though the enemy type shares its name with the weapon property Power vs Infantry, these groups are not the same. Power vs Infantry includes all enemies with the Unarmoured armour class, which are, together with the enemies listed above:

* Mauler
* Poison Wind Globadier
* Gutter Runner
* Lifeleech
* Blightstormer
* Sack Rat
* Rasknitt
Loot

Loot is the Equipment and Heroic Deeds found in loot boxes. A loot box contains 3 items of which at least 1 will always be equipment. An exception to this was the Bögenhafen Strongbox which is no longer available since the introduction of Lohner's Emporium of Wonders.

Items are sent to your inventory. If your item count across all Heroes exceeds a certain amount (846 or above), you can't open any more loot boxes.

Instead you will get the following notification: "Inventory full. Salvage items to open Spoils of War."

## Loot Boxes

Loot boxes are rewarded in a number of ways, which determines the type of the box. Rarity and the maximum Item Power of the gear contained within the box are dependent on the box type. Note that most types of boxes also have a box Tier, which is explained at the bottom.

 Veteran
 Champion
 Legend / Cataclysm
 Level Up

The game keeps track of the highest Power value you've ever obtained for each equipment slot (across all Heroes & Careers), even if you Salvage the equipment. It then calculates the average highest power across all 5 equipment types. New items received from a loot box (or by Crafting) have a power level of this average highest power -5/+10, up to the limit listed above. At least loot from boxes depends on the total level of all your characters on game accunt.

**Example**: If the average Power value of the most powerful item you have found (across all characters and careers) for each slot is 190, any loot box better than a strongbox will give you equipment from 185 to 200 Power. If you find a weapon with Power 200, the next Emperor's Chest you open will give you gear from 195 to 210 Power. However, if you open a Peasants Strongbox it will still give you equipment of Power value 100.

## Box Tiers

When completing a Mission, the tier of the obtained loot box will be determined by a system which replaced the dice game from *Vermintide 1*. Accomplishments made during the mission will give you points (shown by a progress bar).

 Quickplay Bonus
 Tomes | Up to 3
 Grimoires  | Up to 2
 Ranald's Gift

Depending on how many points you score, you are given loot boxes of a higher tier:

 Commoner
 Merchant
 Soldier
 General
 Emperor

Higher tier boxes have an increased chance to give higher Rarity equipment.

1. ↑ Up to 2 loot dice may drop from Sack Rats and Containers, up to 2 Monsters may spawn which also drop a Loot die each, and in The Skittergate the encountered Bosses drop 5 Loot dice combined.