Vermintide Wiki
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## Mixing blocks, attacks, dodges and pushes
 
## Mixing blocks, attacks, dodges and pushes
 
## Initiative
 
## Initiative
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## Heat Management & Venting
 
=== Block revive ===
 
=== Block revive ===
   
 
Block revive is technique that allows you to bring a teammate back from the "downed" or "captured" game state by holding down your block hey before initiating the revive action with your interaction key. Without this technique, reviving a teammate can be impossible as when a teammate has been downed, they are typically still under attack from nearby rats and these rats will hit you during your (blockless) revive attempt, which will reset the revive action.
 
Block revive is technique that allows you to bring a teammate back from the "downed" or "captured" game state by holding down your block hey before initiating the revive action with your interaction key. Without this technique, reviving a teammate can be impossible as when a teammate has been downed, they are typically still under attack from nearby rats and these rats will hit you during your (blockless) revive attempt, which will reset the revive action.
 
 
=== Jousting ===
 
=== Jousting ===
   

Revision as of 14:35, 8 May 2017

Vermintide longguide 800px

Welcome to the Vermintide Long Guide

Inspired by the Payday2 Long Guide, this document strives to capture every concept, fact, and tactic you could ever want to learn in your quest to become an expert Vermintide player. It is a work in progress, and will be mirrored as a Steam Guide for the benefit of players that don't tend to venture beyond Steam's walled garden. As an initiative of the /r/Vermintide subreddit, please post any feedback, questions or corrections there.

How to Play Vermintide

The Meta Game

Recommended Keybindings and Game Settings (PC)

Keybindings

While keybindings are a matter of personal preference, here are some recommendations that can make a big difference in your ability to execute techniques (such as drinking a health potion) smoothly, efficiently and safely under pressure:

  • By default, you can use the mousewheel to scroll through both your weapons and your items. This is an awful idea, because when you're facing down three stormvermin and an ogre you're almost guaranteed to over or under shoot the selection you want and then you're not much of a hero after all. Alternatives are to use the number keys above "WASD" to select weapons and items, or to bind specific keys to each weapon and item type.
    • Sample scheme: "F" for health, "C" for potion, "G" for grenade, "Q" for melee, "Mouse Scroll UP" for ranged
  • By default, "jump" and "dodge" are bound to the space bar. This is workable, but if you find yourself getting into the game, enabling "Manual Dodge" in the game settings (see below) and designating a dedicated dodge key will take your ability to execute precise dodges (especially when dodge-dancing) to another level.
    • Sample scheme: "Left Shift" for dodge, "Space" for jump
  • By default, "push to chat" is unassigned. If you plan to use the in-game VOIP for communication, you'll want to assign this to something handy.
    • Sample scheme: "Left Ctrl" for push-to-talk.

Game Settings

  • As with many FPS games, increasing the default field-of-view (FOV) can make keeping track of your surroundings much easier. Many players use values around 90, although some people go as high as 120. You ability to snipe will suffer at extreme FOV settings.
  • Settings "Player Outlines" to "Always On" will help you pick out your teammates as quickly as possible while navigating the map. Highly recommended.

Individual Skills

  1. Basic combat
    1. Mixing blocks, attacks, dodges and pushes
    2. Initiative
    3. Heat Management & Venting

Block revive

Block revive is technique that allows you to bring a teammate back from the "downed" or "captured" game state by holding down your block hey before initiating the revive action with your interaction key. Without this technique, reviving a teammate can be impossible as when a teammate has been downed, they are typically still under attack from nearby rats and these rats will hit you during your (blockless) revive attempt, which will reset the revive action.

Jousting

Jousting refers to alternating forwards and backwards movement so as to be charging (or recovering from) your attacks while you're out of range of the rats and then be releasing your attacks when you advance towards the rats so that you're back in range to do damage. This is absolutely key when using the slower weapons in the game (two-handed swords, two-handed hammers) because otherwise you will be hit in between your own attacks. The backwards motion can be accomplished with a back-dodge, which is often necessary when defending against many rats on your own, or simply by walking backwards. If you have room to retreat, you can accomplish the same "jousting" result by backpedaling while charging your attack, and then just standing still and allowing the rats to close the distance before releasing your attack. This will keep you right on the edge of the correct range for your weapon and maximize your damage-per-second (DPS)

Dodge-Dancing

Dodge-dancing is a technique that allows one player to successfully fight and kill a much large force of rats by themselves, often taking little or no damage during the process. The key insight in dodge-dancing is that you cannot be hit while in the dodge state. To dodge-dance, you constantly move yourself so that the rats are to one side of you (to avoid being pinned by the rat horde) while continuously attacking the horde. Whenever you see that rats near your position are about to release an attack, you dodge sideways along the surface of the horde so that your attacks continue to fall on the rats but you avoid the hits the rats were about to land on you. Often, when defending a corner or wide opening for instance, you will dodge in alternating directions to keep yourself more-or-less in one location while slaying the rats.

Blocking and pushing can be used during dodge-dancing, but normally only to keep the rats under control (to allow for rats arriving from a new direction, for example) while you continue to attack. To successfully dodge across the surface of the horde, you'll want to turn your body so that you're looking at the center of the horde, and then dodge sideways. If, instead, you simply dodge sideways while looking along the edge of the horde, you will dodge yourself out of range to continue your attacks. Lastly, dodge-dancing relies on keeping part of the horde staggered by your attacks, so you'll normally want to use animation cancelling with any weapons that include single-target attacks in their attack sequences such as the 1h hammer, 1h mace, 1h swords, falchion, etc.

Counter-Flanking a.k.a. Flanking the Flankers

Counter-flanking, or flanking-the-flankers, refers to a particular kind of dodge-dancing, in open terrain, where you will be dodging continuously in one direction along the surface a horde. The slave and clan rat AI is programmed to attempt to surround you. If you are confronted with a large number in an open space, this means that there will be a constant flow of rats attempting to flank you in either direction. To flank-the-flankers, you will dodge away from rats that were about to hit you and greet the rats that were trying to get around to your side with a sweeping attack to their face. By the time they have recovered from being hit, you will have already dodged again down the line of flankers. In order to do this successfully, you must dodge so that you remain in range to damage the horde with your attacks, and you must adjust your flanking trajectory so as to account for obstacles ahead, stray rats, etc. Because what you're doing is managing a constant flow of rats and trying to match that flow with attacks and movement of your own, a successful counter-flanking run can feel very much like a surfer "shooting the curl" of a wave.

Kiting Enemies

Kiting enemies refers to focusing on re-positioning and avoiding being surrounded (as opposed to slaying rats) by using a variety of mobility techniques to stay ahead of a pack of pursuing rats. This is necessary very often during true-solo play and clutch play, as you must find places and moments to fight where the rats can only attack you from one side. It is also a solid alternative to killing all the rats during sequences where what you really need to be doing is meeting map objectives like moving barrels, breaking chains, or making your way to the cart during an escape.

The core technique of kiting is holding your block while running. Block-running reduces your top speed, but it also protects your from damage and the stun-lock that accompanies being hit. To reduce the movement penalty you incur by holding your block, you can chain together dodges (sideways or backwards) in the direction of travel. You'll also use pushes to both knock rats in your path out of your way and to avoid being "pulled under" by a mass of pursuing rats that would be able to hit your block enough to break it. Because most characters cannot dodge in this way indefinitely (typical efficient dodge counts are 2 or 3), you'll want to mix in jumps which will have the effect of resetting your dodge count.

Ogre-Dancing

Ogre-dancing refers to the art of allowing the Rat Ogre to close distance to you, and then back- or side-dodging just out of range of his attacks before you get hit. Done right, the ogre will stay essentially in place, and you'll be able to chain together either melee or ranged attacks to his head in between dodges. This is a solid approach to killing an ogre by yourself, but it's also often used as a way for one player to "keep aggro" on the ogre so that the other players can focus on clearing the area of other threats before focusing on the ogre.

Note that because ogre-dancing relies on precisely timed dodges, it can be very hard or impossible to do if your latency is high. If you do find yourself facing off with the ogre while suffering from a high ping, it is best to focus on simply holding block and dodging the ogre's attacks as opposed to mixing in attacks in between your blocks and dodges.

  1. Packmaster Dodging / Rescue
  2. Assassin Dodging / Rescue
  3. Clutch Healing
  4. Clutch Revive

Animation Cancelling

Animation cancelling refers to very briefly hitting the block key at intervals during your attacks so that your weapon "resets" its attack sequence. Many weapons' attack sequences begin with two sweeping swings that hit multiple targets and then are followed by one or more stabbing or overhead attacks that only hit one target. When fighting a horde or rats, you want to use only the sweeping swings so that you can stagger and wound as many rats as possible in order to keep yourself safe from being hit and to maximize your damage-per-second. Weapons that greatly benefit from this technique include:

In addition, block-cancelling after a heavy charged attack can increase your attack rate dramatically. Examples here include:

  1. Advanced Mobility
  2. Barrel/Sack Carrying

Assembling your Heroes

  1. Heroes can fulfill multiple roles
  2. Make sure your current team & equipment can cover
    1. Anti-Ogre Killing Power
    2. Long-range sniping
    3. Crowd control
  3. Efficient trinket distribution

Strategy

Staying Alive

  • Avoiding damage
  • Eyes up! Ears open!
  • Efficient health item use
  • Healing weapon traits

Dealing with Hordes & Specials

Much of the challenge in Vermintide comes from figuring out how to respond to the randomly-generated rat attacks. Sometimes they'll come in a trickle, but at other times you'll get everything all at once. These moments are the true test of your team's ability to prioritize threats and respond accordingly.

The Lone Special

99problemsbutahorde 600px

Often you will be progressing through a level and encountering only "pre-spawned" rats, or you will have just cleared a horde and are now making good time through the level. If you hear the audio cue or player callout of a special at this time, the temptation is often to just keep moving forwards. However, the special *will* be following you, and one extra assassin can be the difference between a close battle and a total party wipe if the next map event includes a big horde and a bunch of additional specials or an ogre! Instead of moving forwards, consider pausing to kill the special by finding a location with good lines of sight and waiting it out.

Getting the Jump on Specials

The difference between killing a gas rat before it can throw a globe and killing it after it has bombed your team's location is huge. Similarly, calling an incoming packmaster by the audio cue alone so that everyone is on high alert can mean the difference between an easy sniper shot and a frantic rescue mission. Here are the essential things to know:

Special Audio Cues

  1. All specials make noise when they spawn. If you're close enough, you'll be able to hear the special approaching in the game audio. This is your earliest opportunity to call out the presence of a special for your team. When the special comes closer still, the hero closest to the special (regardless of whether there are walls in the way) will say a "call-out" voice line such as "Thagi! Kill the thing!". You can use this information to help you guess where the special is coming from.
    1. Gutter runner sounds:
    2. Packmaster sounds:
    3. Gasrat sounds:
    4. Gunner sounds:
    5. Rat Ogre sounds:
    6. Sack Rat sounds:
  2. The PACKMASTER is the exception to the rule. It will always be accompanied by its characteristic maniacal laughter and clanking, but a hero will only perform a call-out if they actually have a line-of-sight to the packmaster. This means that if you can hear a packmaster, it's an excellent idea to call it out yourself.
  3. Once any hero has made a "special detected" call-out for a given special type, no other call-outs for this special type will occur for approximately 30 seconds. This avoids clogging up the game audio with call-outs, but can also conceal the presence of multiple specials of the same type.
Hero Callouts for Specials (Work in Progress)
  • Ratling Gunner (HEARING)

Hear... ratling-gun. - Kruber I can hear ratling guns close by. - Kruber Must be a ratling gun. - Kruber Listen, that's a gunnner. - Kruber The snapping sound? Skaven shotte! - Kruber Listen... hopefully it'll malfunction. - Kruber Skaven gunners - I can hear 'em! - Kruber

    • "So many shots. Such poor aim" - Elf
    • Did you hear that? Tortured cogwork.

Ratling gun. It has to be. - Dwarf It's a Ratling gun. Naut else sounds like that. - Dwarf Do you want to die in a hail of warp-shot? - Dwarf There's a ratling nearby, or I'm an Elf. - Dwarf I hear a ratling gun. - Dwarf Eyes peeled. A hear 'raki cogwork. - Dwarf

Is that a gun? - Elf Watch for gunners. They think we can't hear that clanking? Hear that? A Ratling gun is close. Stay quiet. Take the ratling gunners by surprise. We're walking into a Skryre ambush... The breeze is acrid with warp-powder.

Listen, Ratling daemon... - Saltzpyre I hear Clan Skryre mischief! Is that the vermin reloading? Clanking again... Ratling gun. Sounds like a Ratling gun. There's a ratling gunner about. We're about the hear some shooting...

Gunner (SEEING)

Get out of its firing line. -Sienna We need to flank that thing! I want to melt those barrels to a puddle! Get down, Skaven-gun! Skaven gunner! Get out of the way - gun! Wyrdstone apparatus!

Ratling Gun! - Kruber Gun-rat! Ratling gun, move! Filthy ratling gunners! Get out of the way, gun team! Stay out of its sights! We need to take that gun team out, fast!

  • Gas Rat (HEARING)

Hush, lumberfoots - gas-rat! - Elf It smells like Bretonnian wine gone sour. - Elf There's a Globadier nearby. - Elf There's poison on the wind. - Elf The rasp of rotting lungs. - Elf I hear a gas-rat. - Elf

I can hear a Gas-rat! - Kruber Can you hear the Globadier? - Kruber Is that a Globe-rat? - Kruber Listen, that strange breathing... - Kruber I've heard that before, Gas-rat! - Kruber

That is no ordinary stench. Watch for gas-rats. - Dwarf I'm going to hack that gas-rat's arms off! - Dwarf Get ready to hold your breath. There's a globadier about. - Dwarf A globadier is nearby. - Dwarf A gas-rat. Watch for poison. - Dwarf Stay alert. There's a gas-rat. - Dwarf

The rotting lungs of a Globadier... - Saltzpyre Be careful! Gas-rat! Prepare for poison gas! Can you hear it? There's a Globadier close by. Listen! Globadier...

Gas Rat (SEEING)

Gas-rat! -Sienna Poison-rat! Fire burns gas! That's a Gas-rat! Over there, Globadier! Keep back, Gas-rat!

Gas Rat (Globe Throw)

Look out, gas! - Sienna Gas-rats, throwing! They're throwing poison! By Volans, get back! Gods know what foul stuff is in there. Globes - incoming!

  • Assassin (HEARING)


Those footfalls are coming fast. - Kruber Hear that? Assassin rat. - Kruber Listen - Gutter Runner! - Kruber That chittering noise... Back-stabber. - Kruber I hear a Gutter Runner. - Kruber Assassins closing in. - Kruber

Tread carefully. I hear a runner. - Dwarf I hear the tread of assassin paws. - Dwarf A gutter runner lurks nearby. - Dwarf There's an assassin out there. Ha! - Dwarf Watch your backs. A sneaker is close. - Dwarf Show yourself, assassin-'raki! - Dwarf

It thinks it's being sneaky... -Elf The Eshin are near. -Elf Hiding in the shadows, runner? -Elf A runner approaches. -Elf A Gutter Runner draws near. -Elf Its scurrying would wake the deaf... and the dead. -Elf

Gutter Runner! -Saltzpyre Sigmar's chosen! I hear it! Listen... That's a Gutter Runner. Listen! Back-stabbers! There's something scampering about?!

Assassin SEEING

Back-stabber! - Sienna Assassin! Over there, Back-stabber! Assassin-rat! Look out, Assassin! Ulgu-cursed Assassins!

  • Packmaster (SEEING)

Hook-rat! -Sienna Look out, a Strangler! There! One of their Stranglers! Hook-rats are about again. Over there! Strangler! I'm going to char that Hook-rat! By the Eight Winds, Strangler! See, there's a Hook-Rat.

Hook-rat! -Kruber Strangler! Another Hook-rat! Look out, Strangler! Strangler rat! Keep close, Hook-rat! Skaven slaver! Mind that reachy grabby one!

  • Stormvermin Patrol HEARING

Shhh... I hear a patrol. - Kruber Sounds like a lot of Blackrats... - Kruber I can hear Stormvermin marching. - Kruber Listen - do you hear them? - Kruber That's Stormvermin, coming close. - Kruber So you hear 'em? So do I! - Kruber Blackrat unit, coming close. - Kruber

Hush, lumberfoots. If I can hear you, so can that patrol. -Elf Not a whisper, mayflies. Blackrat ears are sharp. Don't draw those Stormvermin on us, mayflies. A blackrat patrol. Evasion will serve us. These blackrats are bold - let's not find out why. Does the sound of these blackrats unman you? Stormvermin! Still your tongues. Stay out of sight.

They scamper in step. Avoid. - Saltzpyre Blackrats - lots of them by the sound of it. We don't want this brood to hear us. Keep quiet - Stormvermin patrol! Quiet, for Verena's sake! I'll kill you myself if you make a sound. Stormvermin Patrol.

Stormvermin Patrol (SEEING)

Blackrats! - Sienna That's a Blackrat patrol. We'd best avoid the patrol! Stormvermin patrol! Look, a pack of Blackrats... Keep out of sight, Blackrats! By Volans - Stormvermin patrol.

Blackrat patrol! - Kruber Don't let them see us! Stormvermin formation. Be wary of these bastards. Let's avoid the patrol. Only fight these gits if we 'ave to. Engage only if you must.

A blackrat patrol! - Elf Beware blackrats! These blackrats fight as strong as they smell. Each new breed seems fouler than the last. There are so many of them... Their black fur doesn't scare me. They march like warriors, but they're still vermin.

  • Rat Ogre

That beast sounds hungry. Let it taste steel! - Dwarf Come, rakogri, I've a present for you. - Dwarf Rat Ogre. Don't get caught in its path. - Dwarf That can only be a rat ogre... - Dwarf There's a rakogri near, or I'm an Elf. - Dwarf Gird yourselves, dawri! I hear a rat ogre. - Dwarf



  • Bright Wizard
  • Witch Hunter
  • Empire Soldier

The Art of the Clutch

Vermintide artoftheclutch
Motherf*&er, that was beautiful.
~ unknown dwarf, after ArticBC saved the day

Vermintide is a cooperative four-player team game, but there's something magical that happens when you're the last player standing and your whole team is looking to you to save the day: CLUTCH TIME.

You may only need to stay alive long enough to revive an ally dangling from the packmaster's pole, or perhaps you've got an entire section of the map to deal with on your own, but either way you're suddenly responsible for every aspect of survival in the end times: horde clearing, special & ogre killing, and working the map objectives. Unlike true-soloing, however , you're probably aiming to revive your teammates as soon as possible. Here are some tips to help develop your clutch game so that you can reap the satisfaction and gratitude of being "that guy/gal" sooner rather than later.

  • Listen very, very carefully to your headphones, especially for the tell-tale laughter of the packmaster. Getting knocked down or caught is game over, so you'll need to make locating and killing packmasters and assassins your number one priority when they show up. If you can spare a moment, ask one of your dead teammates to "watch your six" for specials while you play.
  • Your dead teammates can often be an excellent resource. Loot their mute and helpless corpses for the health, potions and bombs that could help you pull out a win. Again, if possible, you can ask your dead teammates to help you locate the spot they died.
  • If you're the last person standing during an ogre fight, you will need to be crafty if you hope to revive any teammates that are only downed because if the ogre is close to you he will interrupt any revive attempts. If you have (or can loot from a dead teammate) an explosive bomb, the stun effect on the Ogre will last long enough to revive a teammate. Otherwise, you'll need to exploit ledges, ladders and other vertical terrain features in order to create distance between yourself and the ogre. Now might be a good time to consider bringing the Bone Saw along if you find yourself in this situation fairly often.
  • Your ability to stay alive on your own will depend heavily on your ability to kill rats without taking excessive damage. Whether this involves "holding out" in a corner or nook and using crowd-control style weapons or moving quickly around the map while killing trailing enemies (kiting) will depend on the weapons you've brought to the fight. Choose your strategy accordingly.
  • Your CLUTCH game has to be your A-game. That means you need to become comfortable being under pressure without backup. The best way to simulate clutch gameplay is to play in true-solo mode. Having "been there and done that" will give you the confidence to play as calmly and methodically as possible. If true-soloing is too far out of your comfort zone, you can try playing with just one teammate. Your margin for error will be much slimmer as a duo than during four-person play, but you won't be as vulnerable to insta-failing via assassin, packmaster, or accidentally walking off a ledge.
  • If the situation is truly hopeless (e.g. when you're on your own trying to keep the generators cool on Summoner's Peak), it is considered polite to leap to your death or otherwise end things quickly so that the team can restart the map or head back to the Inn. If you're just looking for clutch practice, do it in solo or duo mode where you can fight against hopeless odds to your heart's content.

Related Links

  • Grimalackt clutch solos some ogres and a few dozen stormvermin to rescue his duo teammate (Nightmare Stormvermin Mutation)

Being a Hero

The heroes are well-balanced, and each can fulfill a variety of roles depending on both their equipment loadout and how they're played. Here are some tips for tailoring each hero to specific roles:

  • Victor
  • Sienna
  • Bardin
  • Kerillian
  • Kruber

Appendix 1: Weapons and Trinkets

Appendix 2: Detailed Explanations of Game Mechanics

Dodging

Several aspects of dodging aren't immediately obvious. The first is that each weapon for a given character has an "efficient dodge count". Once you've hit this number of consecutive dodges, your character dodges once at about 3/4 the distance of a normal dodge, and then subsequent chained dodges are tiny. Secondly, when the game is determining whether you've been hit or not by a rat, it explicitly checks whether you're in the "dodging" state. If you are, you won't be hit. This means that dodging isn't merely about gaining distance from an attacker to avoid damage -- you can actually dodge straight into an opponent and still avoid a strike.

Detection and callouts

Headshots

Advanced Weapon Attributes

Speed

Efficient Dodge Counts & Distance

Rush Intervention

A very little known mechanic of the game [...] every time a player crosses a map trigger alone, he will invariably spawn an extra free-of-charge assassin or packmaster. If the player still pushes on, he will also invariably spawn an extra horde with ambush-type spawns, but full horde numbers. Yes, the game is literally coded to f#&k you over if you leave your team in the dust.
~ Grimalackt

The game keeps constant track of every player's "Loneliness" value, which is a function of the distance from themselves to the other players. Not only will a rushing, lonely player trigger a rush intervention, but assassins and packmasters are programmed to prefer the loneliest of available player targets when they spawn. It's dangerous to go alone!

Push power

Stormvermin interrupts

Appendix 3: Glossary of Terms and Slang

2 and 2

"Two and two" refers to splitting up the party into two groups of two, typically so that each pair of players is responsible for slaying rats at one end of a tunnel or corridor. Calling for this arrangement explicitly when a horde is incoming avoids having players inefficiently "bounce" back and forth between defending both sides.

Anticurse

Also "Liche", or by its full name "Lichebone", refers to the trinket that reduces the health penalty from taking grimoires. Players may say that they "have anticurse" or ask if you have one, when they join or at the start of a game.

Carry

To carry is to be responsible for most of the progress and success in a given mission. To be carried refers to making minimal contributions to the team's progress. An extreme example of carrying occurs when one player single-handedly completes the mission while the others look on from the afterlife (see "clutch").

Clutch

To clutch is to perform admirably in the face of long odds, normally when you're the last player standing on your team. Similarly, making a very challenging ranged kill (e.g headshotting a packmaster dragging a comrade on cata) can be described as making a "clutch shot". For tips and advice on how to clutch, see "The Art of the Clutch".

Event

An event is a scripted portion of a game level with specific objectives (such as carrying explosive barrels to a target) and often a specific sequence of enemies (such as a horde and then a rat ogre). In referring to maps and strategies, "event" is used as shorthand as in "at the first event, let's not use your strength potion so that we still have it if we get the ogre afterwards".

Full Book Run

A full book run is when a team has the shared objective of collecting all the available tomes and grimoires on a given map. This amounts to two grimoires and three tomes on long maps (Such as Horn of Magnus or Khazid Kro), and one grimoire and one or two tomes on short maps (such as Chain of Fire or Summoner's Peak). While full book runs provide a much higher chance to be awarded loot from the high end of the available rewards on a given difficulty, they are also substantially more challenging than run without tomes or grimoires because not only will the grimoires reduce everyone's maximum health, but carrying the books will prevent the heroes from carrying as much health and strength/speed potions in reserve for difficult circumstances. When working your way up the difficulty ladder full book runs can be used as "intermediate" steps between levels. For instance, being able to beat Enemy Below on Nightmare won't adequately prepare you for the level on Cataclysm, but being able to beat it consistently on a full book run means you're significantly closer to your goal.

Duo

Duo refers to playing the game with only one teammate, having killed off two bots at the start of the game either with friendly fire or by using a mod. Duo runs both require and cultivate very close cooperation as well as exceptional individual skills as the two of you will need to handle rats & specials meant for four.

Dupe

Shorthand for any of the three grades of trinket (Boxes) that provide a chance to duplicate a health item, potion, or bomb when first picked up by the trinket holder. On maps with limited resources (or in the Last Stand game mode), this trinket can greatly increase resources available to the team. On the other hand, the trinket holder must have a chance to pick up every item (before it's been placed in another player's inventory) if it is to be maximally useful.

Healdupe

Shorthand for any of the three grades of trinket (Fishes) that provide a chance to *not* consume a health draught or medpack upon use, effectively duplicating the item in your inventory.

Healshare

Shorthand for any of the three grades of trinket (Charms) that provide some healing to nearby teammates when you yourself use a healing item. This is perhaps the most essential trinket because it permits an entire team to be brought from "grey" to "red" health with the use of just one health item.

Kobe or nobe

During the "Waterfront" mission, this refers to tossing the explosive barrels down to their target locations and having them "hit" their target without needing to be picked up from the ground and thrown to their final destination. If you are successful in this with all five barrels, you only need to return to the ground floor to exit the area.

Luck

Refers to a player bringing a luck trinket for the best chance of getting loot die from chests, players often let others know by stating "I have luck" or "I have stone". Multiple qualities of the trinket exist and only one of them is actually a stone, yet "luckstone" is still a common term for them.

Potdupe

Shorthand for any of three grades of trinket (Bottle of wine) that provide a chance to *not* consume a strength or speed potion upon use, effectively duplicating the item in your inventory.

Potshare

Shorthand for any of the three grades of trinket (Rack of vials) that apply the strength or speed potion effect to all nearby teammates when you yourself use strength or speed potion. At least one team member should be carrying this trinket, if possible, because it allows for (among other uses) very quick ogre and patrol kills when used with a strength potion and accelerated escapes when used with a speed potion.

Proc %

Proc is jargon carried over (largely) from World of Warcraft that describes the chance that an item's potential "Activates on hit/kill/use" effect will occur during play. In Vermintide, these chances are usually explicitly indicated on the item, such as the Regrowth (Charged) trait having 5% chance to return 5 health upon striking a target. The term "Proc" is also used during gameplay to let your teammates know when you've been lucky/unlucky with your weapons and items (e.g. "My potiondupe trinket just procc'd three times in a row!", or "Killing Blow didn't proc for me even once during that entire horde").

Soloing

Soloing refers most commonly to playing Vermintide by yourself with three bot teammates. It is occasionally also used to describe playing by yourself without any teammates at all, but for this the term "true soloing" is preferred for clarity.

True soloing

Playing Vermintide by yourself (with no teammates or bots) by starting a mission and then immediately killing off your bots. On Nightmare and Cataclysm this can be achieved with vanilla Vermintide via friendly-fire. To true-solo on Easy, Normal or Hard you'll need to install a mod that provides a command you can enter in the chat bot that will instantly kill all of your bots.