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Protoss
*** Shopping-Tip: Protoss
Image:Prottos1.jpg thumb|200px|The Protoss
The '''Protoss''' are a race in
Blizzard Entertainment's
real-time strategy computer game, ''
StarCraft''. They are technologically advanced and rely on psionic abilities and cybernetics in battle. They are the primary opponents of the
Zerg. The Protoss are highly religious and follow a strict code known as the
Khala. The Protoss have mastered their
psionic powers, and are currently engaged in a devastating war with the
Zerg. They have also had to deal with a
civil war within their ranks.
''Protos'' in
Greek language Greek means 'first'. This name is supposedly given because the Protoss were the first semi-successful
Xel'Naga creation. They (the Protoss) were later deemed a failure by the greater species, leading to the engineering of the
Zerg.
In StarCraft online culture, the Protoss are often referred to simply as '''Toss''' (or '''Pro''' by some Korean players or as "P'to" for written abbreviation); amongst experienced players, it's often abbreviated to simply '''P'''.
History{{ref|Manual}}
{{spoiler}}
Aiur is one of many worlds engineered by the
Xel'Naga, a race of extragalactic geneticists, obssessed with creating the perfect race, that would be marked by a distinct ''purity of form''. The
Xel'Naga, after innumerable failures to create such a race, turned towards Aiur.
They watched over a particular species of hunters and warriors and discerned that they indeed had a ''purity of form'', as they were incredibly adaptable and had unmatched strength and speed. However, the most intriguing ability of the species is a psionic link that is shared by the entire race. This link was a form of instinctive telepathy, enabling them to communicate with one another, so that even large groups could work together efficiently.
The Xel'Naga altered them to some extent with their
Khaydarin Crystals, but were content to remain unseen for many generations. The Xel'Naga felt they had achieved their goal, and gave the new race the name of Protoss, or 'the First Born'. Aiur was eventually covered by civilized Protoss, and so the Xel'Naga descended onto Aiur in order to more closely study the evolution of their charges. A
Xel'Naga Temple Temple marks where they first set down upon Aiur.
The Xel'Naga were initially revered as gods, as the Protoss looked towards their creators with respect and a lust for knowledge. However, as the understanding and personal awareness of the young Protoss grew, they began to place greater pride in individual achievements rather than the benefit of the community. The various Tribes sought to distance themselves from one another, seeking their role not only within their immediate society, but the universe as a whole.
The tribes began to fear treachery from their masters, and in seeking to sever themselves from the rest of their race, attempted to lose the psychic link that they shared. This dissolved whatever remnants of brotherhood or unity that the Protoss had shared. Feeling that the greatest attribute of the Protoss was lost, the Xel'Naga began withdrawing from Aiur. However, the suspicious Protoss responded with an attack that destroyed a number of Xel'Naga Worldships. The
Xel'Naga Worldships fended off the hasty attack and left the system. The Protoss Tribes then turned against each other, beginning the ''Aeon of Strife'', the most devastating civil war in recorded galactic history.
The Aeon of Strife
During the Aeon of Strife, Protoss advancement slowed, and the tribes waged a massive war with each other, lasting hundreds of years. Little is known from this time, but it is known that the Protoss lost their psionic link with each other. The Aeon of Strife was the longest, most devastating civil war to ever strike any currently known species. The most famous Tribe from this time period is the
Akilae Tribe, which are to this day renowned as the Protoss' finest psionic warriors.
During this time, the Protoss maintained colonies on other planets, but these too quickly became gripped with the Strife.
He Who Brings Order
The mystic
Khas (a word meaning "He who brings order") eventually brought about the end of the Strife. He had studied the "forbidden" teachings of the
Xel'Naga and unearthed the
Khaydarin Crystals. With these crystals he was able to amplify the psionic link, which had submerged itself in Protoss egos, and recreate the link.
With this power, he travelled through
Aiur, teaching the Protoss he encountered to join the psionic link; this became a philosophy called the
Khala. Eventually he reunited the majority of the Protoss, forming three castes and a new Tribe.
The very first group of warriors and students to surround him became the
Ara Tribe, and joined the
Judicator Caste. The other Tribes to quickly join also became members of this caste.
The next group of Tribes became the
Templar Caste (the warriors), and the majority of the Protoss became the
Khalai Caste (workers and artisans), ending the civil war.
The theory known as the
Khala brought on the Second Age for the Protoss. The Tribal society evolved into three Castes: the
Judicator Caste (led by the
Protoss Conclave Conclave), the
Khalai Caste and the
Templar Caste Templar.
Rogues
Unknown to the majority of Protoss at this time, some Protoss refused to join the
Khala, yet did not act on the violent emotions of the Strife.
Adun and his
Templar Caste Templar refused to exterminate them as ordered by the
Protoss Conclave. Instead, Adun taught them how to hide themselves from the Conclave and to create
psionic storms. The latter lesson backfired, however, as the storms could not be controlled without the discipline of the
Khala. The storms spiralled over
Aiur, revealing the presence of the
Dark Templar Rogue Tribes to the Protoss{{ref|manual}}.
The barely reunited tribes began to fight once more. Old vendettas and ancient prejudices were reborn as the Protoss who refused the way of Khala were branded as traitors and hunted down{{ref|Exile}}.
Eventually the Conclave devised a way to impose order on the Protoss once more. The Rogue Tribes were secretly placed on board a
Xel'Naga Freighter and exiled from
Aiur{{ref|Manual}}.
Matriarch Raszagal, a very old Protoss and
Dark Templar leader, is old enough to remember the Exile clearly. Their fate was kept a secret from the other Protoss. Eventually they became known, in legend, as the
Dark Templar. These Protoss, forced to draw on cosmic energies to power their psionic abilities, severed the nerve cords that linked them to the Protoss telepathic community{{ref|Manual}}.
Expansion and Discovery
The Protoss conquered hundreds of worlds within their corner of the galaxy, spreading civilization to many of the more advanced races that they encountered{{ref|Manual}}.
The Protoss follow the Dae'uhl, aka Stewardship, of the planets once claimed by the Xel'Naga. They started supervising and protecting the lesser life forms, but rarely interfering{{ref|Manual}}.
When the
Terran (StarCraft) Terrans arrived in the
Koprulu Sector, colonizing over a dozen worlds within Protoss space, the Protoss observed silently. They put the humans under their Stewardship.
The Protoss suffered disastrous contact with the Zerg. The Protoss discovered Zerg probes on the edge of Protoss space and discovered their true purpose; to conquer the Protoss and absorb their psionic abilities into the gene pool. They realized that the Zerg had secretly been infesting the Terran planets, and they exterminated the first planet without warning.
The Fall of Aiur
After the destruction of the first Terran planet (
Chau Sara),
Tassadar would wait until the Terrans had left the planet to destroy them, but would scour the surfaces clean of all Zerg.
Tassadar, the leader of the force sent to scour the planets of the Zerg, enlisted the aid of the
Dark Templar on
Char (StarCraft) Char without the permission of the
Protoss Conclave after he discovered that they could be used to defeat the Zerg. Normally, a
Zerg Cerebrate, a
Zerg Brood commander, would be reincarnated if slain, but the Dark Templar had the power to cut off the reincarnation power. However, when the Dark Templar, led by
Zeratul, destroyed the first Cerebrate, the
Zerg Overmind linked its mind with Zeratul. They exposed their secrets to each other, and as a consequence the Overmind discovered the location of
Aiur. After a long battle, the Zerg finally managed to conquer the planet. Meanwhile,
Tassadar was trapped on a space platform above Char, while Zeratul was captured in an installation by
Infested Kerrigan, who had remained behind.
The Overmind itself landed on Aiur, but after a long, stalemated battle, several Cerebrates were slain as a distraction tactic. Taking advantage of the confusion that followed, Tassadar, with the aid of Terran forces led by
Jim Raynor, combined the forces of
Dark Templar Dark and
Templar Caste Light Templar and sacrificed himself to destroy the Overmind. Even then, in the aftermath, most of the Protoss population (about 70%) was slain, Zerg were running loose on Aiur, and the Conclave had fallen. It is interesting to note that before the battle with the Overmind begins, the Conclave, realizing that Tassadar, Zeratul, and Jim Raynor had done much more than the Conclave could have hoped to accomplish, repented their past blind adherence to tradition.
Aldaris remarks that they are the representatives of Aiur in its darkest hour.
Survival
With Zerg running loose across Aiur,
Zeratul, a prominent Dark Templar leader, suggested that they flee to
Shakuras, the homeworld of the Dark Templar. Despite protests from
Aldaris, the leader of the remaining Judicators, they did so. However, it was soon discovered that the Zerg had followed them there, and that they had manifested themselves around the
Xel'Naga Temple. The Matriarch of the Dark Templar,
Matriarch Raszagal Raszagal, noted that they would need two crystals, the
Uraj and
Khalis, containing the powers of light and dark Templar, to defeat the Zerg.
However,
Sarah Kerrigan, a
Terran Ghost operative that had been infested by the Zerg into a ruthless servent of the Overmind, came to them and told them that there was a new Overmind growing on the planet
Char (StarCraft) Char. She claimed that she was free from the Overmind's control and that she didn't want to come under its influence again. So, while they agreed to help cripple the maturation of the Overmind, Kerrigan agreed, in turn, to help with the obtaining of the two crystals.
After the two crystals had been discovered and the Overmind was crippled, Aldaris and his followers waged a civil war with the Protoss under the command of
Artanis, Zeratul,
Fenix (StarCraft) Fenix, and their Terran allies (notably
James Raynor). The Conclave was defeated, but Kerrigan intervened, killed Aldaris, kidnapped Raszagal, and claimed that she had been brainwashing her to do her bidding all along. The Protoss then proceeded to secure the Xel'Naga temple and combine the powers of the two crystals. This scoured the surface of Shakuras of all life, except for the ones inside the temple, and, therefore, defeated the Zerg force.
It is not known how Kerrigan survived, though the fact remains she did and was able to hold the Dark Templar's
matriarch captive, forcing Zeratul to slay the new Overmind the UED had pacified on Char, knowing that only Dark Templar energies could truly harm the Overmind and it's Cerebrates. Kerrigan had needed to defeat the UED in order to regain control of her Zerg faction. She extorted Zeratul to command his Templar to do this aim, after which Kerrigan would allow the matriarch Raszagal to return to him. After Zeratul's Dark Templar defeated the UED and their Zerg, Kerrigan was true to her word and "allowed" Raszagal to return to him. However, Raszagal, still under the influence of Kerrigan, refused. Thus, Zeratul was forced to kill Raszagal. Kerrigan, surprisingly, let Zeratul and some of his remaining Protoss forces go.
Later, when Kerrigan had gathered her forces above Char, the remaining Protoss under Artanis (as well as forces commanded by the
United Earth Directorate and the
Terran Dominion), attempted to stop Kerrigan. However, Kerrigan defeated all three forces, and the remaining Protoss, commanded by Artanis (since Fenix had been killed and Zeratul had disappeared), retreated to Shakuras 'to begin rebuilding their once grand civilization'.
Physiology
Protoss are about 3 meters tall and have two glowing eyes,
digitigrade legs, semi-permeable skin covered in scales, four digits on their hands (of which two are thumbs) and toes, broad chests and shoulders, and narrow waists with slim midsections. Extending back from the crown of the head, Protoss have a bony crest. Beneath it, emerging from the back of the head, are the nerve cords, allowing them to access their racial psionic
gestalt. This gestalt is the basis of the Khala.
Protoss are bereft of mouths, noses, or visible ears. Though it is unknown how their senses of hearing or chemoreception operate, they are widely believed to possess such sensitivites, likely to acute degrees due to their perfected nature. They can communicate telepathically with each other, especially for long distances. Due to their nature (possibly Psi-based physiology), which deviates widely from conventional biology as it is understood, illness is unheard of, and their physical resilience and capability is astounding due to the lack of limitations normally posed by typical biological processes. One (fan-based) theory is that they consume Psi-based energy for sustenance, which could contribute their almost emaciated appearance (no storage of physical fat) as well as their long lifespans (no ingestion of unhealthy materials).
A Protoss' average life expectancy is about a thousand years (see
Matriarch Raszagal), apparently not unlike that of
antediluvian humans in the Bible - but, because of their arcane nature, their life expectancy may extend well beyond that figure. Protoss under 300 years rarely have any significant political positions.
Protoss blood is blue, with a slight iridescence. They also have a psionic pulse encased in a physical body. Once that body is destroyed, the psionic pulse dissipates, flaring with a pale, blue light.
As in Humans, coloration is considered a sign of ethnicity, with each Protoss tribe having a specific color or typical pattern of markings associated with it. The main exception is the Ara tribe, as it was not originally created through inheritance, instead derived from unrelated students who originally followed
Khas and his philosophy, the
Khala.
The Protoss brain is similar in structure to a human brain. The most noticeable differences lie in the cerebellum, primarily in its size. The Protoss cerebellum is elongated in comparison to humans, resulting in a larger surface area which accounts for the greater cognitive abilities of the Protoss.
Protoss religion
Protoss Religion takes its roots from the wars that plagued Aiur following the retreat of the
Xel'Naga. United after several years under the teachings of
Khas, the Protoss began to adhere to his teachings of the "
Khala", or Path to Ascension. The resulting religion bears a striking resemblance to modern day
Hinduism in teachings, e.g. it includes a caste-based social system, and even a group of "Untouchables" not considered part of the caste system at all (the
Dark Templar). However it is more like Medieval Catholicism in how it is carried out, with a hierarchy and Zealot warriors; the Khala has a caste system and focuses heavily on the teachings of Khas and the ability of the Protoss to use Psionic powers. When Protoss warriors die it is believed that they have reached the "Khala's End."
Religious principles
*
Khala ("Path of Ascension")
* Dae'Uhl ("Great Stewardship")
Religious figures in Protoss society
* '''
Khas''' — A prominent figure in Protoss society, he was the charismatic and spiritual leader who brought an end to the Aeon of Strife by using ancient
Xel'Naga artifacts, the
Khaydarin Crystals, to unite the warring tribes by calling them into a communal telepathic matrix. The belief that this was necessary for the Protoss to survive became known as the Khala, and is followed by almost all Protoss factions. The Path of Khala is the sole and dominant religion in Protoss society, and societal rank (for example, templar, judicator) and honour are linked with Khala.
* '''
List of minor characters in the StarCraft universe#Adun Adun''' — Another well known figure in Protoss culture, he is honored by Khalai and
Dark Templar alike. A powerful warrior in his time, he was charged with the extermination of the Rogue Tribes by the
Protoss Conclave Conclave. Unable to bring themselves to slaughter their kin, Adun and his troops attempted to hide the heretics. Though he failed, he would be known as a saviour to the Dark Templar, and would gain similar status on Aiur after the myth of the heretics spread, revealing that he "saved" Aiur from the heretics and their "anarchist" ways. The phrase "En Taro Adun" is used by the Protoss as a formal greeting or farewell, and also serves as a battlecry, although "Adun Toridas" seems to be used exclusively by the Dark Templar.
* '''
Tassadar''' — He gained a following after his heroic death in defeating the
Zerg Overmind. He serves as a contemporary example of Protoss virtues, and some Templar (notably
Artanis) have taken to saying "En Taro Tassadar".
Heroes and other notable Protoss
* ''
Aldaris''
* ''
Artanis''
* ''Eredas''
* ''
Fenix (StarCraft) Fenix''
* ''
Matriarch Raszagal''
* ''
Mojo (StarCraft) Mojo''
* ''
Taldarin''
* ''
Tassadar''
* ''
Ulrejaz''
* ''
Zeratul''
Gameplay attributes
*High cost per unit produced
*High unit power
*High supply consumption per unit
*Very powerful special abilities (the
High Templar#Psionic Storm Psionic Storm is often referred to as the "most powerful special ablilty in the game").
*The only race with plasma shields. Plasma shields take full damage from all attacks, but regenerate quickly. These shields can also be upgraded to provide up to 3 armor to the shields of all protoss units and structures.
During the Aeon of Strife, some Protoss warriors used focused psionic energy to surround themselves in impregnable energy shields.
Over time,
Protoss Conclave Conclave scholars and
Templar Caste Templar sages learned to reproduce the energy shield using induced psi-field generators, which allowed even the smallest robotic machine to surround itself with a protective field.
All Protoss military units (including buildings) have shields; when damaged, shields regenerate over time, even faster than
Zerg (StarCraft) Zerg units heal. Shields, however, always take full damage (see
Damage Types (StarCraft) Damage types). Shields are instantly drained by the
Terran (StarCraft) Terran Science Vessel's
electromagnetic pulse EMP ability. Shields on all units can be regenerated almost instantly by the Protoss Shield Battery structure. However, they are unable to heal damage to their
hit points, making the Defiler's Plague ability extremely dangerous to tight Protoss armies.
*Protoss structures, like their units, cannot be repaired of damage sustained while the shields were down (exception to this is a Terran medic healing a non-mechanical Protoss unit)
*Fastest building method, moderate building location restrictions (Pylons)
Protoss structures and units, to a lesser extent, draw their energy from a great psionic energy matrix that emanates from
Aiur. While the Nexus provides a link to this matrix,
Khaydarin Crystal-based Pylons are needed to actually tap into the energy required to provide psionic energy to new colonies. Each Pylon generates a short-ranged aura of energy, which can provide the power needed by structures and warp gates. If a Protoss building loses its connection to the Psionic Matrix, it will shut down until it is reconnected, and new units cannot be gated in if there is insufficient psionic energy to provide them with power.
The most technologically advanced race in the game, the Protoss field relatively small but very powerful armies. Their units cost much more than those of the Terran or Zerg, and require more supply, but are far more powerful than the equivalent units of those races. Their shields also serve as a replaceable buffer of health. The Protoss builder unit, the Probe, does not actually ''build'' structures but instead warps them in from
Aiur; once the Probe has finished opening the warp gate, it can walk off and begin mining, or even warp in more buildings as the first building warps in.
The Protoss's major downfall is their high cost; a Protoss player without a strong economy is essentially doomed, and individual units must be controlled well to realize their full potential. The Protoss also have a weakness no other race has, in the form of their Pylons. Pylons are specialized buildings that project an energy field, symbolized onscreen as a transparent blue circle; all Protoss buildings require this field to function. Pylons are relatively durable (300 shield points and 300 Hit Points), but they are still the easiest thing in a Protoss base to destroy, with the added effect of 'unplugging' all the Protoss's home appliances and factories. A concentrated assault on Pylons, in other words, can bring Protoss production to a halt; and, since Pylons also provide ''Supply'', those buildings that remain 'plugged in' still may not be able to produce more units until the Supply limit is restored. This weakness can be overcome by building an excess of pylons, to both provide backup supply if others are destroyed, or backup building power by overlapping their fields. The disadvantage to this is the cost of building the pylons, as well as using up more of their limited space to make them.
Units
Land units
*
Probe (StarCraft) '''Probe''' — builder unit. Most effective builder unit as it is not consumed upon creation of a structure (Zerg drone) and does not need to remain at the structure to construct it (Terran
Space Construction Vehicle (StarCraft) SCV). It is tiny and, therefore, is maneuverable and can take up small spaces. It is considerably weaker than an SCV, and takes more damage from certain units. Attack power is not upgraded.
*'''
Zealot (Starcraft) Zealot''' — primary attack unit. The Zealot is a melee attacker, wielding a pair of psionic blades, and is much stronger than the primary attack units of the Zerg and Terran. Can be upgraded for faster movement speed. It is incapable of attacking air units.
*'''
Protoss Dragoon Dragoon''' — ranged attack ground unit that deals moderate damage that is most effective against large targets. Dragoons are especially vulnerable to Zerg players, as swarms of Zerglings can take them out easily. Hydralisks are also efficient versus Dragoons lacking proper support. The dragoon can be upgraded for longer range. It also has the capability to attack air units. Due to its size it sometimes has trouble moving through cramped spaces.
*'''
Reaver''' — siege unit. It is both the slowest siege unit and the most powerful. Unlike most other units, it does not have unlimited ammunition. Instead, it constructs "scarabs". It has an initial capacity of 5, but can be upgraded to 10. Each shot uses up one Scarab. Note that the Scarabs move along the ground toward their targets; while they will circumnavigate obstacles if possible, they need a relatively clear path. If a target is within range but directly blocked by a wide obstacle such as several lined mineral fields, the Scarab will detonate regardless after approximately five seconds of high-speed attempted circumnavigation. Scarabs also cannot bypass cliffs. The reliance on scarabs and its slow speed are the Reaver's main weaknesses. However, the high damage,
Splash damage splash effect and normal
Damage Types (StarCraft) damage type makes it very powerful against groups of weak units such as Zerglings or Marines, and the long range can be used to take out defensive structures without fear of retaliation, although it lacks the range of the Terran Siege Tank. The Reaver can be upgraded for higher Scarab damage. The slow speed of reavers is also often compensated for by pairing them closely with shuttles, particularly with the speed upgrade, keeping the shuttles close to the reavers during combat operations and repeatedly unloading and reboarding the reavers in response to enemy action.
*'''
High Templar''' — primary caster. High Templars cannot attack and are rather slow and weak. However, their special abilities make them powerful support units. For more detailed information, see
High Templar (StarCraft) High Templar.
**''Hallucination'' — Creates two copies of a target unit. Enemies cannot distinguish hallucinations from real units directly. These can be used for decoys or for scouting. Must be researched at the Templar Archives. Generally not used in high level competetive play.
**''
Psionic storm Psionic Storm'' — considered by many to be the most powerful special ability in the game. Psionic Storm covers an area with crackling electricity. Any units in the area, both friendly and enemy, take damage for each second that they stay in the field. Psionic Storm is particularly useful against large groups of frail units, such as Marines, Zerglings or Hydralisks. Also note that psionic storm can kill burrowed zerg units, even without detector support.
**''
High Templar (StarCraft) Archon Meld'' — only available when two or more High Templar are selected at one time. The Templar merge in pairs to create Archons. This does not consume any mana; however, the merging takes some time during which the High Templar are vulnerable. The meld is irreversible, so the High Templar and their abilities are irretrievably lost.
*'''
Protoss Archon Archon''' — Archons are created when two High Templar merge. They have a powerful ranged attack that deals splash damage, and have a powerful shield that can withstand a large amount of damage. However, they have very few hit points, so a Terran EMP will bring them to near-death. Archons are immune to both Irradiate and Terran Vultures' Spider Mines (except splash damage as the Mines are detonated by other units), and are almost unaffected by Plague (it lowers their HP to 1 without damaging their shields).
*'''
Dark Templar''' — stealth unit with permanent cloaking ability (no cloaking special ablility or energy points required), opponent requires units with detector ability (e.g. Terran Science Vessel) to see it. It has powerful attack but relatively low hit points and shields. They are extremely powerful against opponents lacking proper detection, but else somewhat frail. (
StarCraft: Brood War only)
*'''
Dark Archon''' — caster, no non-special ability attack, formed from two Dark Templar. Its abilities include ''mind control'', which allows you to take control of an enemy unit at cost of 150 energy and all of the Dark Archon's shield points. This can even be used to take control of another race's worker unit, allowing you to build that race's tech tree. Of course, this is expensive and rarely cost-effective, and if you manage to build an entire second army with that race, you've probably already won anyway. You can also mind control an enemy shuttle unit and take control of not only the shuttle but all units inside of it as well. The other two abilities are ''feedback'' and ''maelstrom''. ''Maelstrom'' freezes all biological units in the radius of attack for a short period of time. ''Feedback'' is used to kill other energy using units by draining their energy and then using it as a physical assault to damage or kill the target unit. The damage dealt by Feedback in pure hit points is equal to the amount of energy the target unit had when Feedback was cast upon it. Feedback is the only ability it gets by itself; the rest must be researched at the Templar Archives.(
StarCraft: Brood War only)
Air units
*'''Shuttle''' — flying transport unit. After its speed is upgraded it is the fastest transport unit in the game. It can carry up to eight unit slots. (Each unit takes up a different number of slots; probes take up 1, zealots, dark templar, and high templar take up 2, and dragoons, archons, dark archons, and reavers take up 4.)
*'''
Protoss scout Scout''' — Heavy fighter craft. Speed and sight range upgrade at Fleet Beacon. A fleet of scouts can even defeat the heaviest of air units, making them extremely deadly units. Scouts are ineffective against ground units, but can make good harassers. Finally, the introduction of cheaper and faster Corsair in
Starcraft: Brood War made Scouts a rare niche unit. Their use is generally limited to defeating fleets of Battlecruisers or Carriers or early harassment against vulnerable Overlords or workers. Scouts are particularly weak against Hydralisks, Scourges, Goliaths and Dragoons.
Image:chausara.jpg frame|right|Protoss Scouts bombing Chau Sara
*'''
Arbiter (Protoss) Arbiter''' — caster; all nearby units belonging to the player with the Arbiter except other Arbiters become cloaked without cost. Can cast ''stasis field'' that freezes all units for a set amount of time. No health or energy points can be lost or gained during stasis. No other abilities can affect units, including the undoing of the stasis field. Can also cast ''recall'', which transports a player's units to the vicinity of the arbiter almost instantaneously. They can ''recall'' locked down units but cannot ''recall'' units in stasis. Special ability and energy point upgrades at Arbiter Tribunal.
*'''
Protoss Carrier Carrier''' — heavy air unit. The carrier attacks by launching Interceptors, each of which built at the cost of 25 minerals. Carriers start the game able to hold four interceptors, but an upgrade at the Fleet Beacon increases the capacity to eight. The Interceptors give the Carrier the longest range of any Protoss unit, exactly the same as Reavers and Guardians. Carriers are most vulnerable to the Zerg Scourge and Terran Goliaths as well as Protoss Scouts or Terran Wraiths in large numbers. Carriers are good harassment units because of their range, aerial movement, speed and decent damage, but are not cost-effective in direct confrontations.
*'''Observer''' — flying scouting unit. Detector unit. Observers are permanently cloaked and thus visible only to other detectors. Observers have no attacks or abilities, and have few hit points. The speed and sight range of Observers can be upgraded at the Observatory.
*'''Corsair''' — caster and light fighter with a rapid-fire low damage splash attack usable against air targets only. They are useful as scouts and Overlord harassers, and in groups they can decimate packs of Zerg Mutalisks or Scourge. The Corsair can cast ''Disruption Web'', which prevents all land units (friendly and otherwise) and defensive buildings within the web from firing or operating. Units and buildings in the Disruption Web can be targeted for attacks and special abilities. The disruption field cannot be undone until the spell wears out. Corsair upgrades to abilities and energy points are available at the Fleet Beacon. (
StarCraft: Brood War only)
** The original corsair, appearing on an original edition Brood War CD, has a disruption web with a very long persistence. The first patch (and later patches) for Brood War, incorporated in later edition CDs and a required download for play on the Battle.net, dramatically reduces the persistence time of the disruption web from that original setting. This was done in response to original edition Brood War games on Battle.net in which it quickly became apparent that the Protoss enjoyed a brutal advantage if they accumulated mass corsairs, with which they could essentially douse an enemy base with disruption webs that - at least when a second round of webs were deployed - stayed in place typically until everything under them was destroyed. This was most striking in the case of an all-aerial assault of corsairs and carriers; when done right, the carriers could simply come in and park over a screen full of disruption webs, with any opposing air units quickly dispensed with, and with the enemy base in utter ruins, if not completely destroyed, by the time the disruption webs finally wore off.
** The Corsair was developed by
Dark Templar during their wandering exile from
Aiur in order to protect their
Xel'Naga freighter, and has since been adapted as an anti-
Zerg weapon.
Buildings
All buildings must be built in the vicinity of a Pylon except for the Nexus, Assimilator and other Pylons. All buildings that do not have a completed pylon required for operation will cease all operations, including upgrades, unit training, magic point restoration, and attack.
Basic buildings
* '''
Nexus''' — provides 9 Psi, resource depot, starting point of technology tree, produces Probes
* '''Assimilator''' — collects
Vespene gas
* '''Pylon''' — creates 8 Psi each, powers buildings
* '''
Gateway''' — summons infantry units
* '''Forge''' — upgrades ground weapons and armour, as well as plasma shields which applies to all units and buildings
* '''Shield Battery''' — rapidly recharges shields at the cost of 1 energy per 2 shield point
* '''
Cybernetics Core''' — upgrades
Protoss Dragoons range and spacecraft weapons and armour
* '''Photon Cannon''' — all-purpose detector defensive structure
Advanced buildings
* '''
Robotics Facility''' — Used to warp in the Protoss robotic units
* '''Stargate''' — Used to warp in the Protoss air units
* '''Citadel of Adun''' — Required for the Templar Archives, and contains a Zealot movement upgrade
* '''
Robotics Support Bay''' — Required for the Reaver, and contains upgrades for the Shuttle and Reaver
* '''
Fleet Beacon''' — Required for Carriers, and contains upgrades for the Carrier, Scout, and Corsair
* '''
Templar Archives''' — Required for warping in the Arbiter, High and Dark Templar, and both types of Archon. Also contains upgrades for the High Templar and Dark Archon
* '''
Observatory''' — Required for, and upgrades the Observer
* '''
Arbiter Tribunal''' — Required for, and upgrades the Arbiter
Strategies
[http://en.wikibooks.org/wiki/StarCraft:Strategy_Guide#Protoss_Strategy Strategy]
References
#{{note|manual}} Underwood, Peter, Bill Roper, Chris Metzen and Jeffrey Vaughn. ''StarCraft (Manual)''. Irvine, Calif.: Blizzard Entertainment, 1998.
#{{note|BWmanual}} Underwood, Peter, Chris Metzen and Bill Roper. ''StarCraft: Brood War (Manual)''. Irvine, Calif.: Blizzard Entertainment, 1998.
#{{note|Exile}} [http://www.battle.net/scc/OS/0798.shtml War shortly before the Exile] - provides information about the Dark Templar exile
External links
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Battle.Net: Protoss
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