Warhammer The End Times - Vermintide Karak Azgaraz (DLC)
Three new co-op maps set in the snow-bitten Grey Mountains, adding two exclusive weapons and a quests system to Fatshark's rat-slaying first-person brawler. Best treated as a focused side chapter rather than a reinvention.
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About Warhammer The End Times - Vermintide Karak Azgaraz (DLC)
Karak Azgaraz is a three-map DLC expansion for Warhammer: The End Times - Vermintide, Fatshark's Left 4 Dead-inspired first-person co-op game built around melee combat and the relentless, rat-shaped horror of the Skaven. If you have already committed to the base game and its cast of five heroes - Bardin the Dwarf Ranger, Victor the Witch Hunter, and the rest - this add-on asks a simple question: do you want more of that, in the snow? If the answer is yes, Karak Azgaraz delivers cleanly. The three missions thread together into a compact side-story. You start by pushing through the ancient dwarfen settlement of Khazid Kro, fighting through cold-stone chambers and lava-edged pits in search of an engineer named Halgrim. From there, the ascent takes your group across the snow-covered Grey Mountains to recover the Cursed Rune from a vault before the Skaven can claim it - a large, open map that alternates between sweeping wilderness and tight Skaven ambush points. The arc closes on Chain of Fire, where you reach the summit and hold your position long enough to light the beacon and warn the dwarfen hold. That last mission is where the design shows a little creative spark: being forced to stay mostly stationary while waves come at you changes the rhythm of a game that usually rewards constant, aggressive movement. It is a small but well-considered twist. Two hero-specific weapons drop exclusively from these missions. Bardin Goreksson picks up the Warpick, a two-step heavy-attack weapon that turns the Dwarf Ranger into something genuinely frightening in tight corridors. Victor Saltzpyre gets the Falchion, a one-edged blade well suited to cutting through Stormvermin at speed. Neither weapon fundamentally reshapes how the heroes play, but both feel purposeful rather than padding. The update also introduced the Quests and Contracts system alongside the DLC - daily tasks refreshed from the Bounty Board in the Red Moon Inn, rewarding crafting tokens, Boons (timed power-up buffs), weapons, trinkets, and hats. It gives loot-hungry players a reason to keep running the new maps rather than treating them as a one-and-done experience. The honest caveat is this: Karak Azgaraz brings no new enemy types, no new hero mechanics, no surprises in the combat loop. The story is as thin as parchment - there is a cursed rune, some dwarves in trouble, and the Skaven doing what Skaven do. Reviewers at the time described it fairly as "more of the same," and that is accurate. The bigger practical concern for console players is population. The Vermintide 1 online community was already sparse when this DLC launched, meaning matchmaking was a gamble and bot companions - who are inconsistent at best when a Gutter Runner has you pinned - filled the gaps. Playing with a pre-formed group of three friends changes the calculus entirely. For a specific kind of player, that caveat dissolves. If you love this combat, love the Warhammer aesthetic, and have even one or two people to bring along, these three maps are well-constructed, and the mountain environments carry a cold, mythic weight that the Ubersreik city levels do not. The soundscape out on the Grey Mountains - wind, distant Skaven chattering, the crunch underfoot - does quiet, deliberate work on the atmosphere. Karak Azgaraz is not trying to be anything other than a compact, well-made extension of something Fatshark already did right. Kai, Scout Team
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Game Info
- Developer
- Fatshark
- Publisher
- Fatshark
- Release Date
- Mar 17, 2017