Items

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In addition to Equipment there are items available within missions, such as healing items, magical potions and potent explosives.

Consumables[edit | edit source]

Consumables are single use items that can be found in every mission. Each of these types of consumables have their own storage slot, and only one of each type may be carried at a time.

Healing[edit | edit source]

Healing items are carried in the third slot.

Image Item Name Effect Give?
Potion-HealingDraught.png Healing Draught Health potions can be consumed to heal 75 health, replacing temporary health. Y
Item-Medical-Supplies.png Medical Supplies Medical supplies can be consumed to heal 80% of your missing health, this will also turn your temporary health into permanent. Can be used on allies. Some Talents or Traits can grant benefit to the acting player when the heal another player. N

Potions[edit | edit source]

Potions are carried in the fourth slot.

Image Item Name Effect Give?
Potion-Speed.png Potion of Speed boosts movement speed and attack speed (with all weapons) for the duration. Y
Potion-Strength.png Potion of Strength boosts all damage dealt (both melee and ranged) and grants armour penetration for the duration. Stacks with other bonuses, and can be devastating if used in the right combination. Y
Potion-Concentration.png Potion of Concentration boosts Career Ability recharge rate-- during the potion's lifespan, many career skills can be re-triggered almost immediately Y

Bombs[edit | edit source]

Bombs are carried in the fifth slot.

Image Item Name Effect Give?
Item-Bomb-Explosive.png Bomb When lit and thrown, it explodes the first moment it contacts something, whether enemy or terrain, dealing armor-piercing damage and staggering enemies. Best used against bosses or armored groups. Y
Item-Bomb-Incendiary.png Incendiary Bomb When lit and thrown it explodes and creates a large area of flames dealing damage over time. Best used to deal with large and non-armored groups. Y

Collectibles[edit | edit source]

Collectibles are items that grant bonus XP at the end of the level, or contribute to the completion of Okri's challenges.

Image Item Name Effect/Use Give?
Item-tome.png Tomes Occupies the Healing slot. Can be swapped to use a healing item and picked right back up. Can be lost if a player falls off the map. Grants 50% of a loot bar and XP depending on mission difficulty. It does not matter who carries the tome-- all players get credit for it reaching the end. N (but can be swapped by picking up a health item, and having another player pick up the tome)
Item-Grimoire.png Grimoires Occupies the Potion slot. Cannot be swapped with a potion. Can be discarded by selecting it and [M1] destroying it in the process. Lost if a player dies. Grants 75% of a loot bar and XP depending on mission difficulty. The party possessing a Grimoire reduces the maximum available health for each character (the amount can vary by characters, talents, and traits [specifically, Curse Resistance])-- a second Grimoire amplifies the effect. This limitation is indicated by a reddish section on the right of each character's health bar. It does not matter who carries the grimoire-- all players get credit for it reaching the end. N
Item-Loot-Die.png Loot Die Can be found in containers or dropped by Sack Rats. Also awarded from Boss battles-- when, where, and how many appear seems to be random. Grants 20% of a loot bar and XP depending on mission difficulty. It does not matter who picks up the loot die-- all players get credit for it. n/a
Ravaged Art There are three Ravaged Art on every level, each spawning in one of several locations within specific areas. Collecting Ravaged Art helps complete challenges that grant you works of art that you can hang in your Keep. Unlike other bonus items, Ravaged Art must be picked up by each player that wishes to receive credit for it. n/a

Usable Items[edit | edit source]

Image Item Effect
Item-Ammo-Pouch.png Ammo Pouch Gives you ammo. Those that are a part of a level give you full ammo and are consumed. Those that appear as a part of a character perk (e.g. Bardin's Ranger career) give an amount related to the killed enemy that drops it.
Item-Ammo-Crate.png Ammo Crate Refills all ammo, and is never consumed. Excellent to camp near during a horde.
Item-Chest.png Chests May contain any Consumable Item or Loot Die when opened, but very often completely empty. Some contents can be tagged at distance before opening the chest (such as potions and tomes), but Loot Dice can't be.
Item-Crate.png Crates May contain any Consumable Item or Loot Die when opened, but very rarely contain anything. So tantalizing, yet infuriating!
Item-Explosive.png Explosive Barrel Explodes in a haze of smoke, dealing armor-piercing damage and staggering enemies. Best used against bosses. Can be picked up, carried, and dropped. Hitting it or being hit while carrying it will light it on fire resulting in its explosion shortly afterwards, hitting a lit barrel will cause it to explode immediately. Only melee, projectiles and bullets can light it but not blasts, or fire on the ground. Flamethrowers can light them but the barrel must be in the center of the firing cone. As of the WoM update, it's possible for some characters throwing a barrel to light it on the way, by holding down the attack button (if you've noticed barrels seem to be lit on their own when thrown, this is why).
Item-Lamp-Oil.png Lamp Oil Explodes and creates a large area of flames dealing damage over time. Best used to deal with large and non-armored groups. Can be picked up, carried, and dropped. Hitting it or being hit while carrying it will light it on fire resulting in its explosion shortly afterwards, hitting a lit barrel will cause it to explode immediately. Only melee, projectiles and bullets can light it but not blasts, or fire on the ground. Flamethrowers can light them but the barrel must be in the center of the firing cone. As of the WoM update, it's possible for the character throwing a barrel to light it on the way, by holding down the attack button following the throw (if you've noticed barrels seem to be lit on their own when thrown, this is why).

Miscellaneous[edit | edit source]

Image Item Effect/Use
Item-Aethyr Crystal.png Aethyr Crystal An interactive element for the objective in Athel Yenlui
Banana.png Bell An interactive element for certain objectives. Bells appear in several maps, where they are often used to commence an end event (such as the end-of-level event).
Item-boards.png Boards An interactive element that must be broken to move through. Although boards appear to bar the way on several maps, they can often just be walked around-- but it's fun to break things, isn't it?
Item-buboe-boil.png Buboes / boils A interactive chaos element that must be destroyed for certain objectives and puzzles. These appear on two maps, though they're only integral on one of them. An exploding buboe sprays a fountain of acid that will linger on the ground (similar, or identical, to Bile Troll puke).
Item-Candle.png Candles An interactive element for certain puzzles.
Banana.png Branches An interactive element that must be broken to move through. Branches typically appear as mossy vines, hanging between trees or other surfaces. Attacks on them will break them, allowing passage. However, it appears that horde creatures (infantry and even elites) do not get this concept, and there are some cases where you can bunch the enemy behind a wall of these vines where they will just congregate, vulnerable to fire attacks or attacks from above.
Banana.png Cannon An interactive element for certain objectives. Interactive cannon appear on two maps. In both cases, the cannon is required to progress the level. Cannons are only interactive in the sense that you must interact with them to trigger their pre-scripted behavior. They do not operate as free-form mounted weapons.
Banana.png Cannonball An interactive element for certain objectives. On the map Fort Brachsenbrucke, the last shot to be fired depends upon the retrieval of a cannoball that will appear randomly on the Fort grounds at the time of the necessity of its retrieval. It can be carried by a party member, where it follows the same rules for carrying other objects-- except it can't be ignited. It can be thrown or dropped to injure enemies (and there is an achievement for this), but its ultimate destination is by the cannon in the foot, which triggers the exit Portal.
Banana.png Chains An interactive element for certain objectives. Can be broken. Chains appear on two maps, and in both cases, must be broken using melee attacks in order to advance map objectives. Health bars may indicate the health of the chain (as in the Garden of Morr).
Banana.png Cages An interactive element for certain objectives. In Against the Grain, freeing survivors that are locked in cages is the objective. The cages are unlocked simply by interacting with them; no key is necessary.
Item-Door.png Doors An interactive element for proceeding through doorways. Doors can be interacted with, or can be broken with melee weapons or explosives. Doors will delay ingress/egress of enemies but only very briefly.
Banana.png Doorlock An interactive element for opening locked doors. Often only accessible from one side.
Banana.png Grindstone An interactive element with an unknown purpose.
Banana.png Generators An interactive element for certain objectives.
Item-keys.png Key Used to unlock certain locked elements in-mission. Most-typically, keys are used to unlock chests that contain Grimoires. It does not matter which player picks up a key-- once any one member has the key, any other player may unlock the related door or chest.
Item-locked-chest.png Locked Chest An interactive element for certain puzzles. Used in conjunction with Key.
Banana.png Lever An interactive element for certain objectives. Levers have many shapes and sizes, and some may be hidden from view behind other objects (e.g., a "Suspicious Brick" as part of a wall hidden behind crates).
Item-minecart.png Minecart An interactive element for certain objectives. Carts appear on two maps and, in both cases, are used to transport barrels of explosives. Minecarts have a completely pre-programmed path, whether on rails or not, and can be moved forward simply by characters touching them-- actual pushing isn't necessary, and the speed is deterministic. Minecarts that are speeding down slopes can injure or kill enemies.
Item-porticullis.png Porticullis (chain) An interactive element for certain objectives.
Item-skittergate-keystaff.png Skittergate Keystaff An object required to progress through the Skittergate. Like Keys, it does not matter which player picks up the Keystaff-- any player may activate the Skittergate once a party member has grabbed the Keystaff.
Banana.png Suspicious Bricks An interactive element for certain puzzles. Suspicious Bricks highlight in the environment like other objects.