Compare Warhammer: Vermintide 2 - Winds of Magic (DLC) prices across 50+ stores and find the best deal. Developed by Fatshark. Published by Fatshark. Released on 3/8/2018. Available on PC, Xbox. Genres: Action, Indie, RPG. Metacritic score: 82/100.

Winds of Magic drops Vermintide 2's rat-slaying crew into a Beastmen-infested wheat field with a new challenge mode that will humble veteran players fast.

Winds of Magic is a paid DLC expansion for Warhammer: Vermintide 2, Fatshark's first-person co-op melee brawler set in the End Times of the Warhammer Fantasy universe. If you have not spent time with the base game yet, stop here and go do that first - this content is firmly aimed at players who already know their Sienna Fuegonasus from their Kerillian, and who are hunting for a reason to keep pushing after the core campaign stops feeling threatening. The headlining addition is the Beastmen faction, which gives Beastgor, Ungor, and Minotaur enemies a spot alongside the Skaven and Chaos Warriors you already know. On paper that sounds modest, but Beastmen hit differently in terms of aggression patterns and positioning. Minotaurs in particular are a rude introduction - they charge hard, shrug off crowd control, and punish teams that try to play the same passive kite-and-poke game that works on Stormvermin. The new map, Against the Grain, runs the party through burning farmland and is visually one of the better-looking levels in the game, though a single map is thin justification for the asking price on its own. The bigger mechanical hook is the Winds of Magic challenge mode, a scaled difficulty system that lets groups crank enemy density and buff intensity to genuinely sadistic levels. For min-maxers who have refined builds past hour 40 and feel like nothing in the base game bites back anymore, this is the real draw. It rewards coordinated teams with better loot, and it will expose any weak link in a group with zero mercy. The new Weaves mode - tied to an arcane wind mechanic that stacks modifiers - adds a roguelite-adjacent layer of build pressure that sits somewhere between Vermintide's normal horde runs and an actual challenge-mode grind. It is divisive in the community, partly because Weaves use a separate progression track, which means your carefully leveled characters feel stripped down when you enter them. That separate progression is the expansion's most criticized design choice, and fairly so. Spending real money on a DLC only to start a secondary grind from scratch is a friction point that Fatshark never fully smoothed out. Winds of Magic also launched in a rougher state than the base game and received a patchy update history, though time and patches have addressed many of the early complaints visible in the review curve. What remains is a content slice that extends Vermintide 2's ceiling without widening its floor - returning players who love the melee system and want harder targets will find value here, but anyone hoping for new heroes, weapons, or story beats will leave disappointed. Bottom line: if you are deep enough into Vermintide 2 that the normal Cataclysm difficulty is no longer drawing sweat, Winds of Magic has mechanical teeth worth paying for. If you are still working through the base game or hoping for narrative expansion, save it for a sale. Monika, Scout Team

Warhammer: Vermintide 2 - Winds of Magic (DLC)
ActionIndieRPG

Warhammer: Vermintide 2 - Winds of Magic (DLC)

Mar 8, 2018Fatshark
GamerScout Says

Winds of Magic drops Vermintide 2's rat-slaying crew into a Beastmen-infested wheat field with a new challenge mode that will humble veteran players fast.

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About Warhammer: Vermintide 2 - Winds of Magic (DLC)

Winds of Magic is a paid DLC expansion for Warhammer: Vermintide 2, Fatshark's first-person co-op melee brawler set in the End Times of the Warhammer Fantasy universe. If you have not spent time with the base game yet, stop here and go do that first - this content is firmly aimed at players who already know their Sienna Fuegonasus from their Kerillian, and who are hunting for a reason to keep pushing after the core campaign stops feeling threatening. The headlining addition is the Beastmen faction, which gives Beastgor, Ungor, and Minotaur enemies a spot alongside the Skaven and Chaos Warriors you already know. On paper that sounds modest, but Beastmen hit differently in terms of aggression patterns and positioning. Minotaurs in particular are a rude introduction - they charge hard, shrug off crowd control, and punish teams that try to play the same passive kite-and-poke game that works on Stormvermin. The new map, Against the Grain, runs the party through burning farmland and is visually one of the better-looking levels in the game, though a single map is thin justification for the asking price on its own. The bigger mechanical hook is the Winds of Magic challenge mode, a scaled difficulty system that lets groups crank enemy density and buff intensity to genuinely sadistic levels. For min-maxers who have refined builds past hour 40 and feel like nothing in the base game bites back anymore, this is the real draw. It rewards coordinated teams with better loot, and it will expose any weak link in a group with zero mercy. The new Weaves mode - tied to an arcane wind mechanic that stacks modifiers - adds a roguelite-adjacent layer of build pressure that sits somewhere between Vermintide's normal horde runs and an actual challenge-mode grind. It is divisive in the community, partly because Weaves use a separate progression track, which means your carefully leveled characters feel stripped down when you enter them. That separate progression is the expansion's most criticized design choice, and fairly so. Spending real money on a DLC only to start a secondary grind from scratch is a friction point that Fatshark never fully smoothed out. Winds of Magic also launched in a rougher state than the base game and received a patchy update history, though time and patches have addressed many of the early complaints visible in the review curve. What remains is a content slice that extends Vermintide 2's ceiling without widening its floor - returning players who love the melee system and want harder targets will find value here, but anyone hoping for new heroes, weapons, or story beats will leave disappointed. Bottom line: if you are deep enough into Vermintide 2 that the normal Cataclysm difficulty is no longer drawing sweat, Winds of Magic has mechanical teeth worth paying for. If you are still working through the base game or hoping for narrative expansion, save it for a sale. Monika, Scout Team

Tags

steamCo-op HordeBeastmenEndgame ChallengeMelee CombatSeparate ProgressionDifficulty ScalingWeaves ModeDLC Content

System Requirements

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Reviews & Ratings

Metacritic
82
Steam
85%(146,009)

Game Info

Developer
Fatshark
Publisher
Fatshark
Release Date
Mar 8, 2018

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