Last updated by Gravecat at 10:48 pm. Comments (55)
Eldar Farseer — Ork Mekboy — Space Marine Captain — Tyranid Hive Tyrant — Chaos Sorcerer — Lord General — Tau Commander
Because I couldn’t find a complete, accurate list of all the wargear and when it unlocks in Dawn of War II’s Last Stand mode, I’m creating my own in the hopes that it’ll prove useful to others someday. :) If you find these lists useful or have any corrections to make, just drop me a comment at the bottom of the page. Feedback is always appreciated! I have personally verified everything up to level 12, other details are courtesy of friends and commenters. Thanks to Lu, B, Rileyluck, Toyi, Tirrik, ultrasloth7, Amdor, Greg, and Beelzebot for helping to complete the list. :)
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Shuriken Pistol
Default weapon. Can only be replaced, not removed.
One-handed ranged weapon, 2.6 dps.
Witchblade
Default weapon. Can only be replaced, not removed.
One-handed melee weapon, 7.0 dps.
Farseer Armor
Default armor. Can only be replaced, not removed.
Armor Rating: 16.
Armor of Vaul
Starting equipment
Armor Rating: 184. Grants Trait: Fearless (Immune to supression).
Pistol of the Warseer
Starting equipment
One-handed ranged weapon, 2.6 dps. Grants Traits: Combat Expert (+30% Melee and Ranged damage), Swift (+25% movement speed.)
Pistol of the Doomseer
Starting equipment
One-handed ranged weapon, 2.6 dps. Grants Ability: Eldritch Bolt (15
: Fire a rolling blast of psychic energy at an enemy.)
Witchblade of the Crone
Starting equipment
One-handed melee weapon, 20.0 dps.
Runes of Warding
Starting equipment
Accessory. Grants Ability: Ward (25
: Grant a targetted ally temporary invulnerability.)
Runes of the Harlequin
Starting equipment
Accessory. Grants Ability: Confuse (15
: Confuse the target squad, causing it to recklessly attack anything nearby for a short period.)
Runes of Fleetness
Unlocks at level 2
Accessory. Grants Ability: Fleet of Foot (5
: Greatly increase movement speed at the cost of reduced damage output.)
Runes of War
Unlocks at level 3
Accessory. Grants Trait: Combat Master (+40% Melee and Ranged damage.)
Singing Spear
Unlocks at level 4
Two-handed melee weapon, 19.0 dps. Grants Trait: Unshakable (Makes the wearer immune to knockback.)
Spirit Stone of Eldritch Might
Unlocks at level 5
Commander Item. Grants Ability: Eldritch Storm (50
: Unleash a large psychic storm, disrupting and damaging enemies in a large radius. While channeling this powerful spell the caster will be immune to damage but not regenerate energy.)
Rune Armor
Unlocks at level 6
Armor Rating: 68, +50 Energy.
Runes of Deception
Unlocks at level 7
Accessory. Grants Ability: Conceal (20
: Create a field at a fixed location that temporarily conceals all allies within its radius.)
Runes of Fortune
Unlocks at level 8
Accessory. Grants Ability: Fortune (10
: Grants a defensive bonus to a targeted allied unit, greatly reducing damage received.)
Witchblade of Isha
Unlocks at level 9
One-handed melee weapon, 10.2 dps. +0.3 Energy Regeneration, +25 Energy.
Runes of Wrath
Unlocks at level 10
Accessory. Grants Trait: Second Strike (Delayed psychic strikes follow each time the Farseer strikes an enemy in close combat.)
Runes of the Warp
Unlocks at level 11
Accessory. Grants Ability: Group Teleport (15
: Teleport all nearby allied units to the targeted location.)
Runes of Vigor
Unlocks at level 12
Accessory. +0.3 Energy Regeneration.
Ghosthelm
Unlocks at level 13
Armor Rating: 44, +1 Energy Regeneration. (This helm increases the wearers energy regenerative capabilities.)
Pistol of the Skyseer
Unlocks at level 14
One-handed ranged weapon, 2.6 dps. Includes stones and runes which allow the Farseer to lift enemies around her into the air incapacitating them then throwing them doing knockback damage.
Spirit Stone of Illusion
Unlocks at level 15
Commander Item. Grants the ability to turn your enemies against each other on a mass scale; half of all enemies on screen will turn on and attack the nearest target whether it be friend or foe.
Runes of Evasion
Unlocks at level 16
Accessory. Wearing this rune reduces the chance that enemy attacks will hit the Farseer.
Runes of the Spider
Unlocks at level 17
Accessory. Grants the ability to entangle foes preventing them from moving (but not attacking).
Armor of Eldanesh
Unlocks at level 18
Armor Rating: 132. Grants Ability: Psychic Shield (Raise a psychic shield which halves incoming damage and causes it to reduce Energy instead of Health.)
Warp Spear
Unlocks at level 19
Two-handed melee weapon. 12.2 dps. Grants ability: Warp Pull (pull enemies towards the Farseer). Grants trait: Pitiless (10% chance to do massive melee damage).
Spirit Stone of Vigor
Unlocks at level 20
Commander Item. Grants Invigorating Leadership. Increases Energy Regeneration by 0.3. (Not only increases the bearer’s energy regenerative capabilities but will project an aura increasing those regenerative capabilities for all nearby allies.)
Laughing Stave
Unlocked by achievement “Advanced Multiplication” (Obtain a score multiplier as 275 as the Eldar Farseer)
Two-handed ranged staff, 11.1 dps. Grants Traits: Knockback (ranged attacks knock enemy back), Laughing Rune (-25% energy cost).
Mantle of Malan’tai
Unlocked by achievement “Grab me the paddles” (Revive 75 allies as the Eldar Farseer)
Armor Rating: 165, +0.5 Energy Regeneration.
Debilitating Witchblade
Unlocked via paid DLC pack
One-handed melee weapon, 7.1 dps. Grants Traits: Sap (Reduces an enemy’s melee damage by 50% for 5 seconds), Energy Leech (When this witchblade strikes down an enemy it grants 10 energy to the wielder.)
Armor of Idranel
Unlocked via paid DLC pack
Armor Rating: 165, +100 Health. Grants Traits: Unshakable (Makes the wearer immune to knockback), Foresight (Reduces incoming melee damage by 50%.)
Gravecat — May 22nd, 2011 @ 12:49 pm
Updated, with the new achievement-unlockable gear.
Gravecat — May 29th, 2011 @ 1:14 pm
The list has been updated again, this time with the wargear from the paid DLC pack.
Analiation — May 30th, 2011 @ 1:14 am
The new farseer armor is amazing, love it.
Liquith — June 21st, 2011 @ 5:59 pm
Which Weapon/ Built do you prefer? I still use the starting Equip combination of “Witchblade of the Crone” and “Pistol of the Warseer” This seems just to be to good. Combined with the Armor of Idranel it pretty much rocks. I Could just need more Mana during the later waves. Maybe i get enough with the Runes and Traits to come. Cheers.
Warseer — June 26th, 2011 @ 10:12 pm
Witchblade of the Crone
Pistol of the Warseer
Armour of Vaul
Runes of War
Runes of Warding
Runes of Fortune
Spirit Stone of Eldritch Might
keep fortune up at all times, reserve ward for difficult situations, use your superior speed to keep from being ganged up on too badly. with a bit of foresight you can summon a storm every once in a while, just keep in mind that you’ll be vulnerable until you get 10 energy again.
Jamin P. Rose — July 4th, 2011 @ 11:20 pm
My combo
Pistol of the Warseer
Which Clade of the Crone
Runes of War
Runes of the Warp
Runes of the Spider
Spirit Stone of Eldritch Might
fr3eZe — July 10th, 2011 @ 5:38 am
lol, and how u wanna fund that?… u never have the mana for it.
Best Support Spec:
Ghosthelm
Pistol of Doomseer
Witchblade of Isha
Runes of the Harlequin
Runes of Deception
Runes of the Warp
Spirit Stone of Vigor
(All other commander items badest of all, but if u dont lvl 20 i would choose Spirit Stone of Eldritch Might, cause the AE Confuse only lasts for 5 sec.. rather using single confuse..
Eranae — July 12th, 2011 @ 10:26 pm
My favorite support specc:
Pistol of the Warseer
Witchblade of Isha
Ghosthelm
Runes of Warp
Runes of the Harlequin
Runes of Warding / Runes of Deception
Spirit Stone of Illusion
The spirit stone of illusion isn’t half as bad as it seems tbh. It can really cause one hell of a mess in large enemy packs, especially in the last waves.
Wally — July 28th, 2011 @ 7:49 am
Yeah, i like all the commander items; i guess illusion is my favourite for when my ork mate has a battery pack; the mass confuse isnt THAT great for killing things (because everything fights everything, hence the damage is spread) compared to normal confuse; but it can buy precious time for the team by making the enemies turn on each other rather than chasing you.
If i dont have my ork mate, i find i dont have the energy to use 50 energy spells like mass confuse or storm. Hence the stone of vigor is helpful for just ensuring you always have energy to conceal, confuse and warp.
I use the same build as the 2 above; but i use Mantle of Malan’tai instead of Ghosthelm, just for that extra survivability for when my warp stuffs up.
Deuzerre — July 31st, 2011 @ 12:49 pm
My Build (and pretty early too).
Pistol of the warseer
Witchblade of crone
Armor of Idranel
Rune of warding
Rune of fleeteness
Runes of war
Eldritch storm
With that, you one-shot smaller ennemies (20+70%damage), can go toe to toe with big ones (with ward) then wall back with fleet. Very fun to play as.
You have big health, hit hard, and can survive most things. And this makes a perfect target for cloning on wave 16.
Knegge — August 1st, 2011 @ 9:15 am
I finally finished Anvil of Khorne. Had an incredibly tanky lvl 20 Captain with shield an lightning claw an a lvl 15 Lord General with Sniper, Executioner Turret (lol) and Ogryns with me.
My setup was:
Pistol of the Warseer (Swift, Combatmaster)
Withblade of Isha (+0.3 regen +25 energy)
Armor of Idranel
Confuse
Evasive
Group Teleport
Eldritch Storm
The combo of Armor of Idranel an Rune of Evasion makes you very Tanky. If u sty near a Captain with zeal you simply cannot die. If things get rough and you both get low just tp away. The melee power with combat master is enough to help your captain kill things fast.
Confuse works on superheavys which makes AoK much more easy.
Eldritch Storm worked great on some of the early eldar an tyranid waves. Good to get rid of those annoying Banshees an Raveners. On later waves it didn´t do much beacause i used most of my energy for confuse an tp. Might be worht it to replace storm with Spirit stone of vigor or illusion.
HexySmexy — August 4th, 2011 @ 1:17 pm
The best I’ve come up with for my Eldar, hands down.
Laughing Staff
Armor of Idranel
Evasive
Vigor
Group Teleport
Veil of Tears
The staff is so amazingly good. You can hold back any one unit forever with it and the -25% on costs is beyond useful. When combined with Vigor, it makes veil all but spamable. Hell, if you used the ghosthelm, it probably would be, but the survivability can’t be ignored. The DLC armor+Evasive makes you all but invulnerable allowing you to run in and TP out with minimal effort. Another option for teams that need energy is to swap vigor and veil. Take Confuse and SS of Vigor instead. Both will work.
CrinkleChips — August 7th, 2011 @ 11:41 pm
A pretty fun low level build I’ve used.
Armor of Irandel/Vaul
Pistol of the Doomseer
Debilitating Witchblade
Warding Rune
Confusing Rune
Fleet Runes
Run around Eldrich Bolting mobs, if they survive finish them with the sword to regen energy for your next bolt.
Invuln to save yourself/allies
Confuse to get the big enemies out of the way while you bolt the munchkins.
Fleet to get around from place to place since you haven’t got the speed boost pistol.
FunnehRabbitMan — August 8th, 2011 @ 8:50 pm
Pistol of the Warseer
Witchblade of the Crone
Armor of Idranel
Runes of Fortune
Runes of Wrath
Runes of War
Spirit Stone of Eldritch Might
For a bit of a tanky/priority target elimination. The speed boost lets you get to those pesky big guys quickly, and the high damage per swing on top of a fast swing speed stacking Second Strike (sup, Dr Seuss?) takes them down in no time at all. To top it off, as long as you’re able to keep Fortune up you have insane damage mitigation, meaning you can take those pesky Wraithlords/Dreads/what have you all by yourself.
If you’re seeking a little more passive survivability or keep finding yourself in bad situations, I’d recommend dropping Runes of War for either Runes of Evasion or Runes of the Warp.
Jamin P. Rose — August 9th, 2011 @ 7:08 pm
New combo
Pistol of the warseer
Debilitating witchblade
Armor of idranel
Runes of war
Runes of wrath
Runes of evasion
Spirit stone of illusion
Here’s a masterful fighting farseer, you’ve got combat expert and master, unshakeable, sap, energy leach, and much more, this is a front line farseer, he’ll you could use the spirit stone of eldritch might instead of illusion and it would be just as effective.
Jamin P. Rose — August 12th, 2011 @ 10:17 pm
Sorry about the comment above, damn iPad auto correct, that should be hell not he’ll.
Mars — August 24th, 2011 @ 4:35 am
This works best with melee allies(outragious if duo’ed) or imperial guard with shotgun/flamethower minions. I like…
Warpspear
DLC armor
Rune of Wrath
Rune of War
Rune of Evasion
Eldritch Might
The pull effect is dirt cheap leaving you plenty of opportunities to run eldritch storm every other combat round. This setup works especially good with warpspear duo since you’ll have plenty of special attacks proc’Ing to knock back and kill groups as you pull them in in rapid succession and atleast 1 storm every round without any fear or generating knockback on ally.
Working on good confuse build but that need some tweaking, don’t like ghost helm and still working on mantel
Beelzebot — August 24th, 2011 @ 8:49 pm
Warp Spear is outrageously fun in combination with a Hive Tyrant that uses Toxic Miasma. But without level 19 I prefer a support build consisting of:
Laughing Stave
Armor of Idranel
Runes of Fortune
Runes of the Warp
Runes of Vigor
Spirit Stone of Eldritch Might
You can keep up Fortune on everyone and still drop a few storms, while pewpewing some random stuff.
Baron von HoopleDoople — August 29th, 2011 @ 2:38 am
Epic Level 20 Build
Laughing Stave
Mantle of Malan’tai
Runes of Warding
Runes of the Warp
Runes of War (sub Runes of the Harlequin if desired)
Spirit Stone of Vigor
What defines this build is that you can use ward indefinitely without running out of energy. Combined with group teleport, you can keep even a bad team up and running. The Runes of War and melee use of Laughing Stave allow you to actually deal damage. If your allies can cover for you in terms of damage you can bring Runes of the Harlequin; just be careful not to use confuse too often or you’ll be unable to ward when needed.
Tekert — October 2nd, 2011 @ 7:15 am
I’ve reached wave 20 (in both caos and retribution) many times with this support build (caution: needs good dps, specially space marine with jumpack)
Pistol of the Warseer (Very important for its 25% speed movement)
Wichblade of Isha (Energy regen)
Armor of vaul (to survive later waves of ranged supression while reviving or confusin)
Runes of the Harlequin (confuse, the most important)
Runes of vigor (60% more energy regen with isha)
Runes of warp (good to survive wave 19 easy mode)
Any commander item actually, doesnt matter.
Tactic: confuse, confuse and confuse more, stall enemies in one front while your teamates finish the other front, its like tanking with confuse)
Note: this fails without enought dps, or you reach wave 20 but veery slowly using warp all the time)
Other builds back in chaos werent nearly as effective as this one becouse melee dps = death, now on retribution with the DLC armor well.. you get the idea for the combo, I didnt find the new staff usefull, you loose speed, making you go more defence, warding or fortune with mana regen or the new DLC armor but no point dpsing if they reach you so you go back to tank or support build, they are the most viable.