recursal/Fanatic-Fandom huggingface dataset:
Equipment

Equipment refers to the items you find in your inventory which can be equipped by the Heroes. Different Heroes have access to different Equipment, with the exception of Necklaces, Charms, and Trinkets. These are shared across all classes. Some Equipment can only be used by specific classes, such as the volley crossbow being restricted to the Shade. For information on specific weapons, check out the Weapons pages for each Career.

Equipment is also a major Factor for increasing your Hero Power as your average Hero Power from Equipment is added to your total Hero Power.

There are five equipment slots:

* Melee Weapon
* Ranged Weapon
* Necklaces
* Charms
* Trinkets

Equipment comes in the following qualities/ rarities which determine the number of properties:

* White - 0 magical properties
* Green - 1 magical property
* Blue - 2 magical properties
* Orange - 2 magical properties and 1 trait
* Red - 2 max roll (highest %) magical properties and 1 trait

View a list of Properties & Traits.
Kerillian

> This is a page about a playable character in Vermintide 2
>
>

> If you are looking for information on the three playable careers in Vermintide 2 pertaining to this character, click here
>
>

## Summary

Enigmatic and sharp-sighted, Kerillian is a Waywatcher who walks the lands of men, after having left her post as a guardian of the Wood Elves ancient home Athel Loren. The reasons why, she keeps to herself. 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 regards the human race as nothing more than clueless children, and treats them accordingly, most often drenching her answers to their naive questions in patronising sarcasm. Unfortunately for her, Wood Elves are rare in human lands, and even if many recoil in fear, she is regarded as a curiosity and approached more frequently than she would prefer by foolish humans attempting to interact.  Based on which class the player chooses in Vermintide 2, she has either taken the next step on the path of the Waywatcher and become a Waystalker, become a Handmaiden after receiving a vision from the Everqueen, the spiritual leader of the high elves, or she has heeded the call of Khaine, the elven god of war, and become a Shade.
Olesya Pimenova

File:Placeholder
**Olesya Pimenova** is a character in Vermintide 2.

## Description

Olesya’s caustic manner enshrouds a soul hardened on the harsh steppes of Kislev. Though little given to discussing her past, a glint of pride shines in her eye when she speaks of the charge at Sebasta, with the banner of Ursun fluttering in the wind. And the dagger seldom far from her hand is a strange blade, more like a hilted lance-point than an old woman’s dirk.

It invites questions, to be sure, but little of Olesya’s manner does not. Why did she leave Kislev? How did she come to be in Lohner’s company? Who – if anyone – does she serve? But Olesya’s past is a closely-guarded secret, and enquiries are brusquely deflected, if they are tolerated at all. One thing that is no secret is that Olesya prefers her own company best of all, and close acquaintances are suffered scarcely less readily than complete strangers.

It should therefore be of no surprise that this bitter-tongued drab conceals a formidable magical talent. This affinity was seldom on display during the battle for Ubersreik – save perhaps Olesya’s ability to sequester a cart in places no cart should readily fit. The reason is a matter of debate amongst those few acquaintances who survived the Vermintide. Some have suggested that her talent was in fact awoken during those bleak days, fed by grimoires and tomes salvaged from the city’s ruins, and artefacts from the bowels of Castle Drachenfels. Others mutter darkly that Olesya possessed such skill all along, wielding it under the guise of the wizard Cristoph Engel…
Hero Power

Hero Power is a new statistic that determines many things in Vermintide 2.  It is granted by equipping items and by leveling up.

## Calculation of Hero Power

> *Hero power = 10 \* Level + (Sum of Item powers)/5*
>
>

Since max level is 30 and the maximum item power is 300, the maximum possible hero power is 600.

## Hero Power Uses

Hero power above a specific minimum is needed to play higher difficulties (which can be avoided by joining a friends game). There is also a maximum hero power for each difficulty level. If you join a mission with a hero power above that limit, it is decreased to the cap.

### Difficulty Retrictions

The requirements to start a mission are:

* 0 for Recruit Difficulty
* 120 for Veteran Difficulty
* 220 for Champion Difficulty

### Combat Effects

Hero Power directly affects:

1. The amount of Damage you deal with every Single Attack
2. The degree of Stagger your attacks produce on an enemy
3. The amount of Enemies your attacks are able to hit simultaneously
Sienna Fuegonasus

> This is a page about a playable character in Vermintide 2
>
>

> If you are looking for information on the three playable careers in Vermintide 2 pertaining to this character, click here
>
>

## Summary

Sienna Fuegonasus is a fiery tempered Bright Wizard who roams the land in a constant search for opportunities to indulge herself in the ecstasy of pyromancy.

Blessed with a sharp intellect and a wicked sense of humour, Sienna will generally pass for a well-adjusted individual, as far as wizards go. Those who witness her in battle, however, will soon catch a glimpse of how deep her dependency on the adrenaline rush of pyromancy has taken her.

Sienna arrives in Ubersreik as the prisoner of a Witch Hunter, Victor Saltzpyre, and guarded by a former State Trooper, Markus Kruber. A trial indeed awaits, but of a different kind than they all expected. After the events of Vermintide 1, Saltzpyre has declared a "postponement" in Sienna's trail, and based which career the player chooses, Sienna has either decided to control her addiction through order and structure as a Battle Wizard, found a delicate balance between her addiction and her sanity as a Pyromancer, or fully given into her addiction and thrown caution to the wind as an Unchained.
Sienna Fuegonasus/Lore

## Background

Sienna travelled to the Empire from her native Estalia when she was young. She was sent away from the village by her parents as vicious rumours whispered that their daughter was a witch. Sienna travelled with merchant caravans, slowly making her way across the Old World to Altdorf, where – she’d heard – wizards were forged.

With the help of a Grey Wizard, who Sienna grew to resent due to his treacherous nature, she finally arrived at the College of the Bright Order in Altdorf.

Sienna mastered the Lore of Fire in Altdorf, but it soon became abundantly clear that she lacked both passion and patience for scholarly pursuits. She could not stand the slow pace of College life, and instead, she felt a void inside her that could only be filled by the addictive rush of intense spell casting. Fire magic became Sienna’s drug of choice, and she realised that she was unquestionably an addict. Accepting this fact, she decided to blaze her path through life, and has never looked back since.

Fellow Bright Wizards were wary of Fuegonasus’ temper and desire to always challenge herself to the extreme. She always strove to create the highest flame walls, the hottest fireballs or to summon the most impressive Conflagration of Doom. Her peers warned that the Wind of Aqshy was not something to play with, but Sienna saw it quite differently. She knew she needed the pyromaniacal rush of magic to not wither and die, so this was her way, and no other option would do.

Fuegonasus has since then wandered the world, always testing her powers but, as yet, always failed to find her limits and stave off her hunger for more.

Like many of the Bright College, Sienna has a fiery temper and is quick to anger, but there’s still room in her heart for morality and compassion. However, her addiction to fire magic is what truly shapes her life. She roams the land, offering her services as a battle wizard to anyone who can provide her with an opportunity to make things burn and get her adrenaline flowing.

Sienna harbours a wicked sense of humour that spans from the droll to the outright bawdy, but is at most times forced to wear a mask of calmness and control to hide her addiction. In the midst of battle, her facade frequently cracks, and one would have to be both deaf and blind to not notice the rush of magic power she exudes.

Sienna was aware of this problem. To gain further attention from the Witch Hunters was the last thing she needed. But recently, that is exactly what she got. Arrested under the suspicion of having killed the son of the Burgomeister of Ubersreik, and burning down his mill, she is now in the custody of Victor Saltzpyre, a veteran Witch Hunter. Saltzpyre has hired a skilled and experienced State Trooper, Markus Kruber to assist him in escorting the dangerous Bright Wizard to Ubersreik. Sienna returns to the town as a prisoner, ready to stand trial for a heinous crime, in the eyes of the Magistrates.
Plague Monk

The **Plague Monk** is one of the Enemies in Vermintide 2.

## Description

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

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

Wall Scooting is a way of using the principles of Cornering Up while moving. A team stays close to a wall, in order to limit the directions that attacks could come from. This is much safer than moving through the open, as large numbers of enemies can never fully surround the team. As when cornering up, aoe specials must be prioritized.
Warpfire Thrower

The **Warpfire Thrower** is one of the Enemies in Vermintide 2.

## Description

The Warpfire Thrower is whispered of in many quarters – chiefly for the horrors it has wrought in the cramped confines of dwarfen holds. Though little more than a vat of unstable warp-fuel and an ignition source, it is a weapon to be feared, as many charred skeletons would perhaps attest, could they speak of it. With the smouldering projector aimed, the simple flip of a switch births roiling clouds of warpfire that scours all from the gunner’s path.

Though the Warpfire Thrower is frequently seen wielded by weapon teams of two skaven, particularly deranged gunners have been known to take the field without the aid of a fuel-bearer. Eager to earn favour with their masters, such ratmen readily trade the additional burden for the chance to deny another skaven a share of the glory.
Witch Hunter Captain

Witch Hunter Captain is one of three careers Victor Saltzpyre can choose from.

## Description

As a Witch Hunter Captain, Saltzpyre is all that he was during the Ubersreik campaign and more. He has improved his combat movement, deftly darting to advantageous positions, and sharpened his skills with an impressive array of weapons.

Unexpectedly, the day finally arrived when Victor Saltzpyre was promoted to Witch Hunter Captain. Saltzpyre had long since given up hope of advancing in the Order as his radical theories about the Skaven had gained him many enemies within. Fate, it seems, would have it otherwise. The Witch Hunters had suffered crippling losses in these turbulent times. With no other options, the Order was forced to choose Saltzpyre as a Witch Hunter Captain.

## Skills and Traits

* Tagged enemies take additional damage
* No light attack block cost from frontal attacks
     Animosity
* Boosts critical hit chance for all nearby party members for 8 seconds
Festering Ground/Books

The path will take you around to just on the other side of the bridge. You can jump this gap if you jump as late as possible.

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

In the cave system before the first tome, drop down to the bottom and head towards the center pillar.

Grab the keys from the skeleton.

Later, just before you cross the bridge. look to the right.

Peer over the edge and you will be able to reach a chained up chest containing the grimoire. This is where you use the key.

### Tome 2

In Buckhorn Gorge, follow the path around the outside. The 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 swap 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 grimoire is in a chest in the cave.

### Tome 3

Upper floor of the Old Chapel after a short jump.
Victor Saltzpyre

> This is a page about a playable character in Vermintide 2
>
>

> If you are looking for information on the three playable careers in Vermintide 2 pertaining to this character, click here
>
>

## Summary

Witch Hunters seek to punish those who dare employ fell sorcery or consort with the agents of the Dark Gods. When battle rages and the conjurations of vile wizards burn the skies above, Witch Hunters are often all that stands between an Empire soldier and a most unnatural death.

Victor’s obsession with the Skaven has unfortunately led to friction with his superiors, preventing him from being promoted to Witch Hunter Captain. Additionally, his lack of objections towards working with other races separates him even further from his fellow members, even if he draws the line at not allying with anything outright evil or daemonic. In Victor’s eyes, the end justifies the means, and he is ultimately willing to fight alongside anyone as long as they are not apparent enemies of Sigmar and the Empire. Based on which career the player chooses in Vermintide 2, he either was promoted to Witch Hunter Captain, cut his ties in all but name to the Order of the Silver Hammer and became a Bounty Hunter to fund his witch hunting duties, or abandoned the order to become a Zealot of Sigmar.
Grimoire

A grimoire is a foul tome filled with and protected by foul skaven (or chaos) magic. They have a very disturbing appearance, with moving skin and eyes. The protagonists risk taking these in order to take them out of the hands of the skaven.

#### Gameplay

Up to 2 grimoires can be present in a level. They are typically well hidden, often requiring that a player solves a puzzle to access them. Once a grimoire is picked up, it fills a player's potion slot. The maximum health of each player in the party is decreased by roughly 30% for each grimoire held by the team, but this decrease in health can be minimized by wearing trinkets with the curse protection passive property. If a grimoire is dropped or the player carrying one it killed, the grimoire is lost, and the health penalties are removed.

Due to the decrease in party health, grimoires significantly increase the difficulty of a map. Though full book runs are common, it is polite to ask the party before taking a grim.
Bile Troll

The **Bile Troll** is one of the Enemies in Vermintide 2.

## Description

Trolls are known for their indiscriminate appetites and raw, physical might. Bile Trolls, their being forever altered by the warping might of the Dark Gods, are even more ferocious.

Though Trolls are dim-witted in the extreme, it is a foolish soul who underestimates such an opponent. Should a blade penetrate its tough – almost-rocky – hide, the Troll’s formidable regenerative abilities will knit the wound together in a matter of moments. Worse, the attacker will now find himself in easy range of beady-eyed retribution. A fortunate soul will contend only with a pulverising blow fit to shake the hillside. The unlucky perishes in a flood of seething, acidic vomit that scours flesh from bone.
Missions

Currently six maps have been made available in the beta versions of the game:

* Righteous Stand
* Athel Yenlui
* Against the Grain
* Empire in Flames
* Festering Ground
* The War Camp

There is also Taal's Horn Keep, the home base of our heroes, and the Prologue level is available the first time you open the game.

Please note: Mission names can change so please don't create pages for the unreleased missions just yet!

Hunger in the DarkInto the NestHalescourgeConvocation of DecayThe Screaming BellThe SkittergateFort BrachsenbrückeAthel YenluiRighteous StandAgainst the GrainEmpire in FlamesFestering GroundThe War Camp
Ranger Veteran/Strategy

## Ranged

Bardin’s starting career, the Ranger Veteran, focuses on ranged combat and special killing. With the reduced damage falloff and bonus ammunition, Bardin can boast a high ammo count for sniping weapons such as the Crossbow and the Handgun, allowing a skilled player to eliminate non-armored specials quickly before they become a threat to his team. Alternatively, the Grudge-Raker allows Bardin to utilize his high ammo capacity to quickly clear waves of even tough enemies such as marauders relatively easily, especially when combined with talents which further reduce ranged weapon spread allowing for an even greater amount of damage against a pack. The Grudge-Raker can still quickly dispatch specials, though the effective range is much lower.

## Melee

In melee, the Ranger Veteran has a wide variety of weapons available to him, including axe/mace and shield combinations as well as powerful two-handed weapons such as the great axe or mining pick. Two handed weapons excel at quickly killing groups of weak enemies and taking down tough foes such as Stormvermin and Chaos Warriors, but struggle against midrange enemies that often survive the charged sweep attacks but are two plentiful for the slower overhead swing. Shield weapon sets allow for a greatly increased stamina pool and strong crowd control against large groups of enemies, at the cost of reduced kill potential and higher reliance on team coordination.

## Abilities

The Ranger Veteran’s active ability allows him to quickly disengage with targets by dropping a smoke bomb at his feet. This will knock down weaker enemies nearby and cause foes to ignore Bardin for a few seconds. This tool is excellent for disengaging when surrounded or overwhelmed, and can be used for quick crowd control in a pinch. The passive ability grants additional ammo capacity for ranged weapons and causes special enemies to drop small ammo pick-ups when killed, useful for maintaining ammo for yourself and your teammates.
Dodge

A dodge is a fast move laterally or backwards, performed by pressing a direction and the dodge key. It has many offensive, defensive, and mobility uses.

#### Offensive Dodging

Skilled use of dodge allows a player to avoid attacks without the need to block. This allows for maximal damage output without taking excess damage. When done well, this is called Dodge Dancing.

#### Defensive Dodging

Some enemy attacks cause instant stagger or cannot be blocked. These must be dodged in order to avoid taking damage. Additionally, when a player is at low stamina, dodging away from enemies is the only way to avoid becoming stun-locked due to stagger. Well timed side-dodges can be used to avoid the disabling attacks of packmasters and assassins.

#### Mobility

If your character and weapon provide bonuses to your dodge-distance, continual side-dodging, also called chain-dodging, can actually be faster than running and can be done while holding block. Skilled use of chain dodges can allow a player to outrun a horde with minimal risk. This can be used for speedrunning, repositioning, or simply to create space before attempting a revive.

#### Dodge Range

Different weapons have different dodge ranges. Typically light weapons allow for longer dodges. If the effective dodge count is exceeded, dodge range is decreased drastically.

#### Effective Dodge Count

Each weapon has an effective dodge count. This is the number of consecutive dodges a player can perform in a short time, before the dodges become slower and shorter. Faster, lighter weapons typically allow for a higher number of effective dodges.

There are several ways to reset the effective dodge count. The simplest is to wait several seconds without performing any dodges. The exact time for the count to reset varies per weapon. A variant on this method is to continue dodging, but wait long enough between each dodge so the count recharges as fast as it is used.

Alternatively, a player can jump to reset the dodge count. This is typically used when Chain Dodging. Usually, the jump is performed midway through the final effective dodge, so that the player does not slow down as a result of the jump.

#### Keybindings

Play that relies on a large number of dodges (and jump resets) is punished heavily if a player accidentally jumps instead of dodging or vice-versa. As a result, separate jump and dodge keys must be used over the default combined jump/dodge key.
Huntsman/Strategy

-Kruber's Huntsman career only appears to recover ammunition on killing headshots as opposed to nonlethal headshots. As a result, weapons that can score a one shot kill on enemies are preferable, such as the longbow, handgun, and blunderbuss. The latter is especially effective at close range, owing to its tightened spread with On Target. Hunter's Prowl also boosts reload speeds when used, permitting for upwards of five blunderbuss shots before the duration expires; providing significant burst damage against bosses and patrols.
Marauders

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**Marauders** are a type of Chaos enemy in Vermintide 2.

## Background

Barbaric tribesmen from the frozen north, Marauders are natural-born fighters, tempered by a life of hardship, who despise the soft-bellied Empire and its notions of laws and discipline. Theirs is an existence where only the strong survive, where worth is proved upon the field of battle, not by cowering behind walls of stone and steel.

Marauders come to the fight in a storm of axes, sword and clubs, praises to the Dark Gods howling from their lips. Such a sight is born from the darkest of legends, an assault fit to chill the heart of even the bravest soul and sweep away the strongest defence.

On the battlefield, you will encounter Marauders with various skillsets and specialisations. Veterans of the battlefield, our heroes have developed their own slang to refer to each Marauder variant to aid in quick identification and warning. What the Rotbloods call one another, we can only guess.

## Types of Marauders

### Grunts

Raider
Raiders carry a hand weapon, often a rusty sword.

A mass of rippling muscles, the Raider is a determined huntsman; while he draws breath, he pursues the quarry with unflagging determination. Engage with care, and be ready to fight to the death, for there can be no escape.

Bulwark
Bulwarks carry a hand weapon and a shield.

If you thought encountering a Raider was challenging enough, wait until you clash blades with his brother-in-damnation, the Bulwark. Adept at blocking attacks and capable of staggering you with a weighty shove, a Bulwark requires tactics to defeat. Only once past his shield can you land a telling blow, so sidestep with care and strike with surety.

### Elites

Savage
Savages carry dual hand weapons (usually axes). They attack with a long string of blows.

The most fanatical and ferocious of the Rotblood tribe, the Savage enters battle with an axe grasped tight in each hand, throwing himself at the enemy in all-consuming frenzy. A level-headed defence and precisely-timed counter-attacks are key to surviving his assault.

Mauler (AKA Rot Helms)
Maulers carry a great weapon (usually a large two-handed axe). They have a slow but powerful attack.

The Mauler has earned his name on countless battlefields, employing a combination of raw might and a massive greataxe to shatter enemy armour and bones. Stay light on your feet, and be ready to dodge. If he lands a blow, you’ll find yourself in the dirt with a broken bone or two to boot.
Packmaster

The **Packmaster** is one of the Enemies in Vermintide 2.

## Description

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

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

### Writer(s)

Thomas Brown, Anthony Jones, Sebastian Kole, Ally Brooke, Dinah Jane, Lauren Jauregui, Normani Kordei

## *Self-Titled* Chronology

"**Bridges**" is the tenth track from Fifth Harmony's third studio album, *Fifth Harmony*.

## Lyrics

[Verse 1: Ally & Dinah]

Can't spend time in rewind, I'm sorry

Many times I remind myself

We've come way too far in our stories, oh

To build these walls and to blind ourselves

And for every action, there's a reaction

[Pre-Chorus: Dinah]

And I know the world can be cold, we can't let it divide us

There's something inside us, a power that grows

There's something beautiful in the flaws in all we are

Something calling all of us and it says

[Chorus: Normani & Dinah]

We build bridges

Oh, we build bridges

No, we won't separate

We know love can conquer hate

So we build bridges

Bridges, not walls

Bridges, not walls

(Bridges, not walls)

[Verse 2: Lauren & Normani]

I believe in the beauty of love (Hey)

I believe that we really are one

I believe every woman is a fighter

And I believe every man can stand beside her

[Pre-Chorus: Lauren + Ally]

And I know the world can be cold, we can't let it divide us

There's something inside us, a power that grows

There's something beautiful in the flaws in all we are

Something calling all of us and it says

[Chorus: Normani & Dinah]

We build bridges

Oh, we build bridges

No, we won't separate

We know love can conquer hate

So we build bridges

Bridges, not walls

Bridges, not walls

(Bridges, not walls)

[Bridge: Dinah, Ally & Lauren]

All I pray is we break our chains

Because love's worth fighting for

Shed your light oh, oh, oh, oh

All I pray is we break our chains

Because love's worth fighting for

Shed your light oh, oh, oh, oh

All I pray is we break our chains

Because love's worth fighting for

Shed your light oh, oh, oh, oh

All I pray is we break our chains (All I pray is we break)

Because love's worth fighting for

Shed your light

[Post-Bridge: Dinah & (Ally)]

So we build bridges (All I pray is we break our chains)

So we build bridges (Because love's worth fighting for, shed your light oh)

So we build bridges (All I pray is we break our chains)

So we build bridges (Because love's worth fighting for, shed your light oh)

[Chorus: Normani, Dinah & Ally]

We build bridges (We build bridges, we build bridges)

Oh, we build bridges (We build bridges, we build bridges)

No, we won't separate (We build bridges, we build bridges)

We know love can conquer hate (We build bridges)

So we build bridges (We build bridges)

Bridges, not walls (We build bridges, we build bridges)

Bridges, not walls
Markus Kruber/Lore

## Background

Having fled farm life outside Ubersreik, a young Markus Kruber found himself in the Grunburg local militia and quickly rose through the ranks. A schism with an inept superior eventually spiraled out of control, and resulted in a relegation to Ostland. Being sent from the richest province of the Empire to one of the poorest and most war-ravaged was clearly a punishment, but Kruber welcomed the change. He hoped that competent leadership and a steady stream of purposeful action would await him at his new post.

Leading the 8th Ostland Swordsmen, Markus drilled his troops until perfection, not content until their swords and shields felt like natural extensions of their own bodies. His leadership style was somewhat unconventional, inspiring confidence and loyalty not only through his prowess, but also due to his innate charisma and wit, making him immensely popular with his men. His unit was distinguished in several battles, whether it was breaking through Greenskin lines, repulsing marauding Beastmen, or hacking down ravaging berserker Northlanders.

Markus Kruber’s humour and disposition earned him the respect of his men.

It was a Necromancer who was to be Kruber’s undoing. The Undead marched on a grand muster of Imperial might. Kruber’s regiment was on the east flank, forming an impenetrable barrier against the skeletal forces they opposed. For a while it looked as if the Ostlanders sensed victory and fought with extra ferocity to that end. But then the Sergeant caught sight of a wizened old man leading a horde of Zombies. In a freak moment their eyes locked, the Necromancer grinned, and went about casting his death-magic. Moments later, a colossal orb of purple-edged darkness swept through the Swordsmen, killing all it touched while sucking the souls from hapless bodies. One of the men pushed Kruber out of the way, his own soul selflessly sacrificed.

At the end of the battle, the Undead had dissipate and the Empire was victorious, but it was a Pyrrhic victory for Markus. His regiment had been destroyed, and he emerged as a traumatized lone survivor. In a state of shock, Markus applied for leave, wishing to quit military life and simply head for home, but was denied.

However, after some time, Victor Saltzpyre, a Witch Hunter on business in Ostland, crossed paths with Markus. The Witch Hunter was recruiting for an upcoming mission, and after witnessing a display of Kruber’s talents in a roadside ruckus with bandits, he convinced Kruber’s superiors to let him go.

Assisting the Witch Hunter in escorting a Bright Wizard prisoner, the company headed for Ubersreik, where the mage was up for trial.
Bounty Hunter

Bounty Hunter is one of 3 careers Victor Saltzpyre can choose from.

## Description

As the Bounty Hunter, Saltzpyre dons heavy armour and prefers to kill his enemies with ranged weapons, before he has to suffer their foul stench up close. The Bounty Hunter combines melee and ranged combat, with more brute force (and less finesse) than the Witch Hunter of old.

When dealing with his superiors, Saltzpyre learned the hard way to temper the zeal of his obsession with the Skaven. After Ubersreik, he could no longer contain himself and spoke his mind. His superiors responded harshly, threatening Saltzpyre with severe reprimands. Victor, feeling betrayed and disillusioned, cut his mental ties with the order. Officially, he remains a fully authorized Witch Hunter. In his mind, however, Victor continues his quest alone, and will now, if the need arises, secure funds for his quest by working as a Bounty Hunter.

## Skills and Traits

* Guaranteed ranged critical hit every 8 seconds or on melee kill
* Double ammunition capacity
 Locked and Loaded
* Victor fires a powerful shot that pierces through enemies
Athel Yenlui/Books

Stick to the right, you will encounter a felled tree that you can walk through, turn right here and find an upturned crate with a tome inside.

### Grimoire 1

Return to the left side of the Wilds (as if you had turned left after the drop instead of right). Follow the left wall along until you find a short, steep climb. The grimoire sits on a cliff at the base of a large tree. Study this screenshot closely to find the hightlighted grimoire - slightly to the left of center.

There is a short jumping puzzle starting from behind the tree the grimoire sits under (where the player is standing in this screenshot).

TIP: you can grab this grimoire by standing against the cliff directly underneath it, and jumping.

### Tome 2

Just before the cave claimed by clan Fester, there is another tome inside a crate on the right side.

### Grimoire 2

In the area with the ruined temple there is a puzzle that requires you to interact with 3 "suspicious bricks" to open a secret chamber. When you first come to the ruins keep to the right, and go through the right archway.

There are two elevated areas, both of these contain a supply crate, and a "suspicious brick".

The left path: When you reach the supply crate, turn around to find the first "suspicious brick"

The right path: The second suspicious brick is right behind the supply crate.

Proceed up the stairs on the other side of the ruins to reach the third elevated area.

The "suspicious brick" is in the back corner, obscured by greenery.

Interacting with all three "suspicious bricks" will reveal a chamber beneath the stairs used to reach the third brick.

### Tome 3

After the area with the ruins, there will be a drop. Immediately after you drop (before the stairs) turn right.

The tome is in the back corner, jump up the rocks to the right to reach it.
Pyromancer

Pyromancer is one of three careers Sienna Fuegonasus can choose from.

## Description

The Pyromancer career turns Sienna into an efficient single-target annihilator, specialising in incinerating the hardiest of enemies at a brisk pace, one at the time.

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.

## Skills and Traits

* Increased critical strike chance based on Overcharge level
     Homing Firespear
* Sienna unleashes a projectile that seeks out targets
Righteous Stand

## Synopsis

The heroes travel through a town that has been conquered by the Chaos warriors. Their goal is to ring a bell in the temple of Sigmar in order to create a distraction of Oleysa.

## First Event

At the training yard the heroes must lower two portculis in order to progress. Activating the gate will cause Chaos and then Skaven to attack for a duration. Once the gates are open the heroes may progress to the elevator.

## Finale

Within the Temple of Sigmar the heroes will find a large bell. Ringing it causes the doors to close and enemies to spawn. The statue of Sigmar rises until the hammer shines and destroys all enemies. The players can then progress down a spiral staircase to the Bridge of Shadows.
Franz Lohner

File:Placeholder
**Franz Lohner** was innkeeper of the Red Moon Inn and is pragmatic man. Simultaneously, Lohner is a bit of enigma. He knows more than he should, but drip feeds that information out as he needs to. He takes the role as an affable, authoritative landlord, but can be more than scolding if his adopted charges disappoint or underperform.

## Description

Who is Franz Lohner? Nobody seems entirely sure. Certainly he’s not the bluff innkeeper-in-exile he holds himself to be. After all, wasn’t he the brains behind the defence of Ubersreik? And it seems very much as if he’s positioning himself to oppose the latest round of devilry to assail the Reikland.

Such is Lohner’s reputation that most of his acquaintances, from the wealthiest of merchants to the lowliest of beggars, go to great effort to remain in his good graces. Everyone has a theory as to why the innkeeper is so well-connected, ranging from the sublime (he’s actually the legendary blackmailer Rudolph Gestromm, living out his retirement) to the ridiculous (he’s the displaced Graf von Jungfreud, meddling from the sidelines following his removal from power). It’s all conjecture, stuff that Lohner laughs off if ever it’s repeated in earshot, and many suspect he deliberately feeds the most outlandish stories.

Whatever the truth of his origins, it’s evident that Lohner sits at the heart of a formidable spy network – one which rivals that of the Emperor himself. It’s therefore just as well that Lohner has only the Empire’s best interests at heart. Or appears to…
Progression

What it takes to access the different carrers, skill points, difficulties, etc.

## Leveling Heroes

Players gain experience for the character they played at the end of a run. The amount of XP gained depends on the difficulty, how much of the map was completed, number of players alive, and the number of tomes/grims collected.

### Careers

At level 1, only one career is available. The second is available at level 7, and the third is available at level 12.

### Skills

Skill points are awarded at levels 5,10,15,20,25. Up to one skill can be chosen at each available tier.

### Rooms

At level 10, the a character's bunk in the keep is replaced by a room.

### Crafting

A character periodically gains the ability to craft specific weapons after leveling up.

## Difficulties

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

 Veteran
 Champion
 Lord

## Achievements

You can view a list of Achievements here.
Guide to Surviving Minibosses

by u/octonus

Minibosses are one of the most intimidating things in Vermintide 2. They get their own music, have huge health bars, and hit like a truck. This is how to escape a miniboss fight with minimal casualties.

### The Basic Approach

The first thing a player needs to understand is that it is rare for a miniboss to kill a team. The specials and hordes that come at the same time are much more dangerous. If the miniboss is attacking you, then you just want to survive (more on this later). If you aren't, you need to do these things (listed in order of importance)

1. Protect the person with miniboss aggro, by killing nearby specials and rats. Voice chat to help them avoid stuff behind them is also very helpful.
2. Kill specials.
3. Kill unarmored enemies.
4. Kill armored enemies.
5. Do damage to the miniboss.

In other words, imagine you are playing vermintide where neither the miniboss nor the person tanking it are there. The only exception to this rule is if your team can kill the miniboss extremely quickly. In that case, a fast kill may be the safest strategy.

### What To Do When You Have Aggro

Tanking/dancing with a Miniboss
Your job is to keep the miniboss attacking you, while taking minimal damage. You can do some damage to the miniboss, but it isn't a priority. If you lose aggro, your team needs to know immediately, as someone else will have an angry miniboss coming at them.

### Rat Ogre and Chaos Spawn Tips

These enemies are fast, and have attacks that will rapidly deplete stamina or hit you through your block. Basic technique involves hitting it once or twice, then dodging backwards with block up when you see an attack animation start. Side dodges may help avoid the repeated strikes, but they are risky against the other attacks.

### Troll and Stormfiend Tips

These enemies are very slow. In a dangerous situation, it is possible for a team to kite away, deal with the horde/specials, then return to kill the miniboss. This requires a significant amount of coordination and skill, as moving quickly through a hostile mess is a high level challenge.

### Bile Troll Tips

This enemy is slow, with moderate range attacks. Also has a regeneration phase when it is more vulnerable to damage. Most attacks can be avoided by circling the troll with side dodges. Vomit attack should be avoided at all costs, as it slows you and limits your vision, which could easily put you in a fatal position. Once it enters the regeneration phase, go to town on its head.

### Stormfiend Tips

Vulnerable spots are the cage on the back and the head. If you get too far, it will change aggro. If you get in melee range, it can knock you away, then switch aggro. If you want to hold aggro, attack the head with ranged weapons while staying within range of its flamethower. When it moves to shoot, sidestep. Try not to get trapped with fire on both sides. You probably won't be able to kill it without help, as you will not be able to target its primary weak spot.

More detail should be added as we better understand the attack patterns of the new bosses.
Chaos Spawn

The **Chaos Spawn** is one of the Enemies in Vermintide 2.

## Description

All worshippers of the Dark Gods strive for their patron’s recognition. Every life they claim, every barbarous act, is in furtherance of this one goal. Alas, the gods are fickle, and ladle out their blessings with an uneven hand. The mortal form was never meant to bear such gifts – when the tipping point is reached, mind and body collapse beneath their weight. Thus is born the Chaos Spawn.

The vaguest outline of a man can be recognised beneath the Spawn’s thrashing bulk. The barest glimmer of reason in its bellowing voice. But the man who was is there no longer, trapped in a prison of his own mutating flesh, driven to madness by his nightmarish existence. The man-that-was fought for glory, and for pride. The Spawn-that-is battles on only to soothe its own pain, and because it knows no other life.

In combat, the Chaos Spawn is surprisingly fast and erratic despite its towering height. Blinded by its rage and pain, it will constantly overwhelm its opponents, forcing them to split their ranks. Any poor fool who is left standing alone against the Chaos Spawn will soon find themselves inside its maw, razor-sharp fangs biting through armor and skin alike. The only means of killing it is to attack from all sides, dividing its attention and preventing it from targeting any one individual.
Kerillian/Quotes

## Callouts

**Ammo**

"You call these arrows? They'll have to do.."
**Ally kills a lot of enemies**

"The Dwarf Seems Agitated.."
"YES. More fire! More flames!"
**Ally gets a ranged kill**

"Luck is nothing to be proud of."
**Sienna Overheating**

"Careful your fury doesn't make you sloppy, Sienna."
**Low HP**

"The Pale Queen.. she calls me."
**Ally low HP**

## Enemy Callouts

**Blightstormer**

**Chaos Warrior**

**Gutter Runner**

**Lifeleech**

**Mauler**

**Packmaster**

"Hookrat! Don't let it snare you."
**Poisoned-Wind Globadier**

"I spy a Globadier."
**Ratling Gunner**

"Get your head down!"
**Stormvermin**

**Stormvermin Patrol**

"They march like warriors.. but they're still rats."
**Warpfire Thrower**

**Rat Ogre**

"Rat. Ogre. Rat ogre!"
**Stormfiend**

**Spawn of Chaos**

**Bile Troll**
Athel Yenlui

## Synopsis

The heroes travel through an elven forest and ruins in order to realign the ley lines using a large device. Along the way they encounter both Chaos and Skaven.

## Finale

Using the crystals will cause the rings to rotate counter clockwise. Hold down "e" until the two blue lines align with the lines on the edge. Correct alignment will cause the lines to glow blue. It is possible to go too far which requires another rotation. Aligning all three rings causes Stormvermin and a horde to spawn, but after a short duration all enemies are destroyed by the device's energy. Exit through the ivy-covered portal, and follow the tunnel to the Bridge of Shadows.
Waystalker

Waystalker is one of three careers Kerillian can choose from.

## Description

Still fighting, mocking, taunting and racking up a staggering amount of kills, Kerillian returns, more quick-witted and vicious than ever.

Waystalker Kerillian is the next step in her career as a Waywatcher, reflecting her ever-increasing skills with a bow and arrow. The Waystalker specialises in elven archery in all its forms, be it pinpoint precision work or sheer volume of arrows loosened upon hordes of oncoming enemies.

## Skills and Traits

* Kerillian regenerates health over time
* Doubled ammo capacity
* No ranged damage falloff
 Trueshot Volley
* Fire a trueflight volley seeking out enemies in Kerillians path
Dodge Dancing

Dodge-dancing is the process of continuously attacking enemies while using dodging from side to side rather than blocking to avoid incoming damage. This allows a player to maximize damage output, since no damage can be dealt while holding block. Since frequent dodging is a key part of this, it is important that a dedicated dodge key is used, rather than the default dodge/jump keybinding.

At its most fundamental level, dodge dancing is about seeing enemy attacks coming, and dodging away just before they hit. This requires a knowledge of enemy attack animations, practice with how fast/far dodges go, and an understanding of Effective Dodge Count.

#### Dodge-Dancing Variants

##### Jousting

A player moves forwards, attacks, then dodges backwards to avoid enemy attacks. Commonly used with with weapons that have slow attacks, and when Cornering Up.

##### Circle Strafing

A player keeps dodging in the same direction, while keeping enemies in front, effectively traveling in a circle where the enemies are in the center. This is a fairly easy way to dodge dance, though with a significant risk of getting separated from your team. This requires significant open space to move, and is often used when trying to re-position to a safer location.

##### Side to Side

A player does 1-2 attacks, then dodges laterally, then repeats, dodging back to where they started. This keeps a player from moving far, so a player is less likely to get separated from the team in the process. It is also suitable for Cornering Up. If dodges are performed too quickly, there is a chance that a player may dodge back into a rats attack. As a result, this method requires good understanding of enemy attack timings.

#### Keybindings

If you accidentally jump instead of dodging, you will take damage. To avoid this, it is important that a dedicated dodge key is used, rather than the default dodge/jump keybinding.
Heroes & Careers

## **Heroes**

There are five playable characters in Vermintide 2, each with three career. Each career has its own Talent tree, an Active ability, and several Passive traits.

Victor Saltzpyre, a Witchhunter who can be a Witch Hunter Captain, a Bounty Hunter, or a Zealot.

Kerillian, a Wood Elf who can be a Waystalker, a Handmaiden, or a Shade.

Sienna Fuegonasus, a Brightwizard who can be a Battle Wizard, a Pyromancer, or an Unchained.

Markus Kruber, an Empire Soldier who can be a Mercenary, Huntsman, or a Foot Knight.

Bardin Goreksson, a Dwarf who can be a Ranger Veteran, Ironbreaker, or a Slayer.

Each Hero starts with 100 Hitpoints, but some careers have more.

* 150: Foot Knight, Ironbreaker, Zealot, Unchained
* 125: Mercenary, Handmaiden

## **Careers**

Careers are
a new feature for Vermintide 2, bringing variety, flavor, and more viable build
options into the game. Each Hero has 3 careers, which represent potential paths
for that hero after the events of Vermintide 1.

Each Hero has a progression career (staying true to their Vermintide 1 style: ie Saltzpyre as the Witch Hunter Captain, Bardin as the Veteran Ranger, etc), a more “tanky” career (Kerillian as a Handmaiden, Bardin as an Ironbreaker, etc), and a "dark" career (Kruber Huntsman, Sienna Unchained, etc).

Each Career has a few Passive abilities and one Active ability, which do different things for the team and that hero. Passive abilities are static bonuses to the character and sometimes the team. Active abilities are bound to F by default and have a cooldown between uses that varies by career.  The purple bar at the bottom of the screen shows whether or not this ability is ready to be used.

Different Careers also have different Equipment options, for example a Waystalker cannot use a Crossbow, while a Shade can.

## **Talents**

While Careers already give a variety of options, Talents allow you to customize your character even more.

For every 5 levels gained on a hero (through
level 25), a new tier of talents is unlocked. There are
3 talents at each tier, and only one talent from a given tier may be

selected.  Each talent can greatly influence your abilities, leading to hundreds of unique builds.