Night Elf Sentinels
This is the first unit you can make from the Ancient of
War. It's not all that great by itself, but when accompanied by other units, it holds its own. The Archer fires arrows at its enemies, in case you didn't guess.
|Cost: 150||Lumber: 10||HP: 260|
The mysterious Chimaera of Ashenvale Forest are deadly, territorial beasts who have developed an empathic bond with the Night Elf race. The fearsome, two-headed Chimaera fly above the dark forestlands spewing forth their terrible breath weapons upon all who would defy the sanctity of Kalimdor.
Corrosive Breath (Passive)
Hurls a ball of corrosive bile that is effective against buildings. The statistics for this attack are listed above.
 Druid of the Claw
These ancient Druids have adopted the totem of the bear and use the powers of their totem to defend their society from any external threats. They are fond of assuming Bear Form and roaming in seclusion throughout the wildlands of Kalimdor. When riled, the Druids of the Claw display ferocious power and stamina. Their magical spells augment their allies' fighting skills and bravery as well.
Night Elf Form
Transforms the Druid into a Night Elf, allowing him to cast spells and regenerate mana faster.
Transforms the Druid into a bear, slowing mana regeneration, but making him an excellent warrior. While in Bear Form he cannot cast any spells unless you upgrade to Enchanted Bears, allowing you to use Roar in Bear Form.
 Druid of the Talon
These secretive Druids have adopted the totem of the Crow. Their primary role in society is information gathering and intelligence. They have the ability to transform into Storm Crows and fly over the field of battle to scout and deliver orders to distant troops. Their magical spell-like abilities are capable of channeling even the winds to fight against the enemies of Kalimdor.
Night Elf Form
Transforms the Druid into a Night Elf, allowing him to cast spells.
Transforms the druid into a storm crow, giving him the ability to fly. While in Storm Crow Form he cannot cast any spells until you have researched Enchanted Crows.
Tosses a target enemy unit into the air, rendering it unable to move, attack or cast spells, and stopping others from attacking or casting on it.
The enchanted Dryads are the daughters of the Night Elf demigod, Cenarius. The playful, frolicking creatures vaguely resemble centaurs (their cursed cousins), but have bodies more akin to woodland fauns. They are swift and sure and are at peace with all of the children of the forest. Though they abhor unnecessary violence, the Dryads will defend the wildlands of Kalimdor with their lives if need be.
Slow Poison (Passive)
A poison attack that deals 4 damage per second, and slows the target enemies movement by 50% and attack by 25% for 5 seconds (1 second Heroes).
Abolish Magic (Autocast)
Dispels positive buffs from enemy units, and negative buffs from friendly units. Deals 300 damage to summoned units.
Hippogryphs are ancient, magical beasts whose bodies resemble both stags and ravens. They patrol the skies above Kalimdor and viciously attack any enemies of the wilds that they encounter. The intelligent Hippogryphs have given their allegiance to the Night Elves in honor of Cenarius, the Night Elves' god, who stands as the protector of nature and all its creatures.
Pick up Archer
Picks up an Archer so that the Archer can attack from the air.
 Hippogryph Rider
In the heat of battle, Night Elf Archers can call upon the mighty Hippogryphs to carry them into the air. The Archers mount the flying beasts and are capable of firing their arrows from the Hippogryphs' backs. The brave creatures respond to the female riders as if they shared an empathic bond.
Decouple Archer & Hippogryph
Dismounts the Archer from the Hippogryph.
The Huntresses are a mighty powerful unit which can become very dangerous if used properly. Via mass huntresses you can easily attack bases or forces and obliterate them thanks to their glaive attack which hits up to three enemy units. Powerful, but easily countered due to their low armor. Their Sentinel ability alows them to set a guardian owl with true sight to a nearby tree. Quite useful. Like all Female Night Elves, they can Shadowmeld at night and become invisible as long as they don't move.
This is your worker unit. It collects gold and lumber. Like the Undead Acolytes, it can stand at a gold mine and get gold from it. It can also stay at a tree in the forest and collect lumber, without returning to the base.
|Cost: 70||Lumber: 0||HP: 120|
 The Tree of Life
The Tree of Life is where Wisps are created and acts as a Town Hall of sorts for the Night Elf Sentinels, though wisps do not need to return here to drop off gold and lumber. When rooted, the Tree of Life may use the Entangle Goldmine ability to extract gold. Like all Ancients, the Tree of Life can use the Eat Tree Gives a constant, non-stacking healing effect of 500 hit points over 30 seconds. Eat Tree ability when uprooted to regain lost HP. Hp: 1300 Food: 10
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