The Oracle is a psionic warship. They are agile support vessels, and feature some of the most advanced protoss technologies in existence.[1] Oracle pilots hail from an order of young Nerazim dedicated to understanding and controlling time. Their abilities allow them to calculate how and when to use their ships to most effectively win a battle. The order believes it can change the fate of the protoss race.[1] Among their abilities is temporal sight, a form of time manipulation that gives the pilots the means to detect hidden foes, without the need for specialized detection systems.[2]
Design[]
"A true monster against unarmored units, the Oracle’s Pulsar Beam will simply disintegrate any unit unfortunate enough to stand beneath its shadow."
Oracles bear the aesthetics of the Nerazim, with their silver-color and blue hulls, and their green glows. Their core generates a warp field of immense power to contain large amounts of chaotic energy, which is then funneled into an intricate network of miniature crystals and psionically receptive mono-filaments. The stream of raw energy splits and stabilizes as it ebbs through the network, supplying power to the Oracle's systems. Activation of the ship's weapon system creates an opening in the warp field. Raw energy flows through sets of simple focusing crystals, which shape each chaotic discharge into a coherent bolt. Shots from the pulsar beam simmer with violent power, and are designed to cause heavy damage to ground targets.
The oracle does not have a central computer to deal with the minutiae of navigation and targeting. Instead, it is equipped with a multi-node hub that links the pilot directly to the ship. The pilots rely exclusively on their temporal mastery to direct the deadly salvos of the vessel's pulsar beam.[2]
History[]
The technologies that would lay the groundwork for the oracle were researched during the Nerazim's exile from Aiur, as their exodus allowed them to experiment with new technologies.[3] The craft itself was developed by the protoss after the first phase of the Second Great War, in order to maximize the effectiveness of their war machine against their enemies.[4]A number of oracles fell under Amon's control during the End War and were deployed to attack the Daelaam defending the Keystone on Aiur.[5]
Envious of the Nerazim's temporal mastery, a number of oracles were stolen by the Tal'darim, and guarded jealously by the fleet lords that control them.[3] The Tal'darim were utilizing oracles by the End War.[6] By the Defenders of Man Insurgency, their oracles possessed a distinct design.[7][8] Meanwhile, clever Khalai phase-smiths were able to design their own versions of oracles, in spite of the many design challenges. Ihan-rii deployed their own variants of the oracle.
During the rebuilding of protoss civilization on Aiur, Khalai began to redesign Nerazim technology such as oracles in the style of the Golden Age of Expansion, much to the ire of some Nerazim. MatriarchVorazun declined to comment on this practice.[3]
Game Unit[]
The oracle is designed for reconnaissance, harassment and economic disruption.[9] It allows protoss players the option of more aggressive raiding tactics than in previous games.[10]
Versus[]
The oracle's revelation ability gives it some overlap with the observer, given how both unit/ability function as a form of detection. While the observer excels in general observation, revelation is a useful counter in specific circumstances, such as dealing with lurkers and speed-upgraded Banshees.[11]
Abilities[]
Revelation
Enemy units and structures in an area grant vision to the player for 20 seconds.
Reveals cloaked or burrowed units or structures (LotV only).
This ability places a cloakedstasis ward on the ground which, upon detonation, will explode and trap nearby enemy units in stasis for 21 seconds. Frozen units cannot move or attack, nor can they be attacked. This ability cannot be manually activated.[13]
Oracles are exclusive to Vorazun in Co-op Missions. Because she cannot build observers, her oracles permanently act as detectors without needing to use Revelation. Unlike in multiplayer, their attack has no activation cost and its damage is increased with the air attack upgrade.
Places a cloaked Stasis ward at the target location. Once activated by an enemy ground unit, the ward traps nearby enemies in stasis for 15 seconds. Trapped units cannot be attacked or affected by abilities.
Withering Siphon: Reduces stasis duration by 75%. Stasis wards affect Heroic units and cause enemy units to lose 20 hit points per second, up to a maximum of 80. This effect cannot kill.