recursal/Fanatic-Fandom huggingface dataset:
Galar Konk

**Galar Konk** is an exotic head gear for the Dwarf Ranger.

## Description

The name of this battle helmet translates to 'Golden Big Nose' and according to Bardin, it once belonged to Handrik Goodvein, a Karak Azgaraz miner who reputedly struck gold wherever he swung his pick. A Ranger at heart, Bardin has only made fleeting attempts at mining in his life, and even a helmet of this caliber won't tempt him the slightest to change careers.
Ammunition

The **Ammunition** is a consumable item in Vermintide.

## Summary

The Ammunition refills the ammunition of your ranged weapons. arrows and gun powders both are colleges in it. And there are two sizes of it small and big. The small ammunition can only be used once but the big ammunition can be used more than one time.
Ald Karaki

Ald Karaki is a common head gear for the Dwarf Ranger.

## Description

The Ald Karaki [Old Mountaineer] is a trusted ranger helmet that Bardin inherited from his uncle Okrund, who gloriously fell in defense of Karak Azgaraz. Bardin has worn it proudly ever since, and will keep it with him until it's his time to pass it along to a deserving beardling.
Karak Vlag Grimazul

Karak Vlag Grimazul is an exotic head gear for the Dwarf Ranger.

## Description

A helmet from Karak Vlag, the Dwarf stronghold in the far north of the World's Edge Mountains that mysteriously disappeared. No one knows what befell the inhabitants as not a single trace of the hold has ever been found after contact was broken.
Castle Drachenfels

## Synopsis

**Castle Drachenfels** is a mission in the Drachenfels DLC.

Christoph Engel, the Master Wizard of Ubersreik requests your party to recover a powerful artifact from Castle Drachenfels before the skaven can aquire it. It sees the heroes finding a way into the castle, before making their way to the artifact hall. After retrieving the artifact the heroes escape through a trap door followed by an escape route with closing gates which lead to a skaven breach.

## Tomes and Grimoires

### Tomes

The first Tome can be found behind the gate to the left after entering Castle Drachenfels through the skaven hole. It can be reached through a path opening up on the left side shortly afterwards.

The second Tome is hidden in the room to the right side after pushing the lever to open the secret door and can not be reached anymore after jumping down to the dining hall.

The third Tome can be found by sticking to the right side after passing the dining hall and can be picked up upon reaching yet another locked gate with a room to the right. It is stored in the back of this very room.

### Grimoires

The first Grimoire can be picked up by jumping down to the lower floor in the room following the blood fountain. This can be achieved thanks to a broken vase located on the opposite side of room.

The second Grimoire is located in a room on the opposite side of the drop down to the statue event. An ammo crate as well as a small wooden scaffolding marks the location and the Grimoire can only be reached by jumping to the other side and keeping to the right side. It's hidden in the last room on top of a bookshelf in the back left corner.

## Guide

### Event One: Place the Statues

The heroes objective is to locate all three statues and placing them into their sockets in the middle of the hall. One or two of those statues are protected by three stormvermin which can be lured out with loud weaponry such as the Blunderbuss or Grudge-Raker. It's generally advised to secure the lower level statue first (located in the back of the hall) as it's the least defend-able one. There are also supplies on the table next to it. The statue can be thrown over the railing on either side of the stairs as a shortcut.

### Event Two: Escape Castle Drachenfels

The most important aspect of the final escape is to stick together and keep an eye for enemies coming from behind. It's generally advised to take the rightmost route as it's more narrow than the middle one and closer to the exit than the left one but every route should be fine. Closing gates are randomized so don't expect to find the optimal escape route. The last meters after leaving through another hole and reaching for the wagon can be critical as well and should be taken with care.

## Trivia

* Statues are very often guarded by three stormvermin so stick together and deal with them swiftly.
* Even though the passages appear to be narrow and easy to defend, there are a lot of hidden spawn points for treacherous skaven to isolate players and backstab them.
* Stick with your group for the final event. Corners are easy to defend as long as the skaven spawning from them are dealt with beforehand.
Explosive Ordnance

## Variants

* **Gunnery School Guide, Expert**: While equipped, the effective radius of all grenades you throw is increased by 40%. Bombs no longer inflict friendly fire damage.
* **Gunnery School Guide, Advanced**: While equipped, the effective radius of all grenades you throw is increased by 30%. Bombs no longer inflict friendly fire damage.
* **Gunnery School Guide, Basics**: While equipped, the effective radius of all grenades you throw is increased by 20%. Bombs no longer inflict friendly fire damage.
Black Powder

## Synopsis

**Black Powder** is a side mission in the 1st act of the base game. The heroes must gather gunpowder reserves from the underbelly of a dwarven bridge and secure them for the resistance.

## Areas

### Portside

The starting area for players to confirm their equipment and prepare for the main event. Proceed forward and left down the steps.

More often than not skaven are hanging about the area. There are two chests that should contain healing supplies, which will be vital to the party if playing at hard difficulty or higher. Once ready, continue to the end of the walkway and drop down the platform

**Point of No Return:** If you are not in possession of a healing item and one is available from the two chests, make sure to grab it. The only other chance for recovery consumables is given to random chance among the rest of the chests in the underbelly, and having a test of luck is ill advised.

### The Underbelly

The main event of the mission where just about anything and everything will happen. Up to two barrels of gunpowder will appear and be marked in the area and you will need to retrieve them and deposit them into Olesya's ferry parked on the side of the docks opposite the entrance. At regular intervals, skaven hordes will spawn and attempt to impede your progress.

**Warning:** Much like the Strohmann Markt event of the Horn of Magnus mission, taking damage while holding a gunpowder barrel will set it alight and cause it to detonate seconds later, making it no longer usable towards the primary objective. If two gunpowder barrels are currently out and the first one explodes, it will not redeploy until the second barrel has either detonated or been loaded successfully onto Olesya's ferry. Also, the detonated gunpowder barrel may not respawn in the spot it was originally retrieved, and may be somewhere else.

Generally after the 2nd to 4th gunpowder barrel collected, a rat ogre will spawn. During combat, maintain an eye on your surroundings and take extra care not to get thrown off platforms for fall damage or be sent flying into the river, resulting in instant death.

If in need of additional healing supplies, chests scattered throughout the map (notably the one in front of Olesya's ferry) may provide one or two for comfort. Ammunition stocks can usually be found on the higher levels of the zone opposite the entrance.

Once 8 gunpowder barrels have been collected onto the ferry, gather all player-controlled heroes aboard and the mission will end.

## Tomes and Grimoires

Black Powder is a side mission and does not contain any Books.

## Trivia

Dialogue between the heroes gives implications that a hidden treasure is located on this map. Presently, no treasure has been found.

This mission is the first mission and the only mission of base game Act 1 to feature the heroes evacuating by ferry instead of by carriage.
Escape Artist

These Trinkets grant faster respawn after dying.

## Variants

* **Skull of the Holy Revenant**: While equipped, you will respawn 75.0% faster.
* **Valiant Emblem of the Phoenix**: While equipped, you will respawn 50.0% faster.
* **Emblem of the Phoenix**: While equipped, you will respawn 25.0% faster.

## Notes

* As of 1.9.10, the **Skull of the Holy Revenant** variant can cause you to not respawn at all if you die atop a packmaster hook. This is caused by your dead corpse not being removed yet by the time by which you should respawn, which confuses the game and breaks the respawn process. A player being stuck in this permadeath state will also potentially stop the game from ending even if all players are defeated. It is possible to fix this and force a respawn by rejoining the game, as long as the victim is not also the host of the game.
Clay Pipe Hat

Clay Pipe Hat is a common head gear for the Witch Hunter.

## Description

Victor has struck his clay tobacco pipe to brim of this hat for easy access. It is common for Templars of the Order to benefit from the calming properties of tobacco, but there is more to this practice than harmless indulgence. Concealed within the shank of their pipes, many witch hunters keep a seed from the Wissenland Bell flower. The seed can be fired from a tiny opening in the pipe's bowl with a sharp exhalation of breath, Struck by a seed, the victim is induced into a powerful mania, causing the victim to hear a deafening ringing in his ears. Victor has no patience for such subterfuge however, and prefers to tackle problems head on and upfront.
Gates of Fulmination

Gates of Fulmination is an exotic head gear for the Bright Wizard.

## Description

Wizards of the Gold Order were the first of their kind to wear metal masks, and although their order is among the least trusted and impopular, the use soon spread to other colleges. Bright Wizards tend to favor cast iron designs, infused with magic protection to withstand the intense heat generated by advanced pyromancy.
Temtem/pt-br

Template:Esboço/pt-br

* Acesso antecipado (PC): 21 de Janeiro de 2020

**Temtem** é um jogo criado pela Crema, uma empresa de desenvolvimento de jogos vindos de Madri, Espanha. Temtem é uma aventura de coleção de criaturas para vários jogadores. Foi financiado com sucesso em uma campanha no Kickstarter em 3 de junho de 2018. O jogo é publicado pela Humble.

Temtem está atualmente em desenvolvimento. Foi lançado no Steam em Early Access em 21 de janeiro de 2020.

## Sobre Temtem

*Toda criança sonha em se tornar um domador de Temtem; explorando as seis ilhas do Airborne Archipelago, descobrindo novas species, e fazendo bons amigos ao longo do caminho. Agora é sua vez de embarcar em uma aventura épica e realizar esses sonhos.*

*Capture um novo Temtem nas ilhas flutuantes de Omninesia, lute contra outros domadores nas prais de Deniz ou negocie com seus amigos em Tucma e seus campos cobertos de cinza. Derrote sempre o irritante Clan Belsoto e termine sua historia para governar o Archipelago, derrote todos os oito líderes do Dojo e torne-se o melhor domador de Temtem!*

*O Airborne Archipelago são as ilhas flutuantes onde Temtem e os seres humanos coexistem pacificamente. Cada ilha é um mundo totalmente diferente, mas há algo que todos temos em comum - nosso amor pelas batalhas e Temtem! Domadores intrépidos como você viajam em aeronaves até os confins do Archipelago para encontrar o melhor Temtem. Todo jovem domador sonha em se tornar o melhor... Mas nem tudo é divertido e pacífico nas ilhas. Nos bastidores, o clã Belsoto está organizando uma conspiração covarde contra os Temtem e os humanos. Você precisará de todos os amigos e seu melhor Temtem para derrotar o perverso Clã Belsoto.*

## Conteúdo

* Vários tipos de Temtem - cada um com suas próprias habilidades.
* Story Campaign
* Online World
* Co-op Adventure
* Housing
* Customization

## Curiosidades

* O antigo nome de Temtem era *Project Monsters*.

## Links oficiais

* Humble Bundle
* Steam (Comunidade)
* Site
* Fórum
* Discord
* Facebook
* Instagram
* Kickstarter (Apoiar)
* Reddit
* Twitter
* YouTube

## Referências

1. ↑ Official Temtem discord (#faq).
2. ↑ Kickstarter Update #15
3. ↑ Kickstarter Update #50
Beam Staff

The **Beam Staff** is a ranged weapon used by the Bright Wizard in Vermintide.

## Summary

The primary fire of the Beam Staff is a short range explosion in front of the Bright Wizard that generates a medium amount of heat.

The secondary fire of the Beam Staff is a channeled beam of fire that deals small damage to enemies at long range. This beam generates heat very slowly.

## Variants

* **Shrieker Staff**
* **Fuming Shrieker Staff**
* **Vicious Shrieker Staff**
* **Ferocious Shrieker Staff**
* **Strahl Weltbrenner**
Editing Contest

Vermintide is an epic co-operative action combat adventure set in the End Times of the iconic Warhammer Fantasy world. The first ever **Vermintide Wiki Editing Contest** will take place from October 16 through November 16.

## Winners

This contest has now ended. The five editors below will receive Collector's Editions of the game.

* ARKKSI
* MagToast
* ThurayaSalaris
* Oasfmsdgomnasom
* Donioso

Learn more about the Collector's Edition on the game's Steam page.

If you are a contest winner, your current Vermintide game version can be upgraded to the Collector's Edition.
Level Up Rewards

The table below lists what you will receive for each level up. You may click the table headers to sort the table by whichever column you desire. From level 33 and up, items received will always be of the uncommon rarity. Items of greater rarity than uncommon cannot be gained as level-up rewards.

The sequences start repeating again at levels 62 and 91. To figure out what you'll get from level 92 onwards, subtract 29 from the desired level and look the result up on the table. For example, to figure out what you'll get at level 95, look up level 66 on the table.
Cursed Die

The **Cursed Die** is a collectible item in Vermintide.

# Summary

The **Cursed Die**, aka Loot Die, replaces one of the standard dice at the mission's end with a version with a slight better chance of contributing to a higher loot roll (See "Ranald's Bones" for more information). Each Cursed die also grants you more experience points after the mission. These dice have a low (5%) chance of being found after killing a Sack Rat or when opening a chest during a mission. Only a maximum of 2 can be found per mission but all players on the team receive their benefit, not only the player(s) that took them. The "luck stone" class of trinkets boost the chance of discovering a Cursed Die when opening a chest to between 7-10% depending on the rarity of the trinket.
Axe (Witch Hunter)

The **Axe (Witch Hunter)** is a one-handed melee weapon type used by the Witch Hunter and Dwarf Ranger in Vermintide.

## Summary

While the One Handed Axe might be less graceful than the Rapier, the Witch Hunter cannot deny the satisfaction of cleaving into one rat-man after another, watching armor rend and limbs fly. For the Dwarf Ranger, forgoing a shield allows even wilder swings with this light but brutal weapon.

## Witch Hunter Variants

* **Righteous Hatchet**
* **Templar Axe**
* **Hoschenfels Axe**
* **Karver Battle Ax**
* **Divine Regulator**
Athward Bicorne

Athward Bicorne is an exotic head gear for the Witch Hunter.

## Description

The visage of Victor Saltzpyre wearing this awe-inspiring side-to-side bicorne has put the fear of Sigmar into many a sinner during the Witch Hunter's long and eventful career.
'Do not pester me with arguments of logic and reason!' - Victor Saltzpyre
Brigandine

These Trinkets protect against Gutter Runner.
Flavor Text (all tiers): An ensorcelled shrunken Skaven skull said to offer strong protection against Eshin blades.

## Variants

* **Assassin's Skull**: While equipped, you will take 80% less damage from the warpdust covered blades of Gutter Runners.
* **Gutter Runner's Skull**: While equipped, you will take 60% less damage from the warpdust covered blades of Gutter Runners.
* **Night Runner's Skull**: While equipped, you will take 40% less damage from the warpdust covered blades of Gutter Runners.
Drakk Goruz

Drakk Goruz is a veteran head gear for the Dwarf Ranger.

## Description

'Drakk Goruz' translates to Dragon Horns, a suitable name for a helmet crowned by a decorative gold dragon of exquisite craftmanship, framed by two majestic dragon head horns. This is a helmet befitting a Thane, to be worn when entering the Hall of Ancestors after a glorious death on the battlefield.
Gutter Runner

The **Gutter Runner** is one of the Enemies in Vermintide.

## Summary

For a Gutter Runner, stealth is everything. Always moving in the shadows, the Gutter Runner wears a black cloak to blend in with the surroundings and makes as little noise as possible. Equipped with Warpstone Rat Claws that glow a sickening shade of green, the Gutter Runner will expertly leap at its enemy, using its weight and momentum to knock the player onto his or her back. Left prone and vulnerable, the Gutter Runner will then proceed to hack into the hero's torso, forcing the rest of the players to rush to the aid of their comrade.

Having undergone gruelling training in their mysterious fighting styles, the Gutter Runner is able to bend and contort its body, making it incredibly nimble and able to move at speeds unachievable by man. While attacking a hero, it will focus all of its attention in killing him or her, but once the other players start attacking it, the Gutter Runner will roll backwards and disappear into a cloud of smoke.

## Stats

 Poison Resistance:

 Normal
 Hard
 Nightmare
 Cataclysm

## Abilities

* Gutter Runners can leap onto a Hero, disabling him or her and tearing him or her apart with their vicious claws.
* When interrupted or targeted by range, the Gutter Runner often rolls out of the way, dodging its assailant.
* If not killed quickly enough, Gutter Runners can escape by throwing a smoke bomb, allowing them to re engage the Heroes later.
* Gutter Runners move close to the ground on all fours, making them hard to hit.
* Gutter Runners are incredibly fast and climb up obstacles much quicker than their brethren.

## Tips

* The presence of a Gutter Runner is signaled by its sinister whispering and the sound of its smoke bomb.
* It is imperative to kill them as quickly as possible with a ranged weapon once they are spotted.
* Stay together so you can immediately help your teammate when he is attacked by the Gutter Runner, being alone will mean your death.
* Kill them quickly or they will return to harass you again and again.
* A Gutter Runner's pounce can be evaded by dodging to the side with good timing, although this obviously requires seeing the Gutter Runner first.

## References

1. ↑ http://verminguide.com/enemies/gutter-runner
Piercing Wheel

**Piercing Wheel** is a Physical  Technique and is also a signature move of Zizare.

## Effect

Piercing Wheel deals damage to a single target and gives it DEF , while also giving its user the Vigorized Condition for 2 turns.

## Description

*Zizare's signature technique - a fast attack that terrifies enemies DEF and lifts your spirits, giving you  Vigor for 2 turns.*

## Temtem

*This technique is not learned yet by any Temtem.*

See all Techniques​
Kislev

Kislev is the most nothern human civilization and is the only thing that stands between The Empire and the Realm of Chaos. It lies beyond the border of the Empire in the Old World. Constant raids by Northmen Marauders forced the Kislevites to live a life of constant war against the Chaos. The capital of Kislev is the city "**Kislev**" and its rulers are the Tsars and Tsarinas.
Iron Lung

These Trinkets protect against Poison Wind Globadier.

## Variants

* **Skull of the Purifier**: While equipped, you will take 60% less damage from Poison Wind Globadier clouds.
* **Pouch of Relaxing Herbs**: While equipped, you will take 60% less damage from Poison Wind Globadier clouds.
* **Pouch of Balsamic Spices**: While equipped, you will take 40% less damage from Poison Wind Globadier clouds.
* **Pouch of Soothing Leafs**: While equipped, you will take 20% less damage from Poison Wind Globadier clouds.
Wheat and Chaff

## Synopsis

**Wheat and Chaff** is a side mission in the 2nd act of the base game. The heroes gather supplies in form of sacks of grain spread over various locations on the map and deliver them to Oleysa's carriage.

## Tomes and Grimoires

**Wheat and Chaff** contains neither tomes nor grimoires.

## Guide

Wheat & Chaff is a highly non-linear mission (similar to Black Powder) that challenges the heroes to retrieve six sacks of grain (in total) from three locations all roughly equidistant from the cart where they must be dropped off to end the map. There is a guaranteed ogre span at around 2:30 to 4:00 minutes into the map, as well as constant rat and special spawns and several additional scripted rat spawns that are triggered by moving through certain parts of the map.

Because there is no \*obvious\* best strategy for proceeding through this mission, it is of the utmost importance that the players agree on the order in which the sacks will be collected and the routes that will be taken to and from the sack locations. Failing that, having one player lead the way and the rest simply "stick together" may be enough to maintain team cohesion. Players without advanced skills (such as kiting) that become isolated from the group are likely to get cut off and then overwhelmed by the constant rat spawns.

## Sample Strategy

One popular way to proceed through the map is to head for the "left farmhouse" area (to the left as you head towards the cart from the mission start), bring the two sacks back to the cart, and then fight the ogre in the relative safety of the open field near the cart. After the ogre, head to the far right of the map, throw down the two sacks in a hayloft, and then proceed via the map's edge to the last two sacks at the edge of a field. Carry the field sacks to the hayloft sacks thrown down previously, and then carry all four sacks back to the cart.

## Tips

* At the farmhouse to the left, the upper sack can be snatched through the floor. Saves a bit of time. (*credit to u/grimalackt*)
* When fighting rats (and the ogre), you can hop over the little fences found around the map. It takes the rats much longer to clamber over them.
* Arriving at the cart from the horses-end, you can toss the sacks right into the cart through the front wall. Don't ask how (it's Shadow Magic). (*yeah, u/grimalackt*)
* If you pay close attention to the horde calls, you can be very sure of whether you're due for the ogre to show up or not. The ogre's roar is always preceded (by about 1-10 seconds) by a slightly different "horde horn" call. The normal horn is higher and brassier in tone, while the ogre horn is lower. If you want to train your ears to catch the difference, here's the normal horde horn sound followed by the here-comes-the-ogre horde horn sound (*also u/grimalackt, and I still marvel that he ever noticed this in the first place*):
	+ (normal horde)
	+ (ogre)

## Gameplay Videos

Cataclysm team run from Tirrikface:

Cataclysm Stormvermin Mutation with bonus soundtrack. Respek!
Rilar Ghalklad

Rilar Ghalklad is a head gear for the Dwarf Ranger. This head gear can be acquired by joining the official Vermintide Steam group.

## Description

A helmet with a rich history, having first belonged to a Longbeard of the Ironpick clan, then gifted to a cannon smith of Clan Bronzebeard, to finally mysteriously end up in Ubersreik's dwarfen community. Bardin pried it from the dead cold paws of a Clanrat, and intends to find its rightful owner once things have settled down.
Skavenslaves

The **Skavenslaves** are one of the Enemies in Vermintide.

## Summary

The lowest of the low in the Skaven hierarchy, Skavenslaves perform the most menial and/or dangerous tasks, and constantly face the threat of being devoured by their kin. In battle, they are deployed for meat grinder tactics, swarming the enemy in sheer numbers, and therefore lack armour and decent weapons. The Skavenslaves will always attack in great numbers, either through a coordinated attack signaled by a battle horn, or through an ambush. If they manage to surround you, fight with righteous fury and pray to Sigmar you'll live.

## Stats

 Poison Resistance:

 Normal
 Hard
 Nightmare
 Cataclysm

## Tips

* Waves of Skavenslaves spawn during ambushes, announced by the blaring of a horn or by one of the Heroes themselves.
* While weak and lacking any special abilities, being surrounded by Skavenslaves can be a painful or even fatal experience.
* Area of effect is your friend, use Bright Wizard spells, bombs and sweeping weapons to make short work of these enemies.
* Do not let the Skavenslaves distract you from the deadlier Skaven -- always keep an eye out.

1. ↑ http://verminguide.com/enemies/skavenslaves
Medical Supplies

The **Medical Supply** is a consumable item in Vermintide.

## Summary

The **Medical Supplies** are used to heal you or your associates and can heal players up to 90% of their maximum health. It only can be used once.

## Tips

* Save your Medical Supplies for when you are severely injured as they will provide more healing with less health.
Summoner's Peak

## Synopsis

**Summoner's Peak** is a mission in the Drachenfels DLC.

## Strategy

**What you need:** hagsbane, blunderbuss/grudge-raker, fireball/conflagration staff. Without any of these weapons the difficulty scales up exponentially. These CK weapons excel at wiping hordes of rats coming through a choke point at a distance and Summoner's peak is all about rats coming through choke points so these weapons are a must. You only really need 1 player to camp the portals to make things a lot easier, and 2 players with these weapons to make this a cakewalk. Make sure you take scavenger on the ammo based weapons or you'll run out halfway through.

**What else you should bring:** anti-ogre weapons. You would want to delete the ogre ASAP when it spawns especially for the finale so it doesn't disturb your dedicated portal camping player(s). Volley is the best bet here as if you have a Kruber you'd want him to bring a blunderbuss instead. The hagsbane can help kill the ogre as well, just remember to save enough ammo to keep suppressing the portals.

**What is nice to have:** anti-SV, CK weapons. If your portal camper is doing a proper job, you should be only facing a handful of rats, but additional CK weapons like drakefires and 2h swords are nice to bring along just in case. The SV wave on the finale might be a bit taxing for players, so a dedicated anti-armour weapon or two like the 2h axe is very helpful.

Strategy: the key to this map is to have 1 or 2 players camp the portals with their ranged CK weapons while rest protect the generator. There isn't really much else to it other than making sure those protecting the generator stay focused on protecting the generator instead of running off to 'help' the portal camper. If there is only 1 portal camper then having another player keep an eye out for him tends to be very helpful, but there must be always at least 2 players protecting the generator. Kill off the ogres that spawn with the dedicated AO if you have, otherwise just have the portal camper ignore the ogre and stay away from him to keep the ogre aggro off him.
Comet Capotain

Comet Capotain is an exotic head gear for the Witch Hunter.

## Description

The twin tailed comet is emblazoned across the front of the tall, wide brimmed leather hat, but the symbol is almost redundant. Every citizen of the Empire recognize the characteristic shape of a witch hunter headpiece from far away, and with very few exceptions, have learnt to react with fear and trepidation.
Redeemer

Redeemer is a veteran head gear for the Witch Hunter.

## Description

Some time ago, whilst investigating vampiric influence in the isolated village of Staghof, Victor Saltzpyre became embroiled in a veritable carnival of treachery. A vampire indeed held sway over Staghof, with the burgomeister his seemingly-willing accomplice - seemingly, because the greedy wretch was also engaged in a warpstone trade with the loathsome Skaven. Victor's nose for secrets led him into this nest of liars and after a thorough investigation, he arrived at the mine from where the evil spawned. Victor walked in with two seeing eyes, and his mind mainly on traditional heresies like witches, chaos and undead, and exited days later, barely alive, missing an eye, and with a voracious interest in rat-men. To this day, no one but Victor knows what happened in that forsaken mine, but whatever it was, it shook his foundations to the core.
SaiCard

**Tradeable**  | No

**SaiCard** is a Capture Item.

## Effect

SaiCards are used to Tame Temtem but can only be used in Saipark and have a capture bonus of 2.0. They are consumed upon use.

Their cost will change from week to week, depending on the rarity of Temtem in Saipark. If all the SaiCards in the player possession have not used by the end of the week they were obtained in, they will expire and disappear from the players backpack.

## Trivia

* SaiCards are the only type of TemCard to expire or only be useable in a specific area.

## Gallery

* Unofficial render of the SaiCard closed
* Unofficial render of the SaiCard opened

## Update History

* Early Access 0.6.15
	+ Introduced.
Missions

All 3 Acts in **Missions** are included in Vermintide, this also includes the Last Stand map Town Meeting.

# Missions

* Act 1
	+ The Horn of Magnus
	+ Supply and Demand
	+ Smugglers Run
	+ The Wizards Tower
	+ Black Powder
* Act 2
	+ Engines of War
	+ Man the Ramparts
	+ Garden of Morr
	+ Wheat and Chaff
* Act 3
	+ The Enemy Below
	+ Well Watch
	+ Waterfront
	+ The White Rat
* DLC: Drachenfels
	+ Castle Drachenfels
	+ The Dungeons
	+ Summoner's Peak
* DLC: Karak Azgaraz
	+ Khazid Kro
	+ The Cursed Rune
	+ Chain of Fire
* DLC: Stromdorf
	+ The Courier
	+ Reaching Out
* DLC: Death on the Reik
	+ Reikwald Forrest
	+ River Reik
* Last Stand
	+ Town Meeting
	+ The Fall (Schluesselschloss)
* Finale
	+ Waylaid
Packmaster

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

## Summary

Packmasters are Clan Moulder Troops tasked with driving packs of ravening beasts into battle using whips and intimidation to spur their charges into a frenzy of teeth and claws. However, the Packmasters hired by Clan Fester in their assault on Ubersreik are predominantly equipped with things-catchers, a pole arm designed to incapacitate opponents by strangulation. It is still unknown why Clan Fester has paid the extra Warpstone tokens for this somewhat unusual specialization.

Without support from the rest of the group, the heroes will face inevitable death when caught by a Packmaster. After catching his prey, the Moulder-kin will first try to put as much distance as possible between the captured hero and the rest of the team. When ready, the Packmaster will hoist the helpless victim into the air, and end the hero's life through a gruesome hanging.

## Stats

 Poison Resistance:

 Normal
 Hard
 Nightmare
 Cataclysm

## Abilities

* Packmasters grab Heroes by the neck with their things-catchers, disabling them and pulling them away from the rest of the team.
* After pulling the captured hero a certain distance, the Packmaster will plant its pole arm into the ground, strangling the hero and leaving him or her helpless.

## Tips

* The presence of a Packmaster is made recognizable by the clacking of the skulls they wear on their person.
* They are weak and can be killed quite easily, prioritize these Skaven to prevent them from dragging away a teammate.
* After a failed attack the Packmaster will retreat for several seconds and then attempt another catch. Make sure you killed him the first time.
* If you are trying to save a teammate who has been hung from the pole, beware that the Packmaster will be lurking nearby and may hook you before you can save your friend.
* Packmaster's catching move can be evaded if you dodge to the side as he starts his animation. Dodge backwards, especially with two-handed or dual weapons, is unlikely to work.

## References

1. ↑ http://verminguide.com/enemies/packmaster
Waywatcher

The **Waywatcher** is a hero character in Vermintide.

## 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.

## Background

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

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

## Equipment

Waywatchers like to keep their distance while fighting, picking off enemies before they even realize they are in any danger. They are exceptionally skilled with a Bow, and often use different styles of arrows to efficiently take down their foes before they come within arms reach. If any of her enemies are lucky enough to avoid an Elven shaft between the eyes, Kerillian will swap to her Double Daggers and swiftly hack, stab and slash a path through them, leaving a trail of bloody corpses in her wake. Occasionally, Kerillian will opt for a more strength focused approach to her fighting, picking up one or even two Short Swords and taking down multiple foes in one mighty slice.

### Melee

* Dual Elven Daggers - Fast, single-target damage.
* Sword - Slower than Kerillian's other weapons, but very powerful.
* Dual Swords - Increased range and power make the Dual Swords a lethal alternative. Strike many targets.
* Elven Dagger Sword Combo - Fast, but longer range and strikes many Skaven at once.
* Glaive - Vicious two-handed elven weapon, designed to slice through Skaven in one mighty swing.

### Ranged

* Swift Bow - Fires quickly and holds many arrows.
* Hagbane Swift Bow - A burst of poison which kills Skaven over time.
* Longbow - Bow with long draw time but heavy damage.
* Trueflight Longbow - Special enemy-seeking arrow.

### Misc

* Head Gear - There are a variety of hats for Kerillian.
Waterfront

## Synopsis

**Waterfront** is a side mission in the 3rd act of the base game. Your party must destroy two dockside warehouses, one by attacking and destroying its support columns and the other by delivering explosive barrels. The two warehouses can be completed in either order, then the party must hold its ground and defeat (or withstand) a Rat Ogre while waiting for Oleysa's ship to arrive at the docks.

## Tomes and Grimoires

Waterfront is a side mission and does not contain any Books.
The Pale Queen

The Pale Queen is a veteran head gear for the Waywatcher.

## Description

Ereth Khial, the Pale Queen, is the supreme Goddess of the elven underworld. Up until the Coming of Chaos, it was she who harvested the souls of all dead elves. All changed with the rise of Slaneesh, the Dark Prince, who covets Elven souls above all others, and for millenia, it is he who has been feeding on the essence of the elven dead. The elves employ various methods to avoid being devoured by the Chaos god upon death, and one option is to pay homage to the Pale Queen. She has far from given up the fight, and sometimes manages to steal away souls from the insatiable Slaneesh. Showing proper respect to the Pale Queen might call her into acton, and this save your soul from the clutches of chaos.
Egret Plume Cavalier

Egret Plume Cavalier is a DLC head gear for the Empire Soldier. This head gear can be acquired by joining the official Vermintide Steam group.

## Description

A low-crowned cavalier hat with a crenellated brim and a swaying plume of giant egret feathers. Apparently made by an high-end hat maker Nuln, Kruber usually wears it on the rare occasions he is on leave, or when performing his least favourite duty; dealing with the nobility.
Red Moon Inn

The **Red Moon Inn** is one of the last remaining safe havens in Ubersreik and home to The Inn Keeper Franz Lohner.

# Heroes

The Heroes who have their own personally customized rooms are in the inn when they are getting ready for their next battle. In the inn the heroes can select their missions, choose their inventory, and forge new powerful weapons.

# Events

The Red Moon Inn gets redecorated on various occasions.

## Mitterfruhl

It's that time of the year, the temperature is on the turn, and our dear Franz Lohner has been busy sprucing up the Red Moon Inn for the occasion (where does he find the time?)!

Not only that, playing during this time will reward you with a new seasonal trinket - so be sure to log in and claim that before the event ends!

Whatever the weather where you are, why not join us in Ubersreik - it might be the End Times, but Spring is just beginning for the heroes!

## Sonnstill

It's that time of the year again.

Summer is in full swing on the Swedish side of the real world, and to celebrate we're injecting a little seasonal style in to our slice of the Warhammer world!
Vermintide 2 Enemies

The Warriors of Chaos have joined forces with the relentless Skaven ratmen in Vermintide 2, forming a Dark Pact to ravage the realms of men. Their combined horde is bristling with terrors and is supported by a wide array of specialized units, always ready to punish any arrogant southlander trying to play the hero.

## Enemies

* Gutter Runner
* Packmaster
* Plague Monk
* Poison Wind Globadier
* Rat Ogre
* Ratling Gunner
* Skavenslaves
* Stormfiend
* Stormvermin
* Warpfire Thrower
* Chaos Sorcerer
* Chaos Spawn
* Chaos Warrior
* Marauder
* Rotblood Sorcerer
Old Companion

Old Companion is a common head gear for the Empire Soldier.

## Description

Kruber has earner his right to wear bombastic headgear through years of brutal marches, fierce battles and bloody campaigns. This grandiose cocked cavalier style hat with four white ostrich feathers is one of his favourites, and although the old companion is beginning to show its age, it will probable soldier on for many years to come, if Kruber survives his current ordeal.
Vermintide Wiki/Section 4

**Vermintide**
Vermintide is a co-operative, action, first-person shooter and melee combat adventure set in the End Times of the iconic Warhammer Fantasy universe. Vermintide takes place in and around Ubersreik, a city overrun by Skaven. Fight from the Magnus Tower to the Under Empire, assuming the role of one of five heroes. [Learn More.]

**Vermintide 2**
Warhammer: Vermintide 2 is the sequel to the critically acclaimed Vermintide. The time has arrived to revisit the fierce first-person co-op slaughter-fest featuring visceral and ground breaking melee action, set in the apocalyptic End Times of the war-ravaged Warhammer Fantasy Battles world. [Learn More.]

* Vermintide 2 Heroes
* Vermintide 2 Enemies
* Vermintide 2 Missions
* Vermintide 2 Guides
* Vermintide 2 Videos
* Vermintide 2 Screenshots

* Vermintide 2 Heroes
* Vermintide 2 Enemies
* Vermintide 2 Missions
* Vermintide 2 Guides
* Vermintide 2 Videos
* Vermintide 2 Screenshots

**Lore**

* The End Times
* Skaven
* The Inn Keeper
* The Handler
* Reikland
* The Empire
* The Under Empire
* The Old World
* Magnus Tower
Quests and Contracts

Quests and Contracts are available from the Quests and Contracts Board in the Inn. Quests can be completed by apply the correct number of keys. Keys are earned through contracts. Every day there are two key contracts available. Contracts for DLC missions are not available unless you own the corresponding DLC.

## Trivia

New Quests and Contracts appear 10:00 am UTC
Reikland

The **Grand Principality of Reikland** is a location in Vermintide.

## Summary

Ubersreik is located in the **Reikland** which is the most important state of the Empire of Man, as it hosts the imperial capital of Altdorf, as well as the Crown Prince of Altdorf himself, the Emperor. This state hosts the city of Ubersreik, which is the setting of Vermintide, which takes place during The End Times year of 2523 I.C.
Requirements

The following is a list of system requirements for the game Vermintide.

# Requirements

## Recommended requirements

* OS: Windows 7 64-bit, Windows 8/8.1 64-bit, Windows 10 64-bit\*
* Processor: Intel Core i7-4790K @ 4.00 GHz or AMD FX-9590 @ 4.7 GHz
* Memory: 8 GB RAM
* Graphics: NVIDIA GeForce GTX 770 or AMD GPU Radeon R9 290
* DirectX: Version 11
* Network: Broadband Internet connection
* Hard Drive: 30 GB available space

## Minimum requirements

* OS: Windows 7 64-bit, Windows 8/8.1 64-bit, Windows 10 64-bit\*
* Processor: Intel Core2 Quad Q9500 @ 2.83GHz or AMD Phenom II X4 940
* Memory: 6 GB RAM
* Graphics: NVIDIA GeForce GTX 460 or AMD Radeon HD 5770 /w 1GB VRAM
* DirectX: Version 11
* Network: Broadband Internet connection
* Hard Drive: 30 GB available space

## Notes

* 32-bit OS is NOT officially supported at this time.
Löwenhelm

Löwenhelm is a veteran head gear for the Empire Soldier.

## Description

Although ornamented with Imperial symbols, this lion faced helmet is rumoured to have never been worn by anyone in official service of the Emperor. Kruber won it in a game of cards and doesn't care much about the helmets history, Card game wins come few and far between for our Sergeant, so the helmet serves just as much as a happy reminder of his gambling triumph as protection for his head.
Ziflin Ghalklad

Ziflin Ghalklad is an exotic head gear for the Dwarf Ranger.

## Description

A gilded boar ornament crowns this fashionable helmet originally made for a veteran warrior of Karak Ziflin's Tuskbreaker clan. Even though wild boars are respected for their strength and tenacity, as well as their tasty meat, they are not commonly used in Dwarfen symbolism. The reason is obvious, since the Dwarfs most hated enemy, the Greenskins, ride War Boars into battle.
Ratling Gunner

The **Ratling Gunner** is one of the Enemies in Vermintide.

## Summary

The Ratling Gun is a six-barreled monstrosity of a gun, powered by warp steam and operated with a hand crank. This fearsome weapon of unparalleled rate of fire is normally operated by a Clan Skryre weapons team, but the version deployed in Ubersreik seems to be of a lighter, experimental type, capable of being moved and fired by a single Skaven

Encumbered by the weight and unwieldiness of the weapon, the Ratling Gunner is far from quick on his feet, but once he cranks up his weapon and opens fire, Warpstone laced hell is unleashed. Single minded and persistent, the Ratling Gunner will pick a target, and then continually track it, firing relentlessly until either the weapon jams, needs to reload or the Hero lays dead and shredded beyond recognition.

Much like his colleague the Poison Wind Globadier, the Ratling Gunner won't let a small fact like Clanrats or Skavenslaves blocking his line of fire stop him. If a Hero can keep her wits about her (or him), she can make the Ratling Gunner mow down his kin, whilst dodging from cover to cover. However, be sure to not get caught in the open, or face a rapid fire death in a hail of Warpstone gunfire.

## Stats

 Poison Resistance:

 Normal
 Hard
 Nightmare
 Cataclysm

## Abilities

* A Ratling Gunner wields a fearsome hand-cranked gatling gun and will use it to unleash a hail of Warpstone fire on its target.

## Tips

* A Ratling Gunner's presence is signaled by the sound of its machinery.
* Gunners focus their attack on one Hero, flank them as they do so and stay out of their lines of fire.
* The Ratling's gunfire does not know friend from foe and can be used to take out other Skaven.
* Periodically, the Ratling's weapon will jam, this is the opportune moment to kill them.
* Gunners cannot climb, making their entry points more predictable.
* The Ratling Gun inflicts Knockback, making it nearly impossible to get into melee range while being fired at.

1. ↑ http://verminguide.com/enemies/ratling-gunner
Stormvermin

The **Stormvermin** is one of the Enemies in Vermintide.

## Summary

Wearing heavy armour, red cloth and a crest adorned helmet, the Stormvermin are among the fighting elite of the Skaven clans. Well trained in the use of halberds, they are a tough challenge in one on one combat. Stormvermin will mix up stabs, swings, blocks and parries to always keep players on their toes. The Stormvermin are often seen ordering the Clanrats around, shouting instructions and egging the rest of the army on, thereby bolstering their aggression. They are leaders in battle, and will not break and run as easily as the rest of their kind.

## Patrols

Facing a lone Stormvermin can be quite a challenge, but taking on a whole Patrol is borderline suicidal. Using their tactical training the Stormvermin Patrol will quickly surround individual heroes, and with just a few well placed blows, bring the player to his knees. If the patrol is engaged, the players must work together and constantly be aware of their surroundings if they are to survive. The Stormvermin Patrol is the only enemy in Vermintide that can be avoided, if you manage to sneak past them. While you may risk bumping into them later as they continue their patrol, avoiding them is often times the safest and best bet. Accomplishing mission objectives is what will win the war, not suffering unnecessary casualties in pointless engagements.

## Tips

* Stormvermin are armoured and are tough to kill. Use charged attacks, weapons with armour penetration and aim for their heads, and don't forget to block.
* Potions of Strength can help increase the damage you do to these enemies.
* Stormvermin have the ability to push, while doing no damage, this can interrupt your attacks.
* Their attacks have a small Area of Effect radius, try not to clump together with your allies.
* **Patrols** of Stormvermin can be heard marching in unison by both the sounds of their footsteps and their characteristic chant of "Hee! Yah!". Avoid them when possible as they can easily overwhelm less experienced Heroes.
* If engaged however, a well-coordinated salvo of bombs can outright defeat if not weaken the patrol, allowing you to mop them up easier.
* Lone Stormvermin can be killed with a well placed headshot from a powerful weapon before they are engaged.

1. ↑ http://verminguide.com/enemies/stormvermin