Overview
List of all traits (known) and properties an item or weapon can have.I just wanted to consolidate the reddit info and not have to alt tab out of game. :PCan use this info in your guide if you want to localize it to another language or if you are making a weapons tier list.
Introduction
Welcome to Vermintide 2. In this guide I am hoping to clear up some confusion about what properties/traits do. Also, on what items and weapons they can roll on.
Important to note that traits can only roll on Orange and Red rarity drops.
Feel free to help contribute to this guide, I will list you at the bottom of the guide. 🙂
Properties
These are properties that you can randomly roll on most items/weapons, except where noted in each sub-section
Increase the blue cone area on melee weapons
Costs less shields to block an attack
How fast you recover your block shields
Each shield is 2 stamina or each half shield is one stamina
Your max total health pool (hard to determine since no hp numbers are given on the bar)
You do more dmg to the specified type (Monsters being bosses, Infantry being Hordes, and Armored being Choas warriors/Storm Vermin/Some end of act bosses/Rat Gunner/Warpfire Thrower)
Google Docs table for enemy HP and armor types[docs.google.com]
Specificallly:
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Power vs Infantry – critter_rat, critter_pig, Rasknitt, Nurgle Sorcerer(Blightstormer), Lifeleech Sorcerer, Poison Wind Globadier, Gutter Runner, Mauler (head is considered super armor), Raider, Bulwark, Fanatic (white horde zombies), Sack Rat, Clanrat, Clanrat with shield, Skavenslaves (pink rats)
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Power vs Armored – Stormvermin with shield, Stormvermin Commander, Stormvermin, Ratling Gunner, Warpfire Thrower, Parts of the Stormfiend (backpack skaven, right arm, left arm, head)
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Power vs Monsters – Rat Ogre, Packmaster, Stormfiend, Bile Troll, Blessed Gatekeeper Naglfahr (chaos spawn form), Spawn of Chaos, Deathrattler (parts of Deathrattler are super armor – backpack, right arm, left arm, head), Burblespue Halescourge
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Power vs Berserkers – Savage (chaos), Plague Monk (Skaven)
You take less dmg from these sources (AOE = Troll Bile, fire barrels, gas clouds, warpfire flames(?), explosions from the environment, etc)
You dont lose as much health from holding a Grim (in the pictures only the elf and dwarf have the 33% curse resist trinket on while holding 1 Grim)
Every time you get a random crit it does more dmg than it would without this property
Increases you chance to score a crit (melee weapons will have a orangish glow on the animation to signify this)
This only affects your career skill’s charge rate and stacks with talents
You get fallen teammates up faster
You respawn faster after dying (not much value since you have to die to make it worthwhile and some Heroic Deeds just kill you if you get downed)
You run faster (gotta go fast Sanic!)
Affects your weapon attack speed (possibly how fast you charge a heavy attack?)
Weapon Descriptions/Characteristics
Generally speaking every weapon will have a few green tags on it to let you know what the weapon does/its playstyle and what utility you get out of it. Most tags can be found on either Melee or Ranged with exceptions like Rapid Fire being only ranged
Lots of guides go into deapth with each of the weapons so I will only touch on the green tags and leave a link to the Melee and Ranged weapons list so you can discover more about the weapon
Melee Weapons[vermintide2.gamepedia.com]
Ranged Weapons[vermintide2.gamepedia.com]
Pretty straightforward, it either will be very high burst damage or fast/sustained damage(its potential DPS if you prefer).
Has two qualities –
- A: When fighting infantry, the weapon deals more damage to an enemy’s stamina if they are blocking. Also If the opponent is using a shield that is wooden, the shield will break (Stormvermin shields are metal).
- B: Enemy armor reduces your damage. Normal weapons will do minimal to no damage. Shield Breaking reduces the armor mitigation damage penalty. A 50%-20% reduction in the penalty depending on the weapon.
It determines if a light attack will damage an armored opponent. Armor will always reduce the damage of an attack. Weapons with Armor Piercings dont suffer the same mitigation penalty as regular weapons(damage reduced greatly or to 0).
The weapon has high stagger value. These weapons can usually push and/or stagger enemies with normal attacks.
As implied the weapon will have very fast attack animations. Think Bardin’s Dual Axes
The weapon may swing slower generallly, but it has increased range on its attack. This can even be a form of crowd control depening on how fast you attack.
The charge attack on the weapon will do a large amount of damage. Usually it takes a long time/has significant wind up to charge the attack for the damage.
Found almost entirely on shields, it implies that you have a great amount stamina and a wide block angle on this weapon
Weapons will continue to do damage(to enemies and friendly fire) for a set duration after the first hit. Amount and duration of the damage varies between weapons.
Headshot damage is increased. Not all enemies can be headshot though.
The attack/move set of the weapon is varried. It could do both horizontal sweeps and diagonal slashes. Best to experiment with these ones to get a feel for how they are optimally used.
It can increase the hero’s move speed, but generally it will mean that your attacks cause your hero to move a bunch. Good example is Kerillian’s spear
Found mostly on Saltzpyre’s Flail, its attack pattern will wrap around an enemy, thus ingnoring their sheild.
Fires fast for a ranged weapon.
The weapon has a zoom-in function for accuracy.
You have a 10% increased crit chance while using an aimed shot (e.g. holding RMB or left trigger)
The ranged weapon uses the charge mechanic instead of ammo. Generally is a fire DOT weapon.
Ranged weapon usually with a wide spread and a limited distance. Generally like a shotgun, has high damage most of the time.
Melee Weapon Traits/Properties
Crits increase attack speed by 20% for 5s
Timed blocks cost 100% less stamina
Blocking an attack increases the amount of dmg the attacker takes by 20% for 3s
Increases push strength +50% against an attacking enemy
Assisting an ally under attack grants both of you a temporary damage absorption shield
Melee crits reduce your ultimate’s cooldown by 5%. Effect can only trigger once every 4 seconds.
+5-10% Power vs Chaos/Skaven
+10-30% Push/Block Angle
+3-5% Crit Chance
+10-20% Crit Power
+3-5% Attack Speed
+10-30% Block Cost Reduction
+0.5-2 base Stamina
Ranged Weapon Traits/Properties
Critical hits remove the overcharge used for an attack. Functions on Drakefire Gun and Flamestorm Staff non-charged attacks
Weapon generates 20% less overheat
Crits restore 5% of your maximum ammo. Can only trigger once per shot.
Headshots restore 1 ammo
Ranged crits decrease ultimate’s cooldown by 5%. Effect can only trigger once every 4 seconds.
Headshots give nearby allies +stamina
Consecutive attacks against the same target increase power by 5% for 5s
Critical hits increase attack power by 25% against targets with the same armor class for a short time
+5-10% Power Vs Chaos/Skaven/Berserkers/Monsters/Armored/Infantry
+3-5% Crit Chance
+10-20% Crit Power
Necklace Traits/Properties (Healing)
Increases effect of healing on you by 30%
Passive HP regeneration: 1 health every 5 seconds. Healing yourself with healing draughts and first aid kits only heals for temporary health. Clears any wounds/downs
25% chance to not consume health item
Healing an ally with a medpack also heals you for 50% of your missing health
Reduces damage taken after the first attack by 40% for 2 seconds. This effect can only trigger once every 2 seconds
+10-20% (Max) Health
+10-30% Block Cost Reduction
+10-30% Push/Block Angle
+5-10% Damage Reduction vs. Skaven/Chaos/Area of Effect
+0.5-2 base Stamina
Charm Traits/Properties (Potions)
25% chance to not consume potion
Increases the duration of potions by +50%
Consuming a potion spreads the effect to nearest ally
Drinking a potion grants the benefits of ALL potions, 50% duration
Concentrated Brew
Drinking a potion deals damage to yourself instead of consuming the potion Removed
+5-10% Power Vs Skaven/Chaos/Monsters/Infantry/Berserkers/Armored
+3-5% Attack Speed
+10-20% Crit Power
Trinket Traits/Properties (Bombs)
Increases explosion radius +50%
Grenades cause hit enemies to take 20% increased damage for 10s
25% chance to not consume bomb
+11-33% Curse Resistance (Grimiores take less health from you when equipped in your party)
+3-5% Crit Chance
+10-30% Stamina Recovery
+5-10% Cooldown Reduction
+5% Movement Speed
+10-30% Respawn Speed
+10-30% Revive Speed
Thanks
These specific people helped to make this guide better:
Shadowblades;
Professor Oak;
Nuff_Said;
wew WEW;
Sir Duckyweather;
May Sigmar Bless You