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    Night Elf Strategy Guide by Distortion

    Version: 1.10 | Updated: 08/19/03 | Printable Version | Search This Guide

    Night Elf Strategies FAQ - Version 1.10
    =======================================
    Created: 8/19/03     By: Matt McCloskey
    Last Update: 8/19/03    Aka: Distortion
    
    =================
    Table of Contents
    =================
    1. Version information
    2. Introduction
    3. Basics
    4. Heroes
        4A. Demon Hunter
        4B. Keeper of the Grove
        4C. Priestess of the Moon
        4D. Warden
    5. Units
        5A. Wisp
        5B. Archer
        5C. Huntress
        5D. Glaive Thrower
        5E. Dryad
        5F. Druid of the Claw
        5G. Mountain Giant
        5H. Hippogryph
        5I. Druid of the Talon
        5J. Faerie Dragon
        5K. Hippogryph Rider
        5L. Chimaera
    6. Buildings
        6A. Tree of Life
        6B. Tree of Ages
        6C. Tree of Eternity
        6D. Ancient of War
        6E. Ancient of Lore
        6F. Ancient of Wind
        6G. Ancient Protector
        6H. Ancient of Wonders
        6I. Moon Well
        6J. Altar of Elders
        6K. Hunter's Hall
        6L. Chimaera Roost
    7. Strategies
        7A. Build Orders
        7B. -VS- Human
        7C. -VS- Orc
        7D. -VS- Undead
        7E. -VS- Night Elf
        7F. Team Strategies
    8. Harassing
        8A. Harassing Heroes
        8B. Harassing Units
        8C. How to stop harassers
        8D. Harassing Tactics
    9. Closing
    10. Contacting Me
    11. Copyright
    12. Special Thanks
    
    
    ======================
    1. Version Information
    ======================
    
    Version 1.0 - 8/19/03 - Introduction, Basics, Heroes, and Units sections
    complete.  Began Buildings section.
    
    Version 1.1 - 8/20/03 - Buildings, Strategies, Harassing, and Closing sections
    complete.
    
    ===============
    2. Introduction
    ===============
    
    This is the first FAQ I have ever written, I've played enough games with the
    Night Elves to know what I'm talking about, so gather round children and learn
    from the master.  THIS FAQ DOES NOT COVER THE CAMPAIGN!
    
    =========
    3. Basics
    =========
    
    In this section, I will explain the basics of the Night Elves.  This includes
    tips to help out the less experienced Night Elf players.  If you're already an
    experience Night Elf player, you can skip this.
    
    - Wisps do not need to return to a Tree of Life when gathering resources.
    - Ancients can attack while rooted or uprooted, but they have heavy armor while
    uprooted.
    - Moon Well can restore any non-mechanical unit's health and mana.
    - Night Elf units only regenerate during the night, this is also true for Moon
    Well mana.
    - Female Night Elf units can remain invisible at night while standing still and
    not attacking.  Use the Hide ability to prevent them from moving or attacking.
    - With the Ultravision upgrade, Night Elves can see further at night time than
    other races, always get this.
    - Natures Blessing significantly increases Ancients and Treants armor, always
    get this.
    - Well Spring increases the Moon Well's maximum mana capacity and increases
    it's rate of mana regeneration, always get this.
    
    =========
    4. Heroes
    =========
    --------------------------
    4A. Demon Hunter
    Primary Attribute: Agility
    --------------------------
    This is the #1 most used Night Elf hero, followed closely by the Warden.  Most
    people like the Demon Hunter because he is the strongest, being able to take a
    lot of punishment, and also dish it out.  If you get him to level 6, he is the
    best physical attack tank in the game.  His low HP makes him weak to magic, his
    high armor and Evasion skill make him strong against physical attacks.
    
    Skills
    ------
    Mana Burn - Drains the targets mana, for each point of mana drained 1 damage is
    dealt to the target.  Drains 50/100/150 mana, desipite the nerf, this is still
    an extremely useful skill, mainly because you can spam it now.  The mana cost
    is low (50) and it has a short cooldown (7/6/5 seconds), so you should be able
    to drain a hero of it's mana completely in any battle.  Use it on heroes with
    a deadly direct damage spell (Mountain King, Death Knight, Lich).  I recommend
    getting this skill first.
    ------
    Immolation - Engulfs the Demon Hunter in flames, any nearby enemy units take
    light damage.  Drains mana until deactivated, Deals 10/15/20 damage per second.
    If I get this skill, it's usually only one level.  This skill is excellent
    against a Ghoul masser who surrounds your Demon Hunter, just make sure you use
    Potions of Healing and Rejuvenation.  I recommend getting this skill last, get
    it third (after one level of Mana Burn and one level of Evasion) if your
    opponent is using a lot of weak units (Footmen, Ghouls, Achers).
    ------
    Evasion - Gives the Demon Hunter the ability to completely avoid attacks,
    taking 0 damage.  Enough said.  Seriously, always get this skill, if you want
    your Demon Hunter to fight you will need this to survive.
    ------
    Metamorphosis - Transforms the Demon Hunter into a demon (how ironic), in this
    form he has 500 bonus hit points, 3hp/sec bonus regeneration, 600 range, splash
    damage, and chaos attack type.  Strong enough to scare anyone from TillerMan to
    Qazzi.
    
    -------------------------------
    4B. Keeper of the Grove
    Primary Attribute: Intelligence
    -------------------------------
    The KotG is the least used of the Night Elf heroes, the reason being because he
    is weak and his aura sucks.  The Demon Hunter and Warden are used because they
    are fierce fighters and have excellent combat skills.  The Priestess of the
    Moon out-performs the KotG because all you need is her aura.  The KotG is
    overlooked because he is weak and his skills lack power, however, like all over
    looked heroes, he can definetly wreak some havok on the battlefield.
    
    Skills
    ------
    Entangling Roots - Traps the target enemy unit in roots, the unit is unable to
    move or attack and takes 15 damage per second, the unit can still cast magic.
    Lasts 12/24/36 seconds.  This is perhaps the best skill the KotG has in his
    spellbook.  The duration has been nerfed since Reign of Chaos, but that can be
    overlooked as it now prevents the unit from attacking and interrupts channeling
    spells.  This skill is excellent in the early stages of the game, as it can
    instantly put a unit out of battle.
    ------
    Force of Nature - Converts an area of trees into Treants.  Summons 2/3/4
    Treants.  This skill is decent, the best use I have found of it was killing
    workers and tanking.  If you rush with Force of Nature, you may kill some Peons
    if your opponent doesn't notice them or you could make him move his workers.
    This skill is far better for tanking though, especially once you have Natures
    Blessing.  Summon up some Treants before creeping, then send them in first to
    tank all the damage.  Their attack is rather low  so don't expect to kill much
    with them, but with Natures Blessing they have the most armor of any summoned
    unit (with the exceptions of ultimates), plus you can cast this 3 times if mana
    allows.  If you're attacking a base, cast this on the trees where your opponent
    is harvesting, you destroy his trees and your Treants automatically attack the
    Peons.
    
      Treant Statistics
      -----------------
      HP: 300
      Damage: 16 average
      Armor: 0 (5*)
      Speed: Slow (Average*)
      * = Value with Natures Blessing researched
    
    ------
    Thorns Aura - Gives nearby friendly units a damage shield, which reflects a %
    of enemy melee damage.  Reflects 10/20/30% of melee damage.  This skill is
    pretty bad, the only time it's really of any use is if your opponent masses
    tier 3 melee, every other melee unit's damage is far too low to be harmed by
    this skill.  Only get this if you're worried about conserving mana for one of
    the other two spells, or if your opponent is massing tier 3 melee.
    ------
    Tranquility - Heals nearby friendly units at a rate of 20hp/sec, lasts 30
    seconds.  This skill has been buffed since RoC, it had it's cooldown shortened
    and it's mana cost reduced.  The cooldown is now 60 seconds, which means you
    only have 30 seconds where you're not being healed if you leave the spell on
    for the full duration and you have the mana.  This skill is definetly a must,
    unfortunately, Orcs get nearly the same effect from a Healing Ward.  It is
    easily interrupted, however.  If you find a Potion of Invulnerability or even
    better, a Potion of Divinity, use it before casting Tranquility.  Other options
    include casting Anti-Magic Shell, buying a Lesser Potion of Invulnerability, or
    buying an Anti-Magic Potion.
    
    --------------------------
    4C. Priestess of the Moon
    Primary Attribute: Agility
    --------------------------
    The PotM is my favorite second hero, as her aura is among the best in the game.
    Unlike most other heroes, she can be of great use even at level 1 because of
    her aura.  I don't recommend her as a first hero in solo games, your army will
    be much smaller and will benefit better from a hero who can do well on his own.
    In team games, she is a good first hero if your allies are getting ranged units
    if you are the only one who will benefit from her aura, then I recommend
    getting her second.  Only use her if you're going ranged units, if you're
    getting melee, get the KotG.
    
    Skills
    ------
    Hide - Allows the PotM to remain invisible at night, she will not attack nearby
    enemies when Hide is activated.  Use this when the enemy focus fires on her.
    ------
    Scout - Creates one Owl Scout that can be used to scout.  The duration, speed,
    and sight range of the Owl increase as you level this skill up, the mana cost
    also decreases.  I use this in solo games, Night Elves are weak on their own
    so you must know what your opponent is making in order to win, and in team
    games my ally can scout.
    
    ------
    Searing Arrows - Increases the damage and range of the PotM, drains mana with
    each shot fired.  I use this skill in team games and focus on enemy heroes.
    The PotM has the highest damage of any hero with this skill, and the added
    range allows her to bomb enemy heroes easily.  If you use this skill, give the
    PotM combat items that will increase her damage, agility, or attack speed and
    focus fire on heroes.
    ------
    Trueshot Aura - Increases the PotM's and nearby friendly unit's damage by
    10/20/30%.  This is her best skill, even better than Starfall IMO and the main
    reason I pick the PotM.  You should get this skill level 3 as soon as possible,
    that means picking it at level 1, 3 and 5.  The damage boost is extremely
    useful when you have several ranged units, and is broken when you have a 4vs4
    when all your allies go ranged.  If you're not using ranged units, why did you
    pick the PotM?
    ------
    Starfall - Causes stars to fall on enemy units nearby the PotM, each star deals
    50 damage, lasts 45 seconds.  This skill is the strongest area of effect spell
    in the game, it can easily crush entire armies in a few seconds, assuming it is
    not interrupted.  The reason I rank this below Trueshot Aura is because it is
    easily interrupted, not to mention that it costs mana and has a long cooldown
    while Trueshot Aura is passive.  If you find a Potion of Invulnerability or
    even better, a Potion of Divinity, use it before casting Starfall.  Other
    options include casting Anti-Magic Shell, buying a Lesser Potion of
    Invulnerability, or buying an Anti-Magic Potion.
    
    --------------------------
    4D. Warden
    Primary Attribute: Agility
    --------------------------
    The Warden does best as a first hero and really lacks as a second hero.  You
    need her to be leveled up quickly to see her power, getting her second only
    delays that and usually gets her killed often.  The key to using her correctly
    is knowing how to use Blink to quickly move in, kill something, and move out,
    without taking much damage.  The Warden requires heavy micro to keep alive, I
    only recommend her as a first hero and only to players who can micro.  The
    Warden has two builds, Blink and Shadow Strike, or Blink and Fan of Knives,
    each build has good results, which one you use depends on your opponent. 
    Leaving out Blink is just suicide.  Also, it's wise to stock her up on Potions
    of Mana whenever possible.
    
    Skills
    ------
    Hide - Allows the Warden to remain invisible at night, she will not attack
    nearby enemies when Hide is activated.  Use this when the enemy focus fires on
    her.
    ------
    Shadow Strike - Deals initial strike damage to the target as well as damage
    every 3 seconds for 15 seconds, also slows the target's movement speed by 50%.
    This is usually my skill of choice with Blink, it's the most deadly of all
    direct damage spells and can easily kill an enemy hero with a few castings.
    You should be using this on heroes 95% of the time, the only time you should
    use this on anything else is when you are harassing (kill Peons) or when the
    enemy hero is not around.  Combine with Blink to chase down enemy heroes as
    they run away.
    ------
    Fan of Knives - Deals damage to the 5 closest targets around the Warden.  This
    skill is best used when your opponent is using many smaller units or when they
    have a big tank hero (Mountain King, Tauren Chieftain, Crypt Lord).  The damage
    isn't really noticable against larger units like tier 3 melee, but it does well
    against weaker units like Footmen, Ghouls, Archers, Head Hunters, and some air
    units.  If they have a tank hero, chances are you will have trouble Shadow
    Striking it to death, so you're better off killing the army with Fan of Knives.
    This skill is great for harassing workers also, at level 2 you can kill 5
    workers with 2-3 casts, 1 cast for Wisps.  Combine with Blink to chase down
    enemy armies as they run away.
    ------
    Blink - Teleports the Warden a short distance very quickly.  As you can guess,
    this skill is a definite must, the Warden is far too weak to leave in combat,
    you must have this so you can maneuver around the battle field.  If you don't
    get this, GG Warden.
    ------
    Vengeance - Summons one Avatar of Vengeance that lasts 180 seconds.  This skill
    is quite powerful, especially since the buff in the last patch.  You will
    definetly want to micro the Avatar of Vengeance so you can get the full 180
    seconds.  The reason this ability is so powerful is because of the Spirits of
    Vengeance that the Avatar can summon.  They are basically Archers with a
    faster attack speed and invulnerability, and you can have 6 at once so the
    damage quickly adds up.
    
      Avatar of Vengeance Statistics  Spirit of Vengeance Statistics
      ------------------------------  ------------------------------
      HP: 1200                        HP: 500
      Mana: 400                       Damage: 16 average
      Damage: 30.5 average            Armor: Invulnerable
      Armor: 2                        Speed: Fast
      Speed: Fast
    
    ----------
    My Opinion
    ----------
    In solo games, I always get a Demon Hunter or Warden first, they are the two
    strongest Night Elf heroes and having a weak hero early on isn't wise.  As a
    second hero, I usually pick a PotM, but sometimes I pick a KotG.  The Demon
    Hunter and Warden should be picked first to get their full potential.  In team
    games, the PotM and KotG make better first choices, but still, I usually pick
    the Demon Hunter or Warden first.
    
    You can make your own decision on what heroes to pick, but those are my
    favorite choices.
    
    ========
    5. Units
    ========
    This section is just a basic overview of all the units, it's not quite as
    detailed as the hero section, but it does give you the unit statistics and
    abilities.
    
    * = value with full upgrades
    Speed: = attack speed/movement speed, if there is only one, it pertains to both
    Cost: = gold cost/lumber cost
    
    
    --------
    5A. Wisp
    --------
    Wisps are used to harvest gold and lumber, create Night Elf structures, and
    repair friendly structures.  They can also Detonate to dispel magic, drain mana
    and damage summoned units in an area.  Detonating is quite useful against
    rushes as a hero without mana isn't going to function well.
    
      Wisp Statistics
      ---------------
      HP: 120
      Produced at: Tree of Life
      Speed: Slow
      Cost: 60/0
    
    Skills
    ------
    Renew - Repairs friendly structures or mechanical units, uses gold and lumber.
    ------
    Detonate - Dispels magic, drains 100 mana, and deals 225 damage to summoned
    units in the target area of effect.  Destroys the Wisp.
    
    ----------
    5B. Archer
    ----------
    Archers are the tier 1 ranged unit for the Night Elves.  They are good mainly
    because they are cheap and fast to build, you can easily create an army of
    Archers in two minutes.  They are excellent anti air and are fairly decent
    against ground units also, just make sure you keep them behind something,
    their low HP won't last long.  Weak against area of effect spells.
    
      Archer Statistics
      -----------------
      HP: 260
      Damage: 17 (26*) average
      Armor: 0 (6*)
      Food: 2
      Speed: Average
      Produced at: Ancient of War
      Cost: 130/10
    
    Skills/Upgrades
    ---------------
    Hide - Allows the Archer to remain invisible at night, she will not attack
    nearby enemies when Hide is activated.
    ------
    Mount Hippogryph - Mounts the target Hippogryph, allowing the Archer to attack
    from the air.
    ------
    Elunes Grace - Reduces the damage taken from Piercing damage to 65%, and spells
    and Magic damage to 80%.
    ------
    Improved Bows - Increases the range of the Archer and Hippogryph Rider by 200.
    ------
    Marksmanship - Increases the damage of Archers and Hippogryph Riders by 3.
    
    ------------
    5C. Huntress
    ------------
    Huntress are the tier 1 melee unit for the Night Elves, although they aren't
    really melee.  Huntress are good against tier 1 melee, however, against tier 1
    melee/ranged mix, Huntress will usually fall.  Use their speed to your
    advantage, do hit and run attacks on your opponent's base or sneak up on him
    while creeping.  Huntress are unarmored, so if your opponent is making a lot
    of piercing or siege, switch to something else.  If he is massing tier 1 melee,
    Huntress should handle him if you can micro.  Avoid fighting when you can with
    these, use them for tactical strikes.
    
      Huntress Statistics
      -------------------
      HP: 600
      Damage: 17 (23*) average
      Armor: 2 (8*)
      Food: 3
      Speed: Fast
      Produced at: Ancient of War
      Cost: 195/20
    
    Skills/Upgrades
    ---------------
    Hide - Allows the Huntress to remain invisible at night, she will not attack
    nearby enemies when Hide is activated.
    ------
    Sentinel - Places an owl in the target tree, the owl can see in an area around
    it.  Always get this.
    ------
    Moon Glaive - Gives the Huntress' attack an additional bounce, for a total of
    2 bounces.
    
    ------------------
    5D. Glaive Thrower
    ------------------
    The Glaive Thrower is the long range siege weaponry of the Night Elves, it is
    weaker than the others, however, it can be built at tier 1, providing a great
    advantage over other races.  Mix in some of these with your Huntress and
    Archers early to end the game quickly.
    
      Glaive Thrower Statistics
      -------------------------
      HP: 300
      Damage: 44.5 (64*) average
      Armor: 2
      Food: 3
      Speed: Very Slow/Slow
      Produced at: Ancient of War
      Cost: 210/65
    
    Skills/Upgrades
    ---------------
    Vorpal Blades - Allows the glaive launched by the Glaive Thrower to pass
    through the initial ground target and damage those behind.  Also allows them
    to attack trees.
    
    ---------
    5E. Dryad
    ---------
    Dryads are unique to the Night Elves, as no other race has a unit that is
    similar.  Dryads are magic immune, which means they can counter casters and
    heavy magical air (Chimaera, Frost Wyrm, Gryphon) easily.  They are easily
    countered by tier 1 ranged however, so don't use them if that's what your
    opponent is getting.  They counter tier 1 melee pretty well, when combined with
    Huntress.  Use them when you're getting annoyed with spells like Sleep or
    Healing Wards.
    
      Dryad Statistics
      ----------------
      HP: 435
      Mana: 200  
      Damage: 17 (23*) average
      Armor: 0 (6*)
      Food: 3  
      Speed: Slow/Fast
      Produced at: Ancient of Lore
      Cost: 145/60
    
    Skills/Upgrades
    ---------------
    Slow Poison - The Dryad's regular attack deals 8 damage per second, and slows
    the target enemy's movement speed by 50% and attack by 25% for 5 seconds
    (1 second for Heroes). 
    ------
    Spell Immunity - The Dryad is immune to spells.
    ------
    Abolish Magic - Removes positive buffs from enemy units and negative buffs
    from friendly units.  Deals 300 damage to summoned units.
    
    ---------------------
    5F. Druid of the Claw
    ---------------------
    This is my favorite Night Elf unit, not only is he a caster, but he's also tier
    3 melee!  Whether or not I'm going Huntress/Archer all game, I like to use some
    DotC to boost my damage even further and to heal my heroes.  Roar + Trueshot
    Aura is quite a deadly combination.  Use these guys whenever possible.
    
      Druid of the Claw Statistics  Bear Form Statistics
      ----------------------------  --------------------
      HP: 430 (580*)                HP: 960
      Mana: 200 (400*)              Mana: 400
      Damage: 20.5 (25.5*) average  Damage: 36.5 (47*) average
      Armor: 1                      Armor: 3 (9*)
      Food: 4                       Food: 4
      Speed: Average                Speed: Average
      Produced at: Ancient of Lore
      Cost: 255/80
    
    Skills/Upgrades
    ---------------
    Druid Form - Transforms the DotC back into a Night Elf, allowing him to cast
    spells and regenerate mana faster.
    ------
    Roar - Gives nearby friendly units a 25% damage boost for 45 seconds.
    ------
    Rejuvenation - Heals the target friendly unit for 400 HP over 12 seconds.
    ------
    Bear Form - Transforms the DotC into a bear, the Night Elf tier 3 melee. While
    in Bear Form he can cast Roar if you upgraded Enchanted Bears, and he becomes
    an excellent fighter, his mana regeneration is also slowed.
    ------
    Druid of the Claw Adept Training - Increases the DotC's mana capacity, mana
    regeneration rate, HP, damage, and gives them the ability to cast Rejuvenation. 
    ------
    Druid of the Claw Master Training - Further increases the DotC's mana capacity,
    mana regeneration rate, HP, damage, and allows him to transform into Bear Form.
    ------
    Enchanted Bears - Allows the DotC to cast Roar while in Bear Form.
    
    ------------------
    5G. Mountain Giant
    ------------------
    This unit was much needed by the Night Elves, as they lacked a good tank.
    Mountain Giants are the most durable units in the game, being able to take a 
    lot of damage before falling.  What makes things even better is that you can
    force enemy units to attack it!  3 Mountain Giants can be a pain for even the
    best microers.  I don't use these too often, as they cost a LOT of resources, I
    use DotC over these any day.
    
      Mountain Giant Statistics
      -------------------------
      HP: 1600  
      Damage: 34 (46*), w/War Club: 41 (54.5*) average
      Armor: 4 (10*)
      Food: 7  
      Speed: Slow
      Produced at: Ancient of Lore
      Cost: 425/100
    
    Skills/Upgrades
    ---------------
    Taunt - Forces all nearby enemy units to attack the Mountain Giant.
    ------
    War Club - Picks up the target tree, gives the Mountain Giant siege damage and
    increased attack range.
    ------
    Hardened Skin - Reduces all attack damage on the Mountain Giant by 12.  Attacks
    cannot be reduced below 3 damage.
    ------
    Resistant Skin - Gives Mountain Giants resistance to certain spells and
    abilities such as Polymorph and Devour.  Also, other negative spells have
    shorter durations such as Entangle and Sleep.
    
    --------------
    5H. Hippogryph
    --------------
    Hippogryph's are very strong anti air units, although I don't recommend them
    over Archers, having a few aroud is still a good idea, as you can mount them
    after the aerial assault is over.  Their fast movement speed makes them
    excellent scouts.
    
      Hippogryph Statistics
      -------------------------
      HP: 525 
      Damage: 54.5 (67*) average
      Armor: 0 (6*)
      Food: 2  
      Speed: Fast/Very Fast
      Produced at: Ancient of Wind
      Cost: 160/20
    
    Skills/Upgrades
    ---------------
    Pick up Archer - Picks up the target Archer so the Archer may attack from the
    air.
    
    ----------------------
    5I. Druid of the Talon
    ----------------------
    The DotT is the other spell caster for the Night Elf race.  His abilities are
    more than useful, however, he is rarely seen on the battle field.  In Storm
    Crow form, he gains a powerful anti air attack which is useful against large
    slow units like Frost Wyrms and Chimaeras.  His magic is good all around and
    can easily turn the battle in your favor, you just have to find the time to
    tech to them.
    
      Druid of the Talon Statistics  Storm Crow Form Statistics
      -----------------------------  --------------------------
      HP: 340 (380*)                 HP: 340 (380*)
      Mana: 200 (400*)               Mana: 300 (400*)
      Damage: 12 average             Damage: 38 (50*) average
      Armor: 0                       Armor: 0 (6*)
      Food: 2                        Food: 2
      Speed: Average                 Speed: Fast
      Produced at: Ancient of Wind
      Cost: 135/20
    
    Skills/Upgrades
    ---------------
    Druid Form - Transforms the DotT into a druid, a powerful anti air unit.  While
    in Storm Crow Form he can cast Faerie Fire if you upgraded Enchanted Crows, his
    mana regeneration is also slowed.
    ------
    Faerie Fire - Reduces the target enemy unit's armor by 5 and also gives vision
    of that unit.
    ------
    Crow Form - Transforms the druid into a Storm Crow, giving him the ability to
    fly and attack aerial units with greater strength.  While in Storm Crow Form
    he can cast Faerie Fire only after you have researched Enchanted Crows.
    ------
    Cyclone - Throws the target enemy unit into the air, rendering it unable to
    move, attack, or cast spells, the unit is also invulnerable.
    ------
    Druid of the Talon Adept Training - Increases the DotT's mana capacity, mana
    regeneration rate, hit points, and allows them to assume Storm Crow Form.
    ------
    Druid of the Talon Master Training - Further increases the DotT' mana capacity,
    mana regeneration rate, hit points, and gives them the ability to cast Cyclone. 
    ------
    Enchanted Crows - Allows the DotT to cast Faerie Fire while in Storm Crow form.
    
    -----------------
    5J. Faerie Dragon
    -----------------
    The Faerie Dragon's are IMO the best anti-caster unit in the game.  Most of the
    time, you can destroy enemy casters with this unit, if not, you can prevent
    them from casting spells or cause them to retreat.  Either way, you gain the
    advantage, so as a rule, if you see casters, make Faerie Dragons.  Turn Phase
    Shift off so you always have mana for Mana Flare.
    
      Faerie Dragon Statistics
      ------------------------
      HP: 450
      Mana: 200
      Damage: 13.5 (18*) average
      Armor: 0 (6*), +12 while casting Mana Flare
      Food: 2
      Speed: Fast
      Produced at: Ancient of Wind
      Cost: 155/25
    
    Skills/Upgrades
    ---------------
    Phase Shift - Shifts the Faerie Dragon out of existence whenever it takes
    damage.  While out of existence, this unit cannot attack, move, cast spells, be
    attacked, or have spells cast upon it.  Any shots en route to the Faerie Dragon
    will miss, remains out of existence for 1 second.
    ------
    Mana Flare - The Faerie Dragon turns into a small glowing orb and will shock
    any nearby enemy units that cast spells.  Also increases the Faerie Dragon's
    armor by 12.  Deals [3 x mana cost] damage, cannot exceed 90 damage.  The
    damage is also splash.  Can only shock one unit per .75 seconds.
    ------
    Spell Immunity - Faerie Dragons are immune to spells.
    
    --------------------
    5K. Hippogryph Rider
    --------------------
    Hippogryph Riders are the lesser Night Elf aerial unit, although they are still
    rather annoying.  Created by mounting an Archer on a Hippogryph, these flying
    Archers have great speed and mobility.  What most people don't know is that
    Hippogryph Riders attack faster than Archers, making them stronger not only
    in HP and armor, but in damage as well.  Use these whenever your enemy has no
    anti-air and for harassing.
    
      Hippogryph Rider Statistics
      ---------------------------
      HP: 765
      Damage: 17 (26*) average
      Armor: 1 (7*)
      Food: 4
      Speed: Fast
    
    Skills/Upgrades
    ---------------
    Decouple Archer and Hippogryph - Dismounts the Archer from the Hippogryph.
    ------
    Improved Bows - Increases the range of the Archer and Hippogryph Rider by 200.
    ------
    Marksmanship - Increases the damage of Archers and Hippogryph Riders by 3.
    
    ------------
    5L. Chimaera
    ------------
    This is the greater Night Elf air unit, it has a powerful magic attack as well
    as a powerful siege attack.  The only disadvantage this unit has is it's lack
    of an aerial attack.  Unless you catch your opponent completely off guard, this
    unit is easily countered.  Mix in 2-3 of these with your army for amazing
    results.
    
      Chimaera Statistics
      ------------------------
      HP: 1000
      Damage: 75 (102*), w/Corossive Breath 50 (68*) average
      Armor: 2 (8*)
      Food: 5
      Speed: Slow/Average
      Produced at: Chimaera Roost
      Cost: 330/70
    
    Skills/Upgrades
    ---------------
    Corrosive Breath - Gives Chimaeras a siege attack vs buildings.
    
    ============
    6. Buildings
    ============
    In this section I will give all the building statistics, as well as what they
    produce and their cost.  If the upgrade a building provides has already been
    described in the unit section, it will not be described again in this section.
    All Ancients move very slow, even with Natures Blessing.
    
    * = value with full upgrades
    Cost: = gold cost/lumber cost
    
    ----------------
    6A. Tree of Life
    ----------------
    This is the Night Elf town hall, it's cheaper than the Orc's and the Human's,
    so expanding with Night Elf is a bit cheaper.  Upgrades into Tree of Ages.
    
      Tree of Life Statistics
      -----------------------
      HP: 1300
      Damage: 45.5 average
      Armor: 2 (7*)
      Cost: 340/185
      Produces: Wisp
    
    Upgrades
    --------
    Backpack - Gives specific Night Elf units the ability to carry items.
    
    ----------------
    6B. Tree of Ages
    ----------------
    This is the second level town hall for the Night Elves, it allows further
    upgrading, unit producing, and building construction, and allows new items to
    be purchased from the Ancient of Wonders.
    
      Tree of Ages Statistics
      -----------------------
      HP: 1700
      Damage: 54.5 average
      Armor: 2 (7*)
      Cost: 320/180
      Produces: Wisp
    
    Upgrades
    --------
    Backpack - Gives specific Night Elf units the ability to carry items.
    ------
    Natures Blessing - Increases all Ancient's armor and movement speed.
    
    --------------------
    6C. Tree of Eternity
    --------------------
    This is the third level town hall for the Night Elves.  It allows further
    upgrading, unit production, and building construction, all items can now be
    purchased at the Ancient of Wonders.
    
      Tree of Eternity Statistics
      ---------------------------
      HP: 2000
      Damage: 67 average
      Armor: 2 (7*)
      Cost: 330/200
      Produces: Wisp
    
    Upgrades
    --------
    Backpack - Gives specific Night Elf units the ability to carry items.
    ------
    Natures Blessing - Increases all Ancient's armor and movement speed.
    
    ------------------
    6D. Ancient of War
    ------------------
    This is the Night Elf barracks, producing the core units of the army.  It also
    provides upgrades for the Archer, Huntress, and Glaive Thrower.
    
      Ancient of War Statistics
      -------------------------
      HP: 1000
      Damage: 50 average
      Armor: 2 (7*)
      Cost: 150/60
      Produces: Archer, Huntress, and Glaive Thrower
      Upgrades: Improved Bows, Marksmanship, Sentinel, Moon Glaive, Vorpal Blades
    
    -------------------
    6E. Ancient of Lore
    -------------------
    Ancient's of Lore produce one of the Night Elf casters and also their melee.
    Also provides upgrades for the units it produces.
    
      Ancient of Lore Statistics
      --------------------------
      HP: 900
      Damage: 45.5 average
      Armor: 2 (7*)
      Cost: 155/145
      Produces: Dryad, Druid of the Claw, and Mountain Giant
      Upgrades: Abolish Magic, DotC Adept/Master Training, Resistant/Hardened Skin
    
    -------------------
    6F. Ancient of Wind
    -------------------
    Provides the other Night Elf caster, as well as their air units.  Provides
    upgrades for Hippogryph Rider and Druid of the Talon.
    
      Ancient of Wind Statistics
      --------------------------
      HP: 900
      Damage: 42 average
      Armor: 2 (7*)
      Cost: 150/140
      Produces: Hippogryph, Druid of the Talon, and Faerie Dragon
      Upgrades: Hippogryph Taming and DotT Adept/Master training.
    
    ---------------------
    6G. Ancient Protector
    ---------------------
    This is the Night Elf tower, it's got the lowest damage per second of any tower
    I don't recommend wasting your money on them unless it's one or two for an
    expansion.  Sometimes if you're losing a Night Elf -vs- Night Elf game you can
    make an Ancient Protector to counter his Huntress.
    
      Ancient Protector Statistics
      ----------------------------
      HP: 600
      Damage: 49.5 average
      Armor: 1 (3*)
      Cost: 135/80
    
    ----------------------
    6H. Ancient of Wonders
    ----------------------
    My favorite building, the Ancient of Wonders is a must have.  It sells various
    items as well as potions to restore mana and health and Scrolls of Town Portal.
    Always make one of these, get it as early as possible to take advantage of Moon
    Stones and Clarity Potions.
    
      Ancient of Wonders Statistics
      -------------------------
      HP: 450
      Damage: 23 average
      Armor: 2 (7*)
      Cost: 150/60
      Produces: Archer, Huntress, and Glaive Thrower
    
    Items Sold
    ----------
    Moon Stone (50 gold) - Changes it to night time for 30 seconds.  Time is
    stopped when using a Moon Stone, so it's impossible to waste one even when used
    at night.
    ------
    Lesser Clarity Potion (70 gold) - Regenerates the hero's mana by 100 over 30
    seconds.  These are excellent, don't let your hero get attacked or he stops
    regerating, use these to restore mana rather than wasting your Moon Wells.
    ------
    Dust of Appearance (75 gold) - Reveals invisible units in an area around the
    hero for 20 seconds, contains 2 charges.  Use these when you're being harassed
    by a Blademaster.
    ------
    Potion of Healing (150 gold) - Restores 250 HP to the hero when used.  Always
    have one or two of these with your hero.
    ------
    Potion of Mana (200 gold) - Restores 150 mana to the hero when used.  Same as
    Potion of Healing, always have one.
    ------
    Scroll of Town Portal (350 gold) - Teleports the hero and all nearby friendly
    units to the target town hall.  It's rather expensive, I don't recommend buying
    another one unless you have an expansion.  You can usually skip these and put
    Sentinels everywhere and run back to your base and save it when you see your
    opponent coming.
    ------
    Staff of Preservation (200 gold) - Teleports the target friendly unit to it's
    highest level town hall.  If you give each of your heroes one you can send them
    home quickly, cannot be used on self.
    ------
    Orb of Venom (375 gold) - Gives the hero +5 bonus damage, a poison attack, and
    an aerial attack.  Not a bad orb, I recommend it for the PotM if you didn't get
    Searing Arrows.  It doesn't stack with Searing Arrows, so don't use both.
    ------
    Anti-Magic Potion (100 gold) - Gives the hero Anti-Magic Shell for 10 seconds.
    Use these before casting Tranquility or Starfall, that's the only use I found
    out of them.
    
    -------------
    6I. Moon Well
    -------------
    This is the Night Elf farm, it's perhaps the best farm in the game, because it
    can heal HP and mana.  It's the most expensive though.
    
      Moon Well Statistics
      --------------------
      HP: 600
      Mana: 300 (500*)
      Armor: 2 
      Cost: 180/40
    
    -------------------
    6J. Altar of Elders
    -------------------
    This summons and revives Night Elf heroes, no different from the other races
    Altars.
    
      Altar of Elders Statistics
      --------------------------
      HP: 900
      Armor: 5
      Cost: 180/50
      Produces: Demon Hunter, Keeper of the Grove, Priestess of the Moon, and Warden
    
    -----------------
    6K. Hunter's Hall
    -----------------
    Provides the upgrades for all Night Elf units and allows training of Huntress.
    Very important building.
    
      Hunter's Hall Statistics
      ------------------------
      HP: 1100
      Armor: 5
      Cost: 210/100
    
    ------------------
    6L. Chimaera Roost
    ------------------
    Trains the most powerful Night Elf unit, the Chimaera.  Also provides it's 
    siege damage upgrade.
    
      Chimaera Roost Statistics
      -------------------------
      HP: 1200
      Armor: 5
      Cost: 140/190
      Produces: Chimaera
      Upgrades: Corrosive Breath
    
    =============
    7. Strategies
    =============
    I'm sure this will be the most read section of my FAQ, since so many people ask
    for strategies and build orders on GameFAQs.  I may update this in the future.
    
    As for the race strategies, that pertains to solo play.  The strategy I list is
    the one I use against that particular race, it's not necessarily the best one.
    
    ----------------
    7A. Build Orders
    ----------------
    In this section, I will give build orders for various types of strategies,
    whether it be tier 1 rushing, teching, or creeping, I have a build order for
    you.  Most of my strategies are just for the start of the game, you will have
    to expand on them yourself as the game progresses.
    
    The Beginning
    -------------
    - Put 4 Wisps into gold mine, build 3 Wisps and build an Altar
    - First Wisp out create a Moon Well
    - Second Wisp out to gold, all further Wisps to lumber
    
    This will be the first step in most of my build orders.
    
    Dual AoW Huntress
    -----------------
    - Begin with "The Beginning"
    - After you have 5 Wisps in your gold mine and an Altar and a Moon Well, create
    Wisps until you will have a total of 13.
    - When Altar and Moon Well finish, create a hero and send a Wisp to scout.
    - Use your hero to harass your opponent while you harvest lumber.
    - When you have 200 lumber, begin your Hunters hall and two Ancients of War.
    - When you have 40 lumber, make a Moon Well, when you have another 40 lumber,
    make another Moon Well.
    - At this point you should have a hero, 11 Wisps (16 food), 3 Moon Wells, a
    Hunter's Hall, 2 Ancients of War, and an Altar.
    - Pump Huntress
    
    Quick Archers
    -------------
    - Put 4 Wisps into mine, build 3 Wisps and an Altar
    - First Wisp out create a Moon Well
    - Second Wisp out to Ancient of War
    - Third Wisp out to gold mine, all further Wisps to lumber
    - Make Wisps until you have 11, make a hero and two Archers
    - Make another Moon Well and Ancient of War when resources allow.
    - Replace the Wisp that was used to create the Ancient of War.
    - Pump Archers
    
    Huntress/Archer Mix
    -------------------
    - Begin with "Quick Archers"
    - Before the last step, create a Hunter's Hall
    - Make Archers until your Hunter's Hall is complete
    - A good ratio of Huntress to Archers is 2:3
    
    Quick Tech
    ----------
    - Begin with "Dual AoW Huntress"
    - Make 4 Huntress and save resources for a Tree of Ages
    - Continue to make Huntress and mix with tier 2 unit of your choice
    
    Quicker Tech
    ------------
    - Begin with "Quick Archers"
    - Skip a second Ancient of War and save resources for Tree of Ages
    - Make 4 total Archers for creeping and defending, make a Hunter's Hall
    - Mix or mass tier 2 units of your choice
    
    --------------
    7B. -VS- Human
    --------------
    The Human game is all about fast expanding, luckily, the Night Elves excel in
    speed better than any other race.
    
    Use Dual AoW Huntress and mix in 2 Glaive Throwers once you have 6 Huntress.
    The Keeper of the Grove is a good hero to rush the Humans with, Entangle is
    the best way to stop those Peasants from finishing the town hall.  Continually
    harass him until you can get Glaive Throwers, once you have some head towards
    his base.  Try to distract his army (most likely Footmen and Water Elementals)
    while your Glaive Throwers destroy key buildings like Farms and Barracks.  Use
    Entangle on the Water Elementals, their piercing damage hurts your Huntress a
    lot.  Footmen can nullify Archers attacks nearly completly.  Use harassing
    tactics.
    
    ------------
    7C. -VS- Orc
    ------------
    A common strategy that Orcs do against Night Elf is "Gruntapults".  Gruntapults
    is the term used for the Orc strategy that consists mostly of Grunts and
    Demonishlers.  It's rather deadly to Night Elves since Demolishers absolutely
    crush Huntress.  So how to counter this?  I'll tell you how.
    
    Use the Quick Tech build order and get Glaive Throwers along with your 4
    Huntress.  Watch him carefully and use hit and run attacks on his base to slow
    down his tech while avoiding all confrontation.  If you're lucky, you can kill
    a few units or buildings or force him to stay in his base.  When your Tree of
    Ages finishes, get two Ancients of Wind and start making Archers.  If you can
    prevent him from seeing your Ancients of Wind, you should be able to catch him
    by surprise with Hippogryph Riders.  Continue making Glaive Throwers and just
    use the Hippogryph Riders to protect them while they destroy his base.  Make
    sure you kill any Beastiarys!  Don't want Bat Riders swarming in and killing 
    your Hippogryph Riders.  If you see Bat Riders, quickly dismount your Archer
    from the Hippogryh.  Throw in some ground Archers if you have extra food and
    gold.
    
    ---------------
    7D. -VS- Undead
    ---------------
    Most Undead players go Crypt Fiends, so that's really what my strategies are
    good at countering.
    
    You can attempt Dual AoW Huntress or Huntress/Archer Mix, but those require
    that you play perfectly and have some luck.  I recommend starting with Quick
    Tech or Quicker Tech, leading up to DotC and Mountain Giants.  These are the
    best units for countering mass Crypt Fiends, and if you spot Destroyers or
    Frost Wyrms, you can quickly switch to Dryads.  The biggest threat to this
    strategy is Gargoyles, DotC and Mountain Giants can't attack them, and Dryads
    take extra damage from their piercing attack.  If you do Quick Tech, you can
    most likely defend a rush, if you do Quicker Tech, rushing becomes a bit of
    a problem.  If you can micro well, you can probably stop a Ghoul rush while
    using Quicker Tech, as long as you didn't pick the PotM.  If you have 3 or more
    Mountain Giants, you can probably keep all his attacks on them by Taunting.
    Use harassing tactics.
    
    If he is massing Ghouls, try Huntress/Archer mix with Demon Hunter's Immolation
    or Warden's Fan of Knives.
    ------------------
    7E. -VS- Night Elf
    ------------------
    Despite what some people think, Night Elf vs Night Elf can be more than just a
    Huntress massing fest.  While these strategies involve Huntress heavily, it's
    not massing.  I use these two strategies against Night Elf players, both
    involve harassing.
    
    Begin with Dual AoW Huntress and harass your opponent.  Once you have 6
    Huntress you should have 34/40+ food if you followed my build order, now make
    two Glaive Throwers.  Keep your Glaive Throwers protected at all costs, if he
    runs past your Huntress, make your Glaive Throwers retreat.  As you get more
    Moon Wells, throw in some Archers.  I use this strategy more than the next one.
    
    Here is the other strategy I use:
    
    Begin with Quick Tech and harass your opponent.  When you reach tier 2, you're
    left with several options.  You should still make Huntress, but mix in a tier 2
    unit with them.  The best tier 2 units to mix with Huntress are Dryads, DotT,
    and Hippogryph Riders.  You can mix them with DotC if you want, but they're
    rather expensive to be mixing with Huntress.  Be flexible with this build and
    you can usually win because your opponent is still massing Huntress.
    
    If you get into trouble from lots of enemy Huntress, make an Ancient Protector
    or two.
    
    -------------------
    7F. Team Strategies
    -------------------
    Night Elves excel in team games, they are far better with an ally aiding them
    than on their own.  Quick Archers is perhaps the best strategy to use when
    rushing, Dual AoW Huntress is good if your ally is going to make ranged.  Most
    of the time your ally should be getting melee so you can back him up with loads
    of Archers.  If your partner is Undead, try Huntress/Archer mix since Ghouls
    aren't great tanks.  If you have a Night Elf partner, you can both Dual AoW
    Huntress or one can Quick Archers and the other can Dual Aow Huntress.  Either
    strategy is a good one.
    
    Consider picking the PotM as a first hero, her abilities really shine in team
    games.
    
    ====================
    8. Harassing Tactics
    ====================
    Most of my game revolves around harassing, which is constant attacks on your 
    opponent to cause him to lose resources while you little to nothing.  Since
    some of my strategies mention harassing, I figured I'd better add a section
    explaining how to go about it.  Well... here it is.
    
    --------------------
    8A. Harassing Heroes
    --------------------
    In this section I will give information each heroes harassing ability and
    how to harass effectively with them.
    
    Demon Hunter
    ------------
    The most popular Night Elf hero is indeed, a great harasser.  Even with no
    abilities, he can kill a few workers and escape alive.  When you harass with
    the Demon Hunter, your main weapon will be your physical attack.  Just hack
    away at a worker until it's dead, which won't take too long since the Demon
    Hunter is fast and strong.  If you want to speed up the process, use
    Immolation.  If you want to survive longer, use Evasion.  If you want to stop
    annoying spells (Sleep, Storm Bolt), use Mana Burn.  If they make their workers
    run, then you're slowing down their resource gathering, so just keep chasing.
    
    Keeper of the Grove
    -------------------
    Though very frail and easily killed, the KotG is the second best Night Elf
    harasser, next to the Warden.  His main method of harassing involves the skill
    Entangling Roots, which will deal 180 damage to a unit at level 1.  This is
    enough to kill a Wisp and almost kill the other 3 workers, so once you Entangle
    a worker, attack it a few times to ensure it's death.  You can use Force of
    Nature early on to try to do some damage, but Entangle is much better.  Later
    in the game one Entangle can kill a worker and Force of Nature clears out quite
    a few trees.
    
    Priestess of the Moon
    ---------------------
    I really don't recommend using the PotM for harassing, I'm sure everyone knows
    she sucks at it.  If you MUST use her to harass, get Searing Arrows and try to
    kill some workers.  The only advantage she has over the Demon Hunter and the
    KotG is Shadowmeld.
    
    Warden
    ------
    The Warden is by far the best harasser in the whole game.  Her ability to
    harass comes from her skills Blink and Shadowmeld.  Both of these remove her 
    from combat, making her very difficult to kill.  If you can get level 3 Blink,
    GG workers.
    
    Shadow Strike is good for killing heroes, it's also good at killing workers but
    Fan of Knives is better for that.  If your opponent has picked a weak hero such
    as the Lich or Bloodmage, you can often kill it in your initial rush by using
    Shadow Strike and physical attacks.  If they don't have a weak hero, kill
    workers one by one with Shadow Strike and physical attacks.  Shadow Strike does
    150 damage at levle 1, so it will kill a Wisp with one cast.
    
    If you want to focus more on worker/unit killing, Fan of Knives is the skill
    for you.  At level 3, it can kill any worker and small unit with a few casts.
    Fan of Knives hits up to 5 targets, so be careful where you stand when using
    this, you don't want to end up hitting the wrong target.  Use Blink to move
    behind the enemy's front line and use Fan of Knives on ranged units or casters.
    
    -------------------
    8B. Harassing Units
    -------------------
    In this section, I will list the Night Elf units that are good at harassing.  I
    will not list all the units, only the ones that are good at harassing.
    
    Huntress
    --------
    This unit is perhaps the best harassing unit the Night Elves have.  It is much
    faster than any other tier 1 unit so it can easily outrun them, making survival
    quite easy.  You want to catch your opponent my surprise when using these,
    attack his base when he least expects it and run when he returns.
    
    Glaive Thrower
    --------------
    Glaive Throwers are not the best harassers, but they do a lot more damage than
    Huntress do.  The key to harassing with these is to distract his army with your
    army while your Glaive Throwers attack his base.  As you keep his army busy, 
    your Glaive Throwers should be destroying key buildings such as farms or
    barracks.  As your army weakens, retreat to your base and take your Glaive
    Throwers with you.  If executed well, you could damage his army, and he would
    be unable to rebuild it because you destroyed his farms with your Glaive
    Throwers.
    
    Druid of the Talon
    ------------------
    Harassing with this unit is more fun than it is effective, but it can still
    cripple an opponent or give you an edge.  You can use this unit it two ways:
    
    Both ways require that you have Druid of the Talon Adept Training, for the
    Storm Crow Form ability.  This allows you to enter your opponent's base easily.
    Assume Storm Crow Form and fly to his base, Faerie Fire should auto cast on 
    several nearby workers, allowing you not only to see his base, but to kill them
    with ease.  If you want to do some damage and get out, Faerie Fire a few so you
    can see what he's doing, and Cyclone the rest.  20 seconds of no resources can
    be annoying, plus it's funny Cycloning a Peon.
    
    Hippogryph Rider
    ----------------
    A good harasser for two reasons, aerial and long range.  Flying allows this
    unit to quickly enter a base, kill something, and run, and it's long range
    allows it to stay out of harm while it assault workers.  Don't make these
    strictly for harassing, but if you have them, you might as well harass with
    them.
    
    That just about covers all the good harassing units, others can do it, but I
    don't recommend using anything else.  Chimaeras could do well, but at tier 3
    your opponent probably has anti-air.
    
    -------------------------
    8C. How to Stop Harassers
    -------------------------
    
    Humans
    ------
    Humans don't usually harass, but if they do most likely they're using an
    Archmage and Water Elementals.  Detonate Wisps for some free experience.
    
    Orcs
    ----
    Far Seer harassing is common, one Wisp can kill a Spirit Wolf with Detonate so
    take advantage of that.  Use a Demon Hunter to Mana Burn or a Warden to Shadow
    Strike his Far Seer.  If you're being harassed by a Blademaster with Windwalk,
    buy Dust of Appearance.
    
    Undead
    ------
    You don't see too many Undead harassers, except for the rare Gargoyle masser.
    Ancient Protectors and Archers can stop Gargoyle harassing, hiding your Wisps
    around your base helps too. Sometimes they rush with their starting Ghoul, if
    they do, remove a Wisp from your gold mine and put the one the Ghoul is
    attacking into the gold mine.  You should be able to save all your Wisps, when
    your hero is completed, the Ghoul will usually run off.
    
    Night Elf
    ---------
    Hero and Huntress harassing are common here, so be prepared.  You should be
    harassing him, and he is probably trying to harass you.  Mana Burn and Shadow
    Strike can stop a hero rush, Entangle works well on Huntress also.  If he
    continues to harass you and you are having difficulties fighting back, get some
    Ancient Protectors and Glaive Throwers behind your Moon Wells.
    
    ==========
    9. Closing
    ==========
    Well, it's been a long 2 days writing this FAQ in my boring PENNDOT office in
    Clearfield, I hope those who read this get some use out of it because I did a
    lot of typing.
    
    =================
    10. Contacting Me
    =================
    If you have any questions or you find a mistake in my FAQ, you can contact me
    on the GameFAQs Frozen Throne message boards on the username Distortion.  You
    can also whisper me on Battle.net Azeroth server on the username ImStoned.
    If you MUST you can e-mail me at matmcclosk@state.pa.us.  No questions about
    using this on your webpage please, the answer is no.
    
    =============
    11. Copyright
    =============
    Copyright 2003 Matt McCloskey.  If you want this document on your webpage,
    don't bother asking me because you will be ignored, the only one allowed to use
    this document on a webpage is CJayC, owner of GameFAQ's.  If you are not CJayC,
    do not put this on your webpage, period.
    
    ==================
    12. Special Thanks
    ==================
    I'd like to thank Blizzard for making this awesome game, and also for their
    online strategy guide where I got most of my statistic information from.  I'd
    also like to thank the newbie Night Elf players, you've inspired me to write
    an FAQ to help your poor souls.  I won't say any names.
    
    And thanks to anyone who actually reads this.