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High templar (StarCraft)

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High Templar
Unit
Race

Protoss

Role

Psionic Spellcaster

Protection

Light armor suit[1]

Properties
Hit points

40

Shields

40

Energy

200 Energy

Size

Small

Transport slots

2

Production
Minerals

50 Image:Minerals Terran SC1.png

Gas

150 Image:Gas Protoss SC1.png

Psi

2 Psi

Build time

50

Produced at

Gateway

Requires

Templar archives

Hot key

T

Combat
Armor

0

Sight range

7

Unit speed

3.33

High templar are protoss warriors that use powerful psionic powers to support other protoss forces.

Contents

[edit] Game Unit

Game sprite.

High templar are support units with powerful abilities. They are not particularly durable and do not have an attack, not to mention their slow movement. Although high templar hover, they still activate spider mines.

[edit] Abilities

Archon Warp
Usage
Units

2 high templar

Duration

20 (build time)

Notes

Two high templar can sacrifice themselves, transforming into an archon.

Hallucination
Acquisition
Minerals

150 Image:Minerals Terran SC1.png

Gas

150 Image:Gas Protoss SC1.png

Researched at

Templar archives

Usage
Energy

100 Energy

Range

7

Duration

180 seconds

Notes

The high templar selects a unit, creating two duplicates of it. Hallucinations appear with a blue tint to the creating and controlling player, while all other players will see them as duplicates of the original. Hallucinations do not inflict damage when they "attack", may not cast spells, or produce units (important for hallucinated carriers and reavers), and take double damage from all attacks. Hallucinations last for a limited time and automatically disappear when hit by spells (eg. EMP shockwave, mind control).

Psionic Storm
Acquisition
Minerals

200 Image:Minerals Terran SC1.png

Gas

200 Image:Gas Protoss SC1.png

Research time

120 time

Researched at

Templar archives

Usage
Energy

75 Energy

Range

9

Duration

4 seconds

Notes

The high templar can create a storm of raw psychic energy. This is achieved by one closing their mind to the outside world, sending out psychic "ripples" that are disruptive to other lifeforms.

Inflicts 112 damage to all units within a certain area over seven seconds. The storm does not harm structures or units within bunkers. Units may move out from under the storm thus limiting the damage they take. It is most effective against groups of weaker units clustered together. A few Psionic Storms are sometimes even enough to turn back large fleets of powerful vessels such as battlecruisers or carriers or a large attack force of mixed units.


[edit] Upgrades

File:GroundArmor SC1 Upgrd1.png Ground Armor
Researched at

Forge

Hotkey

A

Properties
Level

Level 1

Level 2

Level 3

Minerals

100 Image:Minerals Terran SC1.png

175 Image:Minerals Terran SC1.png

250 Image:Minerals Terran SC1.png

Gas

100 Image:Gas Protoss SC1.png

175 Image:Gas Protoss SC1.png

250 Image:Gas Protoss SC1.png

Required

Templar archives

Templar archives

Notes
File:PlasmaShield SC1 Upgrd1.png Plasma shields
Researched at

Forge

Hotkey

S

Properties
Level

Level 1

Level 2

Level 3

Minerals

200 Image:Minerals Terran SC1.png

300 Image:Minerals Terran SC1.png

400 Image:Minerals Terran SC1.png

Gas

200 Image:Gas Protoss SC1.png

300 Image:Gas Protoss SC1.png

400 Image:Gas Protoss SC1.png

Required

Cybernetics core

Cybernetics core

Notes
  • +1 bonus to shields per level for all units and structures.
Khaydarin Amulet
Researched at

Templar archives

Properties
Minerals

150 Image:Minerals Terran SC1.png

Gas

150 Image:Gas Protoss SC1.png

Notes
  • Increases high templar maximum energy by 50.


[edit] Quotations

See: StarCraft I High Templar Quotations

[edit] Gallery

[edit] References

  1. Bill Slavicsek, David Eckelberry, Shawn F. Carnes. Alternity: StarCraft Edition. Wizards of the Coast, March 1, 2000. ISBN 0-7869-1618-4.


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