How to Beat Eldar Campaign in Warhammer 40,000: Dawn of War II: Retribution

Items, traits, missions, rewards, army for the Eldar campaign of Retribution.


This guide contains a lot of useful information to help you plan how you want to play through the Eldar campaign in Retribution. There are a lot of elements in the Retribution campaigns which you simply aren’t told ahead of time, but make a lot of difference to your choices. For example, you don’t know which rewards a given mission will offer you until you unlock it, but which missions let you upgrade which units makes a big difference to what upgrades you want to get and when.

In this guide I’ve focused on recording things that you’d probably have to play a couple of test runs of the campaign to find out. Therefore, I have generally not included information that you could learn by simply playing the Eldar tutorial and reading all the tooltips the planet map presents. For instance, I have not listed the description of every trait of every hero, or the description of every upgrade to every army unit. Hopefully this repository of information that requires a few playthoughs to find, will allow you to spend more time playing the way you want to play, and less time playing just to learn basic information.

I gathered this information while preparing for an attempt to complete the Eldar campaign deathless, and figured I may as well make a Steam guide so other people can benefit from it.

Why the Eldar campaign? Eldar are by far my favourite 40k faction.

General Campaign Facts

This section is not specific to the Eldar campaign; it applies to all the Retribution campaigns.

You keep everything that you earned in a mission, even if you fail or quit the mission early. If you start a mission, pick up some items, then quit the mission, those items will still be in your inventory. If your hero earned some XP in a mission you then failed, your hero keeps that XP. The only way to return to the start of a mission without keeping what you earned from it is to restore an old save file, which requires messing around with Retribution’s files on your computer. The fact that you keep everything from unfinished missions opens up the possibility for some exploits described later.

Every time you lose a squad member or vehicle, you are given back all the requisition and power you spent on it. This gets interesting when you notice that the cost to reinforce most squad members is actually less than the amount of resources you get refunded when a member dies. By losing some of your squad members and reinforcing, you end up with a full size squad and get to keep the extra resources. By doing this repeatedly, you can actually generate as much requisition and power as you want, provided you have enough to build an initial squad that costs both.

Bonus objectives often (but not always) drop items your heroes can equip (or expendable items that bring other benefits). Items are pretty rare in Retribution outside of mission rewards and bonus objectives, so it’s usually worth your while to do these.

Once an item has dropped on the ground in a mission, you will get it added to your inventory whether or not you click on it before the mission ends. So don’t worry about that item a boss dropped in the mission’s closing cutscene – you actually did get it.

Army Units

The Eldar have 9 army units in the Retribution campaign.

  • Guardians: The basic Eldar infantry unit. Prefer ranged attacks, low health, low damage. A big portion of their value comes from their large number of special abilities.
  • Grav Platforms: Heavy weapon emplacements requiring setup and teardown, they are the Eldar’s earliest access to suppression and anti-vehicle weapons. Lots of range and strong effects, but not very durable at all.
  • Banshees: Specialist melee infantry. Their primary weakness is the need to get in melee range of the enemy before they can do anything. Since most army units in Retribution die pretty quickly on the hardest difficulty, this limits how useful they can be.
  • Warp Spiders: Specialist ranged infantry, with the ability to teleport often and throw anti-vehicle Haywire grenades. Teleporting is fun and sometimes useful, and it’s very helpful to have some anti-vehicle on mobile army units that you can unlock early on.
  • Wraithguard: Durable, slow-moving infantry with powerful cannons that damage in an area and suppress. Takes a while for them to reach their target, but not much stands up to them when they do. Wraithguard move a little faster when any Warlock is nearby, whether that Warlock is the campaign hero, attached to another squad, or attached to the Wraithguard themselves.
  • Falcon: The Eldar transport vehicle. Your infantry can reinforce when near this, and it can carry them around. It’s unusually good in combat for a transport, with some decent weaponry and an energy shield to absorb damage.
  • Wraithlord: A melee walker, the Eldar’s most durable vehicle. Can be upgraded with some ranged weapons too.
  • Fire Prism: The Fire Prism is an artillery tank. Unlike most high-tier tanks it doesn’t have that much health, and mainly gains value with long range beam attacks that can be specialised against infantry or vehicles. Using the Fire Prism well is often hard because Retribution has a lot of tight corners which don’t allow line of sight; there aren’t many situations with enough space to get a Fire Prism in range of something while keeping it a safe distance away. Fire Prisms should never be in the front of your army.
  • Avatar: The Eldar superheavy unit, the Avatar fights in melee but comes with some large area of effect abilities. Very durable, but you can only have one, and it tends to get targeted down since it has to run out in front of your other units to attack.

Army Upgrades

Most army units in a Retribution campaign have a certain number of upgrades that can be applied to them. These upgrades are primarily acquired as one of your options for mission rewards, each time you successfully complete a mission. You do not start out with access to most units; the first time you choose to upgrade a particular unit as a mission reward, you’ll unlock that unit to build in the future. Subsequent upgrades to that unit will improve its stats or unlock new weapons and abilities for it.

With 3 exceptions, all Eldar army units have 3 upgrades available (an initial unlock of the unit, then 2 powerups). The exceptions are

  • Falcon: The Falcon is technically unlocked from the start of the campaign. It has no further upgrades available.
  • Wraithlord: The Wraithlord has 4, not 3, upgrades available (an initial unlock of the unit, then 3 powerups).
  • Avatar: The Avatar is unlocked by completing the Mount Siccaris mission, and has no further upgrades available.

You have to spend a mission reward on unlocking most units before you can build them. The exceptions to this rule are

  • Falcon and Avatar: As mentioned above, these are unlocked by your mission progression without use of mission rewards.
  • Guardians: The first two Guardian upgrades (initial unlock and one powerup) are given to you for free in the campaign tutorial. You can choose whether to get the final upgrade later in the campaign.
  • Grav Platforms: The first Grav platform upgrade (initial unlock) is given to you for free in the tutorial. The second Grav platform upgrade is given to you during the Argus Settlement mission (mission 3 of the campaign). You can choose whether to get the final upgrade later in the campaign.

For full information on which missions allow you to upgrade which units, see the Mission Rewards section below. However, one important restriction is worth pointing out here: Fire Prisms and Wraithguard both have exactly three potential upgrades, and for each there are exactly three missions which allow you to upgrade them. Therefore, because Chapter Keep Selenon makes you choose between Wraithguard and Fire Prisms, it’s impossible to fully upgrade both unless you happen to get a Commendation drop (see Important Consumables below) for one or both of them.


As is true across the board for Retribution campaigns, the Eldar campaign presents you with 4 heroes, each of whom has 15 traits that can be selected, and will gain up to 10 trait points (1 for each level earned) in the course of the campaign. These traits are organised into 3 categories: Stamina, Offense, and Will (although I’ll just as happily refer to them as Health, Damage, and Energy). Traits in each category are sequential; you can only unlock Health trait 4 if you’ve already got Health trait 3, which requires Health trait 2, and so on. You therefore need to plan your traits from the beginning of the campaign in order to get all the traits you want to have by the end.

In the early stages of the campaign, especially on Very Hard difficulty, you’ll probably feel like your heroes are dying easily and need more durability, tempting you to invest into the Health trait line. However, I’d advise you to make trait decisions based on which traits look strongest in the long term. In Retribution on the highest difficulty, you’ll often get a lot more success out of your heroes killing enemies quickly so they can’t do any more damage, rather than trying to survive in a war of attrition.

After the Argus Settlement mission you can choose to not bring Ronahn, Veldoran, or Elenwe on a mission and take an honour guard unit instead. The honour guard units generally aren’t particularly stronger than the heroes; the main value of taking honour guard is a higher maximum army size and any trait-based bonuses to army units that the hero might provide when not deployed. It’s also important to note that if you deploy an honour guard unit, the corresponding hero does not gain XP from that mission. You can only leave a hero out of two or three missions before the XP loss means they might not reach level 10 before the campaign ends.

The following are my general thoughts on the heroes and what their most valuable options are.


As an Autarch, Kayleth is probably your most versatile hero. She can fight in melee or at range. Kayleth can equip Power Swords, Executioners (basically a spear with a knife on the end), Shuriken Catapults (rapid-fire ranged anti-infantry weapons), and Fusion Guns (ranged anti-vehicle weapons).

Her Skyleap ability (Energy 5) is by far her best ability; it has a long range and drops plasma grenades along the entire path from her starting point to her landing point, having potential to devastate large enemy infantry forces. Kayleth is also invulnerable during the jump (since she’s off the map in the sky) but can still shoot at enemies on the ground with a ranged weapon, and ranged enemies will still try to target her. Be aware Skyleap may drop no grenades if you choose a landing point right next to where Kayleth currently is. Skyleap synergises well with the Volley trait (Damage 3) which increases the number of grenades it drops. Although it makes sense to give Kayleth the plasma grenades due to Volley, she actually doesn’t need to have them equipped for Skyleap to drop grenades while in the air. Skyleap can leave Kayleth vulnerable in that she’s likely to land in the middle of the enemy forces, but she can use her regular Jump ability to get out quickly.

Kayleth’s Damage traits are also pretty good. In particular, if you equip her with a fusion gun and the Damage 4 and Damage 5 traits, she becomes an absolute menace to enemy vehicles. Maxing out Damage and Energy with a fusion gun allow her to be immensely good at killing both infantry (through Skyleap’s grenades) and vehicles.

Kayleth can equip a commander item. There are 9 different commander items in the Retribution campaign. Some of them are mission rewards, some of them drop randomly, but you can be pretty certain of getting them all before you reach the final mission.

  • Helm of the War Host (knockback and suppression resistance)
  • Aspect Stone of the Howling Banshee Shrine (war shout ability)
  • Aspect Stone of the Striking Scorpion Shrine (infiltrate ability)
  • Aspect Stone of the Fire Dragon Shrine (+50% damage to vehicles)
  • Aspect Stone of the Dire Avenger Shrine (+25% damage resistance)
  • Aspect Stone of the Shining Spear Shrine (+charge range, +29% movement speed)
  • Aspect Stone of the Swooping Hawk Shrine (-50% Jump and Skyleap energy cost)
  • Aspect Stone of the Dark Reaper Shrine (+20% ranged damage)
  • Aspect Stone of the Warp Spider Shrine (summon Warp Spider squads for energy)

The variety of commander items shows how versatile Kayleth’s role can be in an army. Just pick one that’s useful for how you want to use her. I consider the Warp Spider Stone to be particularly good since it allows you to start building up an army before you gather any resources, and the summoned Warp Spiders benefit from your army upgrades too.

Heroes continued


Ronahn is obviously a sniper and infiltration specialist. He can equip Rifles (long range single-target anti infantry weapons) and Shuriken Catapults.

Ronahn’s best (and most fun) ability is definitely Kinetic Pulse. With full traits in Damage, this skill one-shot kills most infantry, knocks back enemies around the target, and has a near-instant cooldown for the low price of 20 energy. It won’t destroy a whole army on its own, but it’s very good for limiting enemy damage by keeping them knocked over, and taking out high priority individual targets. Interestingly, Kinetic Pulse is fully functional with no loss of range whether Ronahn is using a rifle or a shuriken catapult.

Ronahn’s Energy 1 and Energy 3 traits are also potentially very useful. Running faster while cloaked, using abilities while cloaked, and cloak costing no energy allow him to use lots of abilities to debilitate the enemy. Energy 5 sounds fun, except there are very few situations where cloaking a large number of units is useful; cloaking ends when you attack, and there’s rarely much value (or enough room) to sneak past enemy armies without fighting them.

Ronahn’s Health 3 trait, allowing him to repair vehicles, is surprisingly useful since the only other source of repair in the campaign is the Guardian, and Ronahn’s repairs them faster. However, his Health 5 trait is virtually useless in my experience; although it allows his repair to damage and disable enemy vehicles, the damage is not nearly fast enough to kill even one reasonably durable vehicle before Ronahn runs out of energy, and he has to stand in an exposed position (likely uncloaked) to do it.

Ronahn and Kayleth are the only heroes who can equip grenades.


Veldoran is a Warlock and a powerhouse of psychic fury. To my mind, his Damage and Energy trait lines are the best. Damage 5 substantially improves the destructive power of all his abilities, and Energy 5 grants Providence, which removes cooldowns on abilities while active. The crown jewel is that Providence also makes you invulnerable, and it charges up based on Veldoran taking damage. In other words, when Veldoran has taken a lot of damage and is low on health (at just the time you need something to save him) he finishes charging a skill that turns him invincible, and just for fun allows him to spend his whole energy bar in obliterating the fools who dared to attack him. And you get all this bonus tankiness without putting a single trait into his Health line. Why would you invest in skills that keep Veldoran alive longer, when you could invest in skills that keep him alive longer and multiply his damage output?


Elenwe is the only hero who really can’t do much good damage. Even her Damage trait line doesn’t have much in the way of strong damaging skills. Levitation field (Damage 3) is nice, but it’s about disabling enemies, not killing them. And Mind War (Damage 5) only hits one squad at a time. I think Elenwe is better used as a healer/support hero, with full points in Health and Energy trait lines. This complements the other three heroes’ focus on damage nicely. Temporary invulnerability with Ward (Health 1) is very nice, especially since she can cast it on anyone including herself and Eldar army units.

Elenwe’s best ability is definitely Time Field (Energy 5), substantially slowing and blocking attacks from everything inside. It does affect the Eldar themselves too, but as long as you throw down your Time Fields on areas containing enemies and not allies, you can massively reduce the total incoming damage you have to deal with for a while. A useful note: not all your abilities are completely prevented by Time Field. For instance, Veldoran can use Ethereal Slash while inside one, and Kayleth can jump in and out just fine. But it’s still best to keep your allies out and your enemies in as much as possible.

Veldoran and Elenwe both use the same weapons; Singing Spears, Witchblades, Staffs. Any weapon one can equip, the other can equip also. This includes being able to equip each others’ Gift of the Ancients weapons. Singing Spears and Witchblades will default to melee combat stance and Staffs to ranged combat stance, but all three can be used as melee or ranged weapons. Choose which stance to use based on how durable Veldoran and Elenwe are, and where you want them positioned on the battlefield.

They can both equip any psychic power granting accessory such as Channeling, Destructor, Confuse.

In the early stages of the campaign when energy is scarce, you may like to give Channeling to Veldoran and Destructor to Elenwe so that the availability of healing and damage is spread between two heroes. If you give all the healing skills exclusively to Elenwe in the early missions, you probably won’t have enough energy to use them all. However, in the long run Elenwe should probably have Channeling (since she’s in charge of the other healing skills anyway) and Veldoran should probably have Destructor (since his Damage 5 trait improves it).

All four heroes can equip any of the Eldar armour in the game. All four heroes can equip Spirit Stone accessories. Armour is a relatively rare item, particularly since random drops are not frequent in the campaign. Most of the armour you have will come from mission rewards. In particular, Quarantine Hold and Mount Siccaris offer the best armours in the game among their mission rewards. Consider this when deciding whether to use those mission rewards to upgrade your army.

Important Consumables

There are two important kinds of consumable items that drop in the Eldar campaign. Commendations are expendables that give you an upgrade to a specific type of army unit for free. Gifts of the Ancients will give you a weapon based on which of your heroes you have selected at the time you donate it. There are four weapons to choose from each time, but you can only get one of them, and the game doesn’t tell you exactly what stats those weapons will have before you decide.


  • Commendations of Asurmen – Upgrade Guardians
  • Commendations of Jain Zar – Upgrade Banshees
  • Commendations of Biel Tan – Upgrade Warp Spiders
  • Commendations of the Spiritseer – Upgrade Wraithguard
  • Commendations of Lyanden – Upgrade Wraithlords
  • Commendations of Saim Hann – Upgrade Fire Prisms

Most Commendations are acquired by random drops, but there are two exceptions to this.

At the top right (north east) of Ladon Temple Ruins is a short staircase down into the building which leads nowhere. Two Plague Marines come up this staircase as you approach it. If you bring a unit to the bottom of the staircase, the Commendations of Asurmen will drop. This is particularly useful because the first two Guardian upgrades are given to you for free in Ladon Swamplands, so unless you really need Warlocks for your Guardians on Ladon Temple Ruins specifically, you can just make sure to grab this item during the mission, and you’ll never have to spend a mission reward on upgrading your Guardians.

In Chapter Keep Selenon there is a bonus objective to destroy four Manticores. When you do so, Commendations of Lyanden will always drop. Because you keep all items dropped even in missions you quit, it is possible to then quit the mission without completing it, use the Commendation to upgrade your Wraithlords, play Chapter Keep Selenon again, kill the Manticores, get the Commendations of Lyanden a second time, exit the mission without completing it, upgrade your Wraithlords a second time, and repeat until they are fully upgraded. This allows you to get fully upgraded Wraithlords (the Eldar unit with the highest number of upgrades) without using a single mission reward on it through the campaign.

If you are currently holding a Commendation in your inventory, it won’t drop again. Thus, it’s in your best interests to use them as soon as you can, and there’s no conceivable benefit to holding onto them anyway.

Gift of the Ancients

First Gift of the Ancients

  • Kayleth: Vaul’s Ember fusion gun. 26.6 damage, +40 health
  • Ronahn: Explorer’s Long Rifle. 98 damage, +40 health
  • Veldoran: Singing Spear of Disruption. 55 damage, 30% chance to knock back enemies.
  • Elenwe: Rune-circle Staff. 20 damage, +1 energy regeneration

Generally pick a weapon for someone who doesn’t have one yet (you probably won’t have

weapons for all four when you get the First Gift). Elenwe’s can be very good if you use her as

a healer because it lets her cast a lot more spells. Remember Veldoran and Elenwe can

each use the others’ weapons.

Second Gift of the Ancients

  • Kayleth: Beam of Lileath executioner. 96 damage, knockback units around target.
  • Ronahn: The Keys of the Young shuriken catapult. 13.7 damage, +50 energy, +1 energy regeneration
  • Veldoran: Mace of the Librarian staff. 25 damage, +50 energy to all nearby allies.
  • Elenwe: Crystal-tipped Spear. 82 damage. Change on hit to disable vehicle. +5 energy regeneration to nearby allies.

Ronahn’s catapult could be good, the energy regen allowing more Kinetic Pulse if you’ve got that fully levelled by now. Elenwe’s item is probably the best in general; energy regen

is always great because it lets you use more abilities.

Final Gift of the Ancients

  • Kayleth: The Dance-Blade of Kle-eyr power sword. 121 damage, evasion bonus vs ranged weaponry, increases range of combat leap, +25% movement speed
  • Ronahn: Breath of Ynnead long rifle. 90 damage, fires in bursts of 3, longer reload.
  • Veldoran: Chaoseater witchblade. 109 damage, chance on hit chaos units teleported back to the warp, dealing massive damage, attacks return a portion of their damage as health, +20 damage to chaos space marines.
  • Elenwe: The 99th Sword witchblade. 102 damage, 99% knockback resistance, +99 health, +99 armour

Ronahn’s rifle isn’t that impressive given there are other rifles with more damage

or very good bonus effects. Veldoran’s sword is cool and probably best durability wise,

but more focused on chaos space marines than chaos generally, and the boss fight

against Kyras is exclusively daemons.

Kayleth’s is pretty good if you like what Veldoran already has, especially if you want

more mobility out of her. But remember you’ll probably also have a high-level fusion gun for her about this time, so it might be better to use the Final Gift on something else.

All Gift of the Ancient items have no level requirement.

Mission Rewards

Here are all the rewards given for completing each mission, as well as some notes on the missions.

Mission 1: Ladon Swamplands

Unlock Channeling Runes

Choose one of

  • Armour of Alaitoc (armour rating 20, 20% melee damage resistance)
  • Upgrade Guardians
  • Upgrade Warp Spiders


  • Always kill the ork turret; it drops a piece of armour
  • Upgrading guardians should never be taken here; you can always get Commendations
  • of Asurmen on the next mission
  • The armour can be a good choice since armour is pretty scarce in this campaign.

Mission 2: Ladon Temple Ruins

Unlock Haywire Grenades

Choose one of

  • Mirrorsword (72 damage, 25 melee skill)
  • Upgrade Banshees
  • Upgrade Warp Spiders


  • See the section in Important Consumables about getting a Commendations of Asurmen on this map

Mission 3: Argus Settlement

Unlock Grav Platform global ability

Choose one of

  • Exodite’s Shuriken Catapult (9.8 damage, +22% accuracy, +50 energy to nearby allies)
  • Upgrade Banshees
  • Upgrade Warp Spiders


  • Although you technically start the campaign with access to the Falcon, this is the first time you get to take a Webway Assembly and therefore first time you can make a Falcon.
  • After this mission you can deploy honour guard instead of heroes.

Bonus Mission: Blood River

Unlock First Gift of the Ancients

Choose one of

  • Spirit stone of Lyanden (25% damage resistance)
  • Upgrade Warp Spiders
  • Upgrade Wraithlords


  • During the short cutscene as you arrive at the main base your army units can go on ahead while your heroes are in the cutscene, resulting in unit deaths.
  • If you destroy the bridges during the final defence segment, Warboss Smashface will come to krump ya good, who drops the Fire Dragon Spirit Stone (+damage to vehicles) when killed.
  • There’s a compelling argument to take the Spirit Stone reward; it gives a bonus of a kind you can’t get anywhere else. It doesn’t get outdone by later gear drops. But if you don’t take Wraithlords here you won’t be able to get them for two more missions.

Mission 4: Minos Iceworks

Unlock Singularity global

Choose one of

  • Armour of Yuen (armour rating 48, +65 health, +22% damage resistance)
  • Upgrade Banshees
  • Upgrade Guardians


  • While making your way around the central donut, there’s a crate under a chaos warp field. If you return and destroy it after the Chaos portal is gone and the warp fields vanished, you get a witchblade.
  • The bonus objective summoning shrines appear during, not after, the portal’s destruction. Specifically, they spawn when the CSM announcer says “Daemons of Khorne, come forth!”. It’s worth doing the bonus at this point to make the rest of the portal takedown easier. The bonus does not drop any items.

Bonus Mission: Chapter Keep Selenon

Unlock Aspect Stone of the Swooping Hawk Shrine (infiltrate)

Choose one of

  • Pathfinder’s Long Rifle (147 damage, +25% sight range, +50 energy, slow enemies for 5 seconds)
  • Upgrade Wraithguard
  • Upgrade Fire prism


  • This mission has two bonuses; seize the munitions dump, and kill 4 Manticores.
  • The manticore bonus always drops Commendations of Lyanden (wraithlord upgrade). See the section above in Import Consumables about fully upgrading Wraithlords by redoing the mission.
  • One of the munitions drop reward items is the Script of the Black Library. This is another one you can collect repeatedly as long as you use it each time you drop out of the mission. This will give you a bunch of bonus XP.

Mission 5: Capitol Gardens

Unlock Second Gift of the Ancients

Choose one of

  • Armour of Biel-Tan (44 armour, +16% ranged damage resistance, -16% movement speed)
  • Upgrade Grav platforms
  • Upgrade Warp Spiders

Bonus Mission: Spire Golgotha

Unlock Runes of the Harlequin (Confuse)

Choose one of

  • Staff of Isha (31 damage, on hit regain energy and health, when hit by melee weapon 5% change to regain 10 health
  • Upgrade Guardians
  • Upgrade Banshees


  • The game literally tells you this, but I didn’t figure it out on my first try, so I’ll leave it here in case it helps anyone else: you beat Daisy by luring it to charge into explosive barrels. Only once you’ve successfully lured it through three clusters of explosives should you focus conventional anti-vehicle weapons upon it; before that it has very high damage resistance to all sources other than the barrels.
  • Daisy seems much less likely to charge when there are ranged Wraithlords around. Probably
  • best results by bringing in only heroes to bait it.

Mission 6: Typhon Arena

Unlock Swift Movement global

Choose one of

  • Black Catapult (12.7 damage, suppresses, when hit by a melee weapon 25% change per hit to recover 2 health, +3 damage to all nearby enemies)
  • Upgrade Wraithlord
  • Upgrade Fire Prism


  • The Warp Spider Exarch is the one who teleports the Seer Council away. If you can keep him knocked over or kill him quickly, the Council won’t be able to run while you finish off the rest of them.

Mission 7: Arena Perimeter

Unlock Warp Throw

Choose one of

  • Rune Armour of Macha (70 armour, +75 health, +35 energy, when hit by a melee weapon 35% chance to recover 10 health
  • Upgrade Wraithguard
  • Upgrade Grav platforms


  • No access to vehicles and infrequent access to infantry reinforcement points. You have to move fast. Playing with heroes only is often good here.
  • While running around the map, you’ll periodically see a wave of fire sweep over everything in sight. This doesn’t do damage and you aren’t expected to outrun it, it just knocks you down. There are occasional bombardments in specific locations which are signalled by a target on the ground however, and those do a lot of damage. Try not to stand in them.
  • Your progress along the map is not proportional to how much of the mission is left. There’s a big fight in the arena when you reach it, which takes a long time, and the timer (although not visible) is still running during this. Try to get to the arena as quick as you can so there’ll be time for the battle.

Mission 8: Access Point Primus

Unlock Eldritch Storm global

Choose one of

  • Spear of Malan’tai (95 damage, +20% melee damage, +25% ranged damage)
  • Upgrade Banshees
  • Upgrade Wraithlords

Bonus Mission: Quarantine Hold

Unlock Final Gift of the Ancients

Choose one of

  • Three Moons (87 armour, +250 health, +20% melee damage resistance)
  • Upgrade Warp Spiders
  • Upgrade Fire Prism

Bonus Mission: Mount Siccaris

Unlock Avatar

Choose one of

  • Mantle of the Young King (80 armour, fire damage to nearby enemies, +110 health)
  • Upgrade Banshees
  • Upgrade Wraithguard

Mission 9: Fortress Militant

Unlock Psychic Shield (energy shield accessory)

Choose one of

  • Feugan’s Fire fusion gun (46.6 damage, 50% flame damage resistance, +10 damage)
  • Upgrade Guardians
  • Upgrade Wraithlords


Very likely you’ll be taking the fusion gun here; if you care about Guardians and Wraithlords you’ve almost certainly already unlocked all their upgrades when you reach this mission.

Mission 10: The Pit of Maledictus

No rewards because this is the final mission of the campaign. The fight with Kyras is near impossible to lose because you always get back the money you spent on a unit as soon as it dies. I find that anti-infantry weapons seem to kill Kyras faster than anti-vehicle weapons do.

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