Eldar Farseer — Ork MekboySpace Marine CaptainTyranid Hive TyrantChaos SorcererLord GeneralTau 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. :)


Shuriken Pistol
Default weapon. Can only be replaced, not removed.

One-handed ranged weapon, 2.6 dps.

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 (15energy: 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 (25energy: Grant a targetted ally temporary invulnerability.)

Runes of the Harlequin
Starting equipment

Accessory. Grants Ability: Confuse (15energy: 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 (5energy: 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 (50energy: 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 (20energy: 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 (10energy: 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 (15energy: Teleport all nearby allied units to the targeted location.)

Runes of Vigor
Unlocks at level 12

Accessory. +0.3 Energy Regeneration.

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%.)


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71 thoughts on “Dawn of War II: Last Stand Wargear List (Eldar Farseer)”

  1. current says:

    Debilitating Witchblade
    Pistol of the Warseer

    Armor of Idranel

    Runes of War
    Runes of Evasion
    Runes of Fortune

    Spirit Stone of Eldritch Might

    Quite fun build I found recently. The main point is to use the blade to collect energy and then clear an area with the storm. The blade itself is quite weak, but with runes of war & pistol the storm is very, very strong. I actually was able to one-shot a wraithlord on wave 12 with it. The fortune is to boost the survivability for you and your allies.

    As a downside, I can’t guarentee this build effectiveness from the wave 16 and onward, and it is too dependant on DLC wargear.

    Right target choosing (like 9th wave banshees horde) is the key to get the most damage out of this build.

  2. current says:

    A couple of comments on the previous build as I tested it more.

    The blade does not collect energy from single targets at all, so aim for the squads. And, if your team does not have any hero with a powerful attack to quickly take out single targets (Tau rockets, General’s rifle, etc) you will be stuck on wave 16 since this farseer is almost unkillable.

    So, yeah, fun is fun, but farseer works as a support far better :D

  3. Frazer says:

    This is a beast as build:
    Laughing Stave: So you can knockback oncoming melee attackers while you engage them at range, it also means that your default attack can knockback shuriken cannons meaning they are no longer a major threat until they set up again.
    Mantle Of Malan’tai: So that you have armour with a relatively high armour rating, paired with an extra 0.5 energy regeneration.
    Runes Of The Spider: So that you can slow down oncoming melee attackers in case there are too many to knock them all back.
    Runes Of Evasion: So that you don’t always have to rely on your armour to protect you.
    Runes Of Vigor: So that you can use the extra 0.3 energy regeneration to spam ‘entangle’, which you will need on the later rounds.
    Spirit Stone Of Vigor: So that not only you but also nearby allies can benefit from an extra 0.3 energy regeneration.

  4. Silent_luck says:

    the best SUPPORT build is as follows

    laughing stave

    Mantle of malan’tai

    Runes of the warp
    Runes of warding
    runes of deception

    Spirit stone of illusion

    this will not get you kills, but you will be able to carry your team with the runes

  5. -SoL- Justice says:

    The Mantle of Malan’tai does actually give 10% melee special attack chance

  6. wurblewind says:

    Has anyone noticed that the Laughing Stave actually does the same melee DPS as the Witchblade of the Crone? I’ve actually been using it instead of said witchblade on my frontline build, to give decent ranged ability plus melee defense. It’s only drawback is that you can’t fire on the move, but as a defensive item it’s incredible.

  7. Aylin says:

    @wurblewind: The laughing stave has 0% special attack chance (crone has 5%), and since it takes up both hands you cannot use Pistol of the Warseer for +30% more damage. Realistically Crone > Laughing for melee DPS.

  8. Livvy The Huntress says:

    I dont see the Warp Spear used often, but it’s actually quite good.
    Here’s my build.
    ++Path of Roses, Sonia Path.++
    Warp Spear
    Armor of Idranel
    Runes of War
    Runes of the Spider
    Runes of Vigor
    Spirit Stone of Vigor

    This build is for getting enemies to focus on you, which can also be used to keep them away from squishier team mates. Especially on En masse enemy rounds, like the banshee swarm on 9. the spider runes are there to use after pulling them in with the spear, so they cant just run away and attack those you wish to protect.

  9. Chibi Assassin says:

    Sry for the double post, forgot to mention that this is a gear selection guide aimed to feature the most prominent gear setups for each character. The Eldar Farseer is the only part of the guide written as of 6/11/14. WIP.

  10. Kalos Ka says:

    Is Mantle of Malan’tai availiable on Warhammer 40000: Dawn of War II, no retribution or chaos rising?

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