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[[Image:Prottos1.jpg|thumb|200px|The Protoss]]
 
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{{Quote|We are the protoss. Children of [[xel'naga|ancient gods]]. We are the Firstborn. And we shall be the last left standing.|[[Hierarch]] [[Artanis]]|url=https://www.youtube.com/watch?v=8UyMAPr-G44}}
The '''Protoss''' are a race 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.
 
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[[File:Zealot SC2-LotV Art4.jpg|250px|thumb|A protoss]]
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The '''protoss''' '''Firstborn''' are a sapient humanoid species native to [[Aiur]]. Their advanced technology complements and enhances their psionic mastery.<ref name="SC1Man">Underwood, Peter, [[Bill Roper]], [[Chris Metzen]] and Jeffrey Vaughn. ''StarCraft (Manual)''. Irvine, Calif.: [[Blizzard Entertainment]], 1998.</ref>
   
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The main protoss cultural groups are the [[Khalai]], who adhere to the communal [[Khala]],<ref name="SC:FrntLn_V1_WWF">Elder, Josh and Ramanda Kamarga. "[[StarCraft: Frontline: Why We Fight|Why We Fight]]." In ''[[StarCraft: Frontline: Volume 1]],'' pp. 6–47. [[Tokyopop]], August 1, 2008. ISBN 1427-80721-3.</ref> and the [[Nerazim]], who reject the Khala.<ref name="SC1Man"/><ref name="Nerazim">Blizzard Entertainment staff. 2009-01-08. [http://www.starcraft2.com/features/protoss/darktemplar-vote.xml Dark Templar Vote: Decide Which Clan Joins the Battle]. ''Blizzard Entertainment''. Accessed 2009-01-08.</ref> Two smaller cultural branches of the protoss, the [[Tal'darim]] and the [[Purifier]], separated from the Khalai over respective ideological differences.<ref name = "SC:G:Spectres">Kenyon, Nate. (September 27, 2011). ''[[StarCraft: Ghost: Spectres]]''. [[Simon & Schuster]] (Pocket Star). ISBN 978-1439-10938-0.</ref>
''Protos'' in 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]].
 
   
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Protoss civilization was reunified when the Khalai and Nerazim, sundered since the [[Discord]], were reunited<ref name="SC:BW_E4_M3">Blizzard Entertainment. ''[[StarCraft: Brood War]]''. Vivendi Games. Mission: [[Legacy of the Xel'Naga]] (in [[English]]). 1998.</ref> after the devastation of [[Aiur]] by the [[zerg]] during the [[Great War]].<ref name="SC:BW_E4_M1">Blizzard Entertainment. ''[[StarCraft: Brood War]]''. Vivendi Games. Mission: [[Escape from Aiur]] (in English). 1998.</ref>
In StarCraft online culture, the Protoss are often referred to simply as '''Toss''' (or '''Pro''' by some Korean players); amongst more experienced players, it's usually abbreviated to simply '''P'''.
 
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Alongside the zerg and [[terran]]s, the protoss stand as one of the three dominant species of the [[Milky Way]].<ref name="SC:BG_Man">(2007). ''StarCraft: The Board Game (manual)''. Fantasy Flight Games.</ref> Protoss are not found outside the [[Koprulu sector]].<ref name="Q&A" />
   
 
==History==
 
==History==
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{{Main|Protoss history}}
{{spoiler}}
 
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{{Quote|Stay alert people, these guys play hardball.|[[Jim Raynor]]|Biting the Bullet}}
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[[File:Zealot SC1 Art4.jpg|thumb|A [[zealot]]]]
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The protoss are an ancient race, and they consider themselves to be the "firstborn" race of the universe.<ref name="CampaignOverview">2014-11-07, [http://www.youtube.com/watch?v=xsvHY7YaxUg StarCraft II Legacy of the Void Campaign Overview]. ''YouTube'', accessed on 2014-11-13</ref>
   
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===Aeon of Strife===
[[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.
 
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{{Main|Aeon of Strife}}
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The protoss were discovered by [[Amon]] and his followers on [[Aiur]], a world the xel'naga had previously engineered. The xel'naga, who were nearing the end of their life cycle, were in need of a race to achieve ''purity of form'' and intrigued by their mental connection, chose to use the protoss. Amon uplifted the protoss and manipulated their essence. Pushing the evolution of the protoss, the purity of form was achieved and the xel'naga eventually descended to Aiur. The protoss, who revered the Amon and his followers as gods, learned much from them. But in time, they began to grow wary of their creators, and rebelled from them, attacking their ships and killing hundreds. Amon and his followers left the planet as the protoss fell into the [[Aeon of Strife]], a period of brutal civil war.<ref name="SC1Man"/> Until the [[End War]], history would hold that it was the xel'naga as a whole that were responsible for this uplift.<ref name="SC2:LotV:TheInfiniteCycle">Blizzard Entertainment. ''[[StarCraft II: Legacy of the Void]]''. (Activision Blizzard). PC. Mission: ''[[Legacy of the Void]]'', [[The Infinite Cycle (mission)|The Infinite Cycle]] (in English). 2015-11-10.</ref>
   
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The destructive civil war ended when [[Khas]], using xel'naga-derived artifacts called [[khaydarin crystal]]s, re-created the psionic link. It became the basis of a new philosophy called the [[Khala]].
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.
 
   
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Approximately [[1500]] by [[terran]] reckoning, the [[Conclave]] attempted to exterminate rogue heretics who had deliberately cut themselves off from the Khala and would later become known as the [[Dark Templar]]. They ordered [[Executor]] [[Adun]] to execute them, but Adun refused, instead teaching the rogues to [[cloaking|hide]] from the Conclave. Eventually the rogues lost control of their powers, alerting the Conclave. They were secretly banished on a [[Dark Templar exile ship|xel'naga ship]].
The Xel'Naga altered them to some extent with their [[Khaydarin Crystal]]s, 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.
 
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[[File:ZealotHydra SC1 Concept1.jpg|thumb|A lone protoss faces down the zerg]]
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By [[2499]] the protoss became aware of a xenomorphic threat, the [[zerg]], another alien species also created by the [[xel'naga]]. The zerg were attacking the [[terran]]s, a species which had traveled to the [[Koprulu Sector]] two hundred years previously. The Conclave dispatched [[Tassadar]] and a force of protoss to destroy the infestation by [[purification|purifying]] the infested worlds.<ref name="SC1Man" />
   
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===Fall of 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.
 
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{{Quote|My Life For Aiur!|Protoss battlecry|Zealot}}
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{{Main|Fall of Aiur}}
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Tassadar's force failed in its mission, and the remnants traveled to the new zerg homeworld, [[Char]]. There, Tassadar struck an alliance with the [[Dark Templar]] prelate, [[Zeratul]]. They discovered a weakness in the zerg command structure which could be exploited only by the Dark Templar, and clashed with their new leader, the [[Sarah Kerrigan|Queen of Blades]]. Meanwhile, the majority of the zerg force traveled to Aiur.<ref name="SC:QnBlades">Rosenberg, Aaron (June 1, 2006). ''[[StarCraft: Queen of Blades]]''. Simon & Schuster (Pocket Star). ISBN 0-7434-7133-4.</ref> The protoss were losing the battle, but when Tassadar brought Zeratul to Aiur, a [[Protoss Civil War (Episode III)|protoss civil war]] broke out between [[Tassadar's Followers|Tassadar's followers]] and the followers of the [[Conclave]].<ref>Blizzard Entertainment. ''[[StarCraft]]''. Vivendi Games. Mission: [[Homeland]] (in English). 1998.</ref> Eventually Tassadar's faction won.<ref>Blizzard Entertainment. ''[[StarCraft]].'' Vivendi Games. Mission: [[The Trial of Tassadar]] (in English). 1998.</ref> Unimpeded by the Conclave, Tassadar's followers attacked the [[Overmind]] itself.<ref>Blizzard Entertainment. ''[[StarCraft]]''. Vivendi Games. Mission: [[Eye of the Storm]] (in English). 1998.</ref> Tassadar died during the battle.<ref>Blizzard Entertainment. ''[[StarCraft]]''. Vivendi Games. Cinematic: [[StarCraft Episode III#The Death of the Overmind|The Death of the Overmind]]. (in English). 1998.</ref> Seventy percent of protoss on Aiur were killed.<ref name="SC:BW_Man">Underwood, Peter, Chris Metzen and Bill Roper. ''StarCraft: Brood War (Manual)''. Irvine, Calif.: Blizzard Entertainment, 1998.</ref>
   
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The protoss fled to [[Shakuras]], followed by a zerg faction.<ref>Blizzard Entertainment. ''[[StarCraft: Brood War]]''. Vivendi Games. Mission: [[Dunes of Shakuras]] (in English). 1998.</ref> The protoss destroyed the renegade zerg, saving themselves but advancing [[Sarah Kerrigan]]'s aims.<ref>Blizzard Entertainment. ''[[StarCraft: Brood War]]''. Vivendi Games. Cinematic: [[StarCraft Episode IV#Fury of the Xel'Naga|Fury of the Xel'Naga]] (in English). 1998.</ref> With the assistance of her enigmatic minion [[Samir Duran]],<ref>Blizzard Entertainment. ''[[StarCraft: Brood War]]''. Vivendi Games. Mission: [[Drawing of the Web]] (in English). 1998.</ref> she would later force the protoss into destroying the [[second Overmind]] for her, making her the sole leader of the [[Zerg Swarm]].<ref>'''[[Zeratul]]:''' "Kerrigan, this is Zeratul. I demand to know why you've taken our [[Matriarch]]."<br>'''[[Sarah Kerrigan]]:''' "Actually, Zeratul, she's not the one I'm truly interested in. I stole her to get to you. You see, I need you and your brethren to kill the [[second Overmind|Overmind]] for me. The only way I had of assuring your cooperation was to take away that which you value most. However, I give you my word that once you've killed the Overmind, I'll allow her to return to you."<br>'''Zeratul:''' "As if your word held any value..."<br>'''[[Raszagal]]:''' "Zeratul, my faithful servant. You must aid Kerrigan in this endeavor. The Overmind is our common enemy. It must be destroyed to insure that our people will survive!"<br>'''Zeratul:''' "You ask me to aid this vile creature?"<br>'''Raszagal:''' "I do not ask this for myself. Nor do I ask it on Kerrigan's behalf. I ask you to do this for our people, Zeratul. Obey me as you always have... Trust in my judgement."<br>'''Zeratul:''' "Very well, Matriarch. The Overmind will die this day." ''[[StarCraft: Brood War]]''. Vivendi Games. Level/area: [[To Slay the Beast]] (in English). 1998.</ref> As the protoss attempted a revenge strike on Kerrigan,<ref>'''[[Artanis]]:''' "Kerrigan, this is Artanis. My brethren and I have come to avenge the deaths of [[Fenix]], the Matriarch, and all of the other Protoss who fell before the Swarm! It is long past time you paid for your crimes against our people." ''[[StarCraft: Brood War]]''. Vivendi Games. Level/area: [[Omega]] (in English). 1998.</ref> Duran abandoned her to conduct protoss/zerg [[hybrid]]ization experiments, which were discovered by Zeratul.<ref name="SC:BW_Bonus">Blizzard Entertainment. ''[[StarCraft: Brood War]].'' Vivendi Games. Mission: [[Dark Origin]] (in English). 1998.</ref> The latter exiled himself for several years following the discovery.<ref>Blizzard Entertainment. 2010-7-27. [http://us.battle.net/sc2/en/game/hero/zeratul Cast of Characters: Zeratul]. ''Blizzard Entertainment''. Accessed 2010-7-27.</ref>
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===
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===End War===
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{{Quote|Alas, the day has finally come. The [[End War]] is upon us... and all of creation depends on our victory!|Dark Prelate Zeratul|url=https://www.youtube.com/watch?v=K6nY9mU8ICs&t=3s}}
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.
 
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{{Main|End War}}
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The protoss spent years rebuilding the [[Golden Armada]] to retake Aiur, and in [[2506]], the fleet was launched to retake their homeworld.<ref name="SC2:LotV:ForAiur!">Blizzard Entertainment. ''[[StarCraft II: Legacy of the Void]]''. (Activision Blizzard). PC. Mission: ''[[Legacy of the Void]]'', [[For Aiur!]] (in English). 2015-11-10.</ref> However, this coincided with the return of Amon, who corrupted the Khala and possessed every protoss connected to it.<ref name="SC2:LotV:TheGrowingShadow">Blizzard Entertainment. ''[[StarCraft II: Legacy of the Void]]''. (Activision Blizzard). PC. Mission: ''[[Legacy of the Void]]'', [[The Growing Shadow]] (in English). 2015-11-10.</ref> Artanis gathered the survivors aboard the [[arkship]] the ''[[Spear of Adun]]'', and set off to find the means to fight Amon.<ref name="SC2:LotV:SpearofAdun">Blizzard Entertainment. ''[[StarCraft II: Legacy of the Void]]''. (Activision Blizzard). PC. Mission: ''[[Legacy of the Void]]'', [[The Spear of Adun (mission)|The Spear of Adun]] (in English). 2015-11-10.</ref> They retrieved the Keystone,<ref name="SC2:LotV:BrothersinArms">Blizzard Entertainment. ''[[StarCraft II: Legacy of the Void]]''. (Activision Blizzard). PC. Mission: [[Brothers in Arms]]. (in English). November 10, 2015</ref> and evacuated the [[Nerazim]] from Shakuras before destroying the planet as Amon's forces overran it.<ref name="SC2:LotV:LastStand">Blizzard Entertainment. ''[[StarCraft II: Legacy of the Void]]''. (Activision Blizzard). PC. Mission: [[Last Stand]]. (in English). November 10, 2015</ref> The Daelaam followed Zeratul's lead to the temple of [[Ulnar]],<ref name="SC2:LotV:TheInfiniteCycle" /> but found the xel'naga there dead.<ref>Blizzard Entertainment. ''[[StarCraft II: Legacy of the Void]].'' (Activision Blizzard). PC. Cinematic: [[Entombed]]. (in English). 2015.</ref> Artanis then united the ancient Purifiers and the [[Tal'darim]] with the Daelaam, and moved to reclaim their home.<ref name="SC2:LotV:Templar'sReturn">Blizzard Entertainment. ''[[StarCraft II: Legacy of the Void]]''. (Activision Blizzard). PC. Mission: [[Legacy of the Void]], [[Templar's Return]] (in English). 2015-11-10.</ref> The attack was successful; Aiur was reclaimed and Amon was thrust back into the Void.<ref name="SC2:LotV_Liberation and Legacy">Blizzard Entertainment. ''[[StarCraft II: Legacy of the Void]]''. (Activision Blizzard). PC. Cinematic: [[Legacy (cinematic)|Legacy]]. (in English). 2015.</ref> The protoss, with the aid of the Dominion and Zerg Swarm, pushed [[Into the Void (campaign)|into the Void]] and slew Amon, ending his manipulations of the protoss.<ref name="SC2:LotV:Amon'sFall">Blizzard Entertainment. ''[[StarCraft II: Legacy of the Void]]''. (Activision Blizzard). PC. Mission: [[Into the Void (campaign)|Into the Void]], [[Amon's Fall]] (in English). 2015-11-10.</ref>
   
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==Physiology==
During this time, the Protoss maintained colonies on other planets, but these too quickly became gripped with the Strife.
 
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{{Quote|As they say, the enemy of my enemy...<br>
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...is tall, dark and ugly?|[[Jack Frost]] and [[Charlie Vane]] after seeing a protoss for the first time|StarCraft: Insurrection}}
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[[File:Protoss SC2 Cncpt1.jpg|thumb|Male protoss anatomy]]
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Protoss are about two meters (seven feet)<ref name="SC:QnBlades" /> to three meters tall,<ref>Back of the original ''StarCraft'' box, 1998. [http://i.imgur.com/MP9MmFi.jpg]</ref> with typical heights of eight to nine feet (2.4-2.7 meters).<ref name="RockRoll">2017-04-27, [https://starcraft.com/en-us/articles/20719767 Rock and Roll Days of StarCraft: a Development Retrospective]. ''Blizzard Entertainment'', accessed on 2017-04-29</ref> The height of researcher [[Ulavu]] was given as two and a quarter meters.<ref name="SC:Evolution">Zahn, Timothy (November 8, 2016). ''[[StarCraft: Evolution]]''. Del Rey Books. ISBN 0425284735.</ref> A protoss would consider a human over six feet tall to be "short".<ref name="SC:DkTempSaga1" /> While the average protoss weight has not been documented, [[Tassadar]] weighed 145 kilograms.<ref name="FigureBox> [https://imgur.com/a/Jd6CWng StarCrat Figurine Box], accessed 12-6-2018</ref>
   
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They have two glowing eyes<ref name="SC1Man" /> that blink normally,<ref name="CampaignOverview" /> digitigrade legs, semi-permeable skin covered in scales, 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]].<ref name="SC1Man" /> Aside from their eyes, protoss possess no other orifices on their bodies. Protoss hands are notable for their variation, with some protoss having two fingers and two thumbs, and others having three fingers and only one thumb. This is a random hereditary trait among the protoss.<ref name="SC:FManual">Barba, Rick. ''[[StarCraft Field Manual]]'' (hardcover). Insight Editions, November 17, 2015.</ref>
===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 Crystal]]s. With these crystals he was able to amplify the psionic link, which had submerged itself in Protoss egos, and recreate the link.
 
   
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[[Image:Selendis SC2 Cncpt1.jpg|thumb|[[Selendis]], a female protoss]]
With this power, he travelled through [[Aiur]] and the other Protoss planets, 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.
 
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The [[xel'naga]] considered these beings to have ''[[purity of form]]'' as the protoss are incredibly adaptable to harsh natural conditions and climates, and their strength and speed were unparalleled amongst the other races known to the xel’naga.<ref name="SC1Man" /> Protoss have sharp claws, which can be deadly weapons if a protoss is caught unarmed.<ref name="SCS:Issue4">Houser, Jody (w), Guzmán,Gabriel (p, i). "[[StarCraft: Scavengers: Issue 4]]" ''[[StarCraft: Scavengers]]'' '''4''' (7) (October 31st, 2018) Dark Horse Comics.</ref>
   
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Protoss derive sustenance from light,<ref name="SC:DkTempSaga1">Golden, Christie (May 22, 2007). ''[[StarCraft: The Dark Templar Saga: Firstborn|StarCraft: The Dark Templar Saga #1: Firstborn]]''. Simon & Schuster (Pocket Star). ISBN 978-0-7434-7125-1.</ref> capable of living off moonlight (reflected sunlight),<ref name="SC:DkTempSaga1"/><ref name="QA19">[[Karune]]. 2007-10-29. [[StarCraft II Q&A batches#Batch 19|StarCraft II Q&A - Batch 19]]. ''Battle.net StarCraft II General Discussion Forum''. Accessed 2007-10-30.</ref> and can go without light for extended periods of time.<ref name="QA19"/> Though the process of light absorption is similar to plants, protoss are able to access energies over a wider range of the electromagnetic spectrum than most plants.<ref name="SC:Evolution"/> What little water they need is absorbed through the skin.<ref name="QA19"/> The [[Dark Templar]] modified themselves biologically and used other techniques to survive on the formerly lightless world of [[Shakuras]].<ref name="Exile">[http://classic.battle.net/scc/protoss/units/darkarchon.shtml Dark Archon.] ''StarCraft Compendium Protoss units''.</ref> Protoss describe the principle of light absorption to be the same as plants, but over a much wider electromagnetic spectrum.<ref name="SC:Evolution" /> Protoss require oxygen to survive.<ref name="SC:DkTempSaga3">Golden, Christie (June 30, 2009). ''[[StarCraft: The Dark Templar Saga: Twilight|StarCraft: The Dark Templar Saga #3: Twilight]].'' Simon & Schuster (Pocket Star). ISBN 978-0-7434-7129-9.</ref> Protoss waste excretion occurs on a molecular level through the skin.<ref name="SC:FManual" />
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.
 
   
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The protoss used to hunt, but they did so to collect the blood and hides of animals for various purposes, not for sustenance.<ref name="SC:DkTempSaga1" /> Ancient protoss also used to till soil to grow crops.<ref name="ItWillEndInFire">Brooks, Robert. "[[It Will End in Fire]]." (Nov 3, 2015). Blizzard Entertainment. [http://us.battle.net/sc2/en/game/lore/short-stories/end-in-fire/1 StarCraft Lore: It Will End in Fire] Accessed 2015-11-03.</ref>
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.
 
   
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Protoss hear and smell through their skin, and it is believed that their primary sense is sight. Protoss have a sense of smell sharp enough to identify other protoss and see very well at night. A protoss' skin color may change in response to changes in its emotions. They are bereft of mouths, noses, or visible ears and are without a sense of taste.<ref name="SC:DkTempSaga1" /> They possess three hearts,<ref name="SC:QnBlades" /> though they are located so closely together in the body, many protoss refer to it as one organ.<ref name="SC:FManual" />
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]].
 
   
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[[File:15YearZealot SC2-HotS Head1.jpg|thumb|A protoss with golden eyes]]
===Rogues===
 
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Protoss sleep and dream in a manner similar to humans.<ref name="SC:DkTempSaga1" /> When particularly emotional, streams of energy have been observed to stream from a protoss's eyes, similar to how a terran might cry.<ref name="SC:Sacrifice">Burns, Matt (w) and James Waugh (w), Edouard Guiton (i) and Emanuele Tenderini (i). (October 20, 2015). ''[[Artanis: Sacrifice]]''. Blizzard Entertainment. [http://us.battle.net/sc2/en/media/blizzard-comics/artanis-sacrifice/ Artanis Sacrifice] Accessed 2015-10-20.</ref> Eye colors include blue, green,<ref name="SC:ChildrenVoid">Burns, Matt. "[[Children of the Void]]." (Oct. 13, 2015). Blizzard Entertainment. [http://us.battle.net/sc2/en/game/lore/short-stories/children-void/1 StarCraft Lore: Children of the Void] Accessed 2015-10-13.</ref> gold,<ref name="SC:_CineDeathOM">Blizzard Entertainment. ''[[StarCraft]]''. Vivendi Games. Cinematic: [[StarCraft Episode III#The Death of the Overmind|The Death of the Overmind]]. (in English). 1998.</ref> violet,<ref name="Remastered">[https://starcraft.com/en-us/ StarCraft Remastered], ''Blizzard Entertainment''. Accessed on 2017-03-31</ref><ref name="BC2018">[https://us.shop.battle.net/en-us/product/starcraft-ii-war-chest War Chest: BlizzCon® 2018], ''Blizzard Entertainment''. Accessed on 2018-08-13</ref> and red.<ref name="SC:Ascension">Brooks, Robert. "[[Ascension (short story)|Ascension]]." (Oct. 01, 2015). Blizzard Entertainment. [http://us.battle.net/sc2/en/game/lore/short-stories/ascension/1 StarCraft Lore: Ascension] Accessed 2015-10-01.</ref> The proliferation of eye color corresponds to kindred; Khalai eyes are predominantly blue, Nerazim are predominantly green,<ref name="SC:ChildrenVoid" /> and red is present among the [[Tal'darim]],<ref name="SC:Ascension"/> though has also been observed for the Khalai.<ref name="Remastered" />
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 storm]]s. 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.
 
   
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A protoss's maximum life expectancy is 1000 years,<ref name="CommunityCorner" /> though [[Raszagal|exceptions]] [[Rohana|exist]].<ref name="SC:BW_Man" /> Like other creatures, protoss grow weaker with age, with physical and mental faculties degrading as they get late into their lives.<ref name="SC:ChildrenVoid">"[[Children of the Void]]." (Oct. 13, 2015). Blizzard Entertainment. [http://us.battle.net/sc2/en/game/lore/short-stories/children-void/1 StarCraft Lore: Children of the Void] Accessed 2015-10-01.</ref>
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.
 
   
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Protoss are not a prolific people,<ref>[http://battle.net/scc/protoss/ Overview]. ''Battle.net StarCraft Compendium.'' Accessed 2007-11-07.</ref> to the extent that the [[xel'naga]] developed an artifact, the [[Kassia crystal]], to counteract this.<ref name="SC:FrntLn_V3_TA">Zapotek, Ren (w), Noel Rodriguez (p, i). "[[StarCraft: Frontline: Twilight Archon|Twilight Archon]]." In ''[[StarCraft: Frontline: Volume 3]]'' (paperback binding), pp. 132-177. [[Tokyopop]], July 14, 2009. ISBN 978-1427-80832-5.</ref> The population of Aiur, however, had reached billions.<ref name="SC:Moth">Kindregan, Brian T. "[[Mothership (short story)|Mothership]]." (January 15, 2010). Blizzard Entertainment. [http://us.battle.net/sc2/en/game/lore/short-stories/mothership/1 Mothership] Accessed 2010-01-15.</ref> Before the [[Fall of Aiur]], the protoss population was in decline due to systemic extermination; the protoss were passing away from sheer age.<ref name="ExtinctInterview">"The Protoss are sort of a troubled species. They're being systematically exterminated, and were being exterminated long before the Zerg arrived. They were starting to die out from their sheer age, but now that the Zerg came and their home world is gone, these guys are really having a lot of trouble." [[Dustin Browder]], Jonathan Ross. 2009-06-29. [http://www.destructoid.com/destructoid-interview-starcraft-ii-s-dustin-browder-137841.phtml Destructoid interview: StarCraft II's Dustin Browder]. ''Destructoid''. Accessed on 2009-07-23</ref> Their numbers have been further reduced through conflict,<ref name="ZealotScience">2014-10-30, [http://us.battle.net/sc2/en/game/unit/zealot#science Zealot Science]. ''Blizzard Entertainment'', accessed on 2014-11-01</ref> and their population continues to decline.<ref name="VoidScience">2015-02-05, [http://us.battle.net/sc2/en/game/unit/void-ray#science Void Ray Science]. ''Blizzard Entertainment'', accessed on 2015-02-08</ref>
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]]. [[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.
 
   
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Protoss blood is blue<ref name="SC:DkTempSaga1" /> or a dark purplish color, almost black.<ref name="SC:FManual" /> Protoss can bear birthmarks.<ref name = "Q&A"/> As in humans, skin color is considered a sign of ethnicity, with each protoss tribe having a specific subtly differing hue or typical pattern of markings associated with it. While the protoss are no longer a tribal society, the tribal bloodlines still run strong.<ref name="SC1Man"/><ref>2018-04-02, [https://twitter.com/BlizzHeroes/status/980897666572877827 BlizzHeroes Twitter]. ''Twitter'', accessed on 2018-04-012</ref>
===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.
 
   
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As with [[terran]]s and [[zerg]], protoss genetic material consists of DNA<ref name="SC:BW_Bonus"/> with helix strands. There is evidence that the protoss have yet to unlock their full genetic potential, but this theory died along with the [[Protoss Advance/Experimental Facility]].<ref name="SC:FrntLn_V2_Creep">Furman, Simon (w), Tomás Aira (p, i), German Erramouspe (i). "[[StarCraft: Frontline: Creep|Creep]]." In ''[[StarCraft: Frontline: Volume 2]]'' (paperback binding), pp. 26-67. Tokyopop, January 1, 2009. ISBN 1427-80831-7.</ref>
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.
 
   
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Protoss DNA is "antithetical" to zerg DNA and cannot be combined through infestation under normal circumstances. Artificial methods can be used to generate [[hybrid]]s however.<ref name="KindreganQA12">Blizzard Entertainment. 2013-01-15. [http://us.battle.net//sc2/en/blog/8441646 StarCraft II Creative Development Q&A - Part 12]. ''Blizzard Entertainment''. Accessed 2013-01-15.</ref> A protoss may still serve as the host for a zerg parasite.<ref name="SC2:HotS_EnemyWithin">Blizzard Entertainment. ''[[StarCraft II: Heart of the Swarm]]''. (Activision Blizzard). PC. Mission: [[Heart of the Swarm]], [[Enemy Within]] (in English). 2013-03-12.</ref>
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.
 
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{{AmbigCanon|Heroes of the Storm}}
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Protoss possess a body part called a thylar, which may be held by their hand.<ref>2014-04-06, [http://heroes.blizzplanet.com/blog/comments/heroes-of-the-storm-zeratul-talents Heroes of the Storm – Zeratul – Talents]. ''Blizzplanet'', accessed on 2014-07-13</ref>
   
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====Medical Care====
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.
 
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{{Quote|There's a protoss here who needs mouth-to-mou - ooh... well... mouth to... something.|A confused [[medic]]|StarCraft II}}
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[[File:FenixDragoon SC1 Cncpt1.jpg|thumb|Kept alive through advanced technology]]
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On the battlefield protoss warriors are known to fight with tremendous power and grace, but despite the chaos they inflict on their enemies they are capable of being mortally wounded. When a protoss nears death, their foes often bear witness to a startling flash of bright light as the protoss warrior seemingly disappears. Primitive races are known to quail in superstitious fear upon seeing this, but it is actually another aspect of protoss technology at work rather than any sort of supernatural feat.
   
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Protoss armor is typically equipped with a complex teleportation mechanism that can detect when its wearer is grievously injured and automatically teleports the warrior to the nearest safe haven. This of course is dependent on the mechanism being fully functional, as there is the risk of being damaged during combat.
===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.
 
   
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[[File:Immortal SC2 Head2.jpg|thumb|left|A protoss immortal pilot]]
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.
 
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Those protoss who are too badly injured after the battle but still wish to continue fighting are placed within the shell of a [[dragoon]], [[immortal]] or [[vanguard]], which allows them to serve their brethren on the battlefield. The choice is left to each individual protoss; whether to continue service or join with their ancestors in the Khala.<ref name="KaruneQA26">[[Karune]]. 2007-01-22. [[StarCraft II Q&A batches#Batch 26|StarCraft II Q&A - Batch 26]]. ''Battle.net StarCraft II General Discussion Forum''. Accessed 2008-01-22.</ref>
   
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Protoss that suffer injuries to their psionic appendages (such as the [[Nerazim]]) attach clamps to the remnants in order to prevent energy bleed.<ref name="SC:FrntLn_V3_TA" />
===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 Conclave, 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.
 
   
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Terran understanding of protoss physiology is limited.<ref name="SC:DkTempSaga1" /> Their respective biologies are similar enough for substances and drugs, such as [[Sundrop]]<ref name="SC:DkTempSaga2">Golden, Christie (November 27, 2007). ''[[StarCraft: The Dark Templar Saga: Shadow Hunters|StarCraft: The Dark Templar Saga #2: Shadow Hunters]]''. Simon & Schuster (Pocket Star). ISBN 978-0-7434-7126-8.</ref> and a [[medic]]'s medicine to affect both.<ref>Blizzard Entertainment staff. 1998. [http://battle.net/scc/terran/umedic.shtml Medic]. ''Blizzard Entertainment''. Accessed 2008-11-30.</ref>
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.
 
   
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===Mental Abilities===
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]], 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. Later, Zeratul had been captured by Kerrigan and offered to return Raszagal to him. However, Zeratul feared that Raszagal was still under the control of Kerrigan and killed her. Kerrigan, surprisingly, let Zeratul go.
 
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[[File:HighTemplar SC-FL3 Art1.jpg|thumb|Protoss psionics]]
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Their powerful psionic abilities extend further than that of human [[ghost]]s.<ref name="SC:DkTempSaga2" />
   
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Protoss have been described as "devastatingly intelligent", and their thought processes work very differently than those of terrans.<ref name="KindraganQA7">Blizzard Entertainment. 2012-12-03. [http://us.battle.net//sc2/en/blog/7994699 StarCraft II Creative Development Q&A - Part 7]. ''Blizzard Entertainment''. Accessed 2012-12-03.</ref> They are able to contemplate multiple scenarioes and run through many different lines of thoughts and memories in the span of a second.<ref name="SC:InTheDark">Gerrold, David. "“[[In the Dark]]”." (May 2, 2013). Blizzard Entertainment. [http://us.battle.net/sc2/en/game/lore/short-stories/in-the-dark/1 StarCraft Lore: In the Dark] Accessed 2013-05-02.</ref>
Later on, 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.
 
   
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Protoss are natural mind-readers. They must learn to filter the thoughts they read, block and release (which would prevent other protoss from reading their minds).<ref name="SC:DkTempSaga1" /> The ability to block thoughts is compromised by the [[Khala]], which prevents the protoss which follow that philosophy from hiding from each other.<ref name="SC:DkTempSaga2" /> During the [[Aeon of Strife]], Protoss regularly used their mind-screening abilities to ambush each other.<ref name="SC:DkTempSaga1" />
==Physiology==
 
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Protoss can use their psionic abilities to shield themselves, charge their tools and weapons, and to materialize, manipulate or meld matter.<ref name = "KaruneQA26"/> At least some of these abilities can only be used by a small minority of protoss without technological assistance (such as the creation of [[shields]]).<ref name="SC1Man" />
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[[File:Blink SC2 CineProphecy1.jpg|thumb|Zeratul using the powers of the [[Void]] to [[blink]]]]
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Protoss can sometimes access memories and strands of experience from protoss who have died and entered the [[Khala]], but only [[preserver]]s have full access to this knowledge.<ref name = "KaruneQA26"/> Protoss warriors can learn from the spirits of fallen warriors at the [[Templar Archives]].<ref name="SC1Man" />
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The powers of the [[Khala]] and the [[Void]] protect protoss from [[zerg]] infestation.<ref name="KindreganQA12">Blizzard Entertainment. 2013-01-15. [http://us.battle.net//sc2/en/blog/8441646 StarCraft II Creative Development Q&A - Part 12]. ''Blizzard Entertainment''. Accessed 2013-01-15.</ref>
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====Communication====
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Protoss can communicate [[telepath]]ically with each other. They can do so through "speaking," a method that transmits little or no emotional content.<ref name="SC:DkTempSaga1" /><ref name="SC:DkTempSaga2" /> Using their nerve cords they can also communicate in a manner which enables them to sense each other's emotions, a key part of their psionic gestalt, the [[Khala]].<ref name="SC:DkTempSaga1" /> During the [[Aeon of Strife]] this ability had fallen into disuse, but was restored by the mystic [[Khas]]. Protoss who follow the Khala use both methods of communication.<ref name="SC:DkTempSaga2" /> [[Dark Templar]] ritually sever their nerve cords, which prevents the emotional link.<ref name="SC1Man" /> Clamps are placed on these severed nerve cords to prevent energy bleed.<ref name="SC:FrntLn_V3_TA">Zapotek, Ren (w), Noel Rodriguez (p, i). "[[StarCraft: Frontline: Twilight Archon|Twilight Archon]]." In ''[[StarCraft: Frontline: Volume 3]]'' (paperback binding), pp. 132-177. Tokyopop, July 14, 2009. ISBN 978-1427-80832-5.</ref>
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Protoss can create a special kind of mind-meld deep within the Khala, where no one can lie. Protoss performing this kind of mind-meld hold up their hands and face their palms to each other; both palms softly glow. This kind of communication was also possibly held between Executor [[Adun]] and [[Raszagal]], the latter not following the Khala.
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Protoss "speak" a language called [[Khalani]],<ref name="SC:DkTempSaga2" /> communicating through telepathic bursts. The privacy of the conversation is up to those involved on it. Even through communication, pain can be caused via this telepathy via mental spikes.<ref name="SC:ShadXel">Mesta, Gabriel (July 1, 2001). ''[[StarCraft: Shadow of the Xel'Naga]]''. Simon & Schuster (Pocket Star). ISBN 0-671-04149-5.</ref> Terrans exposed to protoss communication often hear nearly meaningless sounds. However, at least some protoss have the ability to "translate" the thoughts into a form which a terran can understand.<ref name="SC:Rev">Metzen, Chris & Samuel Moore (March 29, 1999). "[[StarCraft: Revelations]]." ''Amazing Stories'' 596 (Spring): 20-27.</ref> There is a limit to how far a protoss can communicate through telepathy&mdash;[[psychic booster]]s are used for ship-wide broadcasts, and [[psi-link spire]]s are used for communication across interstellar distances. Protoss are capable of using their telepathic powers to directly interface with terran video communication systems.<ref name="SC:FManual" /> Often [[psi link]]s are outfitted into protoss helmets and gauntlets<ref name="SC:ChildrenVoid">"[[Children of the Void]]." (Oct. 13, 2015). Blizzard Entertainment. [http://us.battle.net/sc2/en/game/lore/short-stories/children-void/1 StarCraft Lore: Children of the Void] Accessed 2015-10-01.</ref> to allow them to communicate over distances and in the mental chaos of battle.<ref name="SC:CarrierStory">Kogge, Michael. "[[Carrier (short story)|Carrier]]." (May 09, 2013). Blizzard Entertainment. [http://us.battle.net/sc2/en/game/lore/short-stories/carrier/1 StarCraft Lore: Carrier] Accessed 2013-05-09.</ref>
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The protoss of the [[Aeon of Strife]] did not understand the concept of non-psionic communication. [[Khas]] effectively (re-)created the concept of reading and writing, a necessity for translating some [[xel'naga]] relics.<ref name="SC:DkTempSaga2" />
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In addition to telepathy, protoss possess a degree of body language used in conveying feelings, intent, etc. For instance, a bob of the head and movement of a protoss' nerve chords is a sign of contempt. Bowing of the head, shaking and/or mottling of the skin is a sign of emotional distress.<ref name="SC:DkTempSaga1" />
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Terran technology is able to detect and interact with long range protoss communication frequencies through use of a [[hyper-waveform emitter]].<ref name="SC:Ens_M2A">''[[StarCraft]]''. Vivendi Games. Mission: [[Enslavers]] bonus campaign, mission 2A: "[[StarCraft Enslavers#Playing with Fire|Playing with Fire]]" (in English). 1998.</ref>
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==Culture==
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{{Quote|If society is defined by how well its members comprehend one another's interests and culture, the protoss manage to eclipse us merely by existing. You call them detached? They connect with each other's emotions instinctively. They share dimensions of understanding as easily as we breathe. We remain so very, very alone. Our relationships are childish by comparison.|[[Jake Ramsey]]|The Art of StarCraft II: Heart of the Swarm}}
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[[Image:Zealot SC1 Art1.jpg|thumb|A [[zealot]] of the [[Khalai]]]]
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Protoss culture is built around core philosophies that have been rigidly adhered to for over a millennium. As such, it is difficult for their society to adapt to changing circumstances.<ref name="SeaProtoss">[http://sea.battle.net/sc2/en/game/race/protoss/ Races: Protoss]. Blizzard Entertainment, accessed on 2010-08-07</ref> The integration of [[Khalai]] and [[Nerazim]] is a case in point in different cultural values.<ref name="SC:FrntLn_V3_TA"/><ref name="SC:DkTempSaga2" />
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Khalai culture has its roots in the [[Aeon of Strife]], the period of chaos following the retreat of the [[xel'naga]]. At the end of the Strife, the protoss were reunited under the precepts of the [[Khala]] ("[[Khalani|Path to Ascension]]") as promoted by the mystic [[Khas]]. The Khala took advantage of the natural psionic communal link and established a caste system.<ref name="SC1Man" /> Protoss can be fanatical when it comes to their religious beliefs.<ref name="SeaProtoss" />
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Not all protoss embraced the Khala. Many outcasts, eventually known as the Nerazim, were later banished from [[Aiur]].<ref name="SC1Man" /> Yet other outcasts, the [[Tal'darim]], use drugs to cut themselves off from the Khala.<ref name = "SC:G:Spectres"/>
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Female protoss rarely attain positions of power, except among the Nerazim. They are rare among the [[Templar Caste]] and were never part of the [[Conclave]]. Many protoss have a prejudice against female terrans, as the only one they've had much contact with was Kerrigan (contrasted to [[Jim Raynor]]).<ref name="SC:DkTempSaga3">Golden, Christie (June 30, 2009). ''[[StarCraft: The Dark Templar Saga: Twilight|StarCraft: The Dark Templar Saga #3: Twilight]]''. Simon & Schuster (Pocket Star). ISBN 978-0-7434-7129-9.</ref> Very young protoss are referred to as "younglings."<ref name="Q&A"/>
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The protoss are considered a "warrior race", although they were not constantly at war. They trained incessantly for combat, however, and prior to the [[Great War]] warred with the [[kalathi]] and "other types" of protoss.<ref name="KindreganQA8">Blizzard Entertainment. 2012-12-10. [http://us.battle.net//sc2/en/blog/8091055 StarCraft II Creative Development Q&A - Part 8]. ''Blizzard Entertainment''. Accessed 2012-12-10.</ref> Protoss have a strict code of justice and honor, and strongly believe in their responsibility to enforce it. They strive for glory in battle.<ref name = "CampaignOverview"/> For the protoss, discipline and advanced technology are the key to success on the battlefield, and dying with honor is preferable to surviving through cowardice.<ref>2017-12-08, [https://starcraft.com/en-us/articles/20961942 Which Race Should I Play?]. ''Blizzard Entertainment'', accessed on 2017-08-12</ref>
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The combination of their technological prowess and arrogance has blinded the protoss (at times) to collateral harm suffered by "lesser species."<ref name="SC2:CinematicStarCraft" /> However. the protoss have always been willing to sacrifice their lives for other members of their species.<ref name="Q&A" /> Protoss revel in the glory of personal combat,<ref name="SC1Man" /> and consider the [[C-14 rifle|ranged weapons]] of terrans to be cowardly.<ref name="ProtossSpotlight" /> Nonetheless, they recognize the necessity of ranged warfare, hence the existence of technology such as the [[photon cannon]].<ref name="SC1Man" />
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Aiur holds great, almost spiritual significance to all protoss.<ref name="Q&A">2012-12-05, [https://www.youtube.com/watch?v=xwJ_e2d9AFI Community Lore Discussion BlizzCon 2015]. ''StarCraft Legacy'', accessed on 2015-12-28</ref>
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The protoss, or at least the Khalai, do not not have a concept of luck, instead seeing "the synchronicity of events," and knowing there is a grander design behind them.<ref name="SC2-LotV StoryRaynor">Blizzard Entertainment. ''[[StarCraft II: Legacy of the Void]]''. (Activision Blizzard). PC. [[Jim Raynor]] (In English). 2015.</ref><ref name="SC2:LotV_SkyShieldDialogue">Blizzard Entertainment. ''[[StarCraft II: Legacy of the Void]]''. (Activision Blizzard). PC. Conversations after: [[StarCraft II: Legacy of the Void campaign quotations/Moebius Corps Missions#Sky Shield|Sky Shield]] (in English). 2015-11-10.</ref>
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Among the [[Nerazim]], family ties are important, but among the [[Khalai]] and [[Tal'darim]], family terms are indirect, and protoss do not form terran-like family units.<ref name="Q&A">2012-12-05, [https://www.youtube.com/watch?v=xwJ_e2d9AFI Community Lore Discussion BlizzCon 2015]. ''StarCraft Legacy'', accessed on 2015-12-28</ref> However many Khalai protoss are aware of their blood family, maintain some ties to them.<ref name="SC:DkTempSaga3">Golden, Christie (June 30, 2009). ''[[StarCraft: The Dark Templar Saga: Twilight|StarCraft: The Dark Templar Saga #3: Twilight]].'' Simon & Schuster (Pocket Star). ISBN 978-0-7434-7129-9.</ref>
   
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===Language===
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.
 
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{{Quote|Oh, good, the protoss...I was hoping to get an indulgent lecture today.|[[Alexei Stukov]]|Heroes of the Storm}}
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Protoss have a mental language, [[Khalani]],<ref name="SC:DkTempSaga2" /> and a written language. These were used by both the [[Khalai]] and the [[Nerazim]].<ref name="SC:DkTempSaga3" /> Khalai can communicate wordlessly due to the properties of the Khala, while Nerazim must voice their words vocally.<ref name = "SC:LensVoid">Todd, Hugh. "“[[Lens of the Void]]”." (April 25, 2013). Blizzard Entertainment. [http://us.battle.net/sc2/en/game/lore/short-stories/lens-of-the-void/1 StarCraft Lore: Lens of the Void] Accessed 2013-04-26.</ref>
   
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===Religion===
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 sensetivites, 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.
 
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{{Quote|Faith before fear.|[[Hierarch]] [[Artanis]]|StarCraft II: Wings of Liberty}}
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[[Image:OverReverent SC1 Cncpt1.jpg|thumb|Protoss reverence]]
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The protoss as a whole once worshiped the xel'naga as gods.<ref name="SC1Man" /> In the present day, various protoss have also referred to the xel'naga as gods,<ref name="SC2_CineProphecy">Blizzard Entertainment. ''[[StarCraft II: Wings of Liberty]]''. (Activision Blizzard). PC. Cinematic: [[The Prophecy (cinematic)|The Prophecy]]. (in English). 2010.</ref><ref name="WoLCut">2014-08-30, [http://sclegacy.com/forums/showthread.php?16072-Unused-HoTS-Story-Elements&p=194947&viewfull=1#post194947 Unused HoTS Story Elements]. ''StarCraft Legacy'', accessed on 2014-08-31</ref> and the [[Tal'darim]] have taken a hardline approach to worship of [[Amon]] and his follower xel'naga as a deities.<ref name="SC2:LotV:StepsoftheRite">Blizzard Entertainment. ''[[StarCraft II: Legacy of the Void]]''. (Activision Blizzard). PC. Mission: ''[[Legacy of the Void]]'', [[Steps of the Rite]] (in English). 2015-11-10.</ref>
   
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====Protoss Heroes====
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.
 
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A number of protoss are highly regarded by both Khalai and Nerazim, and have become associated with honorifics (e.g. "en taro"&mdash;"in honor of"):
   
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* '''[[Khas]]''' &ndash; 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 crystal]]s, 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 the society of the protoss of Aiur, and societal rank (for example, Templar, Judicator) and honor are linked with Khala.<ref name="SC1Man"/>
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.
 
   
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* '''[[Adun]]''' &ndash; 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 [[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 savior to the Dark Templar,<ref name="SC1Man"/> 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.<ref name="SC:DkTempSaga2"/> The phrase "En Taro Adun" is used by the protoss as a formal greeting or farewell, and also serves as a battlecry, while the Dark Templar use "Adun Toridas" in a similar fashion.
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]].
 
   
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* '''[[Tassadar]]''' &ndash; He led the [[Koprulu Expeditionary Force]] during the [[Great War]]. The subsequent reunification of the [[Khalai]] with the [[Dark Templar]] began with his befriending of Zeratul. This alliance allowed the protoss to slay [[cerebrate]]s and the first [[Overmind]]. Tassadar sacrificed himself to kill the Overmind. For his heroic example, he serves as a contemporary example of protoss virtues. Some Templar, notably [[Artanis]], [[Selendis]] and Zeratul have taken to saying "En Taro Tassadar".
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.
 
   
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* '''[[Zeratul]]''' &ndash; A hero of the Great War, Zeratul taught Tassadar how to channel void energies, allowing him to defeat the Overmind. Zeratul's tireless devotion to discovering the meaning behind the hybrid and Amon gave the protoss the edge they needed in the End War. Through the conflict, Artanis took to saying "En Taro Zeratul,"<ref>Blizzard Entertainment. ''[[StarCraft II: Legacy of the Void]]''. (Activision Blizzard). PC. Mission: [[Legacy of the Void]], [[Salvation]] (in English). 2015-11-10.</ref> and in the aftermath of the conflict attributed their victory to Zeratul.<ref name="SC2:LotV_Liberation and Legacy"/>
== Protoss religion ==
 
   
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* '''[[Artanis]]''' &ndash; After serving in the Great War and Brood War, Artanis took over the role of [[Hierarch]] of the Daelaam. When Amon returned and corrupted the Khala, he gathered what few loyal protoss remained, and struck back, bringing the ancient Purifiers and Tal'darim into the Daelaam's fleet. Artanis reclaimed Aiur, and thrust Amon back into the Void, then sending the fleet in to finally strike him down forever. "En Taro Artanis" was shouted as an honorific in the Daelaam's last stand against Amon on Aiur.<ref name="SC2:LotV_Liberation and Legacy" />
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 i.e. 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."
 
   
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==Factions==
=== Religious principles ===
 
  +
[[File:DarkTemplarCivilWar SC2 Art1.jpg|thumb|Protoss conflict]]
* [[Khala]] ("Path of Ascension")
 
  +
The extent to which the protoss have been a unified people has waxed and waned over time. Originally tribal based, the protoss settled under centralized rule with the coming of the xel'naga, only to revert to tribalism in the [[Aeon of Strife]], only to once again be unified after thousands of years. Under the Khala, the [[Khalai]] formed the caste-based [[Protoss Empire]] while those who refused to submit became the outcast [[Nerazim]].<ref name="SC1Man" />
* Dae'Uhl ("Great Stewardship")
 
   
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In the aftermath of the {{link|Brood War|conflict}}, both lines of protoss were united under the [[Daelaam]].<ref name="SC:Colossus">Watrous, Valerie. "[[Colossus (short story)|Colossus]]." (Apr. 07, 2011). Blizzard Entertainment. [http://us.battle.net/sc2/en/game/lore/short-stories/colossus/9 StarCraft Lore: Colossus] Accessed 2011-04-11.</ref> However, internal tension once again led to tribalism<ref name="LoreVid">Metzen, Chris; Chambers, Andy; StarCraft Legacy staff. 2009-04-03. [http://sclegacy.com/feature/22-bc07/288-blizzcon-2007-starcraft-lore-panel BlizzCon 2007 StarCraft Lore Panel Editorial]. ''StarCraft Legacy.'' Accessed 2009-05-18.</ref> and their civilization fractured.<ref name="Leg4">"What we're talking about for the Protoss campaign is -- y'know, the Protoss are a shattered civilization, right. They've been beaten and pummeled by the brutality of the StarCraft universe for years and years and years now, and we might bring into the campaign something even worse happens to them, and they ultimately just fracture into all these different factions. And so you are working as one of the Protoss Heroes trying to re-unite the Protoss before annihilation." Dustin Browder ''et al.'' 2009-09-04. [http://www.youtube.com/watch?v=61P0UBqRNQo BlizzCon 2009 StarCraft 2 Fansite Q&A - Part 4/5]. ''Youtube.'' Accessed 2009-10-07.</ref> In the aftermath of the [[End War]], the Daelaam united the remaining tribes, and reclaimed Aiur as the homeland for all protoss.<ref name="SC2:LotV_Liberation and Legacy">Blizzard Entertainment. ''[[StarCraft II: Legacy of the Void]].'' (Activision Blizzard). PC. Cinematic: [[Liberation and Legacy]]. (in English). 2015.</ref>
=== Religious figures in Protoss society ===
 
* '''[[Khas]]''' &mdash; 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 Crystal]]s, 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.
 
   
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The [[Tal'darim]] are a branch of protoss that were taken from Aiur during the departure of the xel'naga, and serve as a separate culture from the Khalai and the Nerazim, unconnected to the Khala.<ref name="SC2-LotV_StoryRohana">Blizzard Entertainment. ''[[StarCraft II: Legacy of the Void]].'' (Activision Blizzard). PC. [[Rohana]] (in English). 2015.</ref> They are warlike, and before his fall served Amon with a fanatical devotion, using [[terrazine]] to become closer to him.<ref name="SC2:LotV:StepsoftheRite" />
* '''[[Adun]]''' &mdash; 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.
 
   
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While not true protoss, the [[Purifier]]s were templar designed by the protoss who rebelled over not being treated as true templar. During the End War, they were absorbed back into protoss society with the promise of equal treatment to true protoss.<ref name="SC2:LotV:Purification">Blizzard Entertainment. ''[[StarCraft II: Legacy of the Void]]''. (Activision Blizzard). PC. Mission: ''[[Legacy of the Void]]'', [[Purification (mission)|Purification]] (in English). 2015-11-10.</ref>
* '''[[Tassadar]]''' &mdash; 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".
 
   
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The [[Ihan-rii (protoss)|Ihan-rii]] are a fanatical branch of protoss that isolated themselves from their kin millennia ago to worship the [[xel'naga]]. They use a powerful stone for their technology, and largely remain on the fringes of the sector, passively observing.<ref name="Collections">Blizzard Entertainment. ''[[StarCraft II: Legacy of the Void]].'' Collections Tab: Skins. July 19, 2017</ref>
== Heroes and other notable Protoss ==
 
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{{Protoss Tribes}}
* ''[[Aldaris]]''
 
* ''[[Artanis]]''
 
* ''Eredas''
 
* ''[[Fenix]]''
 
* ''[[Matriarch Raszagal]]''
 
* ''[[Mojo (StarCraft)|Mojo]]''
 
* ''[[Taldarin]]''
 
* ''[[Tassadar]]''
 
* ''[[Ulrejaz]]''
 
* ''[[Zeratul]]''
 
   
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==Technology==
== Gameplay attributes ==
 
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{{Quote|Sophisticated psionic biology. Gilded technology that defies the laws of space and time. If the Protoss are arrogant, as their detractors claim, can you blame them? They were cruising the galaxy in golden superships when humans were still digging in the dirt for grubs.||url=https://starcraft.com/en-us/articles/20898713}}
*High cost per unit produced
 
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:''Main articles: [[:Category: Protoss Technology|Protoss Technology Listing]]''
*High unit power
 
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[[File:Dragoon SC1 Art2.jpg|thumb|A [[dragoon]]&mdash;an example of protoss cybernetic technology]]
*High supply consumption per unit
 
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The protoss are the most technologically advanced race in the [[Milky Way|galaxy]].<ref name="SC2:CinematicStarCraft">Brooks, Robert. ''[[The Cinematic Art of StarCraft]]'' (hardcover). Blizzard Entertainment, October 18, 2018.</ref> Their technology is a blend of psionics and mundane technology<ref name = "KaruneQA26"/> and has shown itself to be far more advanced than many other species of [[Milky Way|the galaxy]], including humanity,<ref name="SC1Man" /> which was "digging in the dirt for grubs" by the time the protoss had achieved interstellar travel.<ref name="ProtossSpotlight">2017-07-07, [https://starcraft.com/en-us/articles/20898713 Unit Spotlight: Protoss]. ''Blizzard Entertainment'', accessed on 2017-07-08</ref> They have been referred to as "the most technologically advanced race in the universe,"<ref name="CampaignOverview"/> and their warriors are "the best trained in the galaxy."<ref>Rob Zacny. 2014-11-08. [http://www.pcgamesn.com/starcraft-ii/how-starcraft-2-legacy-of-the-void-makes-your-protoss-fantasies-come-true How Starcraft 2: Legacy of the Void makes your Protoss fantasies come true]. ''PC Games N.'' Accessed 2014-11-11.</ref> Despite their technological advantage, the protoss constantly strive to enhance their weapons and armor.<ref name="SC1Man"/> Their weaponry is energy-based.<ref name="SC2:Art:WoL">Toyama, Kevin. ''[[The Art of StarCraft II: Wings of Liberty]]'' (hardcover). Insight Editions, July 27, 2010.</ref>
*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.
 
   
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Some protoss technology requires [[vespene gas]] as a catalyst.<ref name="SC1Man" /> Protoss utilize [[cybernetic]] technology to save lives, and bolster their warriors' prowess.<ref name = "ZealotScience"/> This technology is so advanced when compared to that of terrans that to some terran [[scientist]]s, classifying it as "technology" at all seems inadequate, as protoss have displayed a cognitive, almost spiritual bond with their cybernetic machines.<ref name="SC:FManual" />
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.
 
   
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Protoss metals was particularly durable, not decaying or eroding even after hundreds of years of neglect. Even battlefield scraps of protoss metal can maintain their undiminished shine without signs of pitting, scarring, or scorching.<ref name="SC:InTheDark">Gerrold, David. "“[[In the Dark]]”." (May 2, 2013). Blizzard Entertainment. [http://us.battle.net/sc2/en/game/lore/short-stories/in-the-dark/1 StarCraft Lore: In the Dark] Accessed 2013-05-02.</ref>
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 sustained when their shields have been depleted.
 
   
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Battlefield communications between protoss are efficient.<ref name="SC:LensVoid" /> The use of energy for defensive purposes is a standard protoss practice.<ref name = "ImmortalScience">2014-11-20, [http://us.battle.net/sc2/en/game/unit/immortal#science Immortal Science]. ''Blizzard Entertainment'', accessed on 2014-11-21</ref>
*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)
 
   
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[[File:ArtanisZealot SC2-LotV Art1.jpg|thumb|left|Protoss warriors being teleported]]
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.
 
  +
Protoss armor contains [[teleportation]] technology which whisks the warrior away to safety when they are injured to the point of death.<ref name="KaruneQA26" /> Injured and crippled protoss can be transformed into cybernetic warriors.
   
  +
Due to their low population, the protoss frequently use robots in their military.<ref name="SC1Man" /> Due to their diminished population, the protoss are in a position of not being able to waste resources.<ref name = "VoidScience"/>
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.
 
   
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Protoss pilots are an integral part of their ship, and using it drains their energies.<ref name="SC:DkTempSaga3" /> Protoss aerospace craft utilize [[anti-gravity]] technology to keep them airborne when operating within a planet's atmosphere.<ref name="CommunityCorner"/>
The Protoss's major downfall is their high cost; a Protoss player without a strong economy is essentially doomed, and it is a small economic disaster if they lose even one unit (as opposed to, say, the Zerg, who throw away their soldiers with impunity). 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.
 
   
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[[File:Colossus SC2 Cncpt1.jpg|thumb|The [[colossus]]&mdash;an automated protoss war construct]]
== Units ==
 
  +
The protoss developed powerful crystal technology and incredibly powerful weapons of war, such as the [[colossus]] and the [[mothership]], and could develop more powerful technology if they wished.<ref name="KindraganQA7">Blizzard Entertainment. 2012-12-03. [http://us.battle.net//sc2/en/blog/7994699 StarCraft II Creative Development Q&A - Part 7]. ''Blizzard Entertainment''. Accessed 2012-12-03.</ref> The protoss limit their use of technology, as they are frightened of what they could do with it<ref name="KindreganQA6">Blizzard Entertainment. 2012-11-26. [http://us.battle.net//sc2/en/blog/7922536 StarCraft II Creative Development Q&A - Part 6]. ''Blizzard Entertainment''. Accessed 2012-11-26.</ref> and feel they have perfected a slow but steady and methodical system of technological development.<ref name="KindreganQA11">Blizzard Entertainment. 2013-01-07. [http://us.battle.net//sc2/en/blog/8226555 StarCraft II Creative Development Q&A - Part 11]. ''Blizzard Entertainment''. Accessed 2013-01-07.</ref> The longevity of protoss history has allowed them to develop incredible weapons of war over the course of it.<ref name="CampaignOverview" />
=== Land units ===
 
*'''Probe''' &mdash; 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 manueverable and can take up small spaces. Attack power is not upgraded.
 
*'''Zealot''' &mdash; 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]]''' &mdash; ranged attack ground unit that deals moderate damage that is most effective against large targets. Dragoons are especially vulnerable to Zerg players, as the Spawn Broodling special ability and swarms of zerglings can take them out easily. The dragoon can be upgraded for longer range. It also has the capability to attack air units.
 
*'''[[Reaver]]''' &mdash; 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. 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 capacity and 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]]''' &mdash; primary caster. High Templars cannot attack and are rather slow and weak. However, their special abilities make them powerful support units.
 
**''Hallucination'' &mdash; Creates two copies of a target unit. Enemies cannot distinguish hallucinations from real units directly. However, hallucinations do no damage when they attack, cannot use special abilities, and take double damage. Hallucinations disappear if they are "killed" or once their energy runs out. This can be used for decoys or for intimidation. Hallucinations also immediately disappear when special abilities (target specific or area effect such as Stasis Field or EMP) hit them for some sort of effect or damage, even when the units are at full health. Must be researched at the Templar Archives.
 
**''[[Psionic storm|Psionic Storm]]'' &mdash; 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. This is extremely effective against slow-moving units like the Reaver or Siege Tank or against large groups of small units like Zerglings. Psionic Storm does not stack; that is, multiple storms cast over the same area at the same time do not combine effects. Must be researched at the Templar Archives. Psionic Storm has, since Starcraft's initial release, been downgraded in power several times via patches to the game.
 
**''Archon Warp'' &mdash; 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]]''' &mdash; 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, and are almost unaffected by Plague (it lowers their HP to 1 without damaging their shields).
 
*'''[[Dark Templar]]''' &mdash; 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 an extremely effective harassment and assault unit. ([[StarCraft: Brood War]] only)
 
*'''[[Dark Archon]]''' &mdash; 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 energy. 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 not always cost-effective. 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 (this may even be used on [[battlecruiser (StarCraft)|Battlecruisers]] because they use energy to power the Yamato Cannon). The damage dealt by Feedback in pure hit points is equal to two times the amount of energy the target unit had when Feedback was cast upon it. ([[StarCraft: Brood War]] only)
 
   
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Despite the [[Fall of Aiur]], the protoss can still produce starships on other planets, and they have also inventories of them in many places.<ref name = "KindreganQA6"/>
=== Air units===
 
*'''Shuttle''' &mdash; 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.)
 
*'''Scout''' &mdash; 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. However, scouts can be quickly dispatched if they are hit with EMP. Scouts are ineffective against ground units, but can make good harassers.
 
[[Image:chausara.jpg|frame|right|Protoss Scouts bombing Chau Sara]]
 
*'''Arbiter''' &mdash; 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]]''' &mdash; 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, comparable with the Terran Siege Tank and the Zerg Guardian. Carriers are most vulnerable to the Zerg Scourge and Devourers as well as Protoss Scouts that are properly defended. They are one of the most powerful units in the game, but can be taken down easily by a skilled player if not defended properly.
 
*'''Observer''' &mdash; 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''' &mdash; caster and light fighter with a rapid-fire low damage splash attack usable against air targets only. 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.
 
   
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{{AmbigCanon|StarCraft II: Wings of Liberty}}
==Buildings==
 
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Protoss excel in energy manipulation. [[Arcthium gem]]s are key to their technology.<ref name="WoLCut"/>
   
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==Gameplay==
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 an completed pylon required for operation will cease all operations, including upgrades, unit training, magic point restoration, and attack.
 
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===StarCraft===
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* [[:Category:StarCraft protoss gameplay|Gameplay]]
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* [[:Category:StarCraft protoss strategy|Strategy]]
  +
* [[:Category:StarCraft Protoss units|Units]]
  +
* [[:Category:StarCraft Protoss buildings|Buildings]]
   
=== Basic buildings===
+
===StarCraft: Ghost===
  +
* [[:Category: StarCraft: Ghost Protoss units|Units]]
* '''Nexus''' &mdash; provides 9 Psi, resource depot, starting point of technology tree, produces Probes
 
* '''Assimilator''' &mdash; collects [[Vespene gas]]
 
* '''Pylon''' &mdash; creates 8 Psi each, powers buildings
 
* '''Gateway''' &mdash; summons infantry units
 
* '''Forge''' &mdash; upgrades ground weapons and armour, as well as plasma shields which applies to all units and buildings
 
* '''Shield Battery''' &mdash; rapidly recharges shields at the cost of 1 energy per 2 shield point
 
* '''Cybernetics Core''' &mdash; upgrades [[Protoss Dragoon]]s range and spacecraft weapons and armour
 
* '''Photon Cannon''' &mdash; all-purpose detector defensive structure
 
   
  +
===StarCraft II===
=== Advanced buildings ===
 
  +
* [[:Category:StarCraft II protoss gameplay|Gameplay]]
* '''Robotics Facility''' &mdash; Used to warp in the Protoss robotic units
 
  +
* [[:Category:StarCraft II protoss strategy|Strategy]]
* '''Stargate''' &mdash; Used to warp in the Protoss air units
 
  +
* [[:Category:StarCraft II Protoss units|Units]]
* '''Citadel of Adun''' &mdash; Required for the Templar Archives, and contains a Zealot movement upgrade
 
  +
* [[:Category:StarCraft II Protoss buildings|Buildings]]
* '''Robotics Support Bay''' &mdash; Required for the Reaver, and contains upgrades for the Shuttle and Reaver
 
* '''Fleet Beacon''' &mdash; Required for Carriers, and contains upgrades for the Carrier, Scout, and Corsair
 
* '''Templar Archives''' &mdash; 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''' &mdash; Required for, and upgrades the Observer
 
* '''Arbiter Tribunal''' &mdash; Required for, and upgrades the Arbiter
 
   
==Strategy==
+
==Notes==
  +
[[File:Zealot SC1 Cncpt1.jpg|thumb|Early protoss concept art]]
There are many different strategies for Protoss, highly dependent on the stage of the game:
 
  +
*'''Protoss''' comes from the Greek "πρώτος" meaning "first." This name is possibly given because the protoss were the first semi-successful [[xel'naga]] creation, bearing the name "Firstborn."<ref name="SC1Man" />
   
  +
*In StarCraft online culture, the protoss are often referred to simply as '''Toss''' (or '''P''' or '''Pro''' or '''PTo''' by some Korean players); amongst more experienced players, it's usually abbreviated to simply '''P'''.
===Opening Strategies===
 
   
  +
*The protoss bear similarities in their "look and feel" with the [[w:c:warcraft:Draenei|draenei]] of [[Blizzard Entertainment]]'s ''[[Warcraft]]'' universe.
*'''Zealot rush''' &mdash; during the initial stage of the game (1 min or so into the game), rush into the enemy's base with at least 4 Zealots. If your forces have an obvious superiority over the enemy, destroy their base as a whole. If not, try disrupting their mining operation as much as possible to cripple your enemies' abilities to retaliate in the long run. This is often done by setting the zealots to move straight to the resource collection area to attack the resource gatherers, after running by and typically taking nominal damage from enemy forces concentrated in a front area of the base. A common mistake of amateurs is to try to run the zealots through in attack-response mode, so that any engagement by a frontal defense at the base distracts the zealots into battling the defending units, leaving the resource gatherers to continue their work unimpeded.
 
   
  +
*All protoss names undergo careful consideration, as Blizzard has very strict guidelines as to how a protoss name should and should not look like. This is linked to a real-world dictionary of [[Khalani]] being maintained.<ref>2009-09-08, [http://www.blizzplanet.com/blog/comments/blizzplanet_live_chat_with_tokyopop_starcraft_frontline_vol._4/ Blizzplanet Live Chat with Tokyopop: Starcraft: Frontline Vol. 4]. ''Blizzplanet'', accessed on 2009-10-10</ref>
*'''Dark Templar rush''' &mdash; This tactic involves a rush of Dark Templar, typically 1-3 for an early game edge. Works very well against Terran; also works very well against Protoss if the enemy does not yet have any cannons, though even a single cannon, allowing other combat troops to attack, often effectively neutralizes a dark templar rush; and is not likely be successful against the Zerg. This strategy is high-risk because it requires the user to ignore defense and early game units, and tech straight towards Dark Templars, if there is to be a realistic chance of catching a Protoss or Terran opponent before they have detection capabilities. Because of this, the dark templar rush, like other high-risk opening strategies, is only safely done by coordinating with at least one teammate who agrees to pursue a more fundamental opening strategy of high-volume, low-tech troop production sufficient to defend both bases. Otherwise, any competent opponent who manages to deflect the dark templar rush and find your base quickly should have a decisive advantage. Dark Templar are permanently cloaked and deal a high amount of damage. Just a couple of these can easily wipe out an entire mineral line or take out a single Turret or Comsat Station to further avoid detection without loss.
 
   
  +
*In the 2013&ndash;2018 period, the protoss article was the sixth most visited page on the wiki, narrowly edging out the zerg (which took the #8 spot). This makes the protoss the most visited playable race page, though the visitation level was below that of the xel'naga (which took the #4 spot).<ref>2018-03-30, [http://fandom.wikia.com/articles/starcraft-anniversary-sarah-kerrigan 'Starcraft' 20th Anniversary: What Fans Are Most Interested In]. ''Wikia'', accessed on 2018-04-01</ref>
*'''Early cannon rush''' &mdash; This strategy takes a lot of speed and luck. In some Starcraft maps, such as the popular Big Game Hunters, the mineral fields of certain starting positions contain a pocketed area behind the mineral field with a single tiny entrance, small enough that a Probe may seal itself in by constructing a Pylon at the entrance of the pocket. It may then warp in one or two Photon Cannons as a Forge is completed back at the base. The cannons' positions make them impossible to reach without first destroying the Pylon, which has a combined total of 600 points in shields and structure. This usually occurs in the first three minutes of the game, so the aggressor is almost always left completely defenseless at home. Most of the time, however, the defender has not had enough time to set up proper unit production, and if the cannons are warped in without the Pylon being destroyed quickly, the nexus of the defender is at risk of being destroyed, which may prevent the player from mining any more minerals (if they do not have the 400 minerals required for a second Nexus), essentially taking them permanently out of the game. Counters to this include the construction of Sunken Colonies or Bunkers near the mining areas.
 
   
  +
===Development===
*'''Standard cannon rush''' &mdash; This tactic involves building Photon Cannons just near the enemy's base, so that (if properly positioned) they can attack the foe's soldiers and factories. Because the Zerg factory is its Hive, this tactic doesn't work on them (the Creep also gets in the way), but against Terrans or the Protoss itself, just two or three properly-positioned Photon Cannons will end the game, destroying factories and allowing you to build ''another'' row of cannons with which to further advance. Zerg cannot use this tactic, as their defensive structures require Creep; Terrans can, but 100-mineral Bunkers are useless without another 200 minerals' worth of Marines, whereas with only 250 minerals (100 for the Pylon and 150 for the cannon) the Protoss are ready to go. Finally, do not attempt this tactic unless your teammates are willing to defend your base, which will be essentially unprotected.
 
  +
*The protoss were the second race developed for ''StarCraft'', developed alongside the zerg after the terrans were fleshed out.<ref name="SC2:CinematicStarCraft"/>
   
  +
*Most of the protoss unit lines were provided by [[Glenn Stafford]].<ref name="RockRoll">2017-04-27, [https://starcraft.com/en-us/articles/20719767 Rock and Roll Days of StarCraft: a Development Retrospective]. ''Blizzard Entertainment'', accessed on 2017-04-29</ref>
===Second Round / Post-Opening Strategies===
 
   
  +
*How the protoss think and feel were mostly taken from [[Christie Golden]]'s take on them in ''[[The Dark Templar Saga]]''.<ref name="Q&A">2012-12-05, [https://www.youtube.com/watch?v=xwJ_e2d9AFI Community Lore Discussion BlizzCon 2015]. ''StarCraft Legacy'', accessed on 2015-12-28</ref>
*'''Dragoon charge''' &mdash; Similar to the Zealot rush, but requiring more time, a group of 4-12 Dragoons can wreak havoc in the early-middle stages of a game. In addition to the Zealot strategies, the long (upgraded) range of Dragoons often enables them to hit key targets with impunity, especially if the enemy is overly reliant on static defense. This is particularly useful versus Terran, if the opponent's Refinery can be taken out before Siege Tank production starts. Counters to this include the [[Terran_%28StarCraft%29#Strategies|wall-in]], strategic Bunker placement, Stimpacks, and U-238 Shells.
 
   
  +
*It was decided that the protoss would not be savage, but "primal and powerful." They were loosely based on the stereotypical [https://en.wikipedia.org/wiki/Grey_alien grey aliens] of science fiction, only the protoss would be much taller, and much more muscular.<ref name="RockRoll"/> This race would have advanced technology and mysterious motives. The [[zealot]] acted as the baseline protoss unit, being "a non-wimpy grey alien wearing ornate power armor and wielding a wicked set of blades." Protoss units further up the tech tree were free to deviate from this norm.<ref name="EvolutionComplete">2018-04-03, [https://starcraft2.com/en-us/news/21509420 EVOLUTION COMPLETE: REIMAGINING CLASSIC STARCRAFT UNITS FOR STARCRAFT II]. ''Blizzard Entertainment'', accessed on 2018-03-07</ref>
*'''Mass zealots''' &mdash; A surprisingly effective maneuver that maximizes the ease and simple power of persisting with a lower-tech approach, this strategy focuses on simply accumulating a large number of gateways and pumping out more and more zealots - although crucial mid-tech advantages to be sought with this strategy are the zealot speed upgrade, available from the Citadel of Adun, and Forge upgrades, particularly for ground unit attack. Some complementary dragoons may be mixed into the zealot hordes, or better yet, this strategy is coordinated with a teammate who focuses on complementary units, such as dragoons, marines, mutalisks, reavers, or even high templars; corsairs are a particularly effective complement. But even if the zealots must bear the brunt of air-to-ground attacks with no anti-air, their sheer numbers make it difficult for an enemy to cut their numbers quickly (unless a splash or area attach is used), and the mass zealots can often inflict serious damage before they can all be taken down; and the robust simplicity of this approach means that by this point, you have probably had plenty of time to produce another wave of zealots, and potential complementary units. This approach is not without its limits, however; a vast field of sunken colonies infested with low-tech zerg units is likely to be able to repel mass zealot attacks indefinitely.
 
   
===Mid-Game Strategies===
+
====Art Style====
  +
{{Quote|We made ours eight or nine feet tall instead of the skimpy pre-pubescent gray aliens with no muscle tone. Our Protoss have giant golden armor they have to support. Those little guys couldn’t do it, you know?|[[Samwise Didier]]|url=https://starcraft.com/en-us/articles/20719767}}
  +
[[File:ProtossInsect Art SC1Art.jpg|thumb|Early insectoid concept art for the protoss]]
  +
*The [[dragoon (StarCraft)|dragoon]] served as the initial basis for the protoss. The idea was that the protoss would be a robotic race, with the protoss having units that resembled robotic duplicates of animals. However, it was found that the yellow and orange metal of the dragoon was too limiting as a color palette for the entire protoss race. The protoss were later developed into an organic species, though autonomous robotic units remained part of their tech tree.<ref name="20Retrospective">2018-12-02, [https://au.ign.com/articles/2018/12/03/20-years-of-starcraft-an-ign-retrospective 20 YEARS OF STARCRAFT: AN IGN RETROSPECTIVE]. ''IGN'', accessed on 2018-12-03</ref>
   
  +
*Because the protoss are not as numerous as the terrans and zerg, even their most basic units are designed to look as though they're able to fight against impossible odds.<ref name="SC2:Art:WoL" />
*'''Reaver Drop''' &mdash; This requires a substantial investment in tech, up to the Robotics Facility and Robotics Support Bay, which can't realistically be done without dividing one's focus on more standard base defense; but once prepared, if the enemy has not developed comprehensive defenses, can still wreak havoc, even with a small-scale expedition. At least one shuttle and typically at least two reavers are produced; as soon as the reavers are ready, scarab production is begun, the reavers are set on a control group and loaded into the shuttle(s). A safe route has preferably been scouted out, along which the shuttles are flown, away from the attention of any enemy forces, around to the back of an enemy base; the reavers are then dropped on the enemy base, typically beginning near the production pile, behind the minerals or even between the minerals and base, directly among the resource gatherers. Additional scarab production is begun as soon as the reavers are out. The reavers fire their scarabs at the resource gatherers, which are typically tightly congregated and particularly vulnerable to the scarabs' splash damage. A dramatic number of the resource gatherers can be wiped out in a surprisingly short time in this manner, crippling the enemy's economy. The inexperienced often have their defensive forces heavily concentrated in a forward position in anticipation of a land attack, although this becomes less typical as the game advances. The enemy then tries to summon the defending combat units back from the forward position to the production pile area. Even then, however, it is often surprisingly effective to load the reavers back onto their shuttles (giving the command to the reaver control group, rather than the shuttle, for a speedier upload), fly the shuttle to the opposite rear corner of the base, and unload them again; any ground units that have been gathered toward the reavers' original location have to traverse the typically very densely packed central base to approach the reavers again. Because of the reaver's significant investment, it is also often worthwhile to pack up the reavers and fly them off in retreat if they sustain significant damage, rather than let them fight to the death, then use them again a moment later when their shields have restored (and hopefully, scarab upgrades and ground armor/shield upgrades have been completed).
 
** A reaver drop can be effectively defended against by providing defensive capabilities surrounding all sides of a base, and maintained in close proximity to the production pile itself, so an airborne attack force will not be clear of the defenses upon penetrating to the core of the base. Photon cannons or sunken colonies placed in immediate proximity to the mineral pile is often an effective defense.
 
** A reaver drop can be paired with complementary units, at the expense of additional time and production prior to deploying the reaver drop expedition. Zealots, dragoons, and dark templars are all useful in helping defend the reaver while it provides the brunt of offense, particularly by keeping them close to the reavers. Keeping the reavers well-positioned is also very important; they can be fairly idiotic if left to move around on their own; often it works well to keep them stopped in a particular spot and just let the scarabs fly. An observer is often an indispensible companion for the reavers. High templars can be very effective when dropped together with reavers, although this operation requires an intense level of rapid micromanagement. Corsairs are a favorite pairing with a reaverdrop; not only can they help keep the skies clear above the reavers, and defend the shuttles in flight, but their disruption webs and the reavers' scarabs are a perfect complement for a devastating attack. This is particularly true when facing siege tanks, one of the reaver's deadliest foes, but which suffers horribly under the influence of both a disruption web and an angry reaver.
 
** The reaver drop was popularized in tournament games in 1998 by the player known on Battle.net as Zileas, then an underclassman at [[Massachusetts Institute of Technology|MIT]], whose quickness with coordinating the reavers and shuttles were described as "like a shuttle that fires scarabs".
 
   
  +
*Alongside the terrans and zerg, the protoss aesthetic in ''StarCraft'' was decided early on, that their structures would be elegant and rounded.<ref name="RockRoll" /> The protoss's armor, buildings, and units followed the ethos set by the zealot, of all being aesthetically pleasing to the eye.<ref name="IGN20"/> For their structures, blue crystals and stone architecture were utilized to establish a sense of contrast.<ref name="20Retrospective" /> Silver and gold are prominent throughout all protoss units to underscore their lineage and ancient culture, silver and gold being chosen due to their nature as "noble colors."<ref name="SC2:Art:WoL" />
===Defense Strategies===
 
   
  +
[[File:Zealot SC2-LotV Art1.jpg|thumb|The protoss ''StarCraft II'' style]]
*'''Photon Cannon Placement''' &mdash; A common error of amateurs is to rely too heavily on photon cannons; to place too many of them close together in "cannon farms"; and to concentrate them in bottlenecks of anticipated attacks. The opponent's solution to any or all of these tendencies is likely to involve the investment needed to launch either an airborne attack that bypasses the cannon farms, or develop an antidote to the cannons, such as guardians, who are probably the cannons' worst enemy. Either way, your heavy investment in stationary artillery is neutralized, and the enemy's superior investment in mobile units is likely to pay off. Instead, cannons should be scattered in front passageways and bottlenecks in small numbers, and scattered judiciously around one's production pile, perimeters, and other assets, leaving the bulk of resources available for units they can complement. A good guide is to keep cannons just far apart and scattered widely enough that their range of cloak detection covers the broadest possible area.
 
  +
*For ''[[StarCraft II]]'', the protoss underwent an aesthetics redesign, with more flowing shapes, less geometric angles. and a more organic feel.<ref>2010-2011, [http://phillgonzo.deviantart.com/art/Starcraft-2-Protoss-Scout-186565878?q=gallery%3Aphillgonzo%2F11039907&amp;qo=13 Starcraft 2: Protoss Scout]. ''Deviantart'', accessed on 2011-02-14</ref> This was part of an unofficial [[retcon]] on Blizzard's part, an idea that protoss structures in ''StarCraft II'' had always looked the way they appeared in the game.<ref>2011, [http://browse.deviantart.com/?q=gallery:phillgonzo/11039907&order=9&offset=0#/d39i9xi SC2: Protoss Robotics Facility]. ''Deviantart'', accessed on 2011-02-28</ref> The protoss appear more "bulked up," but this wasn't a conscious decision, but more the result of using 3D models rather than sprites.<ref>2016-11-12, [https://www.youtube.com/watch?v=pAF_dbjczic BlizzCon 2016: StarCraft Interview with Allen Dilling]. ''YouTube'', accessed on 2016-11-16</ref> Early styles bore resemblance to that of the [http://www.wowpedia.org/Blood_elf blood elves] of ''[[Warcraft]]'' due to their flashy engravings, but this art style was abandoned.<ref>2011, [http://phillgonzo.deviantart.com/gallery/#/d39i9te SC2: Protoss Stargate]. ''Deviantart'', accessed on 2011-03-20</ref>
   
  +
====Story Development====
*'''High Templars On the Home Front''' &mdash; Keeping several high templars close in around one's base often proves an invaluable component of homeland defense, particularly in combination with photon cannons and dragoons, for example. Having high templars that can get just within range of a bottleneck the enemy is trying to pass through, in a tightly packed crowd, can have brutal effects on the would-be attackers. Keeping a few high templars wandering around the core and back areas of the base can provide an immediate and effective counterattack against an aerial invasion. If an invasion is still going strong when the high templars run out of energy, it is often worthwhile to merge them into archons as soon as they can't produce any more storm. Waiting for them to power back up again while an enemy is actively advancing is typically just a recipe for letting the templars die uselessly; the archon meld, while it also takes some time, has a really high shield strength, and is likely to be able to finish into a substantial new combatant in time to contribute effectively. As a bonus, the archons look and sound the coolest of any unit in the game.
 
  +
[[File:Zealot SC2-LotV Art3.jpg|thumb|250px|"Space samurai"]]
  +
*Blizzard refers to the protoss as their "space samurai," or "space paladins."<ref name="CampaignOverview" /> This idea stems back to their development in the original game.<ref name="IGN20" /> In Blizzard's mind, the protoss are defined by the following traits:
  +
**Ancient, noble race.
  +
**The Khala.
  +
**High tech.
  +
**Small numbers.<ref name="CampaignOverview" />
   
  +
*In very early drafts of the universe of ''StarCraft'', the protoss were designed to be more insectoid, giving them more similatrity to the zerg. The idea was changed later, but some design decisions, including their head plates, use of blades as weapons, and their psychic connection of the [[Khala]] were holdovers from the idea of connecting the two races. While not specified as being intentional or a coincidence, the zerg and protoss did end up being connected through their shared history with the xel'naga.<ref name="IGN20">IGN. 2018-03-30. [http://www.ign.com/articles/2018/03/30/celebrating-20-years-of-starcraft-an-interview-with-starcrafts-creators Celebrating 20 Years of Starcraft: An Interview with Starcraft's Creators] ''IGN.com''. Accessed 2018-03-30.</ref>
*'''Defensive Reavers''' &mdash; A few reavers buried deep behind the zealots, goons and cannons forming the front and secondary lines of your defenses, plopping scarabs way out in front to shower splash damage on tightly bunched invaders, can be very difficult for the enemy to come up with any effective counter for.
 
   
  +
*While the terrans and zerg had different backstories in the first pitch for ''[[StarCraft]]'', the protoss appear to be much like their counterparts from the end-game.<ref>2007-06-24, [http://www.youtube.com/watch?v=j4G566MKLEE Starcraft Teaser (1995)]. ''YouTube'', accessed on 2013-02-06</ref> In this version they were more willing to take direct action against terrans however, as demonstrated by the original [[Tau Ceti]] backstory.<ref name="Beta">[http://web.archive.org/web/19961030103547/blizzard.com/star/star.htm Beta]. Accessed on 2008-01-26</ref>
*'''Defensive Carriers''' &mdash; Carriers are an exciting late-game unit for attack, though they are typically not the most effective option. For defense, however, they can be parked right above a shield battery or two; while the shield batteries are typically not very useful, and always require micromanagement, their use is maximized the larger the investment and power is concentrated in a single unit. Shield batteries and carriers that can be parked above them, thereby filling a defensive role, are more useful together than either one could be in any other context. With the interceptors complementing other units and cannon fire against an invasion force, and a carrier not only tucked unmoving behind and above the bulk of the defense and with repeatedly recharging shields to boot, the defensive carriers can turn into an almost invincible protector of the base.
 
   
  +
*A challenge for writing protoss is that they do not possess the same kind or amount of body language as humans. The writers of ''[[Legacy of the Void]]'' watched episodes of ''[http://en.wikipedia.org/wiki/ER_%28TV_series%29 ER]'', for as it per its nature as a medical drama, the characters' faces are often covered bar their eyes. Eye movement was studied in regards to how it could apply to protoss characters, as their eyes are their main conveyors of emotion. While the protoss are intended to be "unknowable" (in regards to humans/terrans), it was also intended that elements of humanity still shine through.<ref name="CommunityCorner">2014-12-01, [https://www.youtube.com/watch?v=hO2v7KDaZ3A BlizzCon 2014 LotV Lore Community Corner Discussion with James Waugh]. ''YouTube'', accessed on 2015-04-03</ref>
==External links==
 
*[http://www.battle.net/scc/protoss/ Battle.Net: Protoss]
 
*[http://www.battle.net/scc/OS/0798.shtml War shortly before the Exile] - provides information about the Dark Templar exile
 
   
  +
==References==
  +
{{Ref|scroll=x|col=2}}
  +
[[es:Protoss]]
  +
[[Category:Protoss| Lists]]
 
[[Category:Races]]
 
[[Category:Races]]
[[Category:Protoss]]
 

Revision as of 22:38, 6 January 2020

"We are the protoss. Children of ancient gods. We are the Firstborn. And we shall be the last left standing."
Zealot SC2-LotV Art4

A protoss

The protoss Firstborn are a sapient humanoid species native to Aiur. Their advanced technology complements and enhances their psionic mastery.[1]

The main protoss cultural groups are the Khalai, who adhere to the communal Khala,[2] and the Nerazim, who reject the Khala.[1][3] Two smaller cultural branches of the protoss, the Tal'darim and the Purifier, separated from the Khalai over respective ideological differences.[4]

Protoss civilization was reunified when the Khalai and Nerazim, sundered since the Discord, were reunited[5] after the devastation of Aiur by the zerg during the Great War.[6]

Alongside the zerg and terrans, the protoss stand as one of the three dominant species of the Milky Way.[7] Protoss are not found outside the Koprulu sector.[8]

History

Main article: Protoss history
"Stay alert people, these guys play hardball."
Zealot SC1 Art4

A zealot

The protoss are an ancient race, and they consider themselves to be the "firstborn" race of the universe.[9]

Aeon of Strife

Main article: Aeon of Strife

The protoss were discovered by Amon and his followers on Aiur, a world the xel'naga had previously engineered. The xel'naga, who were nearing the end of their life cycle, were in need of a race to achieve purity of form and intrigued by their mental connection, chose to use the protoss. Amon uplifted the protoss and manipulated their essence. Pushing the evolution of the protoss, the purity of form was achieved and the xel'naga eventually descended to Aiur. The protoss, who revered the Amon and his followers as gods, learned much from them. But in time, they began to grow wary of their creators, and rebelled from them, attacking their ships and killing hundreds. Amon and his followers left the planet as the protoss fell into the Aeon of Strife, a period of brutal civil war.[1] Until the End War, history would hold that it was the xel'naga as a whole that were responsible for this uplift.[10]

The destructive civil war ended when Khas, using xel'naga-derived artifacts called khaydarin crystals, re-created the psionic link. It became the basis of a new philosophy called the Khala.

Approximately 1500 by terran reckoning, the Conclave attempted to exterminate rogue heretics who had deliberately cut themselves off from the Khala and would later become known as the Dark Templar. They ordered Executor Adun to execute them, but Adun refused, instead teaching the rogues to hide from the Conclave. Eventually the rogues lost control of their powers, alerting the Conclave. They were secretly banished on a xel'naga ship.

ZealotHydra SC1 Concept1

A lone protoss faces down the zerg

By 2499 the protoss became aware of a xenomorphic threat, the zerg, another alien species also created by the xel'naga. The zerg were attacking the terrans, a species which had traveled to the Koprulu Sector two hundred years previously. The Conclave dispatched Tassadar and a force of protoss to destroy the infestation by purifying the infested worlds.[1]

Fall of Aiur

"My Life For Aiur!"

- Protoss battlecry(src)

Main article: Fall of Aiur

Tassadar's force failed in its mission, and the remnants traveled to the new zerg homeworld, Char. There, Tassadar struck an alliance with the Dark Templar prelate, Zeratul. They discovered a weakness in the zerg command structure which could be exploited only by the Dark Templar, and clashed with their new leader, the Queen of Blades. Meanwhile, the majority of the zerg force traveled to Aiur.[11] The protoss were losing the battle, but when Tassadar brought Zeratul to Aiur, a protoss civil war broke out between Tassadar's followers and the followers of the Conclave.[12] Eventually Tassadar's faction won.[13] Unimpeded by the Conclave, Tassadar's followers attacked the Overmind itself.[14] Tassadar died during the battle.[15] Seventy percent of protoss on Aiur were killed.[16]

The protoss fled to Shakuras, followed by a zerg faction.[17] The protoss destroyed the renegade zerg, saving themselves but advancing Sarah Kerrigan's aims.[18] With the assistance of her enigmatic minion Samir Duran,[19] she would later force the protoss into destroying the second Overmind for her, making her the sole leader of the Zerg Swarm.[20] As the protoss attempted a revenge strike on Kerrigan,[21] Duran abandoned her to conduct protoss/zerg hybridization experiments, which were discovered by Zeratul.[22] The latter exiled himself for several years following the discovery.[23]

End War

"Alas, the day has finally come. The End War is upon us... and all of creation depends on our victory!"

- Dark Prelate Zeratul(src)

Main article: End War

The protoss spent years rebuilding the Golden Armada to retake Aiur, and in 2506, the fleet was launched to retake their homeworld.[24] However, this coincided with the return of Amon, who corrupted the Khala and possessed every protoss connected to it.[25] Artanis gathered the survivors aboard the arkship the Spear of Adun, and set off to find the means to fight Amon.[26] They retrieved the Keystone,[27] and evacuated the Nerazim from Shakuras before destroying the planet as Amon's forces overran it.[28] The Daelaam followed Zeratul's lead to the temple of Ulnar,[10] but found the xel'naga there dead.[29] Artanis then united the ancient Purifiers and the Tal'darim with the Daelaam, and moved to reclaim their home.[30] The attack was successful; Aiur was reclaimed and Amon was thrust back into the Void.[31] The protoss, with the aid of the Dominion and Zerg Swarm, pushed into the Void and slew Amon, ending his manipulations of the protoss.[32]

Physiology

"As they say, the enemy of my enemy...
...is tall, dark and ugly?"

- Jack Frost and Charlie Vane after seeing a protoss for the first time(src)

Protoss SC2 Cncpt1

Male protoss anatomy

Protoss are about two meters (seven feet)[11] to three meters tall,[33] with typical heights of eight to nine feet (2.4-2.7 meters).[34] The height of researcher Ulavu was given as two and a quarter meters.[35] A protoss would consider a human over six feet tall to be "short".[36] While the average protoss weight has not been documented, Tassadar weighed 145 kilograms.[37]

They have two glowing eyes[1] that blink normally,[9] digitigrade legs, semi-permeable skin covered in scales, 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.[1] Aside from their eyes, protoss possess no other orifices on their bodies. Protoss hands are notable for their variation, with some protoss having two fingers and two thumbs, and others having three fingers and only one thumb. This is a random hereditary trait among the protoss.[38]

Selendis SC2 Cncpt1

Selendis, a female protoss

The xel'naga considered these beings to have purity of form as the protoss are incredibly adaptable to harsh natural conditions and climates, and their strength and speed were unparalleled amongst the other races known to the xel’naga.[1] Protoss have sharp claws, which can be deadly weapons if a protoss is caught unarmed.[39]

Protoss derive sustenance from light,[36] capable of living off moonlight (reflected sunlight),[36][40] and can go without light for extended periods of time.[40] Though the process of light absorption is similar to plants, protoss are able to access energies over a wider range of the electromagnetic spectrum than most plants.[35] What little water they need is absorbed through the skin.[40] The Dark Templar modified themselves biologically and used other techniques to survive on the formerly lightless world of Shakuras.[41] Protoss describe the principle of light absorption to be the same as plants, but over a much wider electromagnetic spectrum.[35] Protoss require oxygen to survive.[42] Protoss waste excretion occurs on a molecular level through the skin.[38]

The protoss used to hunt, but they did so to collect the blood and hides of animals for various purposes, not for sustenance.[36] Ancient protoss also used to till soil to grow crops.[43]

Protoss hear and smell through their skin, and it is believed that their primary sense is sight. Protoss have a sense of smell sharp enough to identify other protoss and see very well at night. A protoss' skin color may change in response to changes in its emotions. They are bereft of mouths, noses, or visible ears and are without a sense of taste.[36] They possess three hearts,[11] though they are located so closely together in the body, many protoss refer to it as one organ.[38]

15YearZealot SC2-HotS Head1

A protoss with golden eyes

Protoss sleep and dream in a manner similar to humans.[36] When particularly emotional, streams of energy have been observed to stream from a protoss's eyes, similar to how a terran might cry.[44] Eye colors include blue, green,[45] gold,[46] violet,[47][48] and red.[49] The proliferation of eye color corresponds to kindred; Khalai eyes are predominantly blue, Nerazim are predominantly green,[45] and red is present among the Tal'darim,[49] though has also been observed for the Khalai.[47]

A protoss's maximum life expectancy is 1000 years,[50] though exceptions exist.[16] Like other creatures, protoss grow weaker with age, with physical and mental faculties degrading as they get late into their lives.[45]

Protoss are not a prolific people,[51] to the extent that the xel'naga developed an artifact, the Kassia crystal, to counteract this.[52] The population of Aiur, however, had reached billions.[53] Before the Fall of Aiur, the protoss population was in decline due to systemic extermination; the protoss were passing away from sheer age.[54] Their numbers have been further reduced through conflict,[55] and their population continues to decline.[56]

Protoss blood is blue[36] or a dark purplish color, almost black.[38] Protoss can bear birthmarks.[8] As in humans, skin color is considered a sign of ethnicity, with each protoss tribe having a specific subtly differing hue or typical pattern of markings associated with it. While the protoss are no longer a tribal society, the tribal bloodlines still run strong.[1][57]

As with terrans and zerg, protoss genetic material consists of DNA[22] with helix strands. There is evidence that the protoss have yet to unlock their full genetic potential, but this theory died along with the Protoss Advance/Experimental Facility.[58]

Protoss DNA is "antithetical" to zerg DNA and cannot be combined through infestation under normal circumstances. Artificial methods can be used to generate hybrids however.[59] A protoss may still serve as the host for a zerg parasite.[60]

The following section contains information from Heroes of the Storm that is ambiguously canonical.

Protoss possess a body part called a thylar, which may be held by their hand.[61]

Medical Care

"There's a protoss here who needs mouth-to-mou - ooh... well... mouth to... something."

- A confused medic(src)

FenixDragoon SC1 Cncpt1

Kept alive through advanced technology

On the battlefield protoss warriors are known to fight with tremendous power and grace, but despite the chaos they inflict on their enemies they are capable of being mortally wounded. When a protoss nears death, their foes often bear witness to a startling flash of bright light as the protoss warrior seemingly disappears. Primitive races are known to quail in superstitious fear upon seeing this, but it is actually another aspect of protoss technology at work rather than any sort of supernatural feat.

Protoss armor is typically equipped with a complex teleportation mechanism that can detect when its wearer is grievously injured and automatically teleports the warrior to the nearest safe haven. This of course is dependent on the mechanism being fully functional, as there is the risk of being damaged during combat.

Immortal SC2 Head2

A protoss immortal pilot

Those protoss who are too badly injured after the battle but still wish to continue fighting are placed within the shell of a dragoon, immortal or vanguard, which allows them to serve their brethren on the battlefield. The choice is left to each individual protoss; whether to continue service or join with their ancestors in the Khala.[62]

Protoss that suffer injuries to their psionic appendages (such as the Nerazim) attach clamps to the remnants in order to prevent energy bleed.[52]

Terran understanding of protoss physiology is limited.[36] Their respective biologies are similar enough for substances and drugs, such as Sundrop[63] and a medic's medicine to affect both.[64]

Mental Abilities

HighTemplar SC-FL3 Art1

Protoss psionics

Their powerful psionic abilities extend further than that of human ghosts.[63]

Protoss have been described as "devastatingly intelligent", and their thought processes work very differently than those of terrans.[65] They are able to contemplate multiple scenarioes and run through many different lines of thoughts and memories in the span of a second.[66]

Protoss are natural mind-readers. They must learn to filter the thoughts they read, block and release (which would prevent other protoss from reading their minds).[36] The ability to block thoughts is compromised by the Khala, which prevents the protoss which follow that philosophy from hiding from each other.[63] During the Aeon of Strife, Protoss regularly used their mind-screening abilities to ambush each other.[36]

Protoss can use their psionic abilities to shield themselves, charge their tools and weapons, and to materialize, manipulate or meld matter.[62] At least some of these abilities can only be used by a small minority of protoss without technological assistance (such as the creation of shields).[1]

Blink SC2 CineProphecy1

Zeratul using the powers of the Void to blink

Protoss can sometimes access memories and strands of experience from protoss who have died and entered the Khala, but only preservers have full access to this knowledge.[62] Protoss warriors can learn from the spirits of fallen warriors at the Templar Archives.[1]

The powers of the Khala and the Void protect protoss from zerg infestation.[59]

Communication

Protoss can communicate telepathically with each other. They can do so through "speaking," a method that transmits little or no emotional content.[36][63] Using their nerve cords they can also communicate in a manner which enables them to sense each other's emotions, a key part of their psionic gestalt, the Khala.[36] During the Aeon of Strife this ability had fallen into disuse, but was restored by the mystic Khas. Protoss who follow the Khala use both methods of communication.[63] Dark Templar ritually sever their nerve cords, which prevents the emotional link.[1] Clamps are placed on these severed nerve cords to prevent energy bleed.[52]

Protoss can create a special kind of mind-meld deep within the Khala, where no one can lie. Protoss performing this kind of mind-meld hold up their hands and face their palms to each other; both palms softly glow. This kind of communication was also possibly held between Executor Adun and Raszagal, the latter not following the Khala.

Protoss "speak" a language called Khalani,[63] communicating through telepathic bursts. The privacy of the conversation is up to those involved on it. Even through communication, pain can be caused via this telepathy via mental spikes.[67] Terrans exposed to protoss communication often hear nearly meaningless sounds. However, at least some protoss have the ability to "translate" the thoughts into a form which a terran can understand.[68] There is a limit to how far a protoss can communicate through telepathy—psychic boosters are used for ship-wide broadcasts, and psi-link spires are used for communication across interstellar distances. Protoss are capable of using their telepathic powers to directly interface with terran video communication systems.[38] Often psi links are outfitted into protoss helmets and gauntlets[45] to allow them to communicate over distances and in the mental chaos of battle.[69]

The protoss of the Aeon of Strife did not understand the concept of non-psionic communication. Khas effectively (re-)created the concept of reading and writing, a necessity for translating some xel'naga relics.[63]

In addition to telepathy, protoss possess a degree of body language used in conveying feelings, intent, etc. For instance, a bob of the head and movement of a protoss' nerve chords is a sign of contempt. Bowing of the head, shaking and/or mottling of the skin is a sign of emotional distress.[36]

Terran technology is able to detect and interact with long range protoss communication frequencies through use of a hyper-waveform emitter.[70]

Culture

"If society is defined by how well its members comprehend one another's interests and culture, the protoss manage to eclipse us merely by existing. You call them detached? They connect with each other's emotions instinctively. They share dimensions of understanding as easily as we breathe. We remain so very, very alone. Our relationships are childish by comparison."
Zealot SC1 Art1

A zealot of the Khalai

Protoss culture is built around core philosophies that have been rigidly adhered to for over a millennium. As such, it is difficult for their society to adapt to changing circumstances.[71] The integration of Khalai and Nerazim is a case in point in different cultural values.[52][63]

Khalai culture has its roots in the Aeon of Strife, the period of chaos following the retreat of the xel'naga. At the end of the Strife, the protoss were reunited under the precepts of the Khala ("Path to Ascension") as promoted by the mystic Khas. The Khala took advantage of the natural psionic communal link and established a caste system.[1] Protoss can be fanatical when it comes to their religious beliefs.[71]

Not all protoss embraced the Khala. Many outcasts, eventually known as the Nerazim, were later banished from Aiur.[1] Yet other outcasts, the Tal'darim, use drugs to cut themselves off from the Khala.[4]

Female protoss rarely attain positions of power, except among the Nerazim. They are rare among the Templar Caste and were never part of the Conclave. Many protoss have a prejudice against female terrans, as the only one they've had much contact with was Kerrigan (contrasted to Jim Raynor).[42] Very young protoss are referred to as "younglings."[8]

The protoss are considered a "warrior race", although they were not constantly at war. They trained incessantly for combat, however, and prior to the Great War warred with the kalathi and "other types" of protoss.[72] Protoss have a strict code of justice and honor, and strongly believe in their responsibility to enforce it. They strive for glory in battle.[9] For the protoss, discipline and advanced technology are the key to success on the battlefield, and dying with honor is preferable to surviving through cowardice.[73]

The combination of their technological prowess and arrogance has blinded the protoss (at times) to collateral harm suffered by "lesser species."[74] However. the protoss have always been willing to sacrifice their lives for other members of their species.[8] Protoss revel in the glory of personal combat,[1] and consider the ranged weapons of terrans to be cowardly.[75] Nonetheless, they recognize the necessity of ranged warfare, hence the existence of technology such as the photon cannon.[1]

Aiur holds great, almost spiritual significance to all protoss.[8]

The protoss, or at least the Khalai, do not not have a concept of luck, instead seeing "the synchronicity of events," and knowing there is a grander design behind them.[76][77]

Among the Nerazim, family ties are important, but among the Khalai and Tal'darim, family terms are indirect, and protoss do not form terran-like family units.[8] However many Khalai protoss are aware of their blood family, maintain some ties to them.[42]

Language

"Oh, good, the protoss...I was hoping to get an indulgent lecture today."

Protoss have a mental language, Khalani,[63] and a written language. These were used by both the Khalai and the Nerazim.[42] Khalai can communicate wordlessly due to the properties of the Khala, while Nerazim must voice their words vocally.[78]

Religion

"Faith before fear."
OverReverent SC1 Cncpt1

Protoss reverence

The protoss as a whole once worshiped the xel'naga as gods.[1] In the present day, various protoss have also referred to the xel'naga as gods,[79][80] and the Tal'darim have taken a hardline approach to worship of Amon and his follower xel'naga as a deities.[81]

Protoss Heroes

A number of protoss are highly regarded by both Khalai and Nerazim, and have become associated with honorifics (e.g. "en taro"—"in honor of"):

  • 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 the society of the protoss of Aiur, and societal rank (for example, Templar, Judicator) and honor are linked with Khala.[1]
  • 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 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 savior to the Dark Templar,[1] 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.[63] The phrase "En Taro Adun" is used by the protoss as a formal greeting or farewell, and also serves as a battlecry, while the Dark Templar use "Adun Toridas" in a similar fashion.
  • Tassadar – He led the Koprulu Expeditionary Force during the Great War. The subsequent reunification of the Khalai with the Dark Templar began with his befriending of Zeratul. This alliance allowed the protoss to slay cerebrates and the first Overmind. Tassadar sacrificed himself to kill the Overmind. For his heroic example, he serves as a contemporary example of protoss virtues. Some Templar, notably Artanis, Selendis and Zeratul have taken to saying "En Taro Tassadar".
  • Zeratul – A hero of the Great War, Zeratul taught Tassadar how to channel void energies, allowing him to defeat the Overmind. Zeratul's tireless devotion to discovering the meaning behind the hybrid and Amon gave the protoss the edge they needed in the End War. Through the conflict, Artanis took to saying "En Taro Zeratul,"[82] and in the aftermath of the conflict attributed their victory to Zeratul.[31]
  • Artanis – After serving in the Great War and Brood War, Artanis took over the role of Hierarch of the Daelaam. When Amon returned and corrupted the Khala, he gathered what few loyal protoss remained, and struck back, bringing the ancient Purifiers and Tal'darim into the Daelaam's fleet. Artanis reclaimed Aiur, and thrust Amon back into the Void, then sending the fleet in to finally strike him down forever. "En Taro Artanis" was shouted as an honorific in the Daelaam's last stand against Amon on Aiur.[31]

Factions

DarkTemplarCivilWar SC2 Art1

Protoss conflict

The extent to which the protoss have been a unified people has waxed and waned over time. Originally tribal based, the protoss settled under centralized rule with the coming of the xel'naga, only to revert to tribalism in the Aeon of Strife, only to once again be unified after thousands of years. Under the Khala, the Khalai formed the caste-based Protoss Empire while those who refused to submit became the outcast Nerazim.[1]

In the aftermath of the Brood War, both lines of protoss were united under the Daelaam.[83] However, internal tension once again led to tribalism[84] and their civilization fractured.[85] In the aftermath of the End War, the Daelaam united the remaining tribes, and reclaimed Aiur as the homeland for all protoss.[31]

The Tal'darim are a branch of protoss that were taken from Aiur during the departure of the xel'naga, and serve as a separate culture from the Khalai and the Nerazim, unconnected to the Khala.[86] They are warlike, and before his fall served Amon with a fanatical devotion, using terrazine to become closer to him.[81]

While not true protoss, the Purifiers were templar designed by the protoss who rebelled over not being treated as true templar. During the End War, they were absorbed back into protoss society with the promise of equal treatment to true protoss.[87]

The Ihan-rii are a fanatical branch of protoss that isolated themselves from their kin millennia ago to worship the xel'naga. They use a powerful stone for their technology, and largely remain on the fringes of the sector, passively observing.[88]

Technology

"Sophisticated psionic biology. Gilded technology that defies the laws of space and time. If the Protoss are arrogant, as their detractors claim, can you blame them? They were cruising the galaxy in golden superships when humans were still digging in the dirt for grubs."
Main articles: Protoss Technology Listing
Dragoon SC1 Art2

A dragoon—an example of protoss cybernetic technology

The protoss are the most technologically advanced race in the galaxy.[74] Their technology is a blend of psionics and mundane technology[62] and has shown itself to be far more advanced than many other species of the galaxy, including humanity,[1] which was "digging in the dirt for grubs" by the time the protoss had achieved interstellar travel.[75] They have been referred to as "the most technologically advanced race in the universe,"[9] and their warriors are "the best trained in the galaxy."[89] Despite their technological advantage, the protoss constantly strive to enhance their weapons and armor.[1] Their weaponry is energy-based.[90]

Some protoss technology requires vespene gas as a catalyst.[1] Protoss utilize cybernetic technology to save lives, and bolster their warriors' prowess.[55] This technology is so advanced when compared to that of terrans that to some terran scientists, classifying it as "technology" at all seems inadequate, as protoss have displayed a cognitive, almost spiritual bond with their cybernetic machines.[38]

Protoss metals was particularly durable, not decaying or eroding even after hundreds of years of neglect. Even battlefield scraps of protoss metal can maintain their undiminished shine without signs of pitting, scarring, or scorching.[66]

Battlefield communications between protoss are efficient.[78] The use of energy for defensive purposes is a standard protoss practice.[91]

ArtanisZealot SC2-LotV Art1

Protoss warriors being teleported

Protoss armor contains teleportation technology which whisks the warrior away to safety when they are injured to the point of death.[62] Injured and crippled protoss can be transformed into cybernetic warriors.

Due to their low population, the protoss frequently use robots in their military.[1] Due to their diminished population, the protoss are in a position of not being able to waste resources.[56]

Protoss pilots are an integral part of their ship, and using it drains their energies.[42] Protoss aerospace craft utilize anti-gravity technology to keep them airborne when operating within a planet's atmosphere.[50]

Colossus SC2 Cncpt1

The colossus—an automated protoss war construct

The protoss developed powerful crystal technology and incredibly powerful weapons of war, such as the colossus and the mothership, and could develop more powerful technology if they wished.[65] The protoss limit their use of technology, as they are frightened of what they could do with it[92] and feel they have perfected a slow but steady and methodical system of technological development.[93] The longevity of protoss history has allowed them to develop incredible weapons of war over the course of it.[9]

Despite the Fall of Aiur, the protoss can still produce starships on other planets, and they have also inventories of them in many places.[92]


The following section contains information from StarCraft II: Wings of Liberty that is ambiguously canonical.

Protoss excel in energy manipulation. Arcthium gems are key to their technology.[80]

Gameplay

StarCraft

StarCraft: Ghost

StarCraft II

Notes

Zealot SC1 Cncpt1

Early protoss concept art

  • Protoss comes from the Greek "πρώτος" meaning "first." This name is possibly given because the protoss were the first semi-successful xel'naga creation, bearing the name "Firstborn."[1]
  • In StarCraft online culture, the protoss are often referred to simply as Toss (or P or Pro or PTo by some Korean players); amongst more experienced players, it's usually abbreviated to simply P.
  • All protoss names undergo careful consideration, as Blizzard has very strict guidelines as to how a protoss name should and should not look like. This is linked to a real-world dictionary of Khalani being maintained.[94]
  • In the 2013–2018 period, the protoss article was the sixth most visited page on the wiki, narrowly edging out the zerg (which took the #8 spot). This makes the protoss the most visited playable race page, though the visitation level was below that of the xel'naga (which took the #4 spot).[95]

Development

  • The protoss were the second race developed for StarCraft, developed alongside the zerg after the terrans were fleshed out.[74]
  • It was decided that the protoss would not be savage, but "primal and powerful." They were loosely based on the stereotypical grey aliens of science fiction, only the protoss would be much taller, and much more muscular.[34] This race would have advanced technology and mysterious motives. The zealot acted as the baseline protoss unit, being "a non-wimpy grey alien wearing ornate power armor and wielding a wicked set of blades." Protoss units further up the tech tree were free to deviate from this norm.[96]

Art Style

"We made ours eight or nine feet tall instead of the skimpy pre-pubescent gray aliens with no muscle tone. Our Protoss have giant golden armor they have to support. Those little guys couldn’t do it, you know?"
ProtossInsect Art SC1Art

Early insectoid concept art for the protoss

  • The dragoon served as the initial basis for the protoss. The idea was that the protoss would be a robotic race, with the protoss having units that resembled robotic duplicates of animals. However, it was found that the yellow and orange metal of the dragoon was too limiting as a color palette for the entire protoss race. The protoss were later developed into an organic species, though autonomous robotic units remained part of their tech tree.[97]
  • Because the protoss are not as numerous as the terrans and zerg, even their most basic units are designed to look as though they're able to fight against impossible odds.[90]
  • Alongside the terrans and zerg, the protoss aesthetic in StarCraft was decided early on, that their structures would be elegant and rounded.[34] The protoss's armor, buildings, and units followed the ethos set by the zealot, of all being aesthetically pleasing to the eye.[98] For their structures, blue crystals and stone architecture were utilized to establish a sense of contrast.[97] Silver and gold are prominent throughout all protoss units to underscore their lineage and ancient culture, silver and gold being chosen due to their nature as "noble colors."[90]
Zealot SC2-LotV Art1

The protoss StarCraft II style

  • For StarCraft II, the protoss underwent an aesthetics redesign, with more flowing shapes, less geometric angles. and a more organic feel.[99] This was part of an unofficial retcon on Blizzard's part, an idea that protoss structures in StarCraft II had always looked the way they appeared in the game.[100] The protoss appear more "bulked up," but this wasn't a conscious decision, but more the result of using 3D models rather than sprites.[101] Early styles bore resemblance to that of the blood elves of Warcraft due to their flashy engravings, but this art style was abandoned.[102]

Story Development

Zealot SC2-LotV Art3

"Space samurai"

  • Blizzard refers to the protoss as their "space samurai," or "space paladins."[9] This idea stems back to their development in the original game.[98] In Blizzard's mind, the protoss are defined by the following traits:
    • Ancient, noble race.
    • The Khala.
    • High tech.
    • Small numbers.[9]
  • In very early drafts of the universe of StarCraft, the protoss were designed to be more insectoid, giving them more similatrity to the zerg. The idea was changed later, but some design decisions, including their head plates, use of blades as weapons, and their psychic connection of the Khala were holdovers from the idea of connecting the two races. While not specified as being intentional or a coincidence, the zerg and protoss did end up being connected through their shared history with the xel'naga.[98]
  • While the terrans and zerg had different backstories in the first pitch for StarCraft, the protoss appear to be much like their counterparts from the end-game.[103] In this version they were more willing to take direct action against terrans however, as demonstrated by the original Tau Ceti backstory.[104]
  • A challenge for writing protoss is that they do not possess the same kind or amount of body language as humans. The writers of Legacy of the Void watched episodes of ER, for as it per its nature as a medical drama, the characters' faces are often covered bar their eyes. Eye movement was studied in regards to how it could apply to protoss characters, as their eyes are their main conveyors of emotion. While the protoss are intended to be "unknowable" (in regards to humans/terrans), it was also intended that elements of humanity still shine through.[50]

References

  1. 1.00 1.01 1.02 1.03 1.04 1.05 1.06 1.07 1.08 1.09 1.10 1.11 1.12 1.13 1.14 1.15 1.16 1.17 1.18 1.19 1.20 1.21 1.22 1.23 Underwood, Peter, Bill Roper, Chris Metzen and Jeffrey Vaughn. StarCraft (Manual). Irvine, Calif.: Blizzard Entertainment, 1998.
  2. Elder, Josh and Ramanda Kamarga. "Why We Fight." In StarCraft: Frontline: Volume 1, pp. 6–47. Tokyopop, August 1, 2008. ISBN 1427-80721-3.
  3. Blizzard Entertainment staff. 2009-01-08. Dark Templar Vote: Decide Which Clan Joins the Battle. Blizzard Entertainment. Accessed 2009-01-08.
  4. 4.0 4.1 Kenyon, Nate. (September 27, 2011). StarCraft: Ghost: Spectres. Simon & Schuster (Pocket Star). ISBN 978-1439-10938-0.
  5. Blizzard Entertainment. StarCraft: Brood War. Vivendi Games. Mission: Legacy of the Xel'Naga (in English). 1998.
  6. Blizzard Entertainment. StarCraft: Brood War. Vivendi Games. Mission: Escape from Aiur (in English). 1998.
  7. (2007). StarCraft: The Board Game (manual). Fantasy Flight Games.
  8. 8.0 8.1 8.2 8.3 8.4 8.5 8.6 2012-12-05, Community Lore Discussion BlizzCon 2015. StarCraft Legacy, accessed on 2015-12-28
  9. 9.0 9.1 9.2 9.3 9.4 9.5 9.6 2014-11-07, StarCraft II Legacy of the Void Campaign Overview. YouTube, accessed on 2014-11-13
  10. 10.0 10.1 Blizzard Entertainment. StarCraft II: Legacy of the Void. (Activision Blizzard). PC. Mission: Legacy of the Void, The Infinite Cycle (in English). 2015-11-10.
  11. 11.0 11.1 11.2 Rosenberg, Aaron (June 1, 2006). StarCraft: Queen of Blades. Simon & Schuster (Pocket Star). ISBN 0-7434-7133-4.
  12. Blizzard Entertainment. StarCraft. Vivendi Games. Mission: Homeland (in English). 1998.
  13. Blizzard Entertainment. StarCraft. Vivendi Games. Mission: The Trial of Tassadar (in English). 1998.
  14. Blizzard Entertainment. StarCraft. Vivendi Games. Mission: Eye of the Storm (in English). 1998.
  15. Blizzard Entertainment. StarCraft. Vivendi Games. Cinematic: The Death of the Overmind. (in English). 1998.
  16. 16.0 16.1 Underwood, Peter, Chris Metzen and Bill Roper. StarCraft: Brood War (Manual). Irvine, Calif.: Blizzard Entertainment, 1998.
  17. Blizzard Entertainment. StarCraft: Brood War. Vivendi Games. Mission: Dunes of Shakuras (in English). 1998.
  18. Blizzard Entertainment. StarCraft: Brood War. Vivendi Games. Cinematic: Fury of the Xel'Naga (in English). 1998.
  19. Blizzard Entertainment. StarCraft: Brood War. Vivendi Games. Mission: Drawing of the Web (in English). 1998.
  20. Zeratul: "Kerrigan, this is Zeratul. I demand to know why you've taken our Matriarch."
    Sarah Kerrigan: "Actually, Zeratul, she's not the one I'm truly interested in. I stole her to get to you. You see, I need you and your brethren to kill the Overmind for me. The only way I had of assuring your cooperation was to take away that which you value most. However, I give you my word that once you've killed the Overmind, I'll allow her to return to you."
    Zeratul: "As if your word held any value..."
    Raszagal: "Zeratul, my faithful servant. You must aid Kerrigan in this endeavor. The Overmind is our common enemy. It must be destroyed to insure that our people will survive!"
    Zeratul: "You ask me to aid this vile creature?"
    Raszagal: "I do not ask this for myself. Nor do I ask it on Kerrigan's behalf. I ask you to do this for our people, Zeratul. Obey me as you always have... Trust in my judgement."
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