Protoss are able to use mind control. Judicators could use their powers to subtly influence the minds of other creatures. Dark archons however, through an immense expenditure of energy, are able to project a portion of their psychic essence into another being, gaining control over its actions and access to its memories.
A special breed of spore from the planet Vygoire was able to mind control and telepathically link those infected by it. An ultralisk named the Great One assimilated a number of these spores, and the spread of the spore caused nearby infested terrans to worship it.
This article or section contains information derived from Co-op Missions, and should not be considered part of the official StarCraft storyline.
Terrans have developed a number of tools to augment the mind control powers of their ghosts. The psionic motivator allows the ghost to increase the combat ability of those under their control, the neural disruption device causes enemies around the dominated target to attack one another, and the type-88 persuader increases the duration ghosts can mind control a target.
If mind control is used on units from other races, the dark archon's controller will have access to the supply of that race. Terran and zerg units and buildings become available by mind controlling SCVs and drones; thus, protoss armies have the potential to expand their military powers dramatically should they have the resources to do so. For example, a protoss player with a large surplus of minerals and gas mind controls an SCV. While he/she had a potential of 200 protoss supply before, he/she now has a potential of 200 protoss and 200 terran supply. Such occurrences, however, are rare in higher-level competitive gaming due to the efficiency and speed at which players use up their resources.
Transfers control of any enemy unit to the casting player. Using Mind Control will drain the dark archon's shields and leave it vulnerable.
Mind controlling a transport will also transfer control of any units the transport is carrying, and mind controlling a unit that has researched upgrades or special abilities will transfer them to the dark archon's player.
The transfer is permanent and irreversible, even after the death or the transfer of control of the dark archon who performed it. Any unit can be subject to multiple Mind Control spells, effectively changing ownership every time.
If neural parasite is used on a protoss probe then the zerg player can build a nexus. Once a nexus finishes building, the zerg player can build probes that are permanently under their control and access the protoss tech tree.
If neural parasite is used on a terran SCV then the zerg player can build a command center. It is significantly more difficult to attempt than with a probe because the SCV must remain under the effect of Neural Parasite for the whole construction process, requiring several infestors to sustain the control. Once a command center finishes building, the zerg player can build SCVs that are permanently under their control and access the terran tech tree.
All units controlled by a single player (regardless of race) share the same supply cap.
The infestor takes control of target enemy unit. Heroic units are immune.
Units maintain their upgrades and special abilities while controlled. Control reverts to the original player if the infestor is killed, when duration ends, or when the range between the infestor and the controlled unit grows too large.
Controlled probes and SCVs can build structures; the SCV will leave a structure unfinished if it reverts during the construction. Affected drones cannot mutate structures. Larva can be morphed, but hatched units return to enemy's control once the effect has worn off.
Affected units cannot be loaded into transports, and ability cannot be used on transports carrying units. Affected units can be recalled by a Nexus or Mothership.
Ability can be used on enemy infestors. Units mind controlled by affected infestors remain under player's control for normal duration, even after affected infestors revert to opponent's control. Heroic units (such as motherships) cannot be controlled.
Allows Nova to take control of target enemy unit. Heroic units are immune. Only one enemy unit can be controlled at a time. Effect lasts until cancelled. Cooldown timer begins once the effect has been cancelled.
Mind control is available as a researched ability for Vorazun's dark archons once she reaches level 9. It can be researched from the dark shrine. Heroic units are immune, and mind controlled units count towards the player's supply.
Tychus's elite ghostVega also has the "dominate" ability, allowing her to mind control enemy units. Dominated units self-destruct after a time. Heroic units are immune.
Take permanent control of target enemy unit. Heroic units are immune. Mind Controlled units take up supply.
↑Zeratul: "It's done, Kerrigan. The Overmind is dead as you wished. Now I demand that you release the Matriarch at once!" Kerrigan: "Of course. Raszagal, do you wish to return to your tribe?" Raszagal: "No, my Queen. I wish only to serve you and remain at your side." Zeratul: "What treachery is this, Kerrigan? This pathetic creature cannot possibly be Raszagal!" Kerrigan: "Ha ha ha. I promised that I'd allow her to return to you, Zeratul. But it looks to me like she doesn't want to go." Zeratul: "You have corrupted her! Somehow you have poisoned her thoughts. Restore her to her rightful self, or you will pay dearly for this offense, Kerrigan!" Kerrigan: "All right, Zeratul, you've got me. I made your Matriarch my slave long before I joined you on Shakuras. She made the mistake of underestimating my power just like everyone else did." StarCraft: Brood War. Vivendi Games. Level/area: To Slay the Beast (in English). 1998.