Weapons

The following Weapons are core to the gameplay of Vermintide.

Melee

 * Rapier - With the Rapier in hand, Victor is a master of the thrust, slash and parry, achieving a deadly balance of precision offense and agile defense.
 * Axe - While the One Handed Axe might be less graceful than the Rapier, Victor cannot deny the satisfaction of cleaving into one rat-man after another, watching armor rend and limbs fly.
 * Two-Handed Sword - The Two-Handed Sword grants Victor the power and strength to slash his way through multiple enemies at once, clearing crowds and taking names.
 * Falchion - (DLC weapon) The Falchion excels at rapid crowd-clearing with deadly light-attack headshots and powerful slashing charged attacks.

Ranged

 * Brace of Pistols - One of Victor's favorite weapons, our Witch Hunter carries a great number of Pistols strapped to his body, allowing him to pick off enemies with lethal efficiency.
 * Crossbow - The Crossbow enables Victor to engage Skaven at long-range and to penetrate even the most armored enemy.
 * Repeater Pistol - While the Repeater Pistol is not famous for its accuracy, a high rate of fire combined with a special spin mechanic allows Victor to decimate whole groups of charging Clan Rats.
 * Volley Crossbow

Armour

 * Head Gear - Armour capable of protecting the head from massive damage.

Melee

 * Dual Daggers - With an Elven Dagger in each hand, Kerillian dances gracefully through the battlefield, moving with lethal precision and leaving a trail of bodies behind her.
 * Sword - Wielding a single Elven Short Sword enables Kerillian to fend off packs of Skaven by slashing multiple enemies at once.
 * Dual Swords - Increased range and power make the Dual Elven Short Swords a lethal alternative for Kerillian to explore.
 * Sword and Dagger - Numerous unique combinations are possible by combining different weapons.
 * Glaive - From the Elven spear, to the Lumberfoot's pole axe, glaives extend Kerillian's reach with lethal results.

Ranged
For a Wood Elf, there is only one ranged weapon worth of use, and that is the famed Elven Bow. Kerillian will have access to many types and variants, be they quick and light or heavy and long ranged. She can either loose a swarm of arrows or carefully align a power shot piercing two enemies with a single arrow.
 * Swift Bow - Fast and light, Swift Bows allow Kerrillian to loose a barrage of arrows and empty her quiver in mere seconds, causing mayhem and bloodshed among the enemy ranks.
 * Hagbane Swift Bow - Hagbane Swift Bows uses arrows dipped in highly potent poison, affecting anyone in contact with the noxious fumes.
 * Longbow - When armored enemies ask questions, the longbow is Kerillian's answer.
 * Trueflight Longbow - Every shot counts, and the Trueflight Longbow arrows always finds their mark.

Armour

 * Head Gear - Armour capable of protecting the head from massive damage.

Melee

 * Two-Handed Sword - Cleaving through multiple Skaven in one mighty swing, the Great Sword turns Markus into a grim reaper of rat-men.
 * Two-Handed Hammer - Wading into ranks of Skaven swinging a Great Hammer, blood and bodies flying, is therapeutic for Kruber, as it rewards him with a soothing inner calm.
 * Sword - With the Arming Sword in hand, Kruber is quicker on his feet, and moves faster across the battleground. Never underestimate the tactical advantage of being able to engage and disengage at will.
 * Mace - A one-handed blunt weapon that is capable of stunning and pushing back the recipients of Kruber's savage yet controlled violence.
 * Sword and Shield - A combination that will allow Kruber to stand his ground, soak up damage as he blocks with the shield, and then counter attack with deadly force.
 * Mace and Shield - A combination that will allow Kruber to stand his ground, soak up damage as he blocks with the shield, and then counter attack with deadly force. Slower than the sword and shield but has more knock back.
 * Executioner’s Sword

Ranged

 * Repeater Handgun - The Repeater Hand Gun is an advanced experimental weapon, allowing Kruber to squeeze off precise single shots, or spray the enemy in a burst of fire.
 * Blunderbuss - The Blunderbuss fires a hail of shot, capable of damaging multiple targets, or at close range, obliterating single enemies. If any rat-men would survive the blast, Kruber can use the butt of the weapon to finish them off.
 * Handgun - The large caliber Hand Gun is an excellent choice when there is heavy armour to be pierced or a far away rat-man that needs immediate killing.

Armour

 * Head Gear - Armour capable of protecting the head from massive damage.

Melee

 * Great Axe - Hacking through multiple Skaven using Mighty swings, the Dwarven Great Axe is perfect for quickly decimating a large numbers of enemies.
 * Two-Handed Hammer - Few things brings as much joy to Goreksson as swinging his heavy Great Hammer to maul, mangle and mash the despicable rat-men.
 * Axe - The Dwarven Battle Handed Axe allows Goreksson to be faster on his feet, stunning unsuspecting foes, keeping large numbers of enemies busy, and punching through armour like butter.
 * Hammer - This instrument of blunt force trauma is a great option when there's a need for some crushing of helmeted skulls.
 * Axe and Shield - This combination is great for switching between a hack or smash approach to a more crowd control and defensive/damage soaking style. The shield's high stamina allows for plenty of blocks, as well as having a very effective knock back (the shield also has a powerful charge attack that delivers plenty of knock back). The axe offers high damage and armor-piercing against single targets, while the hammer is capable of hitting many more enemies with a respectable knock back.
 * Hammer and Shield - Combines crowd control defencive/damage soaking playstyle with the staggering power of a dwarven War Hammer, allowing Gorikson to crush skulls or push back the Skaven at will.
 * Pick

Ranged

 * Crossbow - A steady aim is the name of game when Goreksson brings out his trusty crossbow, drilling quarrels into the bodies of rat-men from a mighty distance.
 * Handgun - With a loud bark, the Dwarven Hand Gun reaches out to gently touch Gorekssons enemies, as they're torn apart by the cheery impact of red-hot lead.
 * Grudge-Raker - When fired, the Grudge-Raker erupts a hail of shot, capable of blasting numerous enemies at close range.
 * Drakefire Pistols - Capable of rapid delivery of exploding fire bullets, along with a "Dragon's breath" charge shot. Goreksonns pistols can match even the Firemages fury, and come at a similar price.

Armour

 * Head Gear - Armour capable of protecting the head from massive damage.

Melee

 * Mace A mace crafted for wizards, and said being able to channel a portion of the wielders magical strengths into its attacks. Swings of the Wizards Mace can hit multiple foes, and most importantly, shows promising potential in the art of decorating walls with vermin brain matter.


 * Sword An excellent tool for controlling large groups of Skaven and slashing them into more manageable pieces, ready to be scavenged by the Bone Pickers of Ubersreik (should there be any left of them alive).


 * Flaming Sword Fuegonasus loves fire more than anything, and what better weapon to use when the winds of magic blow low, than her glorious and deadly flaming sword.
 * Ceremonial Dagger

Ranged
Sienna Fuegonasus most important tools are her Staves, and depending on which one she uses, she can combine her spells differently to achieve the most fiery and spectacular result. Each staff combines a heavier and lighter spell, allowing her a range of options and tactics in combat. Sienna needs to keep herself under control though, or risk immolating herself instead of her foes.


 * Conflagration Staff - A staff which shoots fireballs and provides an AoE fire effect (called "Conflagration of Doom") which ignites all enemies caught within it. Holding the Charge attack button for longer increases its effect radius. Conflagration of Doom's damage does not penetrate armor, however, so the primary-attack fireballs may be a better bet against armored enemies.
 * Fireball Staff - A staff which lobs fireballs and allows the Bright Wizard to draw out a large fireball and throw it, causing area damage and burning targets. Both attack types penetrate armor.
 * Bolt Staff - This staff shoots fast, armor-piercing, but low-damage projectiles. The charged attack shoots a much bigger bolt that also deals headshot damage, being excellent for killing Special skaven at a distance.
 * Beam Staff - A staff which, when fired normally, shoots like a shotgun on a small distance, but with a significant area of effect. For it's light attack ignites a continuous beam of fire. The Beam is very effective against armored enemies, while heavy attacks provide area of effect damage. Very good all rounded staff.

After firing a spell, the curved bar near the crosshair (and also the vertical bar beside the staff icon on the right side of the screen) will fill up, with more powerful spells filling the bar more. If the curved bar fills up to the end, Sienna will explode, which damages enemies around her but also kills her. As such, players should strive to keep her overheating in check. The bar decreases naturally over time, but the process can be greatly accelerated by holding the Reload key. If the curved bar is above the white markings on it (or if the vertical bar near the staff icon is completely filled up), cooling off with the Reload key will damage Sienna, but not when each bar is below the white marking/full, respectively. Thus, it's best to fire a few spells, cool off and repeat, in this way avoiding self-inflicted damage.

Armour

 * Head Gear - Armour capable of protecting the head from massive damage.