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Night Elf Units

HP/MP: 120/200
Armor: 0
Armor Type: Medium
Speed: Slow

Wisp
Charged to carry out most of the basic work of the Night Elves, Wisps are glowing balls of light found in the forests of Kalimdor. They are believed to be the spirits of departed Night Elves, but many of the Night Elves regard this as mear myth. As the basic Night Elf worker, they can transform into Ancients or Buildings by planting themselves in the ground. While they do not harvest gold, they can encircle trees to extract lumber from them without destroying the trees.
70 1

Abilities:

Gather - Harvest Lumber by encircling a tree. This does not destroy the tree. Wisps harvest 5 Lumber at a time.
Renew - Heals mechanical units, Buildings, and Ancients.[autocast]
Create Building - Grow into Night Elf Buildings and Ancients. Upgrading your Tree of Life allows for construction of more structures.
Detonate - Dispells all magic buffs in a small area and removes 100 MP from enemy units and dealing 225 damage to summoned units at the cost of loosing the Wisp..

HP: 260
Armor: 0
Armor Type: Light
Damage: 19-22
Damage Type: Piercing
Speed: Average
Range: 50

Archer
The first line of defence for the Night Elves are the Archers of the Sentinel army. Skilled marksmen and experts with the longbow, these female warriors serve the Night Elves well. Their ability to Shadowmeld at night allows them to elude enemies and ambush unsuspecting foes. Once Hippogryph Taiming is learned, they may also mount Hippogryphs to become Hippogryph Riders. Archers can be produced from the Ancient of War.
150 10 2

Abilities:

Shadowmeld - Allows the Archer to become invisible at night while standing still. If the Archer moves or does any action, the invisibility will be dispelled until she stops.
Hide - Hold's the Archer's position while shadowmelding without auto-attacking nearby enemies.
Mount Hippogryph - Allows the Archer to mount a Hippogryph, forming a Hippogryph Rider. Requires Hippogryph Taiming.

Upgrades:

Improved Bows - Increases the range of Archers to 70.
100 75
Marksmanship - Increases the attack damage of the Archer by 3.
150 150

Strength of the Moon - Increases Archer's damage to 20-26.
125 75
Improved Strength of the Moon - Increases Archer's damage to 21-30.
250 100
Advanced Strength of the Moon - Increases Archer's damage to 22-34.
375 125

Moon Armor - Increases Archer's armor to 2.
150 75
Improved Moon Armor - Increases Archer's armor to 4.
250 100
Advanced Moon Armor - Increases Archer's armor to 6.
350 125

Ultravision - Allows Night Elves to see as far at night as they do during the day.
75 25

HP: 550
Armor: 1
Armor Type: Medium
Damage: 15-17
Damage Type: Normal
Speed: Fast
Range: 22

Huntress
Serving the moon goddess Elune, the Huntresses represent the most elite warriors of the Sentinel army. Riding atop Nightsabre Panthers, these warriors prove to be swift and effective in battle. Using their short-ranged Moon Glaive to attack, the Huntress serves a similar role to a Melee unit, however with an short range bonus and the ability to take advantage of skills like the Prietess of the Moon's Trueshot Aura. Like Archers, the Huntress can also Shadowmeld at night to hide from her opponents. Each Huntress also carries an owl companion to aid them. Huntresses can be produced from the Ancient of War once the Hunter's Hall is constructed.
215 20 3

Abilities:

Shadowmeld - Allows the Huntress to become invisible at night while standing still. If the Huntress moves or does any action, the invisibility will be dispelled until she stops.
Hide - Hold's the Huntress's position while shadowmelding without auto-attacking nearby enemies.
Sentinel - Allows the Huntress to send out an owl scout to a nearby tree. Each Huntress only gets one owl, and the owl will remain on the tree until the tree is damaged. Can also reveal invisible units.
150 50

Upgrades:

Strength of the Moon - Increases Huntress' damage to 16-20.
125 75
Improved Strength of the Moon - Increases Huntress' damage to 17-23.
250 100
Advanced Strength of the Moon - Increases Huntress' damage to 18-26.
375 125

Moon Armor - Increases Huntress' armor to 3.
150 75
Improved Moon Armor - Increases Huntress' armor to 5.
250 100
Advanced Moon Armor - Increases Huntress' armor to 7.
350 125

Ultravision - Allows Night Elves to see as far at night as they do during the day.
75 25

[Mechanical]

HP: 380
Armor: 2
Armor Type: Medium
Damage: 56-69
Damage Type: Siege
Speed: Slow
Range: 100

Ballista
Used as the artillery weapon of the Night Elves, Ballistas represent the elegance of Night Elf craftmanship. Designed with similarities to the Night Elves own Longbows, the Ballista hurls large bolts to deal a large amount of damage to buildings and units alike. Although the Night Elves dislike the destruction of trees, when the necessity arises, the Ballista can also knock down forests to clear a path for their army to advance. The Ballista may be constructed from the Ancient of War once the Hunter's Hall and Tree of Ages are built.
245 85 4

Attacks:

Attack (Ballista Bolts) - Main attack of the Ballista. Trees can be destroyed with it if targeted.
Target Ground - Attack a specific location on the ground repeatedly.

Upgrades:

Strength of the Moon - Increases Ballista's damage to 79-117.
125 75
Improved Strength of the Moon - Increases Ballista's damage to 80-137.
250 100
Advanced Strength of the Moon - Increases Ballista's damage to 81-157.
375 125

HP/MP: 380/200
Armor: 0
Armor Type: Light
Damage: 15-17
Damage Type: Piercing
Speed: Fast
Range: 50

Dryad
Daughters of the demi-god Cenarius, Dryads are distant cousins to the acursed Centaurs, though they have bodies of a faun rather than a horse. They dislike violence of any kind, but with the destruction of their woodland groves looming over the horizon, they have agreed to aid the Night Elves in battle. Swift on their feet, Dryads attack with their spears from a distance. They also know some magic, being able to dispel negative spell buffs and even becoming completely immune to magic once Spell Immunity is learned. Dryads can be trained at the Ancient of Lore.
170 60 3

Abilities:

Spell Immunity - Makes the Dryad immune to all magical attacks and buffs.

Upgrades:

Strength of the Wild - Increases Dryad's damage to 16-20.
100 50
Improved Strength of the Wild - Increases Dryad's damage to 17-23.
250 100
Advanced Strength of the Wild - Increases Dryad's damage to 18-26.
400 150

Reinforced Hides - Increases Dryad's armor to 2.
150 50
Improved Reinforced Hides - Increases Dryad's armor to 4.
250 100
Advanced Reinforced Hides - Increases Dryad's armor to 6.
350 150

Abolish Magic - Allows the Dryad to dispel negative spell buffs on friendly units and positive buffs on enemy units.[autocast]
75
75 25

Ultravision - Allows Night Elves to see as far at night as they do during the day.
75 25

HP/MP: 430/200
Armor: 1
Armor Type: Medium
Damage: 19-22
Damage Type: Normal
Speed: Average
Range: Melee

Druid of the Claw
Following the totem of the Bear, the Druid of the Claw can transform himself into one of these beasts. While transformed, he gains the great strength and power of the bear. The Druid of the Claw also wields several spells to help the Night Elves in battle. The Druid of the Claw may be built from the Ancient of Lore, however they begin in Bear Form and must learn their Adept training to use Druid Form.
300 84 4

Spells:

Roar - Gives friendly units around the Druid of the Claw a 25% bonus to attack damage.
100
Rejuvenation - Heals a friendly unit for 400 HP over 12 seconds.
125
Bear Form - Changes the Druid of the Claw into a Bear. This drains all of his mana. He cannot cast any spells in Bear Form but gains better stats.
25

Upgrades:

Druid of the Claw Adept Training - Increases the Druid of the Claw's HP to 505, MP to 300, attack damage to 20-26, and mana regeneration. Also teachs him Rejuvenation.
150
Druid of the Claw Master Training - Increases the Druid of the Claw's HP to 580, MP to 400, attack damage to 21-30, and mana regeneration. Also teachs him Bear Form.
250 100

Ultravision - Allows Night Elves to see as far at night as they do during the day.
75 25

HP: 960
Armor: 3
Armor Type: Heavy
Damage: 29-44
Damage Type: Normal
Speed: Average
Range: Melee

Bear Form
Once the Druid of the Claw assumes Bear Form, he gains a significant increase to HP and attack damage. However, while in Bear Form the Druid of the Claw cannot cast any spells. The Druid of the Claw starts in Bear Form when trained at the Ancient of Lore, and must learn Druid of the Claw Adept Training to assume Druid Form.
25

Spells:

Druid Form - Returns to Druid form, allowing the Druid of the Claw to once again cast spells. Drains all of his mana. Requires Adept Training.

Upgrades:

Strength of the Wild - Increases Druid of the Claw's Bear Form damage to 30-50.
100 50
Improved Strength of the Wild - Increases Druid of the Claw's Bear Form damage to 31-56.
250 100
Advanced Strength of the Wild - Increases Druid of the Claw's Bear Form damage to 32-62.
400 150

Reinforced Hides - Increases Druid of the Claw's Bear Form armor to 5.
150 50
Improved Reinforced Hides - Increases Druid of the Claw's Bear Form armor to 7.
250 100
Advanced Reinforced Hides - Increases Druid of the Claw's Bear Form armor to 9.
350 150

Ultravision - Allows Night Elves to see as far at night as they do during the day.
75 25

HP/MP: 225/200
Armor: 0
Armor Type: Light
Damage: 10-12
Damage Type: Piercing
Speed: Average
Range: 60

Druid of the Talon
The Druid of the Talon's primary function is as both a scout and a spellcaster. Following the totem of the Crow, they are given the ability to transform into this form. In Storm Crow form, the Druid of the Talon can scout out far off areas, gather intellegence information about the enemy, and generally transport himself to a location at swift speeds. When not in Crow form, it can also conjure up some useful spells. The Druid of the Talon can be built from the Ancient of Wind.
160 20 2

Spells:

Faerie Fire - Reduces the armor of an enemy unit by -5 and grants the player that unit's vision. Lasts for 120 seconds.[autocast]
750
Cyclone - Throws a unit in the air for 10 seconds.
150
Crow Form - Changes the Druid of the Talon into a Storm Crow. This drains all of his mana. He cannot cast spells in this form, and can only attack air units.
50

Upgrades:

Druid of the Talon Adept Training - Increases the Druid of the Talon's HP to 300, MP to 300, attack damage to 11-15, and mana regeneration. Also teachs him Crow Form.
150
Druid of the Talon Master Training - Increases the Druid of the Talon's HP to 375, MP to 400, attack damage to 12-18, and mana regeneration. Also teachs him Cyclone.
250 100

Ultravision - Allows Night Elves to see as far at night as they do during the day.
75 25

HP: 960
Armor: 3
Armor Type: Heavy
Damage: 29-44
Damage Type: Normal
Speed: Average
Range: Melee

Bear Form
Once the Druid of the Claw assumes Bear Form, he gains a significant increase to HP and attack damage. However, while in Bear Form the Druid of the Claw cannot cast any spells. The Druid of the Claw starts in Bear Form when trained at the Ancient of Lore, and must learn Druid of the Claw Adept Training to assume Druid Form.
25

Spells:

Druid Form - Returns to Druid form, allowing the Druid of the Talon to once again cast spells. Drains all of his mana.

Upgrades:

Strength of the Wild - Increases Druid of the Talon's Crow Form damage to 25-41.
100 50
Improved Strength of the Wild - Increases Druid of the Talon's Crow Form damage to 26-46.
250 100
Advanced Strength of the Wild - Increases Druid of the Talon's Crow Form damage to 27-51.
400 150

Reinforced Hides - Increases Druid of the Talon's Crow Form armor to 2.
150 50
Improved Reinforced Hides - Increases Druid of the Talon's Crow Form armor to 4.
250 100
Advanced Reinforced Hides - Increases Druid of the Talon's Crow Form armor to 6.
350 150

Ultravision - Allows Night Elves to see as far at night as they do during the day.
75 25

HP: 500
Armor: 0
Armor Type: Medium
Damage: 38-46
Damage Type: Normal
Speed: Fast
Range: Melee

Hippogryph
Half stag, half raven, Hippogryphs are intellegent beasts that patrol the skies over Kalimdor. In honor of the demi-god Cenarius, the Hippogyphs have banded with the Night Elves to fight off the evils that threaten their lands. Hippogyphs attack aerial foes by clawing and pecking at them, but have no defence against ground attackers. However, once they are taimed, they will accept Archers as riders, forming into Hippogryph Riders.
190 20 2

Abilities:

Pick up Archer - Allows the Hippogryph to accept an Archer mount, forming a Hippogryph Rider. Requires Hippogryph Taiming.

Upgrades:

Strength of the Wild - Increases Hippogryph's damage to 39-55.
100 50
Improved Strength of the Wild - Increases Hippogryph's damage to 40-64.
250 100
Advanced Strength of the Wild - Increases Hippogryph's damage to 41-73.
400 150

Reinforced Hides - Increases Hippogryph's armor to 2.
150 50
Improved Reinforced Hides - Increases Hippogryph's armor to 4.
250 100
Advanced Reinforced Hides - Increases Hippogryph's armor to 6.
350 150

Ultravision - Allows Night Elves to see as far at night as they do during the day.
75 25

HP: 780
Armor: 0
Armor Type: Heavy
Damage: 19-22
Damage Type: Piercing
Speed: Fast
Range: 45

Hippogryph Rider
Once Hippogryphs are taimed, they will allow Night Elf Archers to mount them. The unison between these two creatures can prove to be a deadly force to the enemies of the Night Elves. The Hippogryph Riders gains all of the upgrades learned by the Archer, as well as the ability to attack both air and ground targets.

Upgrades:

Improved Bows - Increases the range of Hippogryph Riders to 65.
100 75
Marksmanship - Increases the attack damage of the Hippogryph Rider by 3.
150 150

Strength of the Moon - Increases Hippogryph Rider's damage to 20-26.
125 75
Improved Strength of the Moon - Increases Hippogryph Rider's damage to 21-30.
250 100
Advanced Strength of the Moon - Increases Hippogryph Rider's damage to 22-34.
375 125

Moon Armor - Increases Hippogryph Rider's armor to 2.
150 75
Improved Moon Armor - Increases Hippogryph Rider's armor to 4.
250 100
Advanced Moon Armor - Increases Hippogryph Rider armor to 6.
350 125

Ultravision - Allows Night Elves to see as far at night as they do during the day.
75 25

HP: 970
Armor: 3
Armor Type: Heavy
Damage: 67-83/45-55
Damage Type: Piercing/Siege
Speed: Slow
Range: 45

Chimaera
These magical creatures have long enhabited the forests of Ashenvale. The Chimaeras greatly admire and respect the Night Elves, and therefore have joined their fight against the Burning Legion. These terrible two-headed beasts channel lightning energy through their bodies, zapping enemies below with it. They also wield a deadly poison spit which works particularly well against structures. Once Corrosive Breath is learned, Chimaeras have the ability to wear away the structure of buildings, causing continuous damage on them for a few seconds.
390 70 5

Abilities:

Corrosive Breath - Gives the Chimaera siege damage to buildings.
200 150

Upgrades:

Strength of the Wild - Increases Chimaera's damage against units to 68-100 and damage against buildings to 46-66.
100 50
Improved Strength of the Wild - Increases Chimaera's damage against units to 69-117 and damage against buildings to 47-77.
250 100
Advanced Strength of the Wild - Increases Chimaera's damage against units to 70-134 and damage against buildings to 48-88.
400 150

Reinforced Hides - Increases Chimaera's armor to 4.
150 50
Improved Reinforced Hides - Increases Chimaera's armor to 6.
250 100
Advanced Reinforced Hides - Increases Chimaera's armor to 8.
350 150

Ultravision - Allows Night Elves to see as far at night as they do during the day.
75 25

[Summoned]

HP: 300
Armor: 0
Armor Type: Normal
Damage: 16
Damage Type: Medium
Speed: Slow
Range: Melee

Treant
Summoned by the Keeper of the Grove, the Treant is a tree-like being with incredible power. Formed from the trees of the forest, Treants resemble Ancients in many ways, although as a much lesser form. They possess deadly claws which can deal a considerable amount of damage in battle, and serve as a decent melee attacker for the Night Elves. For each level that Force of Nature is upgraded, one additional Treant may be summoned at a time.
125

Spell Levels:

(Level 1) - 2 Treant Summoned for 60 seconds.

(Level 2) - 3 Treants Summoned for 60 seconds.

(Level 3) - 4 Treants Summoned for 60 seconds.

©Copyright 2003 Jon Leclerc