recursal/Fanatic-Fandom huggingface dataset:
Blightstormer

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

Blightstormers are large, bloated creatures with a naked upper body and metal face-mask. They carry a book with them that they use to conjure up great storms which move around on the battlefield, dragging anyone in who is foolish enough to get too close.

## Background

Chaos Sorcerers draw upon the full fury of the Winds of Magic. Unlike the tutored wizards of the Empire, whose rituals and rites offer protection against the ravages of Chaos, Sorcerers trust to their wits and the fluxsome favour of the Dark Gods to endure the ravages of raw magic. Few are entirely successful, and certainly none are successful forever. Magic is the stuff of Chaos itself, and those who wield it without safeguard are destined to warp, body and soul, beneath its baleful power.

## Strategy

* Blightstormers will begin audibly chanting when they spawn, and will spend some time walking in the background before teleporting to a spot from which to cast their spell. Use this time to locate and kill them with ranged weapons.
* When a Blightstormer begins to conjure their storm, the spell will travel from them to their target as a series of glowing green tendrils. Trace these tendrils back to the Blightstormer and kill them before they finish casting.
* When the Blightstormer completes their conjuration, they will spawn a disabling storm that will chase a single Hero at moderate speed. The storm also widens and shrinks unpredictably, so stay a good distance away from it or be sucked in, incapacitated and thrown away from your party.
* If the storm throws a Hero off a bottomless cliff, it will kill them instantly. If you are near a bottomless cliff, prioritize killing the Blightstormer as quickly as possible.
* Killing the Blightstormer will immediately dissolve its storm. After conjuring a storm, the Blightstormer will teleport away to a new location, so try to locate them while keeping a safe distance from the storm.
* The storm behaves like a regular enemy; closing a door in front of it will delay it until it breaks the door and jumping of cliffs makes it hard for the storm to follow.
* Storms affect enemies as well as Heroes, and can be used strategically to control hordes. It does not damage enemies, however, and won't affect Chaos Warriors, Monsters and Bosses.
* A Monster and a Blightstormer together can kill the whole party very quickly. Have one Hero disengage from the monster and focus on taking the Blightstormer out once his chanting is heard.
Bardin's Hammer

## Description

*"A warrior's hammer, weighted almost to perfection."*

- In-game description, Warrior's Grund

## 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

*Video showing the attack pattern of Bardins Hammer*
Blightreaper

*This **disambiguation** page lists articles associated with the same title. If an internal link referred you here, you may wish to change the link to point directly to the intended article.*

**Blightreaper** may refer to:

* Shadows over Bögenhafen's second Mission, The Blightreaper
* The Blightreaper, the Runesword hidden away in Bögenhafen.
Handmaiden/Cosmetics

## Hats

* Handmaiden Headgear
* **Bloodgem Crown** *The stone is said to absorb the bearer's negative impulses, leaving her to act from selfless purity.*
 (340 Shillings)
* **Burning Crown** *The stylised flames on this helm's brow are suspected of being a reference to the creator, Asuryan.*
 (on completing 100 missions on champion or above as handmaiden)
* **Crown Of Lileath** *Worn by devotees to the Maiden Goddess. The face remains concealed, as a reminder of Lileath's dual-nature.*
 (890 Shillings)
* **Eagle Crest** *Helm of a design that can be traced back to the earliest days of Ulthuan. Worn only by those of the highest rank.*
 (xxx Shillings)
* **Gilded Shame** *Only an elf would wear a gaudy helm in order to draw attention to past failures, as with the wearer of this helm.*
 (xxx Shillings)
* **Mask Of The Chaste** *Traditional headgear of a handmaiden with much to prove following the flouting of the highest law. Cannot be removed until the sin is expunged.*
 (835 Shillings)
* **Obese Megalodon** *On some days you're an apex predator, feared by all. On others, you're someone else's hat.*
 (3 year anniversary)
* **Protector's Circlet** *Winter raiment of a handmaiden. Like the forest, the wearer conceals her beauty until the snows have receded.*
 (Default Skin - colour of hood changes with outfit)
* **Silent Watcher** *Helm worn by a handmaiden dedicated to safeguarding shrines to mysterious Ladrielle.*
 (890 Shillings)
* **Starlight Helm** *The brow of this helmet pays homage to Cadaith, the Polestar - a light to guide the bearer in the deepest dark.*
 (170 Shillings)
* **Warmaids Barbute** *Horned helm worn at high ritual, and occasionally on the battlefield. Causes neck-ache.*
 (xxx Shillings)
* **Wildrunner's Helm** *Helm once belong to a knight of Avelorn, having met unfortunate end in the Everqueen's service. His whispers still echo through the steel.*
 (DLC for purchase: 2,39€)
* **Wingshield Helm** *A common handmaiden's adornment, offering respectable protection and just enough glamour without becoming vulgar.*
 (on reaching level 22 as Kerillian)
Friendly Fire

Reason: " *This article is not significant enough to warrant its own page.* "

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

In the Champion and Legend difficulty all ranged attacks and bombs cause damage to allies.

Friendly fire multiplier:

0.1 on Champion

0.25 on Legend
Collector's Edition

The **Collector's Edition Upgrade** was released alongside *Vermintide 2* on 8 March 2018.

## Content

Purchasing the Collector's Edition Upgrade gives the player access to the following Cosmetics and bonus content:

* Helmgart Heraldry themed Skins for each Hero.

* An exclusive Portrait Frame depending on platform.

* A statue of Sigmar inside the entrance to the Keep.

* 400 Shillings to spend at Franz Lohner's Emporium of Wonders.
* The Official Soundtrack composed by Jesper Kyd.
* 1 exclusive Heroic Deed
* Exclusive wallpapers
* Digital maps
Bögenhafen

**Bögenhafen** is a town in the middle of Reikland and the location where the Shadows over Bögenhafen DLC takes place.

## Background

The wealthy city of Bögenhafen thrives on its merchant trade, attracting commerce via its appealing harbor and bustling marketplace. Gold flows through the city along the River Bögen, but this trading hub is also a ripe target for Nurgle corruption.

## Places of Interest

* The Göttenplatz, also known as the Square of the Gods, is a high up square with a Temple of Sigmar on it. This specific temple has a Sanctum Malificarum, where the Blightreaper is kept safe.
* North of the River Bögen is the Pit – a dangerous and filthy slum laden with crime and disease. A local gang of thugs called the Black Hook has its hideout here, and only the very brave or very foolish would venture into this area after dark.

## Notes

* The town seems to be quite large with a lack of long ranged communication or alarm signals in place. A celebration is seen starting in the upper city during The Pit and continuing during The Blightreaper, while other parts of the town are completely overrun with Skaven and Rotbloods.
* The apparent festivities are speculated to be caused by the Carnival of Chaos, a group of showmen with colorful attire playing songs and dancing, who are in fact Nurgle worshippers. After attracting a town's inhabitants with their show, the entertainers reveal their true forms, being rotting and pestilent demons of Nurgle. The villagers close to the celebration are slaughtered, meanwhile the rest of the town falls to the plethora of diseases coming from the Nurgle caravan.

1. ↑ https://warhammerfantasy.fandom.com/wiki/Carnival\_of\_Chaos
Handmaiden

*The elves were not always a divided race. Millennia ago, their empire spanned the globe, ruled over by a wise Phoenix King. Though such times are spent as if they had never been, remnants remain; traditions, tales… and even a few ruins. Only a few shrines to the mother-goddess Isha remain beyond the bounds of the three great elven kingdoms, and fewer still any longer have defenders.*

*Kerillian has ever fought the darkness in her soul, trusting to Lileath to guide her through bleak times. However, in the wake of Ubersreik – slaughter on a scale she’d never before witnessed, and for which she felt a hidden pang of responsibility – she sought guidance of a haler power. Guided by a new voice, she came upon a long-abandoned shrine of Isha, founded in the days before the elves became divided, and gave herself over to the ways of a Handmaiden.*

*As a Handmaiden, Kerillian favours melee combat, using a spear’s reach to deliver death to her foes before their own weapons bite flesh.*

*-* Vermintide 2 Official Website

 Hit Points | 125

**Handmaiden** is one of the four Careers from which Kerillian can choose.

This career is available at level 7, after Waystalker and prior to Shade at level 12.

## Description

Guided by Lileath, the Elven Goddess of the Moon, Kerillian was confident in the visions and dreams she had received from her favoured deity. One night, after yet another day of butchering Skaven, something extraordinary happened. The Everqueen herself, the spiritual leader of the High Elves, reached out directly to Kerillian in a dream. Next morning, Kerillian woke up in awe and started to slowly digest the magnitude of what had just occurred…

In battle as the Handmaiden, Kerillian favors melee combat, using the reach of her spears to deliver death to her foes before they are in range to retaliate. Should an Enemy close the distance, the armour of the Handmaiden is able to withstand a barrage of cuts, allowing Kerillian to retaliate with impunity.

## Skills and Traits

* Kerillian swiftly dashes forward, moving through enemies.
* Unarmored foes are also bled when charged through, this effect is empowered by Bladedancer
* Charge can be canceled by pressing block.
* Can switch weapons, fire ranged weapons, or use items during charge.
 **The Dance of Seasons**
 **Renewal**
 **Ariel's Benison** | **Passive Ability**
 **Unlisted Passive** | **Passive Ability**
* Gives +1.0 stamina.

## Notes

* **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**
Difficulty

There are four difficulty levels in the base game (**Recruit, Veteran, Champion, Legend**), with the addition of **Cataclysm** in the Winds of Magic expansion.

## General

Each Difficulty has a Power level requirement; in order to start a mission with a party, each party member will have to fulfill these level requirements. Note that players joining the game through invites or through connecting with a friend after a game has started do **not** have to have these requirements fulfilled.

Mission difficulty influences a number of game mechanics, including enemy stats and friendly fire.Many of these changes are not listed in the available flavor text, but are listed here. The flavour text also talks about enemy becoming more "aggressive", but this does not mean the aggro range of enemies increases. It might point towards the enemies having more mass and resistance to stagger, which makes them harder to keep at bay.

## Flavour Text

Starter difficulty, enemies have normal behavior. Pickups are common.
The End Times are upon us. You will not survive. Ranged weapon friendly fire. Only for heroes with the absolute highest level of skill.

1. ↑ Highly depends on type of enemy: tested on Skavenslave (3 damage on Recruit, 35 damage on Legend) and Stormvermin (15 damage on Recruit, 50 damage on Legend)
2. ↑ Depends on type of enemy: only Infantry, Elites (except the Chaos Warrior), and Chaos Specials.
3. ↑ Depends on type of enemy: only Infantry, Elites, Specials (except the Poison Wind Globadier, Gutter Runner, and Sack Rat, and the Bosses Skarrik Spinemanglr and Deathrattler.
4. ↑  Only Skarrik Spinemanglr and Deathrattler have their stagger resistance further increased on Legend, all other enemies keep the stat from Champion (between 160-166%).
Blood in the Darkness/Books

## Quick Reference

* **Tome 1**: Haunted Oubliette - at the start of the hallway down, jump up on the right
* **Grim 1**: open the Central gaol gate, before crossing the bridge above, head right
* **Tome 2**: Execution yard - hallway to the left
* **Tome 3**: Free all captives, stand on the box at the back of the last room
* **Grim 2**: Cursed Sanctum - upstairs, behind a bookshelf on the right

## Tome 1

Upon entering Haunted Oubliette, hug the right wall and jump off the rocks on the right up a steep ledge.

Head down the hallway and to the open door on the left at the end where you will find the first Tome.

## Grimoire 1

After lowering the Gate and surviving in the Central Gaol, instead of crossing the bridge, go down the path on the right, identified by the vase on the pedestal.

Continue following the path until you reach the first Grimoire under broken furniture.

## Tome 2

Upon entering into The Execution Yard, head left immediately towards an obscure hallway by the scaffolding.

Continue going down the path to re-enter Central Gaol to find the second Tome in a crate at the end of the path.

## Tome 3

Head to the end of The Execution Yard where you save the last two captives.

Jump onto the crate next to the wall to reach the third Tome through a large hole in the ceiling.

## Grimoire 2

After getting to the second level of the Cursed Sanctum, when entering the next room there is a path hidden behind the bookshelves on your right.

Continue down the hidden path until you enter a large study where you will find the second Grimoire on a table on the other side of the room.
Bardin's Great Axe

## Description

*"'The Axe that Strikes the Unworthy'. Which to most dwarfs encompasses all non-dwarfs, as well as any dwarf who owes money."*

- In-game description, Skruffsmakaz

## Advantages

* This weapon has simple attack patterns that are easy to learn: Light Attacks have good damage values against single targets like armoured elites and monsters, while Heavy Attacks are wide sweeps that can cleave through hordes.
* This weapon's Heavy Attacks deal very high damage, and can quickly finish off even tougher Horde units like Raiders.

## Disadvantages

* With its somewhat slow attacks and low stagger values, enemies who are engaged in melee with you will get more chances to hit you back.
* This weapon's attacks stop if they hit armoured targets. As a result, armoured enemies in the middle of a horde can be troublesome.

## Attacks

Light attacks:

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

Heavy attacks:

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

Push attacks:

1. Right to left horizontal sweep

A video showing the attack pattern of Bardin's Great Axe

## Weapon Attributes

High Damage, Shield Breaking, Armour Piercing
Empire in Flames/Books

## Quick Reference

* **Tome 1**: After the first drop in the burned house, keep to right
* **Grim 1**: After the tiny drop, shoot the barrel in the house on the right
* **Tome 2**: After the wine casks, end of the hallway on the right
* **Grim 2**: Market - jumping puzzle at the back of a house
* **Tome 3**: Ramp in the last house, jump around to the left

## Tome 1

After making your way through the first burned house, drop down and head right. Continue all the way to the end to see this ruined building.

Jump onto the small wall, then again onto the floorboards. The first Tome is hidden behind a low wall in the far corner next to a Chest.

## Grimoire 1

After **Rat-catchers Tavern** (or **Watch Barracks**), but before heading up the stairs to the **von Finkelmann Residence**, the building on the right houses a Grimoire.

Enter through the front door of the building and peer through a window to see an Explosive Barrel. Shooting this barrel will destroy a wall, allowing you to gain access to the Grimoire from the other side of the building.

Crouch, and crawl underneath the floor to reach the first Grimoire.

## Tome 2

Once you exit the room with the wine casks, go up a few stairs and immediately turn right into a long corridor.

The second Tome is in a hole in the wall at the end of the corridor.

## Grimoire 2

After the **Cheese Traders Guild**, before you drop down to the event, the Grimoire sits near the top of a house in the market area.

Head around behind the house and jump up the cart and crates to get on top of the lamp post.

Turn to your left and continue jumping up to reach the second Grimoire.

## Tome 3

During the escape, head up the ramp in the final building (that hasn't been leveled)

Keep heading straight along the left wall once you have reached the top of the ramp. Then jump around the left wall into the room next to it (you will need to turn mid-air.)

Drop down a hole to the ground floor, grab the third Tome, and Unlock the door to exit.
Bardin's Great Hammer

## Description

*"Few tactics are forbidden in the settlement of a grudge. Gotrek Gorgelder perhaps rode those limits hardest, with many a mean swing that left more than his victim's eyes watering."*

- In-game description, Donglizrikkazen

## Advantages

* The Two-Handed Hammer has simple attack patterns that are easy to learn: Light Attacks have good damage and stagger values against single targets, even heavily armored ones, while Heavy Attacks are wide sweeps that can cleave through multiple enemies.
* This weapon's Heavy Attack can cleave through armored enemies. This means that when dealing with a horde, a stray Stormvermin in the middle of a horde will not interrupt your attacks.

## Disadvantages

* The Two-Handed Hammer's anti-horde attack is slow, leaving room for enemies to get hits in against you in between attacks. You can mitigate this to some degree with good movement to create space between you and a horde, and by mixing in Push actions if they get too close.
* This weapon will make you less mobile than other, lighter weapons. Compared to the Sword, for instance, the Two-Handed Hammer slows your movement more while blocking and while attacking, and your dodges will be shorter and you can chain fewer of them together. The movement slowdown while using this weapon's Light Attacks is especially severe.

## Attacks

Light attacks:

1. Overhead
2. Overhead
3. Right to left horizontal sweep

Heavy attacks:

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

Push attacks:

1. Right to left swing

*A video showing the attack pattern of Bardins Great Hammer*

## Weapon Attributes

Wide Sweeps, Crowd Control, Armour Piercing
Grail Knight

> *The Grail Knight is the pride of Bretonnia – a blessed warrior granted supernatural might by the mysterious Lady of the Lake. As all Bretonnian Knights, he never engages in ranged combat, instead favoring foes with the gift of close-quarters battle. Whether armed with his longsword or a trusty sword and shield, the Grail Knight is death to foul creatures wherever he encounters them.*
>
>

> - Vermintide 2 Official Website
>
>

 Hit Points | 150

**Grail Knight** is one of 4 Careers available to Markus Kruber.

It is purchased as a Premium Career, separate from Mercenary, Huntsman and Foot Knight.

## Description

‘Grail Knight’ isn't just a rank, it’s a holy station, earned in battle with some ghastly monstrosity. Supposedly the Lady of the Lake sends visions to worthy candidates, guiding them on a righteous path of carnage. If they survive, she lets them drink from the grail and blesses them with holy strength.

That’s what happened to Kruber. He’s got the bloodline and he’s thrown down with plenty of ghastly monstrosities.

*- Vermintide 2 Official Website*

## Skills and Traits

 **The Lady's Duty** | **Passive Ability**
 **Knight's Challenge** | **Passive Ability**
 **Thirst for Glory** | **Passive Ability**
 **Bastion of Bretonnia** | **Passive Ability**
* Markus can use shields to Block Warpfire Thrower Attacks.

\* In-game UI displays incorrect values.

## Duties and Benisons

Duties are objectives that the party can complete to receive bonuses (referred to as Benisons in the game) that will last until the end of the mission. Duties are assigned at the start of the mission. By default, the party will receive 2 duties from of the pool of 5. Some talents can provide additional duties.

Every duty has a requirement and fixed bonus associated with it. For example, the Find Grimoires duty will always give Health Regen. Requirements on some duties scale with Difficulty, but the bonuses never do. Duty progress is shared, meaning actions of every team member contribute to it. Theoretically, the knight can have his comrades do all the work, and it would still count as having completed his duties.

Once the duty is complete, the bonus is applied to the whole party and displayed on the buff bar. Duties cannot be completed more than once per mission.

The only exception is the duty granted by the talent, **Virtue of the Penitent**, which gives a Potion of Strength and restarts upon completion.

 Find Grimoires
 Slay Enemies\*

\*Talent - Repeatable

## Talents

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

## Promotional Art

* **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**
Bardin's Drakegun

## Description

A sub-par drakegun, scorned by experienced warriors but gladly embraced by the unblooded.

This is in essence a flamethrower with infinite ammo, so no need to worry about ammo pouches or crates. But the weapon generates overheat, just like Sienna's staffs. Press "reload" to release the pressure.

Primary fire - Press primary fire to cast a short flame burst at your target, generating overheat.

Secondary fire - Hold secondary fire to build up a charge and overheat, then press and hold primary fire to release a torrent of flame. The longer the weapon is charged, the longer the torrent will be.

## Weapon Attributes

Crowd control, Close Range, Overheat, Infinite Ammo
Blood in the Darkness

## Event

At the Central Gaol, the Heroes must lower a portcullis with a Chain Winch in order to progress. Activating the winch will cause Enemies to attack. Once it has been lowered enough to pass, the heroes can progress to a Lever which locks a Gate behind you while opening the exit.

## Finale

Within the Ritual Chamber the heroes will find a Door. Trying to open it summons Nurgloth the Eternal who is immune to damage and casts the same kind of Pestilence Possession as Burblespue Halescourge. He will summon additional enemies to attack the players after which one of the Monsters will spawn.

## Locations

* **Collapsed Ward:**
* **Jailor's Cranny:**
* **The Cave of Teeth:**
* **Wailer's Cells:**
* **Central Gaol:**
* **Magister's Stairs:**
* **The Execution Yard:**
* **Cursed Sanctum:**
* **Ritual Chamber:**
* **The Old East Tower:**

## Objectives

1. Enter the Outer Bastion
2. Find Your Way to the Gaol
3. Haunted Oubliette
4. Search for Captives
5. Survive!
6. Escape
7. Reach the Surface
8. Search for Captives
9. X/9 Rescue the Captives
10. Continue Searching Underground
11. Survive!
12. Escape to the Outer Walls
13. Exit Through the Waystone
Blood in the Darkness/Okri's Challenges

## THE (NOT SO) GREAT ESCAPE

**Locate all of the journal entries left behind by a former escapee in Blood in the Darkness**

As you enter **The Flooded Lurk** take the first right, where you will find the first Torn Journal Entry behind a wooden partition in the far corner.

The second page is under the wooden pathway when leaving **The Cave of Teeth**.

The third page is behind some cages in the corner of the **Central Gaol**.

The fourth page is hidden behind some crates next to a bookcase after the drop down to **The Execution Yard**.

Near the final caged prisoner is a small alcove. You will find the fifth page hidden behind a wooden partition with 2 crates and a barrel.

Just before exiting The **Old East Tower**, jump over the barrel to your left and head upstairs. Look behind you to find the sixth and final page next to a dwarf's corpse.

## IS THAT ALL YOU'VE GOT?

**Remain inside the cellblock and defeat all enemies for the duration of the event in Blood in the Darkness**

After activating the Windlass in the **Central Gaol**, do not use the Lever next to the locked Gate upstairs until all Enemies have been killed.

## COURTYARD SPRINT

**Rescue all prisoners from the Courtyard within 50 seconds in Blood in the Darkness**

## A FELLOW OF INFINITE JEST

**Return the skull in Blood in the Darkness**

The Skull is found just after dropping into the **Central Gaol**.

In the **Cursed Sanctum**, you will find a headless body on the central table. Place the skull on the table to complete the challenge.

## IN HISTORY'S LIGHT

**Find the torch to light the Ritual Chamber brazier in Blood in the Darkness**

There is a Key to be found in a locked room in the **Cursed Sanctum**. The room is unlocked by way of 5 Loose Books.

Just across from the table where you find the second Grimoire are two bookcases. The first book is behind the curtain on the left.

As you head to the room's exit you will see the second book on the bookcase in front of you.

After you exit the room, you should see the third book on the second bookcase against the wall.

The fourth book is on the bookcase upstairs, directly above the first.

Finally, the fifth book is on the bookcase to the right of the stairs. This will unlock the Door next to you allowing access to the key.

Unlock the door just below the collection of Supplies for the finale to reach the Torch.

Once in the **Ritual Chamber**, light the brazier in the left hand corner to complete the challenge.

## BLOOD IN THE DARKNESS

**Complete all mission challenges of Blood in the Darkness**
Against the Grain/Books

## Quick Reference

* **Tome 1**: Knopfelspiel Mill - Before dropping past the cart, climb the fence onto the roof
* **Grim 1**: After stone wall drop, through the basement of the house on the right
* **Grim 2**: Before entering the barn, scaffolding on windmill
* **Tome 2**: At the front of the barn, out the front window, on the roof
* **Tome 3**: After leaving the barn, in the valley to the back left

## Tome 1

At the Knopfelspiel Mill, just before you jump over the cart, notice the house in front of the mill. Jump onto the fence, and from there onto the verandah, the first Tome is in a small hole in the roof.

## Grimoire 1

Just past the wall you climb over with a ladder there are two shacks to your right, followed by a house. The first Grimoire is the in the backyard of the house.

Inside the house there is an Explosive Barrel that you will need.

In the shack adjacent to the house there often a second explosive barrel. (Don't destroy it as it doesn't respawn)

In the cellar of the house, there is a barrel-sized hole, make the hole bigger with black powder. Then proceed through to the backyard.

The first Grimoire sits near the Ammo Crate.

## Grimoire 2

Just before you open the barn, the second Grimoire is on the scaffolding around the tower near the barn. To reach it you will first need to climb on top of the hut nearby (two ladders)

Jump across to the tower and the head left, proceed around the scaffolding clockwise to find the grimoire on the other side.

Yours for taking.

## Tome 2

At the front of the barn, the second Tome sits on top of a small shelter above some hay. Once you enter the barn, you can drop down through the second story window. You can also grab this tome by jumping at it from underneath.

## Tome 3

After you exit the barn, head to the far back-left corner.

Keep following the fence, and you'll soon come upon the edge of the river.

In the creek, where a fallen tree meets the water you will find the third tome in a crate.
Cousin Okri

**Cousin Okri** is a Dwarf of legendary reputation, if Bardin is to be believed. Though never seen in the game, he apparently keeps an eye on the Heroes, as he sends Quests and Challenges to keep the Heroes from "growing complacent".

According to mission dialogue of Bardin, Okri is in contact with Bardin and has stated he is thinking of joining their group.

## Note

Whether Okri is actually a cousin of Bardin or if this is simply a title is unknown, as Franz Lohner also calls him Cousin.
Bardin's Hammer and Shield

## Description

*"A study shield, bearing hidden name-runes of more than fifty dwarfen heroes. He who bears this bulwark walks in the shadow of glory, and feels a powerful urge to prove his worth."*

- In-game description, Dalkaringrund

## 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

## Weapon Attributes

Wide Sweeps, Crowd Control, Powerful Blocks
Grail Knight Cosmetic Upgrade

The **Grail Knight Cosmetic Upgrade** was released alongside its Premium Career, the Grail Knight on 23 June 2020.

## Content

With the Cosmetic Upgrade you receive new Cosmetics and attain access to unlockable cosmetics for your Grail Knight. Unlock the new cosmetics through exclusive challenges or pay a visit to Lohner’s Emporium of Wonders.

### The Grail Knight - Cosmetic Upgrade contains:

* 4 New Bretonnian Longsword Illusions (1 unlocked via Okri's Challenges, 3 purchasable for Shillings)
* 4 New Hero Skin Colour Variations (1 available from start, 3 unlocked via Okri's Challenges)
* 5 New Bretonnian Sword & Shield Illusions (1 available from start, 1 unlocked via Okri's Challenges, 3 purchasable for Shillings)
* 2 New Helmets (1 available from start, 1 unlocked via Okri's Challenges)
* 2 New Portrait Frames (unlocked via Okri's Challenges)
* 6 Exclusive Paintings (unlocked via Okri's Challenges)
* 225 Shillings also included with your purchase.
Beastmen

The **Beastmen** are grotesque hybrids of humans and beasts that embrace Chaos willingly and seek to end the world in bloody carnage. They are a new, more difficult Enemy faction added by the Winds of Magic DLC.

## Appearance

Beastmen are a race of savage mutant humanoids that bear various traits of bestial appearance, such as cloven hooves, muscular human bodies and horned bestial heads. Their status in society corresponds to the colour of their hide and horn size, where the beastmen with smaller horns are lowly as well as their full size.

## Culture

### Technology

Because of their more primeval nature, most beastmen do not seem to use any advanced technology, resulting in them only using very basic weapons like spears and axes. Even higher in the hierarchy they seem to not use anything mechanical, unlike the skaven.

### Society

Beastmen follow a violent hierarchy based upon the overall prowess of a Beastman as well as what kind of breed the particular Beastman is. Those Beastmen that possess small horns or none at all, such as the lowly breeds of Ungors and Brays, are always below those that do such as the Gors and Minotaurs. They shun all forms of order and civilization, and are compelled to destroy or defile anything that can be called beautiful.

## Units

The following Beastmen units appear in-game:

* Ungor (*with an Archer variant*)
* Gor
* Bestigor
* Standard Bearer (AKA Wargor)
* Minotaurs

## Additional information

For more in-depth lore, visit the *Warhammer Fantasy* entry on Beastmen
Grudge Marks

Introduced in patch 4.4.2 during Geheimnisnacht 2021, Grudge Marked Monsters can now appear in The Chaos Wastes.

These monsters are characterized by two spears protruding from their backs, along with being named to set them apart from the others.

## Attributes

They can have various attributes according to the Difficulty.

Attributes per Difficulty:
 **Cataclysm** | 1-3

These attributes consist of the following:

60 new Okri's Challenges have been added together with new rewards.
Frames

**Frames** are Cosmetics that change the way the character portrait looks by surrounding the character portrait with ornamentation.

Frames can be obtained via Challenges and buying/upgrading to the Collector's Edition of *Vermintide 2.*

## DLC

### Mondstill Celebration 2018

The Mondstill 2018 event was the first one to feature animated portrait frames.
Bardin's Throwing Axes

## Description

An early prototype, forged by a newcomer to the craft. Still leaves a nasty mark when it flies true. Why use a ranged weapon, when you can simply throw axes at the wozzaks!

**Note:** You have a limit of 3 axes to throw and you can't get any more via ammo pouches or crates. Either press your Pick-Up button on the axe to pick it up, or simply press and hold reload to reclaim them (This is the fastest way).

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

You unlock it by purchasing the "Winds of Magic"-DLC and then completing the mission "Dark Omens" as Bardin. After completion on any difficulty, claim the recipe in Okri's Challenges and it will become available to craft in the crafting menu.
Foot Knight

>
> *The Empire is home to many knightly orders, each with its own traditions, rituals and rivalries. Many are religious organisations, dedicated to deities as familiar as Sigmar and Ulric, or to foreign divinities such as Myrmidia, but most claim warrior’s honour and martial pride as far more important than any godly blessing. Especially in these dark days, when the gods of the Empire seem more distant than ever.*
>
>

> *After fighting more or less continuously since Ubersreik, Kruber found himself invited to join the Order of the Reikshammer. Quite how this invitation arose is the subject of some speculation. Kruber certainly did nothing to seek out such an honour, and suspects that one of his companions brought word of his deeds to the Master of the Reikshammer. Whatever the cause, Kruber was knighted, and rose in rank like foam to a tankard’s brim, and was granted the rights, responsibilities – and more importantly, weapons – of an Imperial knight.*
>
>

> *As a knight, Kruber stands tall in the thick of combat, trusting to heavy armour and sturdy shield to keep him hale, or a great weapon to crush his foes before they recognise the danger.*
> *-* Vermintide 2 Official Website
>
>

 Hit Points | 150

**Foot Knight** is one of the four Careers from which Markus Kruber can choose.

This career is available at level 12, after Mercenary and Huntsman.

The fourth Premium Career, Grail Knight, is purchased separately.

## Description

Knighted for his heroic contribution to the defense of Ubersreik, Kruber has – somewhat reluctantly – climbed the social ladder. Not fully comfortable in his new station, Kruber has nonetheless found new method and purpose in his never-ending battles, be they against the enemy horde or his inner demons.

In battle, the Foot Knight is strong as steel in defence and fearsome in offence, able to shrug off the mightiest of blows or shatter enemy ranks with a formidable charge. Standing tall in the thick of combat, the Foot Knight is the epitome of a heavily armoured, front-line melee warrior.

## Skills and Traits

* Markus charges forward, slamming into Enemies and knocking them back.
* Charge can be canceled by pressing Block.
* Can switch Weapons, fire Ranged Weapons, or use Items during charge.
 **Protective Presence**
 **Taal's Fortitude** | **Passive Ability**
 **No Guts, No Glory** | **Passive Ability**
* Reduces damage taken by 10%.

## Talents

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

## Promotional Art

* **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**
True Form Insect

**True Form Insects** are characters in *Shadowrun Returns*.

## Background

Alien spirits from an alternate plane of existence. They are summoned to this one through a shamanistic rite including human or metahuman sacrifice, the sacrifice becomes a bug.

There are three types of insect spirits in the game, with a fourth mentioned only. While in spirit form (temporarily kill the physical body) they are extremely weak, but can still inflict AP damage. When their physical form regenerates it does not fully heal, making it easier to keep them in their weaker state.

* True Form Worker (melee)
* True Form Spitter (ranged, single target)
* True Form Bombardier (ranged, area of effect)
* True Form Queen (breeder)

## Interactions

The first mention of them comes while exploring The Redmond Barrens, a distraught addict and former shaman named Vlad. He reports seeing the insects moving above ground, right across the street from the Seamstresses Union. This, along with the bite marks on the corpse of Blind Lucy suggests that the bugs were assisting the Ripper in his murders.

They are not encountered until the quest Beneath the Brotherhood, where they become central to the story of the game. Shane is a failed sacrifice, though it's not clear why he failed to fully transform into a bug. Jessica Watts intends to summon a queen (it's unclear why a member of the Telestrian family is required), and allow the world to be overrun with billions of the creatures. The player character and crew must then find a way of slaying the bugs, as normal methods result in failure.

The quest Telestrian Industries deals with obtaining a biochemical and magical insecticide sample to synthesize and use against them. The run goes sour, and Telestrian Industries CEO, James Telestrian III intervenes and requests your assistance in dispatching the threat posed by the bugs. He gives you and two other runners the Aegis Mk. 1 Launcher (a shotgun), so that The Hunt Begins. It soon leads Into the Depths and to the final confrontation against The Bug Shaman.

Jessica claims there is a hive in every major city, and the epilogue supports this claim. Refinement of the Aegis insectide, and large scale production manages to contain the threat for now at least.

## Gallery

* From left to right, spitter and worker variants.
Bardin's Grudge-Raker

## Description

A young dwarf's grudge-raker. Preferred weapon of those who have no yet mastered the art of aiming.

This is in essence a double barreled shotgun with two shots.

A noteworthy property of this weapon is that, despite having spread, one of the pellets will always fire perfectly straight, allowing one to always trigger a headshot with good aiming, even at a range.

Primary fire - Shoot

Secondary fire - Hit the enermy with the stock of your weapon, knocking them back.
Fort Brachsenbrücke/Books

## Quick Reference

* **Tome 1**: Under the bridge, keep left until the shack, by the river
* **Tome 2**: Eilhart Road - jump along the carts
* **Grim 1**: Before crossing the river, jump up to the cave on the left
* **Grim 2**: Old Fort Armoury - hidden lever on the elevator
* **Tome 3**: exiting Old Fort Armoury - immediately on the right

## Tome 1

When you come to a road that either leads you under the bridge, or over the creek via a small shack, head to the water at the end of the road. The first Tome is behind a bush, by the water.

## Tome 2

Eilhart Road. The Tome (pinged) is on the rocks to the left of a convoy.

Head to the end of the broken bridge and turn around. There is a jumping puzzle that starts here, requiring that you leap across the convoy.

Jump on the rocks and pick up the second Tome.

## Grimoire 1

Walking along River Eile, before you reach Barsch Ford, keep to the left. Obscured by some trees is the start of the path to the Grimoire.

When you reach the end of the path along the cliff, jump to a rock (usually with Medical Supplies) and then turn to the left for the next jump.

Drop down and follow the spooky path, it will lead you to an open tomb containing the first Grimoire.

## Grimoire 2

When you come to the Old Fort Armoury, there is a small lift with some barrels on it in a shaft in the center of the room.

There is a Lever hidden behind the barrels on the right side.

The lever lifts the platform, revealing a crate containing the second Grimoire.

## Tome 3

Immediately after the Old Fort armoury, the path will lead you to the left along the river, but there is a small nook to the right.

The third Tome is in the very corner behind a rock.
Fort Brachsenbrücke

## Synopsis

The Heroes travel to Fort Brachsenbrücke to break the siege of the Skaven and Rotbloods. They make their way along the river towards the Fort, using a secret path to avoid the siege lines. Once inside the Fort, the Heroes use a Cannon to destroy the siege engines and rout the Enemy.

## Finale

The cannon on top of the Fort has to be used to fire on the enemy trebuchets outside the Fort and destroy them. All throughout the event, Skaven will attack the players. After each shot, the cannon has to be turned to face another trebuchet, which will take some time. For the fourth shot, a Cannonball needs to be fetched from a randomized location in the Fort, at the other side of the battlements. After destroying all trebuchets, the front gate breaks and the heroes run the remaining invaders down and escape through the Bridge of Shadows.

## Locations

* **Brachsenbrücke, Vorbergland**:
* **Helmgart Military Quarters**:
* **Eilhart Road**:
* **River Eile**:
* **Barsch Ford**:
* **Eile Headland**:
* **Old Fort Armoury**:
* **Fort Brachsenbrücke**:
* **Eastern Bailey**:
* **Asthaven Road**:

## Obectives

1. Follow the Road
2. Find an Entrance to the Fort
3. Reach the Inner Courtyard
4. Reach the Outer Courtyard
5. Defend the Gate
6. Fire the Cannon at the Catapults
7. Aim and Fire the Cannon
8. Aim and Fire the Cannon Again
9. Load the Cannon
10. Fire the Cannon
11. Break the Siege
12. Escape Through the Bridge of Shadows

## Notes

* The Cannonball you must retrieve to load the cannon during the finale event will cause collision damage if thrown from an elevated height. Be mindful of this as dropping the ball on your teammates or even yourself when following the ball can result in death.
Book Locations

All Adventure Missions have 3 Tomes and 2 Grimoires hidden throughout the mission in static locations. These provide more valuable Rewards as well as additional Experience upon completing a run. Grimoires tend to be trickier and more time consuming to acquire than Tomes but grant significantly more rewards. This page is a collection of all books organized by mission.

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
Book

**Book** may refer to:

* Tomes and Grimoires, collectibles found in each Mission that increase the quality of Loot Boxes rewarded.
* Loose Book, an object for various Challenges or puzzles.

 *This **disambiguation** page lists articles associated with the same title. If an internal link referred you here, you may wish to change the link to point directly to the intended article.*
Damage over Time

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.* "

For the Weapon Characteristic, click here.
**Damage over Time** is continuing damage which ticks off per second after the initial strike. The amount and duration of the damage varies between sources. Both the players and enemies have ways of dealing Damage over Time, both to each other and themselves (friendly fire).

## Sources

* Fire from Sienna, Bardin, Bombs or Lamp Oil
* Poison and Bleed from Kerillian
* Warpfire from Warpfire Throwers, or Stormfiends
* Poison Wind from Poison Wind Globadiers, also causes visual distortion
* Chaos Magic from Blightstormers, Burblespue Halescourge, or Rasknitt
* Bile from Bile Trolls, only while standing in the AoE pools of bile
* Slime from the Buboes
Festering Ground/Books

## Quick Reference

* **Grim 1 (1/2)**: Whispering Grotto - get the key by the center pillar
* **Tome 1**: Frauke Footbridge - ladder on the right
* **Grim 1 (2/2)**: After the long drop, chest by the river
* **Tome 2**: Buckhorn Gorge - stay on the high path until the end
* **Grimoire 2**: Guart outpost - drop under the top of the ramp
* **Tome 3**: Forsaken Chapel - ramp on the left and jump across

## Grimoire 1 (Part 1/2)

In the Whispering Grotto (the cave system after the first bridge) drop to the bottom and head towards the center pillar.

Grab the Keys from the skeleton.

## Tome 1

After the cave system, climb the ladder right before **Frauke Footbridge**.

The path will take you around to just on the other side of the bridge. Jump onto the right railing from the sand pile (not shown in the screenshot, as it was added later with an update) and then to the other side. This way this jump if fairly easy. The first Tome is inside the crate.

TIP: you can also reach the top by walking along the protrusions along the wall above the stairs that lead out. You will have to jump toward the platform (straight, not outwards)

PRO TIP: If you jump at the Tome from underneath, you can pull it through the floor.

## Grimoire 1 (Part 2/2)

Later, after the long drop, before you cross the bridge, look to the right.

Peer over the edge and you will be able to unlock a chained up Chest containing the first Grimoire. Note: In recent updates this chest is glitched, but if you look out past the chest and into the water you will be able to unlock it.

## Tome 2

In Buckhorn Gorge, follow the path around the outside. The second Tome is located in an overturned crate after the first drop at the end of the upper path (it loops around).

## Grimoire 2

In the Guard Outpost (swamp with the flesh tents), drop into a small tunnel at the end of the long ramp (from where Kruber is standing)

Aim for the small ledge here. Fall (don't jump), then immediately turn to the left and keep holding the forward key to fall in the direction of the tunnel.

The second Grimoire is in a chest in the cave.

## Tome 3

The third Tome is found at the far end on the upper floor of the Forsaken Chapel after a short jump.