Warcraft 3: The Frozen Throne чит-файл №2

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Night Elves In - Depth Faq - Version 2.42
----------------------------------------
9/13/03 By: Jack Huddleston

-----
Index
-----
1. Version info
2. Intro
3. Campaign
a. Chapter One - Rise of the Naga
b. Chapter Two - The Broken Isles
c. Chapter Three - Tomb of Sargeras
4. Night Elf Heroes
a. Demon Hunter
b. Keeper of the Grove
c. Priestess
d. Warden (New Hero)
5. Night Elf units
a. Wisp
b. Archer
c. Huntress
d. Glaive Thrower
e. Dryad
f. Druid of the Claw
g. Druid of the Talon
h. Hippogryph
i. Hippogryph Rider
j. Chimera
k. Treant
l. Mountain Giant (New unit)
m. Faerie Dragon (New unit)
6. Night Elf Buildings
a. Tree of Life
b. Tree of Ages
c. Tree of Eternity
d. Moon Well
e. Ancient of War
f. Hunter's Hall
g. Ancient Protector
h. Ancient of Lore
i. Ancient of Wind
j. Chimaera Roost
k. Alter of Elders
l. Ancient of Wonders (New building)
7. Online Stradegies (Coming soon)
a. Building order tactics
b. Cheap tricks
c. Working together as a team
d. Being efficient
e. Acronym list (terms)
8. Contribute
9. Special Thanks
10. Copyright
11. Outro

---------------
1. Version info
---------------
version 1.0 - 7/27/03 - First version done! I've completed the heroes and units
section.
version 1.1 - 7/27/03 - I changed up the heroes section a bit to make it sound
less fanboyish.
version 2.1 - 7/29/03 - I completed the buildings section, fixed up some
mistakes, and made the title look much easier to read.
version 2.2 - 8/2/03 - I did the first mission.
version 2.3 - 8/17/03 - I did the second mission and added in a building order
in the online section.
version 2.4 - 8/18/03 - I did the third mission, fixed up some grammatical
errors, and I now have an e-mail adress.
version 2.41 - 8/22/03 - I corrected a few grammer mistakes, and did the
acronym's section. I would like some more I missed.
version 2.42 - 9/13/03 - I fully completed the heroes section.

--------
2. Intro
--------
Hi. I hope this faq can be of use to you. I really worked hard on it. I spent
several hours into it and although it might not be great. I hope you can
appreciate the work put into it.

-----------
3. Campaign
-----------
Now it's time for the campaign. Here, I will explain stradegies (Not
necessarily good ones, but just how I got through each level. I am always open
to new stradegies) of each level. This is for normal difficulty mode.

----------------------------------
a. Chapter One - Rise of the Naga
----------------------------------
(Intro scene)

Main Quest - The Demon's Trail
-Follow Illidan's trail
-Maiev must survive

You start off behind an elven gate with Maiev, her second in command, Naisha,
and 5 archers. Break down the gate and walk into the razed village. Walk
further and you'll be ambushed by several Mur'gul Cliffrunners. Kill them and
you'll see a "Rune of Lesser Healing" to the left. Continue through the left
path.

(Movie scene)

You'll now be attacked by Furbolg Trailblazers. Kill them and their huts to get
a "Rune of Mana". Follow the footprints past the Furbolgs village and you'll
will be ambushed by a group of Satyr Tricksters. Easily slay them and go along
the path. A group that consists of a dryad, huntress, and an archer will join
your party.

(Movie Scene)

Optional Quest - Enraged Beast
-Slay the Wildkin

Destroy the crates in the razed village to the north to get another Rune
of Mana and get ambushed by several Mur'gul Cliffrunners. Now take the right
path and run into the wildkin. As soon as he sees you, he will run away. Follow
him into his small village and kill him and his buddies. Pick up the Tome of
Agility from his corpse and the Rune of Lesser Healing and Rune of Mana from
his nest. Getting back on with the main quest, go north of the Wildkin nest
and pick up the Rune of Greater Healing. Go east and you'll see a strange
group of fish raiding a village.

(Movie Scene)

It seems these fish are called the "Naga". Kill them with relative ease. Go
to the southern part of the village and destroy the crate to get a Tome of
Intelligence +2. Go to the northern part of the village and use Blink to get
to the nearby, small island. Kill the Naga Siren and pick up the Rune of Mana
and Tome of Strength. Get back onto the mainland and go left until you reach
the Rune of Mana and a Fountain of Health. While your units heal up, have Maiev
Blink up to the cliff above the waterfall to the left and kill the spiders
here. Pick up the Spider Ring from it's corpse and go down and get the Rune
of Mana. Blink back down to the fountain and Blink onto the cliff to the right.
Kill the spiders here and pick up a Rune of Lesser Healing and Claws of Attack
+3. Now, pick up the Rune of Mana nearby and continue north. You'll run into
6 Mur'gul Cliffrunners. Quickly eliminate them and continue further north.
You will see an archer and a huntress fleeing from 4 Satyr Tricksters. Kill
them and pick up the Rune of Mana one of them drops.

Optional Quest - Search and Rescue
-Rescue the imprisoned Night Elves.

Going north, you'll see the Satyr base camp with the imprisoned Night Elves.
Kill all the Satyrs ub tge base abd rescue the dryad and 4 archers. Finally,
go east and break down the gate to find Illidan and his Naga.

(Movie Scene)

Main Quest - Burning Ships
-Save at least two ships
-Maiev must survive.

You must now kill the Naga trying to burn the ships. Have your main army attack
the front while you send a second diwb further to the kill naga, or vice-versa.
Once you have killed them and saved two ships, you will win the mission!

(Ending Mission Scene)

---------------------------------
b. Chapter Two - The Broken Isles
---------------------------------

(Intro Scene)

Main Quest - Locate Illidan
-Locate Illidan

You start the mission off with a small base and a small army consisting of:
Maiev, Naisha, and 4 archers. Make the two wisps build two Moon Wells and train
6 more wisps. Have the two wisps build two Ancient Protectors. Around the time
they finish, you'll be attacked by a Naga attack team. Your wisps should now
be done training and use them to build Ancient Protectors and another Ancient
of War. If you wish, build two more moonwells. Upgrade your Tree of Life to
a Tree of Ages while doing this also. Now start working on building units. You
can buy Frigates and Transports from the Goblin Shipyard below your base.
You'll only need Transports though because Frigates are pretty useless against
the Naga. Be sure to upgrade too. It's really your choice on what kind of army
you want to use, but you could build several teams of: one Huntress, two
Archers, one dryad, one Druid of the Claw, and a couple of siege weapons.
During this, go around the island and take out the local creeps. A short path
to the northwest and you'll meet a hermit orc. Refer to the end of this chapter
for further information. Once you have a good sized army from 60-100 food, it's
time to attack. Although you don't have to, you might as well destroy the red
base since they will only attack you if you don't. The red naga base is almost
directly west of your base. Get in your transports and destroy it. Be sure to
keep your transports away from the battle or else it's going to be a major
delay to buy another one if it gets destroyed. Get reinforcements from the
mercenary camp on an island to the middle north or from your base and head out
for the purple naga base, which is far north above your base. It's at the top
of the map actually. Destroy it.

(Movie Scene)

Main Quest - Naga Guardians
-Kill the Naga guarding the Tomb of Sargera

Break down the gate at the top of the destroyed base and kill the guardians
there. It's pretty self explanetory. That's the end of the mission!

(Ending mission scene)

--------------


(Movie Scene)

Optional Quests - Silence the Ghosts
-Destroy all three Summoning Pits
-Return the Skeletal Artifact to Drak'thul

A short boat ride north from your base will reveal several undead orcs
fighting that keep coming out of the Summoning Pits. Take Maiev and a couple
of other units (3-4), destroy the buildings, finish off the remaining orcs, and
report back to Drak'thul.

-----------------------------------
c. Chapter Three - Tomb of Sargeras
-----------------------------------

(Intro Scene)

Main Quest - Search for Illidan
-Find Illidan
-Maiev must survive

(I'm sorry if this is really confusing to read, but I did the best I could)

You start this mission off with Maiev, two Huntress's, and three Archers. Break
down the northern gate and you'll be ambushed by undead orcs. Kill them and go
left. Kill the undead orc Shaman to get a Run of Lesser Healing and a Potion of
Greater Mana. Backtrack to the starting room and now take the right path. Use
Maiev's Blink to get a Tome of Intelligence +2 and a Rune of Mana in the
isolated room north. Keep going until there's another crossroad. Take the right
path and kill the Overlord here. He will drop a Mantle of Intelligence +3. Take
the left path now. Kill the Overlord guarding the gate. Break down the gate, go
left, and break down another gate. In this room, you'll be ambushed by more
undead orcs. Take the left path south and pick up the Manual of Health. Keep
going and kill more orcs (The grunt will drop a Rune of Lesser Healing). Go
right and you'll fight a Pitlord. Kill him and Blink up to the Rune of Mana and
the Shadow Orc Fragment. Refer to the Optional Quests section at the end of
this chapter for info on where they all are. Now go back to where you destroyed
the gates and take the south path. Go down and kill the Fel Stalkers until you
see a Rune of Mana (it's at the bottom set of stairs on the risen platform).
Blink up there and go left. KIll the two skeletal mages and keep going. Kill
another skeleton and he'll drop a Run of Healing. Blink back to your troops and
continue going right. Kill the two Fel Stalkers and keep going. Two Druid of
the Claw are trapped behind a rock barrier. Destroy it and free them. For more
information on the trapped night elves, refer to the Optional Quests section
at the end of this chapter. With your newly added units, proceed down the long
passageway. Kill the orcs on the bridge and continue north.

(Movie Scene)

Keep moving north, fighting though groups of Mur'guls on your way and one will
drop a Tome of Intelligence +2. Now go west, then north and fight all the
Hydras here (One will drop a Tome of Agility). If you go into a small cave
south in this large, hydra infested room, you'll fight several Sea Turtles, and
get a Rune of Mana. At the top of this room, go up the natural ramp, kill the
giant sea turtule, and pick up the Healing Salve from it's corpse. Now go east
and kill the Hydras. Go north and kill the sea turtles (one will drop a Rune
of Lesser Healing). Use Maiev to Blink across the River and hit the switch,
which will raise a river. Go down the passage, fighting turtles as you go,
until you run into a group of Naga.

(Movie Scene)

Kill the Naga here (one will drop a Rune of Mana) and take the right path.
Break down the gate and kill all the Naga Sirens here. Take the left path and
kill all the Naga Dragons here (one drops a Rune of Mana). Keep going, killing
more Naga as you go, until you reach a gate.

(Movie Scene)

Break down the gate and go east. Kill the Naga and break down another gate.

(Movie Scene)

Main Quest - The Tomb of Sargeras
-Bring Maiev to the tomb entrance
-Maiev must survive

You now have 3:30 to get out of the tomb before it collapses. I won't tell you
how to get out, but just come out the way you came. Use Blink to get past all
the battling minions you encounter. Once your out, you've won!

(Ending mission scene)

Optional Quests - The Shadow Orb
-Find the Shadow Orb Fragments.

Fragment 1 - In the room with the Pit Lord on the raised platform.

Fragment 2 - At the end of the set of stairs, there is a floor switch which
will reveal an opening in a wall at the beginning of the stairs. Go back here,
Blink onto the platform surrounded by water, kill the Slime's, and Blink onto
the ground on the left.

Fragment 3 - Go to the place where you rescued the Druids and go down as far as
you can go. Blink past the cliff and it'll be right there below the swarming
bats.

Fragment 4 - Go onto the bridge where you fight the Necrolyte and undead orcs.
Blink past the waterfalls on the left, kill the Hermit and Coral Elements and
it'll be below them.

Fragment 5 - Go a short way past the Statue of Azura and it will be on the
upper cliff with a Run of Mana.

Fragment 6 - Right above the trapped Dryads, there is a cliff. It is on that.

Fragment 7 - Before the area where you have to raise a bridge, there is an
isolated cave with a singular Sea Turtle and several egg sacks. Blink there and
kill the turtle for the orb.

Fragment 8 - After you pass the first group of Naga and you've made it to a
gate, Blink down into the water north. Kill the Hydra and Blink onto the left
platform. Destroy the lower crate which contains the orb.

Fragment 9 - At the fourth group of Naga you encounter, Blink past the north
walls (There is also A Rune of Mana here as well).

Fragment 10 - At the gate right before Illidan, below the large pillars, there
is a very narrow waterway with a Rune of Mana. Blink there and retrieve it.


Optional Quests - Barriers
-Destroy the rock barriers

Barrier 1 - Located at the end of the three staircases and before the bridge.

Barrier 2 - In the large Hydra room and below Orb Fragment 6.

Barrier 3 - Past the first group of Naga at the gate.

----------------------
4. Night Elf Heroes
----------------------
The night elves heroes are dependant on stealth and magic spells to win most
of their battles. They have deadly ultimate spells that can wipe out an
enemies army very easily. That's why their my favorite, for whatever the units
lack in strength, the heroes can make up for. There are more positives than
negative and I'll explain why! (Don't argue with my personal opinion please,
it's not yours, it's mine. It's just from a view of one person.)

---------------
a. Demon Hunter
---------------
The demon hunter is the strongest melee hitter of the night elf heroes. His
spells focus on impairing the enemy magic user and using spells to increase
his attack. (He can only attack land units.)

Spells
------
Mana Burn: Sends a bolt that drains mana and does damage to an enemy unit. I
would suggest using it on a hero magic user or a strong mage. This spell is
extremely useful to use against a stong guy magic user.
lvl 1 - Burns 50 mana
lvl 2 - Burns 100 mana
lvl 3 - Burns 150 mana
---
Immolation: Increases the Demon Hunter's attack and burns all enemies around
him. You should get this spell first as it is very important to his survival.
This should always be active in battle especially if he is surrounded or
trapped.
lvl 1 - 10 damage per second
lvl 2 - 15 damage per second
lvl 3 - 20 damage per second
---
Evasion: This increases the demon hunter's chance to evade an attack and take
no damage. This should really be the second spell you get. It could be useful
if your being attacked by a slow and powerful unit, like an orc.
lvl 1 - 10% chance that an opponent misses
lvl 2 - 20% chance that an opponent misses
lvl 3 - 30% chance that an opponent misses
---
Metamorphosis (Ultimate): This transforms the demon hunter into a demon, which
gives him major increase in hp, attack, hp regeneration, and a ranged attack.
I would suggest getting the spell asap as it gives you a HUGE advantage
against the opponent(s).
lvl 1 - Ranged attack, 500 hp bonus, 60 seconds

My Personal Opinion
----------
This is a common choice for a hero in online games because of his ultimate
spell, but how long will it take for you to reach that level before your base
is wiped out? All in all, I would give the demon hunter a: 9/10.
-----
"Mana burn is really helpful.(cuz it was nerfed and not immolation, it used to
drain 100 mana per lvl). It does good dmg an drain mana. Less hp and mana a
hero have, less dangerous he is." - Zall Klos
-----
"Aside from the fact that there's a good chance of you dying before ever coming
close enough to do the burn, on high lvl mages they can just shrug off the
pitiful 150 damage. A Bloodmage's lvl 3 syphon mana leeches an equal amount in
3 seconds, and the spell itself lasts for 8. Mana burn is only useful against
fighter heroes who have small mana pools, 1 or 2 burns and they can't cast any
spells against you." - NeCrOmAnCeR


----------------------
b. Keeper of the Grove
----------------------
The Keeper of the Grove is one of the most controversial heroes. He is a great
magic user, but is he good in the long run? He is perfect for hero rushing a
base and early on in the game. If you get tranquility that is a large bonus
for later on. (He can attack land and air units.)

Spells
------
Entangling Roots: This spell roots the targeted enemy to the ground and deals
small bits of damage for the period that he (or her) is entangled. This spell,
really, is only good for stopping retreating units. It works good on heroes
and should only be used on a V.I.P. This should be the second or third spell
you get.
lvl 1 - 15 damage per second for 12 seconds
lvl 2 - 15 damage per second for 24 seconds
lvl 3 - 15 damage per second for 36 seconds
---
Force of Nature: This is why this hero is a good magic user. The Keeper
summons several trees, called "Treants" to fight for him. These are good for
hero rushing or rushing. They are good in any situation, except for attacking
air. This should be the first spell you get
lvl 1 - 2 Treants for 60 seconds
lvl 2 - 3 Treants for 60 seconds
lvl 3 - 4 Treants for 60 seconds
---
Thorns Aura: This spell gives all allied units an aura that damages and MELEE
units that attack them. Well, the only way the spell is going to be affective
is if all of your opponents units melee units which is about a 50% chance.
Online, it's more like 20%.
lvl 1 - Returns 10% damage
lvl 2 - Returns 20% damage
lvl 3 - Returns 30% damage
---
Tranquility (Ultimate): This spell sends down some kind of light that heals
all nearby friendly units for a long period of time. This is extremely useful
in battle and should be gotten asap.
lvl 1 - Heals friendly allied units for 20 hp per second. Lasts for 30 seconds.

My Personal Opinion
----------
This guy's only real useful spell is force of nature, which can only be
effective in the beginning of a match. I would give him a: 8.5/10

------------------------
c. Priestess of the Moon
------------------------
You get a scout to check out the other bases and see what the are planning.
You have trueshot, which give you awsome range and makes her like
a ancient sniper. If you get starfall, your going to have a fun time smashing
their bases. Sadly, it can be fairly easy to stop it. Finally, you have hide,
which makes her perfect for ambushes. (She can attack land and air units.)

Spells
------
Scout: The scout sends out and owl that you can command to explore the map.
This should be your first spell that you get. Gives you a huge advantage to
know what your up against and how to counter the enemy.
lvl 1 - Summons owl scout for 100 mana
lvl 2 - Summons better owl scout for 75 mana
lvl 3 - Summons best owl scout for 50 mana
---
Searing Arrows (Autocast): Adds fire damage to her attack. This really isn't
a very good spell, as it doesn't give you much of a bonus and uses up mana
that you could be using for better spells.
lvl 1 - 10 bonus damage
lvl 2 - 20 bonus damage
lvl 3 - 30 bonus damage
---
Trueshot Aura: This increases the damage of range of all nearby allied units.
This should be the second spell you get.
lvl 1 - Increases base range damage by 10%
lvl 2 - Increases base range damage by 20%
lvl 3 - Increases base range damage by 30%
---
Starfall (Ultimate): This sends down several waves of stars to attack all
units and building around the priestess and down major damage with each hit.
I really can't stress how important this spell is. When you start off with
her, start creeping immedeatly and get starfall as soon as possible. It's
perfect for siege, taking out an army, defending, assulting,
etc. Sad thing is that it can easily be stopped.
lvl 1 - Each star does 50 damage - lasts for 45 seconds

My Personal Opinion
----------
This heroe's is all around good. Just don't get her cornered or surrounded
as she will die rather quickly as she is a riding archer. I'd give her a
9/10.
-----
"Starfall is far from the best ultimate in the game. Being a channeling skill,
it can be easily stopped." - NeCrOmAnCeR

---------
d. Warden (New Hero)
---------
The warden's prime attribute is stealth. She is my favorite night elf hero
next to the potm. She is sorta the all around hero. She has stregnth spells,
teleport spell, and a vegeance spell similar to metamorphisis, but summons
several demons. She is a very resourceful hero. (She attacks land units only.)

Spells
------
Fan of Knives: It sends knives in each direction and hit multiple targets
doing good damage. All the spells are really equally good and would be good
to get at any time. This spell would be good if the warden was outnumbered and
surrounded.
lvl 1 - 75 damage per target
lvl 2 - 120 damage per target
lvl 3 - 180 damage per target
---
Blink: This teleports the Warden a short distance, which allows her to move in
and out of battle, across a river, through some trees, etc. This would be use-
ful to get out her out of a nasty battle quick or sneak up on a base from
behind and start killing their workers. Be sure to upgrade this to at least
lvl two or three early on in the campaign.
lvl 1 - 10 second cooldown, 50 mana
lvl 2 - 10 second cooldown, 10 mana
lvl 3 - 1 second cooldown, 10 mana
---
Shadow Strike: This hurls a poisend knife, does large damage, and poisons the
target. His attack and movement rate are then slowed for a small amount of
time. I would suggest using this on a V.I.P.
lvl 1 - 75 strike damage, 15 duration damage
lvl 2 - 150 strike damage, 30 duration damage
lvl 3 - 225 strike damage, 45 duration damage
---
Vengeance (Ultimate): Creates a large, strong "Avatar of Vengeance" that can
summon invulnerable spirits from allied corpses to help attack the enemy.
This is a very good spell and should, as usually, be learned asap. I would
actually consider creeping just to get the spell early on in an online game.
lvl 1 - Lasts 180 seconds

My Personal Opinion
----------
She is a very useful hero. She is good for beginners and is good at using
stealth. She is kind of like a ninja in several ways. I would give her a 9/10.
-----
"Lvl 1 blink is 50 mana for 10 sec cooldown. Lvl 2 is 10 mana for 10 sec
cooldown. Lvl 3 is 10 mana for 1 sec cooldown. Vengeance suck cept in tight
fight. The avatar is like a tier 3 unit. Summoning it in a losng fight, the
avatar will just be free exp. And necro > vengeance, they will raise all
corpses." - Zall Klos

------------------
5. Night Elf Units
------------------
The night elves focus on speed, mobility, ranged attacks, stealth, and magic.
If you know how to use them properly, you will easily triumph in any battle
that you face. (If your wondering why I don't include stats for the units
and buildings, it's because Blizzard makes a new patch for this game often and
I don't wanna have to update this everytime they make a little change.)

-------
a. Wisp
-------
The wisps are your workers and gatherers. They mine gold and wood. But the
night elves wisps can havest wood by attaching on to them and suck the
resource out of it. This way you have infinite wood, but they havest wood the
slowest than all the other races. Did you follow that? Wisps are also used to
make buildings. When creating ancients, the wisps sacrifice themselves to
build it. The wisp remains after completing any other buildings. The wisp
cannot attack.

Abilities
---------
Renew (Autocast): This is just another word for repair. The wisps will repair
allied night elf buildings when using this.
---
Detonate: This blows up the wisp and dispels and al magic in the targeted area
around the wisp. It also drains mana from nearby units and damages summoned
units. This does not hurt normal units, this is a common misunderstanding with
beginners.

---------
b. Archer
---------
The archer is the basic unit of the night elves. As you could guess, they are
ranged units that attack land and air units. Although they start out fairly
weak, after upgraded, they are much stronger! There are many ups and downs to
them. They are good support attackers, but if the enemy breaks through the
melee units, they will get killed very fast. It is not suggested to go into
battle with just archers, unless your ally have good melee to protect your
archers. If your going to build just archers, you should make them into
hippogryph riders later on when you have the gold. (Attacks land and air units)


Abilities
---------
Hide: The archers and huntresses have this ability. During night, while
standing still, they will become invisible. This ability if perfect for sneak
attacks and ambushes, or if your have to retreat from battle.
---
Improved Bows: This permanenty increases the attack and range of the archer.
---
Marksmanship: Permanently increases the attack of the archer.
---
Mount Hippogryph: This lets the archer mount a Hippogryph, which is created at
the Ancient of Win, and create a Hippogryph rider.
---
Elune's Grace: This reduces the damage taken from piercing attacks to 65% and
spells and magic attacks to 80%.

-----------
c. Huntress
-----------
Although it has a ranged attack, the huntress is considered to be the melee
unit of the Night Elves. You should at least have a few of these guy before
going into battle, or have mass of them. There Upgrade Moon Glaive makes them
very dangerous. Plus, they have the Sentinel ability which makes for good
scouting on the enemy to see what they're doing or to see when they're going
to attack. (Attacks land units only)

Abilities
---------
Hide: The huntresses and archers have this ability. During night, while
standing still, they will become invisible. This ability if perfect for sneak
attacks and ambushes, or if your have to retreat from battle.
---
Sentinel: Using this sends an owl to a nearby (to the huntress) tree and
stays there permanently. This is very useful to see what the enemy is doing or
to see when and where the enemy is going to attack. Take advantage of this
skill as it is very useful to have. If the tree that the owl is in is cut
down, the owl will disappear. Each huntress can use this spell only once
so use it wisely.
---
Upgrade Moon Glaive: This makes the huntresses attack bounce and attack
multiple enemies, dealing less damage with each bounce. Be sure to research
this, cause hitting three enemies is better than one.

-----------------
d. Glaive Thrower
-----------------
These are long-range siege weaponry. They do great damage versus buildings.
They can upgrade to vorpal blades which let them attack trees and strike more
than one target. These should be used when assulting a base in the campaign
or attack a guy who's towering online. They can't hurt to have with you.

Abilities
---------
Vorpal Blades: This lets the glaves that are thrown by the glaive thrower to
go through the first target and damage those that are behind, otherwise known
as splash damage. This also lets glaive throwers to attack trees.


--------
e. Dryad
--------
The dryads are ranged fighters that can abolish magic and poison the enemy!
Dryads are immune to magic. They aren't very popular to use on the internet,
but if you know how to use them and when, you'll be able to win any battle
with them. Say that your dryads run into some footmen and a bloodmage, and he
uses flame strike on you, well, your dryads won't take any damage! Neither
will the Archmage's blizzard attack. Use this to your advantage! (Attacks land
and air units)

Abilities
---------
Abolish Magic (Autocast): This dispells any postive spells on any targeted
enemy unit or negative spells on a friendly unit! That's handy! This also
damages summoned units as usual. This would come in handy if you were fighting
a Lich King, Dreadlord, necromancers, etc.
---
Slow Poison: This is useful against any unit. This will even work on magic
immune enemies. It slows and poisons the target and cannot be dispeled. This
could be a good way to counter Dryad's, (although I've never run into that
occasion) but it's like that saying "Fight fire with fire".
---
Magic Immunity: This makes the Dryad immune to negative spells.
-----
"I doubt that you will find lich kings. They are a popular unit. Abolish magic
auto cast don't target summon." - Zall Klos

--------------------
f. Druid of the Claw
--------------------
The druid is the only real melee unit of the Night Elves. Although they are
strong and work well for the campaign, they are usually used wrong and is
useless. I wouldn't recommend using the druids for a beginner or someone who
is lazy. To use the druid to full efficiency, you shouldn't just keep all of
them in bear form! A couple of grunts and beat a druid in bear form. To make
them efficient, you must have about half in bear form and half in normal form.
They are the night elves healers after all. Whenvever a unit starts to take
damage use their rejuvenation spell to heal him. But not all people have a
quick enough hand to do this any well. That's why I don't recommend them. Use
them if your going to do a heavy-duty assult. (Attack land units only)

Abilities
---------
Roar: This increases attack to nearby friendly units and is represented by a
paw print about there head. Just have one or two guys use this when going into
battle to save mana.
---
Rejuvenation: Restores a lot of hp to a friendly unit over a small period of
time.
---
Bear Form: This changes the druid into a bear. Unless you upgrade the Mark of
the Claw, he can only cast spells in druid form.
---
Mark of the Claw: This allows the druid to cast roar in bear form.
-----
"Never use vs Human or UD. You won't want them to use Roar and rejuv on their
units or become destro's food." - Zall Klos

---------------------
g. Druid of the Talon
---------------------
Well, the Druid of the Talon, like the DotC, is for more advance users really.
People use Druid of the Talon even less that DotC online cause they don't know
how to use them right and there not very good overall really. You won't need
very many of these, if any, in battle as they are secondary support casters.
They can lower the enemies defense and you can get there vision, which is very
good and can stun an enemy in a cyclone, which can only be effective if you can
do it to about have the enemy army. They can also go into a crow form which
makes them leathal against enemy air units.
(Attacks land and air units, only air in crow form)

Abilities
---------
Faerie Fire (Autocast): This reduces the armor and gives you the vision of the
targeted unit. This is a very important spell so that the enemy can't retreat.
Pretty cool.
---
Cyclone: This summons a cyclone and sweeps an enemy in it. The target can't
attack or take damage while in the cyclone.
---
Storm Crow Form: This transforms the druid into a crow in which he can only
attack air units. Their attack raises greatly when in stone crow form. He can
only cast spells in druid form unless you research the Mark of the Talon.
---
Mark of the Talon: The spell lets the druid to cast Faerie Fire in crow form.
I would suggest getting this because cyclone isn't very good, your hp and
attack rises in crow form, and you can cast faerie fire.
-----
"Cyclone the dangerous half(dispel, tier3, hero), kill the weaker half, cyclone
half of the dangerous half, kill it and kill the leftovers." - Zall Klos


-------------
h. Hippogryph
-------------
The hippogryph is the basic flying unit of the Night Elves. They have a melee
attack that is excellent to counter air units. But hey, once you mount an
archer on these beasts, they can attack land units too. Two heads are better
than one! You should use these guys to sneak attack an enemy and destroy his
base from behind, while your allies attack from the front. Even if you have no
allies, you should still ambush them from behind or do several hit and run
techniques. In online, people usually rush these units around the end, but
people often don't realize what the enemy has while they're doing this. A lot
of times, the enemy has almost all anti aircraft. Be sure to know what the
enemy is doing! This counts for all air units. (Attacks land units)

Abilities
---------
Pick Up Archer: This ability lets the hippogryph pick up and mount an archer.
It would be very wise to do this. I can't explain how many time I've tried to
assult a base with just hippogryphs and wondering why the wouldn't attack.

-------------------
i. Hippogryph Rider
-------------------
This is the result when an archer is riding a hippogryph. (0_o) It lowers
their attack, but lets it attack land and air units and gives it a ranged
attack. It would be very wise to have several of these when going into battle.
(Attacks land and air units)

-----------
j. Chimaera
-----------
Ah yes, the chimera, the big tough daddy of the night elves. If your able to
mass these in a online or campaign, you've basically won it for the team. They
have huge attack power, hp, defense, etc. Everything is powerful about them.
If you can't have a mass of them, you should at least have one or two as they
are like the super tanks of the night elves. I would suggest massing cheap
units like archers, while you make your preperations to mass them. (Attacks
land units)

Abilities
---------
Corrosive Breath: This lets the Chimera to spit acid at a building and do extra
damage. This would be useful to have. It gives the chimeras sort of a siege
quality.

---------
k. Treant
---------
These are the units summoned by the Keeper of the Groves "Force of Nature"
spell. It summons a few treants, which depend on what level the spell is. The
Treants get stronger and you get more if you upgrade the spell. These guys
are also creeps in the campaign. I've already explained their usefulness in
the heroes section.

-----------------
l. Mountain Giant (New unit)
-----------------
Ah, the ways these guys can be used is limitless. A lot of people like to mass
them in online games because they are just so darn tough to kill. Each one
has more hp than an upgraded hero. They are the "decoys" of the game. They
are there to get attacked so that the other units can kill the enemy while
these guys are decoys. They are super tough and have many upgrades to them. It
would be a good idea to have a couple of these tough guys with you if you don't
mass them. In conclusion, they have tough armor, high hp, and high attack, but
they're slow. Be sure to have these guys up at your front line. I would suggest
using these guys to counter magic units as they are pretty ineffective against
the giants.

Abilities
---------
Taunt: This ability pursuades the enemies to focus their attack toward the
mountain giant. Use this to your advantage, cause while the enemy is attacking
this mindless oaf, you can take your time in killing them. But be warned that
taunt doesn't always work. Usually just a few enemies around the mountain giant
will atttack him, but the other will ignore him.
---
War Club: The mountain giant picks up a tree and uses it as a club. This
gives him increased range and damage, better be sure to use this ability as you
always want to be as strong and efficient as possible.
---
Hardened Skin: Makes the mountain giant more resistant to attack. Better get
this to be better prepaired. Better safe than sorry!
---
Resistant Skin: This lessens the duration of negative spells and makes him
immune to some spells. If you have this, the magicians can't even hurt him!
(that much anyway)

----------------
m. Faerie Dragon (New unit)
----------------
The police from the emerald dream have now come to help the night elves now!
How can they lose! These tiny dragons are immune to magic, can shift units
out of existence, and channel the enemy mana! These guys are supporting air
units. They are extrordinary for countering magic units. Really, they're for
more advance players (I wouldn't suggest getting it for a person who has never
played a game like this before or has just got the game), or people who have
fast hands with a mouse and keyboard.Just learn how to use the hot keys and
you won't have a problem.

Abilities
---------
Phase Shift (autocast): This cause a faerie dragon to shift out of existence
whenever it takes damage! Best of all, it's autocast! Basically, it makes
whatever unit you target with this invulnerable for a short time! Pretty cool,
huh.
---
Mana Flare: This makes the dragon to channel negative magical energies that
damage enemies when they cast spells. This is a channeling spell. Nice.
---------------------
6. Night Elf Buildings
----------------------
Night Elf buildings... Well, I can't really say how these give you any
advantage or how they can help you win, but I will tell you their functions!
(I'll try to think up so reasons later and try not to give my opinion so
much.) All ancients can use the ability "uproot" which lets them get up, move
around, and attack. They are very slow although. When uprooted, they have the
ability to eat trees, which restores hp with each tree.

---------------
a. Tree of Life
---------------
The tree of life is the town hall of the night elves. It is used to create
wisps and entangle gold mines. The Tree of Life is also the only town hall
that can actually get up and move.

Upgrades
--------
Upgrade to Tree of Ages: This upgrades the Tree of Life to a Tree of Ages,
which allows the wisps to create new buildings and units.
---
Entangle Gold Mine: When you've found a new gold mine that you want, you must
entangle it. This allows the wisps to mine the gold inside of it. Just move
the Tree of Life close to the gold mine and entangle the mine and harvest
away!
---
Research "Nature's Blessing": This increases the movement speed and armor of
all ancients' and treants'.
---
Research "Backpack": This allows certain units to carry items. This would
certainly become useful when your hero has too many items to carry, it sure was
for me.

---------------
b. Tree of Ages
---------------
The Tree of Ages is exactly the same as the Tree of Life, in terms of upgrades,
but it gives wisps and buildings more building and upgrade options. It's also
increased in attack and hp.

Upgrades
---------
Upgrade to Tree of Eternity: This upgrades the Tree of Ages to a Tree of
Eternity, which allows the wisps to create new buildings and units.

-------------------
c. Tree of Eternity
-------------------
Same as the other Tree's, but this gives wisps and buildings more building
and upgrade options. Can't really say anything else about it, sorry. It's also
increased in attack and hp.

------------
d. Moon Well
------------
This building provides food for the night elves, in other word, lets you build
more units. They supply your army with food and are very important for
defending your base. It is best to put these on the outside of your base, where
they can be most effective.

Abilities
---------
Replinish Mana and Life (autocast): This recovers the mana and life of your
units, which is why they should be place on the outside of your base. Set
them to autocast, place your units into position, wait for the enemy to attack
you, and watch the magic happen. They will automatically restore the hp and
mana of your units. Don't worry if any of them get destroyed, they are cheap
and can be easily replaced.

-----------------
e. Ancient of War
-----------------
This is the building that creates the basic units of the night elves. They
should always be one of the first buildings you build, you can't really build
anything else without it anyway.

Abilities
---------
Train Archer: Trains an archer.
---
Train Huntress: Trains a huntress.
---
Train Glaive Thrower: Trains a glaive thrower.

Upgrades
--------
Improved Bows: This permanenty increases the attack and range of archers and
hippogryph riders.
---
Marksmanship: Permanently increases the attack of archers and hippogryph
riders by 3.
---
Sentinel: This allows thehuntress to send an owl to a nearby (to the huntress)
tree and stays there permanently.
---
Upgrade Moon Glaive: This makes the huntresses attack bounce and attack
multiple enemies, dealing less damage with each bounce. Be sure to research
this, cause hitting three enemies is better than one.
---
Vorpal Blades: This lets the glaves that are thrown by the glaive thrower to
go through the first target and damage those that are behind, otherwise known
as splash damage. This also lets glaive throwers to attack trees.

----------------
f. Hunter's Hall
----------------
This is the building that upgrades the attack, armor, etc of your units. Unless
your going to just build archers, you're going to have to build this building.
It's up to you whether you want to upgrade or not, but it is strongly
suggested.

Upgrades
--------
Strength of the Moon: This increases the damage of archers, huntress's, glaive
throwers, and hippogryph riders.
---
Moon Armor: Increases armor of archers, huntress's, and hippogryph riders.
---
Strength of the Wild: Increases damage of Druids of the Claw, Druid of the
Talon in Stone Crow form, Dryads, Mountain Giants, Faerie Dragons, Hippogryphs,
and Chimaeras.
---
Reinforced Hides: Increases armor of Druids of the Claw, Druid of the Talon in
Stone Crow form, Dryads, Mountain Giants, Faerie Dragons, Hippogryphs, and
Chimaeras.
---
Ultravision: Gives night elves the ability to see as far at night as they do in
day.
---
Well Spring: Increases the amount of mana stored in the moon wells by 200 and
rate of regeneration by 83%.

--------------------
g. Ancient Protector
--------------------
This is the only defensive structure of the Night Elves, but a strong one at
that. It does 45-54 damage. These guys provide great defense, but that's about
it.

------------------
h. Ancient of Lore
------------------
This building creates all the magical units of the Night Elves.

Abilities
---------
Train Dryad: Trains a dryad.
---
Train Druid of the Claw: Trains a DotC.
---
Train Mountain Giant: Trains a Mountain Giant.

Upgrades
--------
Abolish Magic: Gives dryad the ability to dispel positive spells from enemies
and negative spells from allied units. Also damages summoned units.
---
Druid of the Claw Adept/Master Training: Increases the Night Elf form of DotC's
mana capacity, mana regeneration rate, hp, attack, and gives the DotC the
ability to use rejuvenation.
---
Resisant Skin: Gives Mountain Giant greater resistance to spell damage.
---
Hardened Skin: Increases resistance to physical attacks.
---
Mark of the Claw: This allows the Druid of the Claw to cast Roar in bear form.

------------------
i. Ancient of Wind
------------------
This building is where you build air units. As you all know, air units is a
very important part of your stradegy to victory. So here I go!

Abilities
---------
Train Hippogryph: Trains a hippogryph.
---
Train Druid of the Talon: Trains a DotT.
---
Train Faerie Dragon: Trains a faerie dragon.

Upgrades
--------
Hippogryph Taming: Allows archers to mount hippogryphs. This allows them to
attack both air and land units.
---
Druid of the Talon Adept/Master Training: Increases the DotT night elf form's
mana capacity, mana regeneration rate, hp, attack, and gives the ability to
Storm Crow Form and cyclone.
---
Mark of the Talon: Allows DotT to cast Faerie Fire while in Stone Crow Form.

-----------------
j. Chimaera Roost
-----------------
The Chimaera's are so strong that they require they're own building! Which,
theyare, but don't think that you can just march into a base and win instantly.
A group of chims can be taken out with relative ease with a large group of head
hunters or riflemen. So you must always be sure to have land support.

Abilities
---------
Train Chimaera: Trains a chimaera.

Upgrades
--------
Corrosive Breath: Give the chimaera the ability to hurl corrosive bile onto an
enemy building.

------------------
k. Alter of Elders
------------------
This is the building where you creat heroes. You can't create all of them at
once although. You can get one extra hero each time you upgrade your Tree of
Life, which means that you won't be able to get all four heroes. =(

Abilities
---------
Train Warden
---
Train Demon Hunter
---
Train Keeper of the Grove
---
Train Priestess of the Moon
---------------------
l. Ancient of Wonders (New building)
---------------------
This building lets you buy items like life potions, power gems, mana potions,
etc. When you have the Tree of Life you only have access to the first row of
items. Once you have the Tree of Ages, you have access to the second row and
third row once you have the Tree of Eternity. These are the items you recieve.

First Row
---------
Moonstone: Causes an eclipse for 30 seconds. In other words, makes it night
for half a minute.
---
Lesser Clarity Potion: Regenerates hero's mana by 100 over 30 seconds.
---
Dust of Appearance: Reveals enemy invisble units in area around the hero for
20 seconds. (2 charges)

Second Row
----------
Potion of Healing: Heals 250 hp.
---
Potion of Mana: Restores 150 mana.
---
Scroll of Town Portal: Teleports hero and any of it's nearby troops to a target
friendly town hall.
---
Staff of Preservation: Teleports a target friendly unit to it's highest town
hall.

Third Row
---------
Orb of Venom: Adds five bonus damage to hero when carried. Hero's attack
becomes ranged when attacking air and poisens for ten seconds.
---
Anti-Magic Potion: Give the hero an imunity to magical spells for ten seconds.

--------------------
7. Online Stradegies
--------------------
http://s1.cgi.gamefaqs.com/boards/genmessage.asp?board=35659&topic=9185438

-------------------------
a. Building Order Tactics
-------------------------

--------------------
Marzman d's stradegy
--------------------
1. Send all 5 wisps into the gold mine
2. Order 7 wisps at the Tree of Life
3. Have the first new wisp build a Moon Well
4. Have the second build an Ancient of War
5. Order 2 more wisps
6. Send the next three wisps to gather wood
7. When the Moon Well is finished, have that wisp build a second one
8. Order 2 archers at the Ancient of War
9. Order the next new wisp, after the 3 sent to gather wood, to build an
Alter of Elders
10. Have the next 2 new wisps gather wood
11. Order a third Archer
12. Order the last wisp to build a second Ancient of War
13. Use the wisp that built the previous two Moon Wells to build a third
14. When the Alter is complete, have that wisp build a Moon Well


---------------
e. Acronym List
---------------
On battle.net, there are several words that they made up to make typing go a
little faster and get back to the game quicker. If your just starting and don't
understand what the heck they're saying, I tell you all I know.

elite(leet) talk - This is just a special and stupid way to say things. No one
uses it unless they want a letter in their name to have a different looking
text. Example: |3 |2 O O |< |_ I |Y (I really don't know any elite, but
that's what one person might put.)
---
wtf = what the ****
---
omg = oh my goodness (more extreme though)
---
omfg = oh my ******* goodness (more extreme though)
---
lol = laugh out load
---
rofl = roll on floor laughing
---
noob/newb/nub = A person new to the game or not good at it. (This is an insult
if someone calls you it.)
---
tp = town portal
---
foots/footies = footmen
---
hipps = hippogryphs
---
aboms = abominations
---
DotC = Druid of the Claw
---
DotT = Druid of the Talon
---
hunts = huntress's
---
lag = This means that a user has a slow computer and there is choppy gameplay
affecting everyone else playing. People get really annoyed by it.
---
and that's all I can think of for now.

-------------
8. Contribute
-------------
I'm almost positive that I made a mistake somewhere in making this faq. A left
out ability, a better stradegy for a mission, a good online build order, or
just a grammatical error. If you catch one, have a good online or campaign
stradegy. IM me at "wangstickreborn" or email me at "wangstick@yahoo.com

-----------------
9. Special Thanks
-----------------
Special thanks to Blizzard for making the game and CJayC for making this site,
posting this faq (I hope), and anyone that helped him make it possible.
---
Thanks to "Zall Klos" for making good points on several of the heroes and
units.
---
Dymus to pointing out a few mistakes.
---
NeCrOmAnCeR for correcting several of the Heroes mistakes.
---
Kamikaze Bob for pointing out a simple grammar mistake for "Mount Hippogryph"
ability.
---
gus2k3 for correcting several of the unit's abilities mistakes.
---
Marzman d for giving me a build order

-------------
10. Copyright
-------------
All right reserved. This faq was writtin originally by Jack Huddleston (me).
This faq may only be used for personal or private use. If you want to post it
on your website or such, you must get my permission first. If you put it
without my knowledge. You will be in legal trouble and I'll make sure that
you take it off or you get banned. Thank you.

---------
11. Outro
---------
I hoped you enjoyed my faq, as I worked several hours on it, just for you.
You can see me on the message boards at redvsblue.com, the wc3, Counter-Strike,
Halo, Halo2, Morrowind, KOTOR, Vice City, and MGS3 board.